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Da_tater

Da_tater

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Da_tater
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  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2022876#Comment_2022876

    I mean, if someone's right there are you ignoring them or chasing them too?

    If I see anyone other than the person just unhooked I chase them . I try not to tunnel if the unhooked is the only one around I slug . See me playing killer and you will see me do just that. My psn is the same as my name here

  • @BSVben said:

    Why bother giving up? You might as well see the match out. You never know how it is going to end up.

    I've had plenty of matches where it seemed like I was heading for a 0k turn on a dime.

    The early game is always the weakest part for killers. The end game is the strongest for killers.

    And if you feel like you can't patrol gens effectively (especially on large maps), identify your 3 gen opportunity and protect that. The survivors will have to come to you.

    Don't know how many times I have lost 2 to 3 gens on 1st chase then came back to at least a 3K . Never give up , get the BP that you can and move on to the next match .

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2021092#Comment_2021092

    BT in and of itself isn't strong unless you are tunneling though, the way it is used to bodyblock can be toxic yes but that is not the point

    BT and DS are not a problem if you are not tunneling . I always play like I have devour on hook and get the heck away . I have gens to kick .

  • @Chchchcheryl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019877#Comment_2019877

    It's the fact that keys are absolutely game breaking and bringing two is absolutely a declaration of war

    Switch to 2 keys at last second I know who my targets are . LOL game on

  • @DBDude said:

    So hello, this is my first ever forum post on here and I wanted to address some things concerning a beginning game collapse concept and how that could be implemented.

    So first of all, I would like to give a shoutout to a great DBD streamer called Mr. Gimms, he's one of the many people that inspired me to create this post so with that out of the way lets begin.

    So my concept for a Beginning game collapse is that this will work just like a endgame collapse, but you can completely avoid this (as survivor) by trying to find 5 red glyphs scattered throughout the map, and once you find the 5 red glyphs then the base game begins. So for the killers side of things, every hook you get in the beginning game collapse will reward you with twice as much as blood points then what you receive base game.

    So next is my concept for a breakable walls rework, now my idea for that is by having survivors (throughout different locations where the walls spawn) would have to build up these walls, either using them as a wall or by using them as a vault. And note that whenever survivors decide to build to build up a breakable wall or a vault that the killers can still break these either way, so the vaults you build are like last second escape vaults.

    So now I would like to talk about a pretty cool change they could do for exit gates, so to deal with the whole 99ing exit gates situation why not have the exit gates have regression. So that might sound like a strange idea, but it would give the survivors that feeling to consider if they want to go for the save considering that the exit gates will regress or just go ahead to trigger the endgame collapse.

    So ya this is my ideas for these certain topics and hopefully changes like these will result in more interesting/unique gameplay. If you have a question about this I will happily answer it, and besides all that, I might come up with some interesting killers reworks and concepts in the future on the forums.

    To Start with I am about a 60/40 survivor main and by the sounds of it you think think that you should start a match with 2 survivors on the hook . Yes you can have a gen 0op before you find a survivor but that is part of the game.

  • @BeardedScrub said:

    For this game to be "balanced" most killer mains are asking to be able to kill 4 survivors most matches...

    Even if you get 4 kills HALF of your matches and 2 kills your other matches, that averages out to 3 kills per match. That means 3 out of every 4 survivors won't make it!!!

    In what world is that "balanced"?

    In solo q, I don't know if our squad makes it out alive even 10% of the time. And in a full squad we maybe make it out 20% of the time.

    When you get a killer with certain perks and add-ons, like Freddy, Spirit, even the Hag with her traps, these killers can be virtually impossible to beat.

    Then we have killer mains on here whining all day because they are getting t-bagged...

    If you aren't getting 2 to 4 kills every match (meaning the game is balanced towards killer) then you absolutely suck.

    Of course we should nerf DS, and if we keep the game in the state it's in, n I'm okay, but please, if you are going to nerf anything survivor, nerf the traps of the Hag, nerf Freddy or the Spirit.

    Yes we have a problem with q times. That's the only reason why they cater so much to killers. They have to or the game won't survive so I'm okay with it. But killers: a successful match isn't 4k or bust, and again, if you aren't getting 2k or more in most matches, you suck, even my friend who's new to the game can play underpowered killers and get 2 kills each match

    Wait a minute . No . I'M A 60/40 survivor main rank 12 killer when match making puts me in with 3 red rank and a purple and only get 1k I dont suck I am just out classed I accept that . If match making made sense maybe I could agree that you need to get better.

  • @DarKaron said:

    Frankly, the largest problem with DS is that, as @WeenieDog has already stated, with it on, you basically got up to 60 seconds of immunity for absolutely free AT LEAST once a match, provided the Killer doesn't pick you up the next time he downs you.

    60 seconds of a gen is about 70-80% of its completion at base, excluding perks and toolboxes.

    I'm glad DS is getting nerfed so that I can play the freakin' game without having to micromanage the Survivors for DS. If I see them being productive, then they have it. Simple as that.

    There was never a problem with DS if you didn't want to grab lung attack it does not trigger a grab . I have used that method i couldn't tell you how many times and just left them laying getting nothing done .

  • @Bond4ever said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006108#Comment_2006108

    "Every word of this is 100% fact. Particularly the part about how it is Survivors that cause the terrible 3 gen scenario, not Killers. All you have to do is leave one generator way out in the corner alone and you are golden"

    If you actually read what I said, you would know im not talking about the typical 3 gen, Im talking ABOUT a early 3 gen where the killer at the start of the game goes to the closest 3 gen and wouldn't move from them. This is counterable, but if we add the ######### guy with a blight pfp idea then that killer would just stay there for 20 minutes ignoring survivors or anything that happens to the game.

    Pressing W and going for Gen A to gen B (basically a loop that the killer will repeat for 17-15 minutes?)

    What's the counter there? Should we reward the killer with kills for doing nothing? Use your brain a little bit, and think about all the horrible situations that could happen if we add this.

    If anything just add a button in the basement, if survivor dont repair gens for 5 minutes, the killer can press it and activate the EGC, that's way BETTER. At that point you just want the game to end, dont you?

    "Oh but survivors are getting reward for playing stealthy and doing nothing"

    You're not forced to press that button, you can still look for them.

    I actually like that suggestion

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2007985#Comment_2007985

    You should tell that to the guy above me who seems to believe it an unbeatable strategy :p

    Seriously though, that's why I suggested 20 minutes. I don't want to end the game right away, 20 minutes is longer than most matches last in total, so it should be more than enough for 2-4 survivors to get on the same page even without comms and get a single gen done. If they can't, I just don't see them doing it in 25, 30 or 45 minutes either.

    I dont believe there should be a time limit but a survivor should be punished for not being in a chase or at least touching a gen. After a 2/3 minutes if noting else by giving them 4 crows .

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2005595#Comment_2005595

    Why would you need that? You know where the killer is. He's at the hook that your buddy just got hung on. I'm not against it really, just seems pointless.

    I'm 60/40 survivor but seems like something that I wouldn't mind to balance the game a little more .

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2004672#Comment_2004672

    If they are really hard 3 genned, isnt it better for a time limit to end the game so the survivors can move on? They won't win, why drag it out?

    Maybe tie it to the number of gens done. 5 up? 5 minute limit. 1 gen left to do? 20 minutes. Each time a gen finishes it resets the timer.

    I have to disagree with the they won't win i have done it several times with just 2 survivors alive . Took a while be we got it done

  • @Sluzzy said:

    It doesn't take long to notice the elephant of all perks on either side: BBQ. A pay-to-win perk on a licensed DLC. Used on every killer for the tremendous advantage and value. This perk is literally spammed in every game. It should be a HEX perk or nerfed to lose the aura reading.

    BBQ was released when survivors were much stronger along with maps. Maps were also easier to hide. Survivor perks are always nerfed only when considered being used on a good SWF. The same logic and fair balancing should apply to killers. To beat a good killer you must work on gens for every second possible. You cannot spend your entire match looking and hiding in lockers because the killer will have a huge upper hand as this is the only counterplay provided to stop the aura. He most likely has Ruin so the gen is losing progress when you leave it. Too much advantage for a perk.

    There is another reason why being a HEX would be an excellent change to BBQ. A killer that camps can still be awarded BBQ stacks if he uses NOED or when saves occur. He is awarded for the thing the perk was originally designed to prevent in the first place! If the perk is a HEX perk the killer will be in a race to hook as many different survivors as possible before the totem is destroyed. This will create pressure on the killer to guard totems, gens, and hook survivors in the process instead of camping and being awarded for it with a perk.

    If it is not a HEX perk it needs to lose the aura reading because it gives too much value for one perk alone. This perk has been overpowered and abused by high mobility killers way too long.

    I disagree with you on this but a slight nerf to it does need to be made . For as long as the killer sees your aura the survivor should see the killers aura would make it a little better

  • @gatsby said:

    Decisive Strike is extremely meta defining because its existence in a match forces a Killer to change their playstyle. So what if there was a perk that was even more meta defining.

    Introducing my idea for the strongest anti-tunnel perk in the entire game:

    All For One

    You cannot be killed or sacrificed until all Survivors in the trial have at least one hook state.

    "What do you think you're doing? My friends still need me."

    The threat of this perk would make camping or tunneling out an early kill impossible. All the sudden facecamping, insidious camping, setting 90000 traps in the basement and proxy camping instead of pressuring gens would all go away. Because it wouldn't be worth the effort or give any sort of advantage.

    Killers would consider hooking all four Survivors before getting their first kill to be the standard and would never try to circumvent that. We all use BBQ anyway to monitor how many Survivors we've hooked, so good players probably would be fine with the change and bad players wouldn't be able to grief Survivors or cheese out wins.

    Let's just simplify this to make it a true anti tunnel perk . If you are put into dying state and you were the last survivor hooked you cannot be picked up by killer until another player has been hooked.

  • @DNM said:

    https://forum.deadbydaylight.com/en/discussion/233131/making-decisive-strike-look-f-tier

    I severely hope you're joking...sometimes "tunneling" is the only option for example when you can't find any other survivor and if you say "you should let them go" then that entirely removes the point of playing killer if I see someone I'm gonna chase them and if I see an injured person along with a healthy I'd go for whoever is best in that situation

    Under that specific circumstances I don't consider that tunneling .To me tunneling is when there are 2 or 3 survivors there and you specifically go after the one that was just unhooked.

  • @Waterfall said:

    Sounds good but in exchange add my anti survivor grief perk for killers.

    Leave or Die

    If you are blinded more than 2 times consecutively that survivor gets blinded themselves for 3 seconds. Upon the gates being open any survivor waiting within 12 meters of the exits without leaving gets instantly sacrificed.

    ”The preys mockery only serves to anger the entity”

    Seems fair since good players won’t be affected by it but bad players can’t cheese escapes or grief the killer.

    Killers are already getting a perk that can effectively block the gate controls for up to 40 seconds I guess they heard your complaints about gate camping survivors