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JakeDaSnake

JakeDaSnake

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JakeDaSnake
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  • @ZoneDymo said:

    Well new new new, this isnt a new idea.

    But yeah its one of the many ideas, personally I think its a bit of busy work for killers that they just dont have time for, imagine running 2 or more hex perks....jeez.

    I personally just feel we need to have more totems in the level, maybe like 7 or 8 (without changing current requirements, aka NoeD still needs "only" 5 totems cleanced).

    And making Hex Totems not light up (or maybe only light up after 3 random totems were destroyed or something like that, whatever balance demands)

    This would potentially eliminate a lot of issues with them and maybe even the game as a whole.

    Less SWF sided

    Less likely to run the current OP survivor meta (more small game/Detectives Hunch)

    More objectives for survivors aka more points of survivors and more time for killers

    My bad didn't know someone suggested this already and yeah adding more totems would help also. On average most killers including myself only run two hex perks at a time and i was thinking about placement since i can choose survivors cant go to "typical" spots. Also i have the power to place it which is "time" so i could wait till 3 gens are left and place ruin now no one will know where i placed it since its not in a regular spot and they havent had to deal with it early on. Another thing is i could also put haunted ground out maybe even put them next to eachother for a 50/50 mind game lol. You could hook someone go far away and place devour before a rescue to guarantee 1 stack you see what im saying. There could be alot of strategy if you're able to carry them

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/898858#Comment_898858

    This isn't realistic, especially when so many survivors, especially licensed ones may all look alike.

    How am I supposed to remember which Claudette I hooked, or which Steve I hooked, or you know, 50% of my games as killer that are usually filled with four Yuis, if they all look almost identical to one another?

    There's also the problem that slugging doesn't actually avoid decisive strike, unless you can tell me the secret recipe to stopping people from crawling out the exit gates who have decisive strike and were never forced to use it because I was forced keep slugging them or ignoring them entirely whenever they jumped in a locker if I didn't want to, or couldn't afford, to eat the DS.

    https://www.youtube.com/watch?v=eS7nn1B03YQ

    I don't understand why this one perk which is a passive, is allowed to impact the entire game as a whole even when it's not equipped and be considered "balanced". Either DS is 'balanced' and literally every single other perk in the game is massively under powered, or DS is over powered and impacting games far more than it has any right to be for a single survivor perk.

    When I see you say "DS is fine", what I hear you say is "Every other perk should be just as impacting as this one".

    If the counter to DS is not tunneling, then being able to cleanse Ruin should be removed and the counter to Ruin should just be "hit great skill checks". Then it would be just as impacting as DS (effects how an entire role plays the game), with just as much counter play to it (you either play a certain way and deal with it, or it punishes you).

    Completely agree upvote

  • @hocrux said:

    No mither should not notify killer just survivor, a great buff/rework would be:

    1) only notify survivor(shows healthy state on killer screen)

    2) when hit by a basic attack triggers broken status and timer, once timer depleted survivor is down and need to pick themselves up

    3) while survivor is broken unable to mend( this provides a play where as a survivor you need to lose the killer/ as a killer need to chase and hit again for the down/just follow the survivor till timer ends)

    4) while down, survivor cannot be revive by teammate, need to pick themselves up

    Just my ideas, go easy on me, i'm sure there are those that disagrees but this atleast gives the potential for players to learn to play differently other then the go to perk self care

    Its interesting but once the killer hits someone and they get broken they could just follow them until the timer runs out edit.. You said this already but yeah this creates old legion for all killers think about it

  • Yeah i agree most killers will never slug the no mither survivor since they know they can just get back up also alot of killers tunnel them for a quick kill lol

  • @Auron471 said:

    Honestly just no mither a built in (weaker) tenacity and give us a recover speed bonus and i think it will be ok.

    Also does no mither reduce the grunts of pain while dying? because if it doesnt, it should.

    the main issue im trying to fix without breaking it is getting rid of the killer knowing you're running it as soon as the match starts i think this would be a good buff without making it op even if they sped up the recover the killer typically picks up the no mither guy because he knows hes running that and thats one of the main benefits of the perk

  • @Deadeye said:

    How about that? You start healthy, once injured, the perk activates for 90 seconds. When active, you get broken (killer icon hidden), reduced groans, no blood and when the 90 seconds run out, you heal one heal state and the perk deactivates for 120 seconds.

    When downed while active, the timer pauses and you can heal yourself up. When you do so, the perk goes on cooldown, when someone gets you up, the timer resets.

    @Deadeye said:

    How about that? You start healthy, once injured, the perk activates for 90 seconds. When active, you get broken (killer icon hidden), reduced groans, no blood and when the 90 seconds run out, you heal one heal state and the perk deactivates for 120 seconds.

    When downed while active, the timer pauses and you can heal yourself up. When you do so, the perk goes on cooldown, when someone gets you up, the timer resets.

    I mean i wanted to keep the same context of the perk without the killer knowing and tunneling that person i think your idea is interesting but you might as well just make that a whole another perk it would be pretty strong though

  • @Darth_Cader said:

    No. Leave my meme perk alone lol, no buffs, no nerfs. But definitely no buffs.

    Lol i really just don't want the icon to show in a feasible way

  • @kermit_snacc_choke said:

    What no it sounds a lot better and you can actually tell the distance he's at with the new transitioning in the music

    Its trash compared to the other one 😢

  • @TAG said:

    What happened to it?

    They changed it to a different song and the other one was so hype 😢

  • @FriendlyGuy said:

    Rewarding players that played thousands of hours with a strong, fun and viable killer? Nah, let's overnerf the killer to make him extremely unfun to play.

    Yeah they butchered her and it sucks because she was in a weird spot you had to be good to win with her otherwise you'll get bullied so she wasnt a get out of jail free card lol

  • @Peanits said:

    It would definitely be very interesting to see, although I doubt it would stop people from questioning the stats. I'm not very good at Hillbilly (only play one game with him every now and then ever since mid 2016), so naturally my stats are going to be lower than the average. That doesn't mean that the stats are wrong, that just means that I'm not as good as other Hillbilly players.

    On the killer side it would be cool to see personal stats on each killer longest chase time shortest chase kills in comparison to escapes DC's while using a certain killer etc survivor could show totems cleansed longes chase shortest chase death stats to each different killer 😊

  • @Rin_is_my_waifu said:

    Have you ever considered to use your eyes or run this perk, instead of crying here?

    https://us.v-cdn.net/6030815/uploads/565/AE9YI57RKXQV.jpg

    Im glad someone understands my frustration i literally made a post about ghostface being op for this same reason a few days ago saying the same ######### i dont want him nerfed but i still hate playing against him because its just free hits all day @Ratio

  • @Ascended4Head said:

    https://forum.deadbydaylight.com/en/discussion/comment/873375#Comment_873375

    Thank you for asking.

    I would do rotating events where you have a separate queue. 2 killers vs 8 survivors. Some type of event based around basement.

    I would never release another perk that increases the gen time or progress bar simulator for this game. We already have enough to stare at.

    I would remove the wallhack aspect of BBQ and Chili.

    Billy's chainsaw has a cool down attached to it. So he can't constantly reee reee everywhere. You have to make a tactical decision when to use it.

    I would remove legion.

    I would decrease head on windup time from 3 seconds to 2 seconds

    I would combine kindred/we're going to live forever or kindred/borrowed time.

    I would increase density and objects of many dead areas in maps, so there are more opportunities for stealth.

    I would remove fake pallets from the game.

    I would double the cool-down of freddies teleportation.

    That's it. That's what I would do.

    Please play killer and try to get to red ranks so you can found out for yourself why this game is survivor sided im currently rank 1 survivor rank 4 killer just by your thoughts and ideas of balanced you either dont play killer at all or only play in the brown ranks where people dont do gens everyone is being civil but tbh you need to play killer ######### the stats go out there and find out for yourself

  • @lunaticlifter said:

    Red ranks killer is a miserable experience when you meet only at least 3 GOOD survivors-swf and you are not playing spirit or nurse.. gens go way too fast, saves done just before reaching struggle for effective genrush, instaheal, bnp all the second chances perks... what we have left as killer? slugging and tunneling... but hello unbreakable or ds.. i don't like to complain, but there are many things that breaks the game, tonight i wanted to have fun games, but 4 of 6 six game i met sweaty squads..i know it's not always like this, maybe it's because i ranked up too fast and i'm dealing with these teams, but why these problems are still not resolved? while nurse and spirit (wich i'm ok for the nerf since i play both sides) immediately got looked at? i don't think you will solve these problems by buffing low tier killers after buffing solos, when the problem is the core, even nurse or spirit get shitted on by good survivors.. gens go way too fast? reduce time needed to complete them(since it's boring) and add a second objective. More interactive and balanced gameplay.. not even talking about some maps tho.

    I play both sides rank 1 survivor rank 4 killer and i agree killer is not fun at all once you get to red ranks even rank 5 is still fun but once you hit red ranks not only do you have to deal with gen rushing you gotta deal with toxic people on top of it running to god loops and tea bagging ds unbreakable burrow time perfect adren plays but the thing is its hard to balance it if you ever play survivor and one teammate dc or gets tunneled without ds and us eliminated its pretty much over in a 3v1 once the person is hooked one person has to save so imagine adding a second objective and that happens might as well drop your item and wait lol i don't know how they can balance this game ds definitly needs to be nerfed to where if you hook someone else it deactivates 60 seconds of immunity is broken especially with gen times being 80 and if they get up with unbreakable now you wasted time and they still have ds lol yeah idk man this is a tough game to balance

  • @yermom said:

    I was a killer main, but have been shifting to survivor because there's less stress and earning the same BPs isn't that hard. Well, one incentive to playing killer is that it's easier to get stacks for BBQ than it is WGLF, but that will change with 3.4.0.

    Don't get me wrong, I don't necessarily want survivors to lose their new BP gains. But I guess my problem is that I don't really enjoy playing survivor, so I ultimately go back to playing killer. Only to be discouraged by the times that I am earning less BPs than survivors, even though (after playing a lot of survivor) I know I am working harder than they are. Playing killer sorta feels like being punished at times. That's a bit dramatic, but that's how it feels, heh.

    Lately, I find myself turning the game on, staring at the screen while I think about this very thing for a minute, then turn it off.

    Theres literally nothing in those patch notes that say they're getting more blood points though 😢

  • If they go off of all these entertainers showing only their best games theyll make it so he loses his power once he downs the first survivor lol

  • @Kenshin said:

    https://forum.deadbydaylight.com/en/discussion/comment/865372#Comment_865372

    everyone said he is OP after watching zubats and scotts stream playing against potatos and ppl who dont know how to counter him. ppl need more time. i think he will be destroyed at high ranks but we will see.

    Hopefully if they don't nerf him before he comes out

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/865372#Comment_865372

    No those things are completely different. Old Legion was uncounterable and not even close to OP.

    So what you're saying is i can play a killer and have something that isnt counterable but at the same time im not OP or broken... Well im gonna go to sleep on that note thanks fie clarification scott 👍

  • "Is the oni uncounterable" and something being uncounterable is kinda worse than op thats borderline saying he's broken

  • @Rin_is_my_waifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/865341#Comment_865341

    Yes you state it in the beginning but after reading your whole post, it leaves me a different impression.

    Anyway, in my experience, whatever survivors say is unfun, it gets nerfed.

    I completely agree with you this is just more of a rant post i dont wanr him nerfed i just hate going against him for these reasons more of a frustration post

  • @Kenshin said:

    ghostface sucks on a lot of maps and swf destroys him to 100%. so no, he is not even close to being OP.

    @Kenshin said:

    ghostface sucks on a lot of maps and swf destroys him to 100%. so no, he is not even close to being OP.

    Yeah i believe it like i said in the beginning of my post i dont want him nerfed im just more frustrated playing against him trying to figure out a way to at least know hes coming spine chill is good unless the killer starts moon walking to you

  • @Bleediss said:

    Honestly, he's rather mediocre when you use no add-ons and play against survivors who have good awareness of their surroundings.

    Whenever I face him, here's how it goes: I see him coming, I hopefully reveal him (buggy detection feature is always lovely), and now he chases me like an M1 killer with no power, if he uses his power to mindgame me then I just leave the loop and reveal him again when he comes out and we're back to where we started.

    He can be really good on Lery's and Hawkins, but he can be garbage on many other maps as well.

    Yeah i get what your saying my usual game goes as i could be on estate Ormond coldwind farm whatever im working on a gen in a jungle (because most gens are in there) he turns the corner without warning i try to run for a pallet or window he hits me because hes at 115 with no heartbeat or i do something dumb and do a gen in the open and get exposed lol

  • @Rin_is_my_waifu said:

    Your eyes and this perk are your best friends so git gud and stop crying for nerfs. And don't tell me that you don't want nerfs because unfun = nerf like legion

    https://us.v-cdn.net/6030815/uploads/666/18DCR9KK9205.jpg

    Im just gonna refer you to the first sentence on my post


    Thanks in advance 👍

  • You made a video talking about the oni being op and he hasnt even came out yet the ptb is such a small sample size most people i watched playing it had to do kyf because of the que times i know you said you didnt know how to fix him but i still think nobody is used to going against him yet

  • @ScottJund said:

    He's not even remotely OP and I don't know where all this is coming from but its hilarious.

    I think its hilarious to call a killer op that just came out with only a sample size of maybe 100 players on day near 3 day ptb event but to each their own 🌚

  • Like i said in my post i dont want him nerfed im more or less ranting on why i hate playing against him ive gotten a couple of examples on how to deal with it but if hes good i dont think you can do much to counter that first hit

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/865313#Comment_865313

    Good luck figuring out that a survivor has Spine Chill. And moonwalking won't work against OoO or just good survivors awareness.

    I mean its pretty simple go to a gen and if they disappeared early its a good shot that got spine chill because you dont have anything to tell them you're coming there and ooo will just screw you over since GF will see where you are lol whilst you got a general idea of where he is

  • @Helevetin_nopee said:

    Dont even start with this. Its like people want the game dead with killer nerfs. If anything they should focus on making the weaker killers usable at red ranks.

    Its not even that i main killer and play survivor id honestly want the nurse base kit back but add ons stay the same spirit prayer beads shouldnt get changed because it's a fun jump scare lol for me as survivor and a funny gen grab for killer ive made a million post about op survivor perks and nerfinh swf because i made it to red ranks and that ######### aint fun at all. Ive gotten to the point that i hate ghostface so much i wait till somone gets hit before i do any gens in the beginning because i dont want to get marked nor do i want him to turn a corner at 115 no heartbeat sound or terror radius and get a free hit

  • @Kikki said:

    https://forum.deadbydaylight.com/en/discussion/comment/865302#Comment_865302

    Even if you look around like you have Paranoia he just can jump out of nowhere.

    Ive gotten to the point of gen tapping if im really close to a opening in a jungle gym lol

  • @Marcus said:

    No, he is far from OP. Add-on reliant, map reliant, his stealth gets countered by Spine Chill and Object of Obsession ( I know OoO doesn't reveal his aura anymore, but it still lights up when you look in the direction of Ghost Face, so you still know his general direction ).

    I mean it counters it to a certain degree a good ghostface once he knows you have spine chill can just moon walk so it doesn't proc which makes that perk useless happened to my friend when versing pig the pig figured out he had spine chill and moon walked while crouched until he got close enough

  • @FearlessHunter said:

    That's why you look around the map while doing a gen instead of just facing your camera at the gen. It honestly annoys me how people get surprised when ghostface gets the jump on them cause their not bothering to look around the map while sitting on a gen or walking around the map.

    Its not even that they're are gens in jungle gyms right by openings i can watch my camera behind me or try to cover the other two opening spots the issue lies in he's at 115 movement speed so no matter what once he turns that corner its a free hit yeah theyre are open gens but alot of gens are in jungle gyms which give him a free hit this is why tru talents build is so good because he'll always get the first hit pretty easily

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/865193#Comment_865193

    They also get to test out new killers and perks earlier than console players (PTB ) and they got bill as a exclusive for a long time

    I use to play a game called for honor abs pc would always get to test patches and new heroes first because pc doesnt have to approve any patches xbox abd ps4 have a process in which they have to approve patches thats why sometimes ps4 gets updated with new stuff before xbox or vice versa. Its more efficient to put it on pc to test turn off the ptb and optimize it then send it to ps4 and xbox and put out a future date to release it that way its already approved and both platforms can have the update at the same time. I know it sucks pc seems to get things early but its only because sony and Microsoft want to protect their hardware from malicious updates and stuff pc its really on you lol

  • @White_Owl said:

    I feel that would just promote a lot of toxicity knowing the community.

    Yeah you're probably right lol

  • @Raccoon said:

    It's going to be removed because it promotes lobby dodging if you are paired with lesser ranks.

    Similar to how seeing SWF groups as killer will never be a thing because it promotes a similar ideology - Dodging for easier games.

    But I dont want to play with the rank 19 😢

  • @TragicSolitude said:

    People on the PTB look like they're having so much fun with him.

    I play on console; it makes me sad to know I probably won't get to play him while he's fun.

    I know it looks fun on both ends i play on ps4 could get iy on pc but im not starting over lol

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/851742#Comment_851742

    EU region on pc is just genrush after genrush after genrush lmao,believe me pc players are even worse.Oh did i forget the toxicity :)

    lol i actually heard eu is really bad its weird though all the popular streamers that play killer on pc rarely go through gen rush and toxicity lol

  • @Jb94 said:

    Disclaimer: I know this is an eternal source of complaints from killers and I know it's never going to be solved or even addressed as an issue. I just really need to get this off my chest after quite a few bad games in a row- the PTB excitement will drown me out and that's fine.

    So, broadly SWF isn't a huge problem- it really can be fun and the people that goof around can lead to exceptionally chilled games. Probably due to rank reset, these aren't the teams I've been coming across recently. The core issue is that optimal survivor teams will beat any killer any day, hands down. It literally isn't possible as a single player to pressure 4 others consistently throughout the game if all are playing in an ideal way.

    The reason this would never happen in the vanilla solo experience is that for solos it is impossible to be be confident about how efficient you're being without dedicating perks to team info- kindred, bond, empathy are all perks that fall into this catagory. Even with these perks in play its very difficult to make 100% correct choices (if a killer is camping it'll take at least 2 survivors working in tandem to ensure that the unhook isn't just a trade). Even with normal unhooks this is an issue: seeing someone get hooked across the map raises a question of whether you should ditch your gen and trust someone else will get the save or not. If all three people run over, you've lost gen progress across the map. If no one does you've potentially traded a quarter of your team for a couple of gens being done.

    These scenarios NEVER happen with efficant SWF teams. In fact they can often pull off coordinated moves that actively manipulate normal gameplay to disgusting degrees (final gen at 99% so that one member can pop it to make sure the person coming off the hook and their saviour/s get their adrenaline at the perfect moment). There is never enough tradeoff in this scenario for the killer to have any power over procedings- efficient SWF never have to lose gen progression to do a save, never have to worry if they've missed a totem, never have to lay low until they bump into another survivor for a heal.

    There is a sense of mistrust to the solo experience- will I get unhooked or healed by strangers concerned more for their own survival than the team as a whole? Self care is a perk you ONLY see on solos for this reason--it's a selfish perk, but for some people it's a safety net because they won't necessarily get teammates they can rely on.

    So SWF are at a disgusting advantage and it makes being a killer hard as hell. It's nothing new, we all knows it's a possibility when we queue up.

    What is new for me, however, is I've now played enough that I can recognise one of these teams when I come across it. I know the rough pace of how a game should go and when it's progressing insanely fast with ridiculous coordination, alarm bells start ringing. I realise I can't win. More than that - I literally won't have fun (the two are slightly related, but I've has incredibly fun games in the past which by my own criteria I've 'lost'). And once I realise that I don't know what to do. I can't just DC like survivors can at the slightest hiccup. It seems petulant to put the controller down and do something else (even though the end result is basically the same 10,000 blood points or so aside). I'm playing against a group of people who are at least partially in the game to make sure I have a really bad time and that doesn't feel good.

    For the record this isn't just the classic streamer line of 'I'm being sniped because I'm losing' thing- I try to take a measured approach before stating for sure its a team (I'm on ps4, a shared language between the players is the nearest to confirmation I get outside of the gameplay stuff, so it's never certain).

    I guess I would love the option to not face SWF at all. I realise this isn't going to happen as it would fracture an already fairly small player base, but damn, it would just make the game feel balanced in a way it doesn't right now- a win would be a win, a loss would be a loss, I wouldn't have to hit the ground sweaty as ######### because a chilled approach leads to getting teabagged at the exit gate game after game.

    I dunno does anyone else find the same thing? Does anyone who's part of one of these types of teams have an explanation for what makes playing this way so fun? I personally can't imagine the appeal of genrushing and running in circles the whole game- is the appeal the bullying part? (no judgement I suppose, I just genuinely can't understand the motivation).

    Gotta say though i feel story on a different level. 😂

  • @Jb94 said:

    Disclaimer: I know this is an eternal source of complaints from killers and I know it's never going to be solved or even addressed as an issue. I just really need to get this off my chest after quite a few bad games in a row- the PTB excitement will drown me out and that's fine.

    So, broadly SWF isn't a huge problem- it really can be fun and the people that goof around can lead to exceptionally chilled games. Probably due to rank reset, these aren't the teams I've been coming across recently. The core issue is that optimal survivor teams will beat any killer any day, hands down. It literally isn't possible as a single player to pressure 4 others consistently throughout the game if all are playing in an ideal way.

    The reason this would never happen in the vanilla solo experience is that for solos it is impossible to be be confident about how efficient you're being without dedicating perks to team info- kindred, bond, empathy are all perks that fall into this catagory. Even with these perks in play its very difficult to make 100% correct choices (if a killer is camping it'll take at least 2 survivors working in tandem to ensure that the unhook isn't just a trade). Even with normal unhooks this is an issue: seeing someone get hooked across the map raises a question of whether you should ditch your gen and trust someone else will get the save or not. If all three people run over, you've lost gen progress across the map. If no one does you've potentially traded a quarter of your team for a couple of gens being done.

    These scenarios NEVER happen with efficant SWF teams. In fact they can often pull off coordinated moves that actively manipulate normal gameplay to disgusting degrees (final gen at 99% so that one member can pop it to make sure the person coming off the hook and their saviour/s get their adrenaline at the perfect moment). There is never enough tradeoff in this scenario for the killer to have any power over procedings- efficient SWF never have to lose gen progression to do a save, never have to worry if they've missed a totem, never have to lay low until they bump into another survivor for a heal.

    There is a sense of mistrust to the solo experience- will I get unhooked or healed by strangers concerned more for their own survival than the team as a whole? Self care is a perk you ONLY see on solos for this reason--it's a selfish perk, but for some people it's a safety net because they won't necessarily get teammates they can rely on.

    So SWF are at a disgusting advantage and it makes being a killer hard as hell. It's nothing new, we all knows it's a possibility when we queue up.

    What is new for me, however, is I've now played enough that I can recognise one of these teams when I come across it. I know the rough pace of how a game should go and when it's progressing insanely fast with ridiculous coordination, alarm bells start ringing. I realise I can't win. More than that - I literally won't have fun (the two are slightly related, but I've has incredibly fun games in the past which by my own criteria I've 'lost'). And once I realise that I don't know what to do. I can't just DC like survivors can at the slightest hiccup. It seems petulant to put the controller down and do something else (even though the end result is basically the same 10,000 blood points or so aside). I'm playing against a group of people who are at least partially in the game to make sure I have a really bad time and that doesn't feel good.

    For the record this isn't just the classic streamer line of 'I'm being sniped because I'm losing' thing- I try to take a measured approach before stating for sure its a team (I'm on ps4, a shared language between the players is the nearest to confirmation I get outside of the gameplay stuff, so it's never certain).

    I guess I would love the option to not face SWF at all. I realise this isn't going to happen as it would fracture an already fairly small player base, but damn, it would just make the game feel balanced in a way it doesn't right now- a win would be a win, a loss would be a loss, I wouldn't have to hit the ground sweaty as ######### because a chilled approach leads to getting teabagged at the exit gate game after game.

    I dunno does anyone else find the same thing? Does anyone who's part of one of these types of teams have an explanation for what makes playing this way so fun? I personally can't imagine the appeal of genrushing and running in circles the whole game- is the appeal the bullying part? (no judgement I suppose, I just genuinely can't understand the motivation).

    I read the whole thing and im gonna say that i mainly play survivor for that exact reason the sweaty swf are super unfun at first i played survivor just to get killer perks. From the shrine and level the killers up to get ruin discordance etc. Once i got my perks i ended up being rank 1 survivor at that point so i Was better at tracking movement with killer ended up going from rank 16 to rank 4 and 3 pips in two days and red rank 4 pips is honestly hell i play ps4 too so i know the toxic ######### you're talking about its not fun at all played a red rank game four flashlights got a 3k but couldnt pick anyone up the entire match kept slugging then trying it lasted like 45 min even got a message saying im trash with a 3k then every game after that is what you described gen rush instant ruin destroyed trying to pressure every person they just go do the gens injured down Someone hook them three gens pop they get the save another one pops you gwt tea bagged at the gates tea bagged during loops like its literally not fun watching pc at red ranks looks alot easier than ps4 i swear they arent even really toxic like damm man and then with all these killer nerfs it rough im just playing survivor now i got my taste of red ranks swf not fun at all and that new perk that lets survivor fix pallets swf are going to instantly drop pallets and run youll run around it and their friends will reset it and they'll run back and loop you around the same one mark my words cuz ps4 is toxic lol

  • That sounds like a nightmare to play against as killer lol

  • @Mtom912 said:

    https://forum.deadbydaylight.com/en/discussion/comment/851611#Comment_851611

    If you’re in brown ranks I really don’t think you have to worry about survivors doing anything strategic, that makes sense

    and even then if that’s how pallets get used, why do you care if they can wastefully use it again, if anything that slows the survivor down when they throw it

    Im rank 4 im saying in red ranks swf are going to be able to play like brown ranks throw pallets and immdiately run and have their friends reset it and run back and loop it again breaking a pallet that someone throws down and immdiately runs will give them so many miles on you its not optimal at all and you very well may potentially lose them which you only got 400 seconds before all gens are popped

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/105797/any-means-necessary-plus-swf-op

    That’s the point now.

    A killer still needs to keep in mind that not breaking an unsafe pallet still presents a risk.

    I think it’s healthy that a killer should always be thinking “should I or shouldn’t I break this pallet?”

    Im sure the killer will be thinking about how three gens are gonna pop about time he even catches up to the surivivor he's chasing while breaking every pallet thats shes immediatly running away from lol

  • The surovivor is gonna be so far away from you breaking pallets that they're instantly throwing down that theyll probably be able to hide by the time you catch up which means more searching and then youll start to hear gens pop find them again they instantly drop and run you break it theyre miles ahead again this is why in high ranks survivor you wait for the killer to break the pallet you dont just run lol

  • @[Deleted User] said:

    just press space

    just break the pallet

    I dont know what rank you guys play killer but in brown ranks people throw pallets and run what does any killer with a brain do run around keep bloodlust and down them as quick possible why would you let them get a giant lead on you and break the pallet on top of that lol you only have a certain amount of time to down hoom and find another survivor and if you think the survivor is weak you can go around the pallet down them and break it after having to break every pallet is ridiculous

  • Id say dead hard or iron will

  • @Eleghost said:

    On pc, when playing survivor, I am constantly getting 1 realm like autohaven. Most of the time is will stay replaying the SAME EXACT MAP like 3-4 times before going to a different map in the same realm. It's super annoying. It's happened with autohaven a lot and then last night it was constantly red forest, either temple or mothers dwelling for like 6-7 games in a row.

    Yeah same thing with me but only different variations of auto haven and shelter woods lol

  • @ZFennecFox said:

    I mainly run Thrilling Tremors, Surge, Enduring, and Discordance. I always run Discordance just in case.

    I run barbecue discordance pop and ruin

  • I dont ever get any of the considered "bs" maps since the hallowern update no haddonfield coldwind farm iron works misery etc. Literally only autohaven variations shelter woods and backwater swamp from time time which these are considered fair maps. If i dont use an offering right now on ps4 theres a 95% chance itll be autohaven or shelter woods it definitly wasnt like this before it was alot of rng and rotation but now its not and its pretty obvious

  • @Fibijean said:

    It's total RNG, unless people are burning offerings. Bear in mind that some realms, such as Autohaven or Coldwind, have more maps associated with them, so probability-wise you're likely to get more Autohaven maps than, say, Red Forest or Crotus Prenn Asylum.

    I dont ever since the halloween event its been the sane exact maps like i havent gotten any considered "bs" maps like haddonfield, cold wind farm, iron works misery not at all like i literally have to burn offerings otherwise ill get a version of auto haven or shelter woods before the update it was completely random oh yeah and time to time i get backwater swamp

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