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Hunter_Main_322

Hunter_Main_322

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  • @fr0sty1223 said:

    If people really want this game to be better then they need to start demanding tunneling and camping be removed. Not only is it completely unfair and unfun to survivors but it also is the reason kills have to be weaker then they should be because they have to incredibly powerful strats to abuse. Get rid of these strategies and killers can be buffed to be how strong they should be

    Unfortunately, developers are only interested in money and they do not even think about tackling such a serious problem.

    But if you solve the issue of camping and tunneling, this game will immediately become more beautiful and not a toxic environment.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670858#Comment_2670858

    The problem with dissabling powers near the hook is that in all honesty, its arbitrary. Its like my example of disabling survivors skills and abilites, its just plain out arbitrary and unfun both the part being dennied.

    I can completly understand the frustration of players by being face camped, camped and or tunnelled, but i have said it before many times, the problem itself isnt those particular tactics, its the core of the game that needs to change to prevent them.

    Killers camp/tunnel because generators are repaired to fast, preasuring the killers for more kills, wich in turn makes killers tunnel and camp, its a vicious cicle that wont stop until the core of the problem its adressed, the preasure on both sides. If generators where to be repaired in a slower pace, while at the same time invite more interactivity betwen killers and survivors, that would reduce the preasure and invite for more direct gameplay. Another problem is that survivors have mentioned a lot of times its not exactly "fun" to be in front of a generator doing nothing else but press skill checks, thats why i mentioned the game needs some changes on the basic core and mechanics.

    The game needs changes, thats a fact, but i dont belive that screaming nerf this nerf that denny everything its going to solve things, yes, some killer perks might need some tunning, but the same can be said about survivors (items and boon totems come to mind), both sides need things to be adressed and worked on for a more balanced gameplay

    It would solve this toxic camping problem.

    @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670070#Comment_2670070

    I take it you dont play killer much? That is way too large of an area

    If you didn't know this concept

    The radius can also be edited

    @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670723#Comment_2670723

    You don't understand. I don't mind camping/ tunneling... its a necessity for killers. But it isn't a good thing that one killer can prevent any saves. It just shouldn't be a thing to begin with. I'm talking about disabling his power within a certain radius of the hook: because it already is the case with twins/ artist. Why did they did it? Because they don't want the killer to take the game hostage. Which is strange since the only killer that you can really do nothing about doesn't have this mechanic; and i don't even think that if you remove that disabling radius for twins or artist they'd be as bad as bubba. This is why i made this topic: because the current situation is absurd.

    I totally agree with Bubba's face camping something needs to be done

    There is an option where Borrowed Time should work for itself with the Deliverance ability

    All the same, this perk can be activated 1 time on 1 hook and you still need to save someone

    And so that the killers do not cry, so that if the killer stands near the hook, again about within a radius of 16 meters, then this combination will work

  • @Unifall said:

    Making DS basekit would make killer more frustrating and make the game already more survivor sided than it is. Deal with it and move onto the next game.

    It is immediately obvious that you are playing as a survivor while sitting in the locker for the whole game.

    You probably don't play this game

    @Virghoul said:

    https://forum.deadbydaylight.com/en/discussion/comment/2669208#Comment_2669208

    I'm a Killer main. We do not have control over the MMR system. Or even know how it works. We can't just decide to play people with low skill whenever we feel like it. Sometimes you get a newb squad where you can play "fairly". As you move up MMR, tunneling and slugging is needed to slow down the gen rush. Not only are you hooking/downing someone but at least one person is trying to save you so that is at least two people not on gens. With all the toolbox add-ons and speed up perks this is a strategy that you need to use to get some breathing room especially if you are not playing a Killer with good movement around the map.

    One thing most people don't think about is survivors drive the flow of the game. Killers react to what the survivors are doing. If I get a chill survivor team that wants to run chases, go for team save etc. I will back off tunneling, slugging, camping, etc. I think most people would enjoy a fun 2K then the the boring games where you 4k or the 0-1 K teabag fest. If I notice the team is slamming gens then all those tactics are on the board.

    It is a pity that the killer can play toxic when he wants and without incurring some kind of punishment

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670417#Comment_2670417

    I think the whole point there is, you've found a totem, stopped to bless it - if you're being chased and tunnelled why would you do this?

    it would be better to solve the issue with camping in the game

  • @Faulds said:

    The artist cannot use her power within 10 meters of the hook/ twins have their power disabled 16 meters from a hook. Why bubba, who is the very one killer that can prevent any save (even with borrowed time), do not have such a mechanic implemented into his kit? Making him unable to charge his chainsaw if too close from the hook would actually make trades a possibility.

    It is necessary to make such a mechanic so that the killer cannot use abilities within a radius of 20 meters from the hook

  • @Starrseed said:

    The thing is you don't need to mak survivor life's easyer with anti tunnel and camp stuff cause it's to easy to abuse.

    The right way would be make the killer life better cause at the moment it sucks and boom apart from people that simply want to camp all the other killers will start play the game normal. but as it is right now I have a better time making sure the first one I down dies on hook cause in the time. I find and down the first surv most of the time two Gens get done. and I don't talk about chasing the first one for 2min+ I talk about a regular chase so it is the smart thing to assure the one I already got dies plus if I'm Lücke the other come to me und I maybe can get another or atleast a hook trade.

    I won't say nerf everything survs got that would be wrong to (except CoH) but to buff killers so we get on an even power level in the end shoulnd be the killer a bit of the power role in the game cause he is literally killing people but as it is today survs fear you like a wet sponge

    I play as a killer too, but I don't feel poor and unhappy

    according to the latest reports there are a bunch of killer whiners

  • @FreshCoal said:

    Either make decisive strike basekit or something because the amount of killers that just turbo-tunnel and follow you for 12 seconds after an unhook for a free kill is getting on my nerve. Just played a game where the same teammate farmed me twice and I went from a 1 and a half minute chase for the first hook only to have the killer get the second and third hook stage after 30 seconds. WE NEED BUILT IN ANTI-TUNNEL.

    it is high time to settle the issue with camping and tunneling

    A new killer came out yesterday and what was he doing? He put the raven near the hook and waited

    COOL I WAITED, DOWNLOADED UPDATE FOR THIS

    And there were 3 such artists if that

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667547#Comment_2667547

    It still can 100% save you. You have chance and time to do it over short loops. She will not be able to setup multiple crows and trap you there.

    Unfortunately, the flashlight is too small for such games.

    It may be necessary to make it so that after burning the killer trap, the flashlight replenished for one second

  • @Dino7281 said:

    Yeah, any hope I had just left...

    Did you have any hope for his nerf? Or what you need to fix the hitboxes of windows

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667458#Comment_2667458

    You don't understand. Blight's turning IS capped. The entire cheat centers aimed inducing lag to bypass that cap. Your solution would be pointless.

    So you're saying that I regularly play against cheaters? Or the fact that there will be cheats that will remove the 30 degree limit

    If so, then we will remove the blow with a lunge when Blight is in the ability

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2667599#Comment_2667599

    That's totally fine :D I would even go so far and brand my self with killer main maybe the he just ignores me cause I can't have a valid point ever

    You are encouraging toxic play in the form of tunneling camping

    @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664844#Comment_2664844

    As you said, there are valid reasons to camp and your change nerf those situations too and just wastes killer's time without a good reason. It was tested and it was abused...

    Tunneling change, you have no idea how much I am going to bodyblock killer whenever possible when I am first on hook, because he can't kill me... This would be abused way more than your first suggestion.

    Well, simply: both are bad.

    Totem change might help, but it would be better to fix it just with better totem spawns...

    Radius and time can be edited

    And what's wrong with the idea that a survivor can't die until you hang the other? Are you used to playing like a wimp who can only tunnel?

  • @Nos37 said:

    When it comes to killers who hard camp, I would recommend Kinship, but in solo matches, it sucks, really bad.

    The survivors don't know the killer's camping until they get off their gens and get close to the hook, where they crouch and wait for the killer to leave. Since the killer's terror radius is usually bigger than Kinship's 16m radius, the perk never gets activated. Meanwhile, you have 2 or 3 survivors crouching behind rocks instead of doing gens.

    Kindred could help, but instead causes 1 of 2 outcomes, both wasting the Kinship perk. Either they see the killer face camping and never bother to come within 16m of the hook to activate Kinship (but at least they're doing gens. Maybe.), or they try to hook bomb with Borrowed Time and hope for a Decisive Strike play, which means that Kinship pauses the Struggle phase for a whopping 2 (out of the 34) seconds. 🤦‍♂️

    ----

    Kinship needs to benefit other survivors while hooked! That way it can have a shared perk icon and get more value when other survivors know to trigger it and buy the team time.

    Making other survivors' repair speeds faster seems like the first obvious choice, but I would rather it show all survivors the auras of all remaining dull totems while hooked (not just while Kinship is actively pausing the timer; not just while in the Struggle phase; but simply while hooked, so that survivors have time to cleanse the totems).

    This should help survivors prevent NOED, so that the killer can't simply face camp one sacrifice and get a free sacrifice from NOED after.

    I also had an old idea

    To make Borrowed Time work not only when you save a teammate from the hook, but also when you save yourself or by luck with 3 attempts or with the Deliverance perk

    Do not forget that the perk can only be activated on the first hook, plus you still have to save someone

    Whatever shouting about the balance - okay let it work if the killer is standing and camping near the hook (about 10 meters)

    So it would be a justifiable buff since it again wouldn't work against normal assassins who don't do crap like camping.

  • I'll tell you right away that this is the idea of my friend with whom I play, it's just that he is not registered on this forum

    But I think his question is pretty interesting.

    Why does the petard we take only have a one-time effect?

    It must be done so that it can be applied at least 3 times

    Or make it so that the charge is replenished for each generator / generator floor

    Or the charge was replenished with each open chest

  • @Lordofweed said:

    I think Trickster is way too strong in 1v1. They should nerf his 1v1 and buff his Map Preassure.

    For example:

    - Increase horizontal recoil while stacking throw speed up to 12%. This makes Trickster harder if you just spam your knifes without taking a break.

    - add an effect for his lullaby:

    For every Survivor inside his terror radius, Trickster gains +3% extra gen regression for kicking a Gen.

    Easy 😎👌

    Here's a small nerf for a big buff

    I think the spread of knives should be done by 20% and then your proposal will be balanced

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665120#Comment_2665120

    You can destroy her crows.

    I am not sure how good it will be, but it is a thing. It will probably not be Wraith level of annoying tho, but over low loops, you will just not be able to setup multi crows.

    Spending precious 8 seconds on this seems like a bad idea.

    Can make such a mechanic that for each burnt trap they will not take time, since half of the flashlight will already go to 3 crows

    @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664120#Comment_2664120

    The average killer TR is a 32 meter sphere. So this idea falls apart right there.

    Another thing that makes it fall apart is the fact that what you want would just lead to the any survivor wanting to avoid the consequences of franklins just running the killer on tiles near the item. It is the sort of thing that absolutely nullifies the perk and sets itself up for abuse.

    Not everything a killer makes use of should have a hard counter. Killer is supposed to be the power role and as survivor you're supposed to rely on the fact you have the numbers advantage. You want your item to not lose its charges, get a teammate to go pick it up for you. It's that simple. If you can't do that because you're Solo Q or no one wants to go pick it up then oh well.

    As someone who plays survivor mostly in Solo Q I get that getting hit with Franklin's kinda sucks, but it isn't the end of the world even if you lose all the charges just pick the item up before you leave viola, you've got it for the next game which likely won't have a killer with Franklin's.

    Then make such a mechanic so that the items dropped by these perks are highlighted for all survivors

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2666592#Comment_2666592

    Funny you say buff the killers when you, yourself, have multiple Discussions where the only thing you demand (because thats what you do, demand and "try" to pass anything you say as a fact) are buffs for mutiple survivor perks and mechanics without giving out a single thing for them. I also find funny how you try to stir and tilt people by calling killers "animals", something you have done plenty of times, and for the most part you always end ignored. Plenty of times you have avoided answering to me on the forum, most likely because you dont have decent arguments aside from "killer mains are animals, nerf this perk because i dont like it, buff this other perk with high numbers, aura reading, a free stun to the killer and blocking of abilities".

    Now on to the topic.

    How am i protecting "animal" camping and tunneling? by giving a decent argument of why this two ideas are simply and uterly one sided, obviously on the survivors side?, because funnily you always go "preaching" about balance on the game, and yet i have to se you give a decent argument to "any" topic you are on in wich you arent horribly survivor sided in the numbers and ideas you demand.

    What i understand is that A) you are just a troll who just "tries" to derail topics in your weird, and i might add, very porly "balanced" ideas, B) a survivor main who only wants to have the easies games posible, with all the stacks on his favor (AKA your terrible ideas for "balance" as you call them),or C) someone who genuenily tinks its good at creating balance for the game (spoiler alert you arent, your concepts, ideas and overal tought process for balance its terrible), or a convination of the previously mentioned things.

    Now, how about you back up your claims with actual arguments? im actually daring you to try and explain to me why this ideas are balanced and good, not that you will, as i mentioned before you just avoid the topics, but lets se you try.

    Finally i wont dignify that very poorly atempt of an insult with one back, but you know, if im a clown i would say you are the whole circus.

    Now, im waiting for your marvelous answer, that if you actually have a decent argument for it, but quite honestly im not holding my breath

    I wrote to you why you are wrong

    You only chose the killers when I chose all three

    You won't believe but I also play as assassins

    But when I play with friends we are constantly confronted with camping and tunneling, which is not very fun.

    In this thread, I liked the concept where a survivor cannot die until another is hanged - in your opinion, this is not a balance? Or do you like it when the killer haits one survivor the whole game and then stands and camp the second poor fellow.

    In my opinion, it is necessary to solve such a problematic style of play as camping and tunneling.

    And whatever you write that I am discussing only for one side, then I agree to a small reasonable nerf of the survivors

  • Because this perk is trash

    It should show absolutely everything at the end.

    From pallet windows to sunroof gates

    After all, to activate, everyone must die

    @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648697#Comment_2648697

    I understand, I just feel the effect of Left Behind isn’t that strong to warrant a potential zero use. Especially with the recent hatch and key nerfs. It should simply be made stronger by encouraging anything but hiding.

    Perhaps then let the plus still open the gate 50% faster

    Perk that is designed for last game - a lot of emphasis on the gate and hatch

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2663232#Comment_2663232

    Even the devs mentioned he was a bit OP. His lunge was insane before the nerf... That is the biggest problem I personally had with him (and maybe a few addons). It is what it is, though. I feel he's in a good spot right now. We can agree to disagree.

    Yes, the ghost is not as annoying as any nurse

    But at the expense of hitboxes I will say that they really need to be fixed.

    Since taking damage 2 meters from the window is very annoying

    @XSkull said:

    Hi im wondering if we can nerf wraith because its kinda unfair and he caught up to me when i had balance landing and its stupid that he is that fast also can we fix hit boxes its really dumb how i get it when he is far or behind a wall and threw windows this will make the game better and it wont be as buggy and unfun.

    Can make assassins slow down a bit during the fall

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660900#Comment_2660900

    Like I said one comment above I was wrong with that being a streamer and he just has good control over but I saw many times how a really good blight can do something similar but to get to this point you need a crazy amount of training an luck just like how you need training to do crazy turns and slides with Billy

    On the red ranks, you often come across such guys.

    So Blight deserves a little cornering nerf

    I am constantly annoyed by such players with macros.

    That can unfold for him like a snake

    Limiting it to 30 degrees will be balanced.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2659083#Comment_2659083

    Why? Because you literally don't need any obstacles at all to loop nurse. You just have to do basic geometry and let her own cooldowns give you the distance. Furthermore you can easily force a nurses blink to become swallowed by using a piece of loop.

    Perhaps you have gold or silver for your survivor

    But I play at the red rank and I don't know how much hidden MMR there is

    But every third game I run into a nurse and Blight and have to sweat

    And against a good nurse, nothing else will help your team, even if you add two more survivors to the team

    Despite the fact that I do not need to speak for the complexity of learning for her

    I have friends who play for her

  • @Jplanas98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2659061#Comment_2659061

    Again, that would be insanely OP. That would turn Saboteur into and extremely low risk, high reward perk for doing nothing. Survivors shouldn't get info on how to ruin the Killer's one objective for doing nothing. Saboteur isn't meant to be strong, other than the cooldown issue, Saboteur is perfectly fine the way it is.

    You saw that someone would take your "beautiful" perk

    So don't talk nonsense, this ability needs to be given a more attractive buff.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664355#Comment_2664355

    I’d be all for removing the haste effect and allowing it to proc when all 5 gens are done, that gives survivors time to think of a plan rather than not be surprised when someone gets hit.

    This is the most annoying thing when you find out about NOED after a hit.

    @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665762#Comment_2665762

    I think the surprise effect is a good thing the killer should be a scary force where you don't know what hits you and noed gives you that to some extent if they don't know yet that you can insta down you don't get 3 survs running into you like you're a a angry teenager to protect the one injured on the way to the open gate I mean I'm a 6foot tall undead mutation that hits trough solid walls you should never run straight into me without hitting the floor XD

    Then after hitting, let the totem be highlighted for all survivors.

    What's unpleasant now? Or are you just asking for buffs for the killers? Hypocritical clown

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/296912/suggestion-camping-tunneling-and-totem

    1.- Terrible idea, survivors will abuse the hell out of this, you might not like it, but theres valid reasons for killers to stick around

    • It noticed another survivor in the proxmity, meening it will try to lure it close to get another person down
    • Theres a generator thats been worked on and might suspect theres a survivor close, staying in the proximity to make sure if is or not around
    • survivors are overly selfless, its not the fault of the killer that most groups will try to make a full 4 people escape, if the others comit to much to this why should the killer be forced out of a tactical position

    Weater you like it or not, punishing killers for doing what they are meent to do AKA killing survivors its a terrible idea. Yes it sucks when some killers overcomit to a kill very early on the game, but i dont se people complaining about groups rushing generators in the first 2 minutes of the game from 5 to 3, should survivors be punished for overcomiting to generators and make it so each time a generator its done in less than 2 minutes all other generators repair speed its slowed to -90% until the killer gets 1 free hook? i dont tink people will like that.

    2.- Absurdly ridiculous, again you are punishing the killer for doing what its meen to do, many times killers NEED to take out a person out of the game, be because they have rushed gens at a tremendous speed, because they might bring very anoying perks (aka boons wich have become the norm to tunnel mikaelas and any boon user) or simply because it makes the game less obnoxious and frustrating for the killer. Something survivors doesnt seem to get is that having to fumble 4 headless chicken isnt easy or even fun at times, theres plenty of games where survivors have a personal mission to make the killers life as miserable as posible (and you can se that even very nice streamers end tunneling people to take them out of the game). This also punishes people if by any reason theres more than two characters of the same kind around, what makes you tink people wont start doing this type of things to create a shield from being killed? heck, i have had games where i get two of the same survivors and even altought i feel bad when i have tunneled one (not sure if i have hooked one or the other) its not my fault theres two of the same survivor, and with the lack of names up until i hook that survivor i dont know who is who, this is again just a punish for playing the game, weather you like it or not, killers dont have any need to be nice to every single person, leting them unhook freely and change people after each hook, you might not like it, but killers arent meent to follow a "survivors rulebook" just beause they want to.

    3.- This is honesty your only good idea, given how little value hexes have in games plenty of times, having a hard lock at the start of the game sounds like an actually good idea. Personally i would make it the hexes cant be deleted for about 1 minute per level of rarity, making it so at the very least you get 3 minutes worth of hexes at the start of the game, its not much but at least makes it so they get some value even if for a little bit.

    You reject all ideas for improving the lives of survivors and only want a buff for the killer

    Well you are of course a hypocritical piece

    @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665768#Comment_2665768

    Camping maybe but tunneling don't hitting the weakest link aka the injured one in that meta where everyone is healed up if you lose the half a second is just smart

    Especially face camping with a nod

    WHAT? The killer just showers if you burned out why spoil the game by standing near the hook

    Apparently the maine killer answers me

    Then squatting at the exit and clicking the lantern are also non-toxic.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/296914/suggestion-for-balancing-camping-tunnelling-and-totems

    1.- Terrible idea, survivors will abuse the hell out of this, you might not like it, but theres valid reasons for killers to stick around

    • It noticed another survivor in the proxmity, meening it will try to lure it close to get another person down
    • Theres a generator thats been worked on and might suspect theres a survivor close, staying in the proximity to make sure if is or not around
    • survivors are overly selfless, its not the fault of the killer that most groups will try to make a full 4 people escape, if the others comit to much to this why should the killer be forced out of a tactical position

    Weater you like it or not, punishing killers for doing what they are meent to do AKA killing survivors its a terrible idea. Yes it sucks when some killers overcomit to a kill very early on the game, but i dont se people complaining about groups rushing generators in the first 2 minutes of the game from 5 to 3, should survivors be punished for overcomiting to generators and make it so each time a generator its done in less than 2 minutes all other generators repair speed its slowed to -90% until the killer gets 1 free hook? i dont tink people will like that.

    2.- Absurdly ridiculous, again you are punishing the killer for doing what its meen to do, many times killers NEED to take out a person out of the game, be because they have rushed gens at a tremendous speed, because they might bring very anoying perks (aka boons wich have become the norm to tunnel mikaelas and any boon user) or simply because it makes the game less obnoxious and frustrating for the killer. Something survivors doesnt seem to get is that having to fumble 4 headless chicken isnt easy or even fun at times, theres plenty of games where survivors have a personal mission to make the killers life as miserable as posible (and you can se that even very nice streamers end tunneling people to take them out of the game). This also punishes people if by any reason theres more than two characters of the same kind around, what makes you tink people wont start doing this type of things to create a shield from being killed? heck, i have had games where i get two of the same survivors and even altought i feel bad when i have tunneled one (not sure if i have hooked one or the other) its not my fault theres two of the same survivor, and with the lack of names up until i hook that survivor i dont know who is who, this is again just a punish for playing the game, weather you like it or not, killers dont have any need to be nice to every single person, leting them unhook freely and change people after each hook, you might not like it, but killers arent meent to follow a "survivors rulebook" just beause they want to.

    3.- This is honesty your only good idea, given how little value hexes have in games plenty of times, having a hard lock at the start of the game sounds like an actually good idea. Personally i would make it the hexes cant be deleted for about 1 minute per level of rarity, making it so at the very least you get 3 minutes worth of hexes at the start of the game, its not much but at least makes it so they get some value even if for a little bit.

    So you want to buff the assassins but give nothing in return to the survivors? maine killer as I understand it, and also varieties G as you protect animal camping with tunneling

    Ha ha you funny clown

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2665809#Comment_2665809

    The problem with camping/ tunneling is not the strategy, but the fact that survivors need perks to deal with it. Unfortunately, for solo q players, you have to rely on someone you can't do s***t about to bring those perks. Thats why a lot of survivors want in-built mechanics/ tools to deal with it. At least, when you play killer, you can make sure to bring good slowdown and good add-ons... but solo q survivors have no control over what randoms do.

    therefore, you need to buff the survivor who was taken off the hook

    So that the killer is not attractive to chase after him

  • @vacaman said:

    One simple rework would be to remove all keys except one of green/yellow rarity and make it open chests at double speed, consume it and give an item of purple rarity with strong addons attached, that way it's like a value item that's not op but but it's worth bringing to the match.

    I'm already interested in taking your fictional subject than the current misunderstanding

    @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2659326#Comment_2659326

    Honestly, I wish Maps and Keys both had 3 different rarities, I don't understand why there are only 2 map rarities and 2 key rarities (with a useless green key).

    I like your idea for a quick way to make keys useful. I think the Keys should give another charge to chest, so you can open chests that have already been opened.

    Another idea is just give match long...

    • Red Keys - Get Bond
    • Purple Keys - Get Aftercare
    • Green Keys - See the OoO

    Then change the addons to add other Killer and Survivor aura reading perks such as Kindred, Alert, etc. Basically the reverse of maps, that only allow you to see Killer objects, keys would let you see Survivor and Killer auras.

    Can make it so that with a key you can open wooden doors

    And if you slam the door hard, you can stun the killer

  • @Lenox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655193#Comment_2655193

    I hate calling perks trash or useless, but I equipped it as a test for 10 or so matches and it got use once. That's not good value.

    Therefore, if this perk is buffed, then the main reason for the discontent will be partially solved - Face Camping

    Just make it a teammate aura

    All the same, the perk will be useless against normal killers, but it will just punish camping animals

  • @LeonxJiwoon said:

    Survivors = if a killer is face camping someone as last gen is pop and have no intention to move rather than pretending like your going to try for the save but too scared to do anything , just go through the freaking exit because its really very upsetting, you apparently too scared so why even bother just let me or whatever die or bring borrow time so that the person can body block for you so you dont get hit (ofc I cant even expect this of randumb queue(swf this is never an issue and easily solved via communication)

    Killers= staring at someone face who you never hook all round until they die , pathetic and if your that crazy for 1k points because you got 4 / 5 gen looped should change it where a survivor is transported to a different hook by entity to stop this face camping, that is so so scrummy. You de pip for it get like no lil to no points, is it really that worth it?

    At the moment, killers only tunnel and camp because they cannot think and have reached the stage of animals

    @Terramortius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657769#Comment_2657769

    I don't know about your servers but the part about the killers that you mentioned, it does happen a lot to us. They just hook and stare at us.

    For the part you said about the survivors, I have no problem if a killer wants to camp AFTER the last gen pops because what else is he supposed to do right? PLUS my issue with camping is KILLING THE SURVIVOR'S FUN. If the game lasted till the gates are powered, I'm more than sure you had your fun running and fixing gens, so to me, at that stage, camping is fine. BUT NOT AT THE START OR MIDDLE OF THE GAME.

    Hope you see where I'm coming from here.

    If the gates are open and all the generators are repaired and he hooked the last survivor near the hook, then I can understand him

    But at the moment they are standing near the hook from the start of the game.

    And even if you save a survivor, he will start tunneling

    If you write about the fact that you can fix the generators, then I will say that you will not have time and he will have superiority

  • @KiiSumnia said:

    I have 3 suggestions about those 3 arguments that in my opinion reduce fun of the game:

    1 - Camping

    I think that camping ruins a little bit the game, it make it less funnier for surv and it doesn't require any particular skills. The right counter of camping is leave the hooked survivor and make gens. When a killer camp he takes few points but i think that this behaviour should be further discouraged.

    New rule:

    If killers is near an hooked survivor at 6/12/18 meters the hook timer speed proceed 50%/30%/10% slower.

    2 - tunneling

    Sometimes happen that i meet very strong group of surv, so after losing 1 or 2 matches i start to tunneling, i focus on 1 surv (the weakest of course), i only disturb the others and after 2-3 gens are gone, surv remain in three. This is a very effective strategy, even if surv are stronger than you it became easier deal with them.

    New rule:

    Condition for attivation: 1- a survivor is hooked, 2- he's in phase two, 3- hook timer reach zero, 4- there are three survivors alive and no one of them was hooked, 5 - door are closed

    The survivor hooked can't be sacrificed to the entity, he remain hooked while the timer remain to zero. He can be save by the others and he can't die until another survivor is hooked or door are open.

    3 - totem

    On killers side i hate when i bring ruin and after 30 seconds it's gone, on the other side i love when the killer bring ruin and i spam near the burning totem.

    On killer side i love when totem is not founded for the entire game, especially if we speak about devour hope, it make all easier, too easy. On the other side i hate when this happen, i'm playing with a premade, we found 4 totems but no one is able to find the fifth.

    New rule:

    All cursed totems on the map are blocked by the entity for 40 seconds. Time required time to cleanse or bless a totem is increased of 50% until 200 second from the beginning of the game. After 400 seconds their aura is revealed to all survivors.

    At least someone cares about the balance

    Good work bro shows that it will bring less toxicity in the game

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2664211#Comment_2664211

    I’m not saying it’s not boring to be on a hook for two minutes. That’s more of a flaw in the game design than the killer being rude though.

    Therefore, it is necessary to punish the killers who are camping and tunneling

    Or give a nice buff after unhooking to survivors

  • @Sakurra said:

    If you ask for nerf ask devs to fix her bugs as well.

    While playing for her, I did not notice any mistakes

    @sadakiyo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2662925#Comment_2662925

    she is able to use lunges only after appearing in real world.

    you can stun her or block her lunge with pallets if she appears after her blink.

    I think she needs to increase the time for the lunge and then the nurse will not be as imbalanced as she is now.

  • @coaltrain503 said:

    Ever since they implemented sbmm, the experience of the game has gone downhill for me. At first, my games were mostly chill and I was having fun. Now, its stressful. As a killer, you have to be one of three killers with the strongest perks, or you will struggle to get two hooks. Slowdowns don't do much, as games still last a collective five minutes, and the buff to BTL doesn't help with that when everyone runs good toolboxes. You pretty much have to camp, slug, and tunnel if you want to get anywhere, and all that does is get salt with slurs thrown your direction all the time. And survivor is just as bad now. You have to be a swf all running meta perks at this point to get by. Abd forget about solo que. Something about that screws matchmaking up so bad, that I face killers with 6000 hours, while my teammates have a combined 20 hours. This system of matchmaking was a mistake. You have to run meta perks, aka the same boring builds everyone else uses, or you just won't have a good match. I have had the game for two years, and I am finally considering just leaving DBD, like many others have. Have the devs just not gotten the hint with all the players that have left, including several of the "big name" streamers? The game is too unbalanced for a system like this. Video games shouldn't be stressful. If they really want sbmm, they should revert it and focus on balancing the game before reimplementing it. I guess now I'm hoping VHS will provide a better experience and live up to the hype.

    Yes, I will subscribe to your every word

    Or complaints about a new system

    Or a rock-solid campsite with tunneling

    You just need to make sure that camping and tunneling is not attractive

    Make it more profitable for the killer to hang survivors but not kill

    Is it possible to slow down the repair with each hook? And if the survivor dies then this effect will be reset

  • @ProfSinful said:

    Going along with the general thing I've been seeing in the thread early on, I would definitely say that NOED is an incredibly hit or miss perk. I play in swfs only or I play killer when I'm solo (have never used noed in the 780 hours I've been playing this game), and honestly I have never had an issue with noed because when it does proc we've already called that it was gonna proc and have preemptively started searching (you can tell if a killer might bring noed, they're usually dog) or we've postponed finishing the last gen by leaving it 99'd while we start cleansing the remaining totems that aren't blessed.

    That being said, soloq does not have that power at all. The best you can do if you're afraid of noed is to bring perks to help cleanse/bless totems or bring a map with addons/rainbow map to find the hex when it's active. So it definitely does need to be nerfed, but in a way that only benefits soloq (i.e. giving the notification as the last gen pops or something similar to that). Nerfing anything about the perk itself would make the perk even more useless against coordinated teammates (unless you're playing a cracked nurse or spirit) and the last thing I want is more nerfs for killers when playing killer has already become unappealing for so many players as of late.

    I agree it makes no sense to go to extremes and make this perk useless BUT it is very strong so it deserves a nerf

    It is only required to make a notification in advance about the effect of the vulnerability and that the killer is using the NOED

    It is possible to remove the additional movement speed since the killer already has the ability to kill a survivor with 1 hit

  • @R1ch4rd_N1x0n said:

    I think it should work both ways, heal you while you heal someone else, and heal someone else while they heal you. If both Survivors have it, they stack.

    It turns out that if both survivors have the perk, then in one treatment both survivors can be healed - sounds very cool

    This already looks like a normal perk

    What if he will further speed up the healing for each wounded in the team? + 20% to the speed

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660572#Comment_2660572

    No...they are not.

    Huntress needs a sigle hatched to injure you. DS needs a shoot to pin and pull you in for a damage state. Trickster needs 6 shoots to do a healt damage, shoots that can be blocked by enviroment or moving around, if you have seen any people play him from the 50+? knifes he has they always waste a lot of knifes while in chase, you rarely se a trickster who lands those 6 shoots perfectly for an injury state. Time wise trickster spends more time in chase than the previously mentioned killers when using his power. You should also remember he has 0 global preasure, just like the other ranged ones they at the very least should be good in 1v1 if not strong (like DS was before they guted him out). Trickster if anything needs some small changes to his addons and some slight buffs to put him on par with far better killers

    His knives have almost no spread and he can easily throw at least 10 pieces in your back

  • @Nathan13 said:

    Camping is not cheating.

    That's right this toxic behavior

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661393#Comment_2661393

    Overwhelming presence and Franklin's don't serve the same purpose even though they have similar effects. Franklin's is item denial while Overwhelming is item shortening. Also keep in mind that Overwhelming is a TR based perk which means that it isn't really doing anything unless you're actively near the survivor, but if you're near a survivor they aren't going to be using their item most likely.

    Franklin's was always meant to deny survivors access to their items even when it just made you drop it. Right now it is in a decent compromise and doesn't need any changes as it does exactly what it is supposed to. Also with perks like Hoarder there are now builds around Hoarder and Franklin's that while not meta are particularly useful to at least 1 killer, but only if Franklin's functions as it does now. You can still go pick your item up before it gets a large amount of charges burned same as you could just pick up to keep it from getting eaten outright.

    Then if the killer runs near an object within a radius of 30 meters then the charges should not be removed

  • @GoshJosh said:

    Even showing others you have this perk won’t help it. The fact it requires you and someone else to be injured to get value, and heal in a specific order, is what kills this perk. You’re better off running just about any other healing perk.

    If you could use it while healthy and have half a heal stored for later (similar to Resurgence), it might help a little. But even that wouldn’t do much for it comparative to the other options.

    In addition to your words, he should show all the early teammates, or let him show all the early teammates in the same way, but when you are injured

  • @GeneralV said:

    "It is necessary to make sure that with each death of a survivor, the speed of repairing generators increases"

    Look, mate...there isn't really an easy way of explaining you this, but...this actually exists in the game files, it just cannot be used without cheating.

    DBD has a perk on its game files called Last Standing, which is a very early version of Bill's Left Behind. The perk did exactly what you described, and also affected healing and vaulting.

    Here it is:

    https://us.v-cdn.net/6030815/uploads/H8MN9SQKIN8O/image.png

    Even if it was restricted to repair speed, an effect like this is far too much for DBD, especially in the current and pathetic state of things.

    This perk's existence and current status is the ultimate proof of that.

    Pretty strong perk agree

    In my opinion, each survivor is a separate player and he should have a chance to win

    If you tell me that the last survivor has access to the trapdoor

    Then I will say that the killer, having knocked down the first survivor, goes to look for the second until the first one dies on the ground

  • @Campersbydaylight said:

    Dear Dead By Daylight,

    PLEASE MAKE IT SO KILLERS CAN'T CAMP HOOKED SURVIVORS ANY LONGER IT IS SO UNFAIR THAT THEY GET TO CHEAT LIKE THIS YET THERE AREN'T MANY TOOLS FOR SURVIVORS TO COUNTER IT SO MY WHOLE TEAM END UP LOSING TO A CAMPER! Please make it so that camping is no longer a thing, I'm begging you!

    I totally agree

    It is necessary to punish campers with tunnels

    I suggested making a hook mechanic that prevents the assassin from using an ability within a radius of 20 meters

  • @sadakiyo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2660885#Comment_2660885

    you need to use textures against her, not pallets although you can still stun her with it.

    She flies already with a lunge into the pallet

    I just ask you to remove the lunge, let it hit with a regular blow

  • @Snowstruck said:

    https://forum.deadbydaylight.com/en/discussion/296597/death-of-survivors-and-what-to-do-next

    No.. gen speed is already horrendous. Giving survivors a free win is horrible. There is a reason they fixed hatch, and even then hatch now is still ridiculous. By hatch's logic, a killer should be given one free kill regardless of how many gens are done. Hatch should be deleted, or only appear if there is one survivor left AND the last gen is done, and only be able to be opened with a key. Killers already have an outrageously hard time against just decent players with meta perks, giving them EVEN MORE gen speed is awful. This game is already severely survivor sided.

    @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661286#Comment_2661286

    That is, if there are only two survivors, is it easier to make a disconnect?

    What? are you saying you should disconnect because your team is losing? don't get me wrong there's a couple things in the game I don't go after people for DCing against but if you dc cause your losing you wussy

    ok, maybe with a quick fix, I went overboard

    But playing seriously when there are two of you is just silly now

    Can then make it so that the hatch would appear? Precisely when two people

    Or make sure that there is a guaranteed key in the chests when there are 2 people left

    And it turns out that one of them still needs to die

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661472#Comment_2661472

    So that mode would be even more Survivor sided than base game, gotcha

    It is you who can take perks for the killer, since they will not help you

    By your eternal whining, I realized that you don't know how to play

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661286#Comment_2661286

    Mate, if I'm the clown, what are you? You're more nonsensical than Sluzzy

    Besides me, do you still use another player's name to insult me? you are clearly a child

    I'm sorry to sink to such a bottom of your intellect

    @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2661300#Comment_2661300

    I have a strong suspicion its a sluzzy alt acount...that or sluzzy long lost brother.

    https://forum.deadbydaylight.com/en/discussion/296597/death-of-survivors-and-what-to-do-next

    No, it isnt neater a need nor a must, killers whole point its to kill survivors, by doing so they ease down their work meaning they shouldnt be punished for doing their task, increasing the gen speed out of the blue makes no sense and its more of a punishment than a reward for the killers. Survivors at that point will just have to bite the bullet and try to work on gens stealthily or hope they get hatch. You have a very serious problem with balance dude... every single thing you demand its absurdly biased towards survivors and make their life not "beter" but absurdly easy...quite honestly i hope the devs never listen to any of your sugestions...you go to power creep levels i havent seen in years

    In your opinion, at the moment when there are 2 survivors left and they can no longer win this balance? Isn't it easy for killers? after all, you can no longer chew what can you lose correctly?

  • @thebrentster911 said:

    I think it would be interesting to see what this game is like without all the toys survivors and killers get. Maybe an experimental game mode that highlights how much perks, items, add-ons, and offerings can make a difference by playing games without having them. I know it could get boring really fast, but I think it would be interesting to see for a little bit.

    Has anyone else wondered what it would be like with having a game mode that doesn't let you use anything except what's on the map?

    it will be boring everyone will choose the killer 4.6 as there are no abilities in this game


    Better this concept

    The survivors have only their own character perks and the fourth one to choose from, and the assassins can use their abilities but not the perks

  • @HagathaSimmons said:

    Disagree. As a killer with a boon healing meta, keeping survivors injured is already a pain in the ass. Yes an icon would be a nice qol for the survivor side but use with medkits would just be too strong. Because at that point you would be getting two healing states for the price of one with medkit charges.

    same applies to Autodidactic and why you can’t use a medkit with it, it would make healing too strong.

    YOU JUST A COWARD

    no one uses this perk because it is useless

    Someone must be injured / you must be injured / you must be at one point / heals only half and does not even speed up the healing

    Do you feel too many factors? so this perk needs either a rework or a good upgrade to be attractive

    Show the aura of wounded comrades when you are wounded it sounds balanced

  • @dweetboi said:

    Solidarity is already a decent perk in comms so why not add a little blue icon showing it to other survivors when healing them while injured. also make it work with medkits, could also really make more people wanna run it more!

    He should show the injured when you yourself are injured in addition

    It is only logical what to expect from this perk.

  • @Fuzzycube said:

    Maybe have the hex spawn at the start of the game with 0 tokens and each unique survivor hooked adds a token with each token allowing one instant down during the end game collapse and when the totem is destroyed it still gives the benefits (Including speed bonus) but you can’t add any more tokens.

    Yes, then I agree that you can not remove the additional speed

    This idea is the same as the author of the post

    It turns out that Noed will only act on those who were already hanging on the hook.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/296597/death-of-survivors-and-what-to-do-next

    Uhh no, if that happens and you lose that's on your team. Survivor is a team game so you win or lose based on teamwork and if 2 people are dead before EGC then your team deserves to lose. That doesn't mean you should give up but your chances of winning should be heavily diminished.

    That is, if there are only two survivors, is it easier to make a disconnect?

    @ThatOneDemoPlayer said:

    Guys, just ignore all of his posts. There's nothing good to be found in any of them, aside from Survivor bias but there's enough on the forums

    Clown? If my opinion does not coincide with yours, this does not mean that it is not true

    @BasementDweller said:

    https://forum.deadbydaylight.com/en/discussion/296597/death-of-survivors-and-what-to-do-next

    No, this is a horrible idea. You say that it'll "punish" killers who camp or tunnel, but it will also punish killers who don't.

    Just figure out what to do for the two remaining survivors.

    Repairing generators is unrealistic

    Luke is not here yet

    It turns into a game which one of them dies

    But the killer, having found at least one survivor, does not hang him on the hook, but goes to look for the second without fear of losing in this game

  • @Terramortius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2659311#Comment_2659311

    If you don't experience what I do, don't call it dramatizing or even assume you know what it's like. People who have DS come charging at you to block hits etc and make you chase them. By the time you manage to get by them, the other guy is too far. So you think he has DS and you go find someone else to chase. That guy gets picked up and you find no one.

    And don't you try and counter that with any arguments until you've been in my shoes. People who act like they know everything are the worst.

    I see my words hurt you so I'm sorry

    Don't be mad, dude, it's just that most of the assassins offending on this forum are ordinary whiners playing only for one side

    Those who do not understand that a meta change is needed for balance

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