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Cheeki_Beaky_Bird

Cheeki_Beaky_Bird

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Cheeki_Beaky_Bird
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  • To the various people saying that this was MMR catching me out on deranking:

    I have just come back to playing after not touching the game for quite some while. I haven't played since shortly after the Blight was added, and now there's a new killer in the game, plus the Trickster in PTB.

    I've only once reached red ranks, and that was just a short stint at Rank 4 after making a big push to get there using some of the nicer addons.

    While I remember the basic workings of the game, I'm far from where I was when I was purple raked, and I think it's properly absurd I'd be ranked against an all-red team, one of which R1, when I'd just 2k'd against a yellow/green team.

  • The killer is directly punished for face camping, it hurts their chaser rank emblem.

    The killer is punished for hard tunneling: Any sensible survivors complete gens (3 or more) right at the start of the game if this is done, which harms their gatekeeper rank.

    WDYM 'fixing gen speeds for survivors'? Are you saying they should be slower or something?

  • I don't give a ######### about the current stats.

    I won't listen to jack ######### about intended kill averages until the ranked system for killers represents that.

    If I 4k but I did it too quickly or too slowly, I neutral pip.

    If I 3k with 4th escaping out hatch, and I never got to hook 4th? I depip.


    Get that fixed, then we can have a conversation about changing killers to get x kills on average

  • Just reading through the changes, you're full of #########.

    A blanket 20% decrease in heat generated while charging. A blanket 33% increase in heat dissipation when not overheated. A 100% decrease on heat gained when reving down (in fact, more when you consider it goes from adding heat to removing it). Heat dissipation during post-sprint animations. This is a clear and intentional move to make heat less harmful, and your claim that these are minor or insignificant changes is stupid at best, and malicious at worst.

  • There's more glory to be won as killer.

    If I'm playing against red ranked survivors as early as rank 11 killer, and neutral pip on some 4Ks as a rank 8 killer, it means (at least to me) that my rank is more meaningful than any survivor's.

    I ran with a red-ranked team once as a purple, and it was very much what I expected: Matchmaking usually couldn't find us a killer above green ranks because there's so few of them, and the response to almost everything was 'just do gens dude'

  • So, hypothetical.

    Survivor 1 is injured, and has self care.

    Survivor 2 is not injured, does not have Prove thyself, and has nothing to speed up healing another survivor.

    Survivor 1 and 2 arrive at a generator at the same time. They want to heal survivor 1 and complete the generator.

    The fastest way to go about doing this is for survivor 1 to self care, and survivor 2 to repair the generator.

    Healing 1 survivor takes 32 seconds of survivor time. This can be 16 seconds of 1 survivor, or 32 seconds from 2 survivors.

    Repairing 1 generator takes 80 seconds of survivor time if only 1 survivor is doing it, but 92 seconds of survivor time if 2 survivors are repairing it.


    Self care also makes your medkits MUCH stronger, getting 20% more use out of them can mean a lot when they're the particularly good ones. Self care can also be combo'd with botany knowledge for even longer lasting medkits, faster heals, and the ability to heal up other survivors quicker even when your medkit finally runs out.

    Self care is also very strong with Resilience, you can 99 a heal and then hold it until you feel threatened, raking in that 9% bonus. Resilience ALSO guarantees that your self-healing goes faster with its 9% action speed bonus, as you're always injured when you're healing yourself ;)

    And, critically, self care lets you heal when you can't safely meet up with another survivor, or the killer interrupted you getting healed. It gives you a tremendous amount of flexibility, combos amazingly with some perks, and lets you do more to ensure you can survive a trial.

    It's also worth nothing that inner strength isn't as fast as some folks think. Just cleansing a totem takes 15 seconds, you need 8 seconds in locker and, assuming you don't want to be loud about it, another 4 doing quite locker entrances and exits, for 27 overall. That seems good to self care's 32, but it doesn't benefit from self care's synergies, and, importantly, inner strength has five uses for the entire trial, across all survivors, and needs you to actually go find a totem and locker. Self care is available any time, any where, as many times as you need it.

  • Ahhh!

    This explains a lot, when they say they "don't stack", that's easy to miss-interpret. They mean to say that they don't give any bonus to other players xD

    Doesn't help that they took down the banner over here that mentioned the bug :/

  • @nicknack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200156#Comment_1200156

    Yes and to counter desicive just dont tunnel its simple

    If only that where the case.

    If I where to counter DS by "not tunneling" that would mean leaving survivors alone once they're unhooked. Considering there are 8 hooks to burn through before any kills in this hypothetical, all 5 gens could be done by survivors who have DS active without anyone else touching them. Amazing counter.

  • Yeah, you'd think that considering the idea of the power is them entering a "Deadly Rage", stabbing someone would help that along, not prevent it :/


    (Pfft, 'deadly rage', more like a less-than-lethal rage, considering it seems to be easier to recover from than being pepper sprayed, and healing a 'deep wound' AND being 'injured' with no medical supplies on your own takes less time than most people need to stop a nosebleed)

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200159#Comment_1200159

    Waste? It's not a waste for me when I'm The Killer. I don't mind the opportunity to earn some extra points in the process. With that logic, the entire game is a waste of time. I just never viewed it as BM.

    I would consider a point in time where no player in the game is doing anything to further their objective a waste of time.

    I don't play this game to see the pretty bloodpoint counter go up, I'd be playing an idle mobile game if that where what I where after. I'm here to play with and against people. To interact with, outsmart, and be outsmarted. Walking around kicking any gens that aren't regressing, and any pallets that where still in the dropped state, and maybe stomping on the hatch? Literally mashing my spacebar without paying any attention to what's happening on screen? There's no winning or losing to that. I'm not getting anything from it but imaginary bloodpoints. I'm not getting better at the game, or doing anything to try to out-think or out-play someone.

    If this where such a concern, where where you before this change. Where you saying that when the last survivor is hooked, they should go through the full timer as normal? Did you find it outrageous that they wouldn't get their struggle bloodpoints (which where only recently added to the game) then?

  • @BigBrainMegMain said:

    Yeah, because bringing a key means a guaranteed free escape.

    You do know that keys only work if survivors work on gens, right?

    And it's killers like you that are going to get all moris nerfed really soon.

    You know that Moris only let you kill survivors if you down them twice, right?

  • I agree with this. Legion is the only killer who gets a penalty for landing a basic attack without touching their power.

    Ghostface loses his stealth, but this is understandable - he only gets this penalty for attacking while his power was active.

    Freddy and Oni actively BENEFIT from landing hits without touching their powers.


    Legion losing power gauge upon landing an M1 hit is no different than the idea of Nurse losing a blink charge when she hits a survivor without blinking, or the Deathslinger's gun needing to be reloaded whenever he stabs someone. It's a pointless jab at the killer for doing their job right.


    The only reason I can imagine this being in the game for would be to prevent a killer from downing a survivor, then immediately entering frenzy to wound one or two other survivors before hooking the first survivor, but I don't understand why this would be discouraged? Is this not a skillful (hell, one of the only good) use of The Legion's power, to punish survivors from hanging out right next to a chase? Is that OP in some way I can't understand?

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198834#Comment_1198834

    Why was this in need of a change? You're eliminating as much as 800 points to "save time" in a game filled with ways to extend the match. At that point, what's another minute? Especially since it allows The Killer to also get points by breaking pallets and even closing the Hatch. If anything, the last Survivor should also be able to struggle to the last drop for those points.

    There is no reason the killer should be forced to waste a minute of time or more while a survivor mashes spacebar repeatedly for the purpose of bloodpoints.

  • @Mistikus said:

    i just don't understand why one of the survivor should lose a chcance to save him after being farmed by andoter survivor wthout bt(which hapoens quite a lot of times on solo ).

    Personally i would rather fave a bit shorter timer on ds when end game colapse stars idk mybe like 30 sec

    I don't understand why a killer should lose the chance to kill a player after they where unhooked right in front of them without BT.

    I'm even more unable to understand why a killer should lose the chance to kill a player after eating BT and still managing to down the unhooked player.

    @BigBrainMegMain said:

    Just slug them.

    I doubt it takes 60 seconds to get from a hook to the doors.

    Okay, they're slugged. And.... they crawl out of the trial. What where we trying to do here? You're right, it DOES take less than 60 seconds to get from a hook to the doors.

    A quick check of the wiki tells me that a crawling survivor moves at 0.7m/s (17.5%). Assuming that a survivor was INSTANTLY downed upon being unhooked, with no BT, they can still cover 42 meters before DS becomes active (assuming no tenacity, assuming survivors are completely unable to apply pressure by healing the survivor for whatever reason). If survivors make any effort at all to prevent the killer from moving their maximum travel distance while carrying (taking 1 hit, for example), the survivor can crawl significantly further than they where carried. This is substantially worse with 110% killers, and even nastier with the Nurse, who carries survivors even slower.

    @nicknack said:

    While this is a good idea it also could mean killers get more kills than they should like if a survivor plays good all game and then is downed and camped so a surrvivors saves them but instead of going after the unhooked the go for the one who was saved basically making it a guaranteed on kill every game. Instead of it requiring skill to get them all they would have to do is tunnel and not have to worry about being punished for it. So like I said good idea but the way you suggest it makes it to where it would be a guaranteed kill for a killer.

    I'm sorry, did you just say that a killer not tunneling a given survivor, and then not being punished for being hit by DS, would be a guaranteed kill, and unfair?

    @ClickyClicky said:

    To be fair the free escapes balance out the free kills from NOED

    Except that NOED doesn't give free kills. Survivors can cleanse 5 totems to get rid of NOED entirely (15 seconds a totem, and one of 16 perk slots for Detective's Hunch to have the totems glow pink). NOED punishes survivors for not completing their secondary objective (cleansing 5 totems). NOED can also be removed once all the generators are powered by cleansing one glowing, crackling totem.

    DS gives 60 seconds of pseudo-immunity to survivors. A killer cannot prevent survivors from DSing them through some sort of intentional activity or by investing an amount of time into it, without being penalized so badly as to lose the game regardless. There are 4 survivors, and, at high ranks, you can reasonably expect all of them to have DS. Assuming a 115% killer, DS buys thirty eight seconds of time, assuming the survivor is a COMPLETE POTATO and runs in a straight line (5 second stun, and it takes 33.33 seconds for a killer moving 4.6m/s to gain 20m of distance (4m*5) on a survivor running 4m/s). Two of those eaten to get them out of the way, and you're looking at 3 generators done.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1199582#Comment_1199582

    Oh no, they changed Ruin! Wow, its so hard on the killers. Its not like there have bean a million nerfs to survivors. Here, let me show you how much they "buffed" survivors:

    https://www.youtube.com/watch?v=Q1fkX3H84SE

    From there on, it was a constant and nonstop survivor nerf except for 3 big changes (ruin, nurse and spirit), while killers meanwhile got massive compensation and even many many killer buffs like Freddy or Doctor.

    Stop trolling.

    Okay! You're right, it used to be that loops where outrageously strong. So strong, in fact, that there was nothing a killer could do to get a hit unless the survivor where completely drunk. In fact, the entire point of the video you showed us was demonstrating how unplayable the game was before they added medium vaults, entity blockers, and bloodlust, so as to remove truly infinite loops.

    Have a look at something a bit more modern: https://www.youtube.com/watch?v=arNCwL0bc0s

    Even with these "constant and nonstop" survivor nerfs, even perkless survivors can bully killers silly.

  • @Splinterverse said:

    I would like to see some changes to the maps for survivor mains as well . . . like can we put more than just pallet vaults on the top floor of The Game? Also, how about fixing the supposed "terror radius sounds different based on which floor the killer is on"? It doesn't work as advertised.

    Honestly, I think these changes will drive a lot of survivor mains away, but whatever. I'll try it and see what I think before I choose to leave.

    I wasn't aware there WAS a mechanic for TR sounding different when the killer's on a different floor. I've never heard mention of it before, and I don't think it's meant to be present. Where did you hear of this?

    As far as driving players away, the devs have little choice but to finally start to take steps to make killer more playable - there are so few killer players left that they've been having to match green killers against full teams of red rank survivors, for lack of anyone else to put them against.

  • @LetsPlayTogether said:

    There are a series of deadzones and utterly useless windows now. Thats not how its supposed to be.

    Try being aware of your surroundings, paying attention to where the killer is/ought to be, and not getting caught out of position. You can't expect every point on the map to be perfectly safe.

  • Clown loss distance on a survivor if he throws a bottle perfectly, and the survivor just continues to run in a straight line.

    Clowns best addons are a GREEN (flask of bleach), followed by a purple (15% ether), because they make his power actually lead to gaining distance.

    Freddy has 0 slowdown using his power, he can set snares while continuing to move at 115% speed.

    Clown slows down: Before throwing a bottle, while throwing a bottle, after throwing a bottle. Oh, and reloading bottles is the same as eating a DS.

  • @Mtom912 said:

    Those things are not comparable, doing gens is literally the only objective survivors have, tunneling and camping is a choice by the killer which is completely unneeded to win, which is countered by perks, (or guess what, doing gens) and can even be detrimental for the killer, when you’re camping a survivor, guess what they’re gonna do gens, when you’re tunneling a survivor and they have ds (it’s intended purpose) the 3 other survivors have literally no reason to stop doing gens. I mean do what you want, but if you’re camping, or tunneling a survivor, you are fully encouraging the rest of the survivors to get gens done fast

    No. There are other objectives than doing gens.

    For example:

    Healing

    Cleansing totems

    Good survivors don't do these things, and also get gens done really fast. 🤔🤔🤔

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165920#Comment_1165920

    If you are in chase with someone, that is 3 people working on gens, say you down that person and hook them. You should be entering chase with someone else soon, which means three people not working on gens. 1 hooked, 1 in chase, and 1 going for the save.

    Either you need to run an information perk such as BBQ or Discordance to find people or you are playing above your skill level.

    In your defense, this could be a combination of your playstyle, region, time you are playing, and BHVR's broken emblem system.

    Okay, let us assume that the literal second the trial starts, 3 survivors start working on gens (2 stacked up, 1 solo) and you enter a chase.

    40 seconds later, you've downed and hooked the survivor (note that this is a huge stretch, 2 hits = 5 seconds of cooldown, pallet stuns are 2 seconds each, and the straight line distance advantage between 100% and 115% speed takes 13.33 seconds to recover from after a 2 second loss, not even accounting for how you need to go around the pallet), plus pickup and hook animations, and any time the survivor burns by not starting the chase in lunging distance, and actually making use of windows).

    One gen is now nearly done, and another is halfway done. Let's assume that you instantaneously arrive a few meters away from the halfway done generator. This chase also takes 40 seconds. (again, being ludicrously generous, this would be a stupidly fast chase, and assumes that the survivor is literally doing worse than just running away in a straight line with 1 pallet stun).

    A few seconds into the chase, the nearly done generator pops, and the survivor you already chased is unhooked. That survivor will have time to self care before you've hooked the survivor you're currently chasing, and the remaining 2 survivors will have time to complete the halfway-done generator.

    We've now arrived, 80 seconds into the game, assuming the survivors are near complete potatoes in chase, didn't bring toolboxes, prove thyself, medkits, or any perks at all except one Self Care, and that the killer can teleport through time and space to their next chase the moment they've hooked a survivor. 2 generators are done, 3 survivors are healthy, one has been hooked once, and one survivor has just been put on hook the first time.

  • I often say to my friends that at red ranks, survivors only have 3 perk slots, but nobody makes injured noises.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165639#Comment_1165639

    Without knowing how a toolbox impacts a generators completion time, the best I can say is, as a single survivor this is impossible. To my knowledge the only time this could happen is under the following circumstances

    • 3 Survivors working on the same generator with Toolboxes/Prove Thyself
    • 4 Survivors working on the same generator with Toolboxes/Prove Thyself

    I think mathematically it is impossible to do this with two survivors even with Toolboxes and/or Prove Thyself as the base time to complete a generator with two survivors is 45 seconds. Meaning even with Prove Thyself and Toolboxes, I still think is above 20 seconds.

    So one of the following is true:

    • You were working with 3+ survivors with either Toolboxes and/or Prove Thyself which means you were intentionally running a "genrush" build and not much that can be done about that.
    • You improperly counted the time, and it actually took 25+ seconds also assuming you are working with 3+ survivors.

    Please keep in mind that as I don't play survivor and do not know the impact the new toolboxes have an gen speens, there might be a case, in which two survivors running Commodious Toolbox might be able to do a generator at a quicker rate than I am previously unaware of. But excluding toolboxes, its essentially impossible for you to have done the task you proclaimed unless you had at least 2 other survivors.

    2 survivors, engineer's toolboxes, one Prove, 2 streetwise, charge addons would do this without any Greats at all. When you consider that toolbox repair doubles the skillchecks, and a gen averages 8 skillchecks with 1.6 seconds saved per great, 2 survivors could go sub-20 without BNPs pretty easily.

  • @mouse0270 said:

    So not a dev and not really a believer in "genrush meta"

    First off time your matches, I believe most people think games should last between 8-12 minutes with you using 2 gens in the first 5 minutes.

    Now to be clear, I have been genrushed before, I just don't think it's meta. The problem is unless you are playing specific killers with high map pressure built into them base kit, if you get a team that wants to genrush you, not much you can do about it.

    If you feel like it's happening often I would suggest certain perks, with the first bring Corrupt, as yes it goes away after two minutes, but that should be time to find and hook 1 to 2 survivors. before losing 0-1 generators. At least in my experience I can generally hook at least 2 people before losing even a single generator. Throw on BBQ, as it will help you find survivors working on gens and get them off of them. Then add a perk like Discordance or Surveillance, as either of these perks will give you information when a generator is being worked on. Lastly, I would either throw on a Chase perk or another slowdown perk. Honestly, the new killers perk that blocks gens after hooking the obsession is great in combination with BBQ.

    I personally avoid perks like bitter murmur and tinker because they basically tell you when a generator is done rarely giving you enough time to stop it from happening

    TWO gens in the first FIVE minutes? That's actually a f*cking dream. I'm a purple killer and I've had only a couple games like that in the last weeks. Even if you down and hook your 1st survivor in 40 seconds, and your second survivor 40 seconds later, two gens are done and the 1st survivor is off hook, 80 seconds in >_>

  • Noone having an obsession perk (or either of the 3 addons) is a huge disadvantage to survivors, even if the killer isn't intentionally tunneling, it stops them from having to think about DS timers at all, and just hit whoever they like. This does definitely increase the odds a killer will aim to take out one survivor quickly, though.

    Ever since the changes to Ruin (previously, you where guaranteed about 12 seconds of slowdown per gen, even if survivors only hit great skillchecks) killers have been forced to play in unfun manors to slow gens down. This often equates to trying to get 4 downs on the same survivor as early as they can, so that they can actually make an attempt to defend generators meaningfully, or forcing the survivors to 3-gen themselves at the basement. If ruin could even just keep the element of removing Great skillcheck bonuses, it may be usable again (without being overly opressive and a must-cleanse in lower ranked games), and let the game return to a more interesting state.

  • I'd say DS should behave the same as the Deep Wound timer, but have a significantly shorter duration (say, 30 seconds). Sprinting, vaulting, and dropping pallets should all keep it up, but once you aren't on the move, it quickly goes away. This way, it doesn't just equate to a blunt force of 1 minute invulnerability.

  • @ClickyClicky said:

    DS is fine as it is. Most killers don’t leave hooks and they’ll just try to tunnel one person out of the game as fast as possible.

    Funny how when you play fair DS isn’t so much of an issue.

    This is completely fanciful, 60 seconds is a ludicrous amount of time, and punishes the player for getting too many downs overall in addition to tunneling.

  • @Endorb said:

    I don't think the wording change needs to exist but I agree the function should change

    Everything else that grants post-trial bloodpoints (offerings, BBQ and Chilli, WGTLF) all explicitly state the bloodpoints are post-trial, the change is mostly for consistency.

  • The Deathslinger's deep wound timer is *thirty seconds* - the longest in the game, to a point where it can be ignored to open an exit gate.

    TheDeathslinger's projectile travels at the speed of a fully charged hatchet throw, but has a much smaller hitbox. This makes some hits easier, while others are much more challenging. Because the Deathslinger cannot down a survivor without hitting them rather than doing a chain break, there are many parts of the map where the Deathslinger's power is entirely useless against an injured survivor. The Deathslinger's smaller TR can be helpful, but their 115% movement speed, and need to reload after every shot, result in them having longer times to down compared to other 110s, and they are tied for the lowest mobility killer in the game, alongside The Huntress, who can still down survivors faster.

    The Deathslinger's two Irridescent add-ons are both terrible. The Irridescent coin only lets you get one-shots on survivors that where speared from 15m away (the maximum range is 18m on the speargun, meaning you're going to be very lucky to proc it at all), and then requires that you also manage to reel them that entire distance, with any objects in the general vicinity (including another survivor) making that impossible. The Hellshire Iron gives information in a fairly area (24 radius), and is near-useless when coupled with one of the Deathslinger's best perks, Monitor and Abuse, as the area would then shrink to a meager 16m. While you're occupied with a speared survivor.

    The Deathslinger suffers from significant time loss for using their power. Where the Huntress always gains time compared to M1ing by throwing hatchets, the deathslinger suffers from a 2.75 second reload, 0.5 second firing animation, 0.125 second ADS animation, (totaling 3.375 seconds so far) PLUS however long it takes for them to reel their victim in, leading to lots of wasted time they can't avoid.

    Deathslinger is also currently suffering from a bug where he will sometimes be permanently crammed into the "reeling" state, even after the survivor he shot (who is only speared on the killer's screen) has left the trial. During this time he can only basic attack, is forced to face the survivor he is reeling, and moves painfully slowly. He cannot pick up survivors, open exit gates, break pallets, vault windows, or regress generators. Being stunned, blinded, and hitting or downing survivors does not break this.

  • Peanits 100% beat me to it, but there are nearly 10x more countries than survivors :/

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164325#Comment_1164325

    The people that make the most fuss about DS are the ones that tunnel. They just won’t admit to it.

    DS is barely ever an issue for me.

    60 seconds is enough time to do three quarters of a generator - something most survivors will happily do instead of making distance, and healing up.

    Especially with 1 survivor out of the trial, avoiding DS becomes nearly impossible without just letting survivors go - any time you play too well, you find yourself having to choose between survivors that have all been unhooked recently.

    DS may help delay a tunneling killer, but it also serves to punish efficiency, and reward survivors for unhooking in the killer's face.

  • If that where the case, I don't think red rank survivors would exist.

    @ClickyClicky said:

    You don’t need any skill to win with a top tier killer that can apply pressure and NOED but hey thats how most people want to play the game. Why bother getting good when you can be carried?


    Leatherface: Bubba's chainsaw is significantly and intentionally harder to land than a regular M1 attack. Hitting multiple survivors with it is only really possible during an unhook. Bubba does not in any way benefit from NOED more than other killers.

    Hillbilly: Hillbilly's chainsaw can only hit one survivor, and is significantly and intentionally harder to land than a regular M1 attack. They do not benefit from NOED more than other killers.

    Ghostface: Ghostface's stalking is irrelevant when NOED is in play, as they both apply the exposed status. They do benefit from NOED a bit extra in that they have a better chance to land that first M1 hit using Stealth, and does benefit from it more than, say, Trapper.

    I do agree that there are some serious issues with NOED, and feel it should be changed, but the killers that actually make good use of it are the ones who's powers are focused on letting them get a regular M1 hit. Nurse, Spirit, and Freddy all get the best value from it.

  • @ClickyClicky said:

    If you dont tunnel the perk isnt that annoying.

    Imagine that

    I've had games where all 3 remaining survivors had DS active at the same time. How exactly do I avoid that by 'not tunneling'?

  • The one that bugs me is the ones that need perks (or even characters) that aren't available without shard/real money unlocking first. I've been playing a while and I still have a few survivors still locked, equaling challenges (Romeo's Escape, Dr. Jane, Jane's Stunning Escape, Jane's Victory) that I can't participate in whatsoever.

    Edit: Skillful Solidarity too.

  • @Deadman316 said:

    I know killers that didn't depend on ruin and decimated the trial. Try to play more without using crutches until you get better?

    Imagine if the deep wound timer on Borrowed Time didn't stop when you're mending or sprinting.

    Would you then say you knew survivors that didn't depend on BT? That survivors need to play more without using crutches until they get better?


    @Mattie_MayhemOG said:

    Depends on your definition of "win". The devs want survivors to have fun and usually escape. Perhaps you should lower your expectations and consider a "win" to be killing one or two.

    The issue with that is killing one or two survivors is something you can guarantee almost invariably by just taking Bubba and facecamping - it doesn't feel like (because it isn't) an achievement of any sort. The devs want survivors to have fun and usually escape, yes. The issue people take is that the devs want the killer to essentially be a harder-to-cheese AI. Both killers that had the ability to put survivors in a bad place, rather than relying on them to do it to themselves (nurse and spirit), have seen hefty nerfs these past few months. They're trying to ensure that killers can't get too good, so that even the most casual of survivors still do well. Before the last rank reset, I hit purple rank on survivor (much more easily then I did on killer) while still learning the basics of looping as a survivor. Just holding M1 a bunch will drive you to a win, somehow.

  • "Nerf Mori to 2 hooks" is literally "Make Mori no longer impact the game whatsoever except for niche cases where it's impossible to hook a survivor".

  • Where are all the missing killers?

    You claimed a sample of 140 killers, but only listed 117, that leaves 23 accounted for spread between the remaining killers

  • These charts make no sense to me, the numbers seem impossible.

    Trapper, Ghost Face, Oni, and Hag NEVER get 3 kills, but sometimes get 4?

    Pig and Clown NEVER get 4 kills?

    And why are so many numbers rounded off?

  • Often encountered this as well before I hit purple (at which point red was the default, with the occasional 1 purple, maybe 2 if I was really lucky).

    There's just not enough red/purple ranked killers right now, with the changes to Ruin allowing generators to fly like they do, and Nurse being downright Neutered (as well as Spirit getting some hefty nerfs to her 3 best addons) killers lack the tools to pressure gens against good players, and now even the best killers are having a very hard time.

    Hell, I hit rank 7 on survivor before the Rank Reset, somehow. I managed to do this with next to zero actual skill being displayed, because if you just hold M1 at every chance, and go for 1 or 2 rescues and heals, you'll usually pip.

  • @[Deleted User] said:

    Honestly please no.

    The Xenomorph is meant to be an unstoppable, terrifying, killing machine.

    The last thing we need is that legacy ruined by survivors t-bagging it at the exit gates.

    The same applies to Michael Myers, though :v

  • One of the big reasons NOED is so popular on Deathslinger is that it's main function (survivors are Exposed) is the same throughout all tiers. It's kind of like Devour Hope and Sloppy Butcher in that for the most part, base NOED will do all you want from it. The fact that you're slow as molasses without a haste effect certainly gives it some extra allure, though.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156741#Comment_1156741

    Wouldnt the thrilling tremors only really work if you down someone without using your chain for the 2nd hit? If I remember right, the game acts like the chase is over when you shoot someone. At the point that your reeling them in, your TR would shrink to 16 meters before you down them.

    You seem to have confused some perks: Thrilling Tremors blocks all generators not being currently repaired for a few seconds upon picking up a survivor, with a significant cooldown. It's main use in the build is likely to find out which generators they need to target with Pop Goes The Weasel.

  • I can't remember the last time I've ever had a 12-hook game.

    Probably before the Ruin changes on one where it lasted very long.

    Current Ruin does next to nothing because you need to actually force survivors off of a generator. It's only effective when coupled with perks that are bad on their own (Surveillance, Dead Man's Switch) and prevents you from using other valuable perks (Surge, Pop Goes The Weasel), and leaves you playing with 2 less perks for most of a game (Surveillance and Dead Man's Switch have negligible impact, and once Ruin is cleansed/when survivors aren't being forced off of generators Ruin does nothing either).

    The perk went from literally meta-defining to a waste of a slot, and totem spots like this do nothing to help.

    They changed Ruin (a non-disposable perk that's necessary for every game) to be pointless, and have now changed toolboxes (a disposable item that there are plenty of good alternatives to - a key can end the game with a generator left and both gates closed - two generators if a second survivor is dead, medkits save time indirectly bet letting you get heals done faster, and flashlights can buy valuable seconds for the rest of the team to get work done. Toolboxes are now STRONGER if you stack up survivors with Streetwise, too, as they repair very quickly, and the reduced charge cost allows you to do much more work.


    Four survivors with unmodified engineer's toolboxes, all with streetwise, one with Prove Thyself, can complete a generator in TEN SECONDS, less if any of them hit their great skillchecks.

    Oof.png


  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154745#Comment_1154745

    But it's 20 minutes in. 90% of games don't pass 15 minutes. We don't need extra time.

    Okay than, start it at 19 or 18 minutes? I'm not really looking to take a hard stance on the exact timing.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153603#Comment_1153603

    In general I like it.

    This collapse takes 3 minutes, stops when a survivor is on hook, and progresses at 1/2 speed when a survivor is downed. Hook timers are HALVED during this collapse.

    But why all this time stuff? Surely a regular EGC would work just fine, no?

    To ensure that it isn't at all exploitable or desirable for either side. The idea here is to force the players to finish the game, quickly or all lose out, rather than the normal EGC which is aimed at forcing the survivors to get out quickly or lose.

  • Proposal:

    After 20 minutes in-match if the EGC hasn't begun, and once no survivor is on a hook, an alternate end-game collapse starts. This collapse takes 3 minutes, stops when a survivor is on hook, and progresses at 1/2 speed when a survivor is downed. Hook timers are HALVED during this collapse. If the gates are not powered, they become powered, but take 40 seconds to open. If the gates are powered in this manor, all perks relating to gates being powered or opened (Rancor, Remember Me, Blood Warden, Wake Up, No One Left Behind, anything I missed) are disabled for the rest of the trial. At this point, a cool graphical bit could be added - maybe the entity's tendrils gripping around the exit gate switch?

    When the collapse ends, the entity is engulfed with rage at the player's refusal to play it's game. It slays all players who remain, killer and survivor alike, breaking their bodies, and casting their souls into the next trial to entertain it more properly.

    If the gates where powered before the collapse, all survivor ranks are resolved normally. If the gates where powered by the collapse, survivors cannot earn 2 pips, and their requirements to earn 1 pip are increased to the requirement for 2 pips.

    If the gates where powered before the collapse, the killer's rank is resolved normally. If the gates where powered by the collapse, the killer is guaranteed a safety pip, but their rank is otherwise treated normally.

    The onus is on the survivors to progress the game - they are given numerous tools to evade the killer, and they have the power to force the game to eventually come except in the case of some banable exploits. If survivors can't power the gates in 20 minutes, they clearly ought to have a reduced ability to pip. The guaranteed safety for killer if the alternate collapse powers the gates is to prevent survivors from ensuring the killer depips by refusing to play the game and letting it end with no interaction via the alternate EGC.

  • Just remove hatch, problem solved.

  • @LetsPlayTogether said:

    Where is the problem? Survivors can hide in lockers where you cant see them. How about removing lockers?

    Lockers have intentional significant downsides: If the killer guesses you're in there they completely ignore the 1/2 hits to down you and pick you straight up. Lockers also make noise or take a fair bit of time to get into (Or require a cooldown perk), and affect auras. They're also affected by Iron Maiden.

  • @tactic said:

    are you pressing m1 so you can hit them too? The attack isn’t automatic, so if this is occurring every time there might just be a slight misunderstanding here.

    I was able to play him normally for the first part of the match. As someone linked (I actually commented on that bug report before making this), the bug causes you to get permanently stuck in the winching state. There's no bar to indicate chain durability, the survivor is able to vault, sprint around, and do generators, your winching doesn't actually DO anything but slow you down even further, and hitting survivors, downing survivors, and even the winched survivor leaving the trial, don't break you out of it.

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