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KrazyAce13

KrazyAce13

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  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847072#Comment_3847072

    Not just casual survivor players. Killers as well.

    I personally would instantly shift to 2v8 if it where made permanent and I could play Piggy and Sadako.

    yup then the same premade builds over and over again would get boring as hell and then you would complain about that too. people dont understand what they ask for lol make it perm kill normal 1v4 with queques that take so long it times us out. Then when you play it for a month 2v8 is so boring allow us to make our builds then it just becomes 1v4 x2.

  • @Chilli_man2400 said:

    weren’t people asking for the long range stalk? People wanted him to be like the movie & have movie accuracy?

    let's not talk about movie accuracy because in that case OoO should be completely redone because laurie never sat around and watched myers her obsession was survival and paranoia not turning herself into the stalker.

  • @Devil_hit11 said:

    i said from very start of ptb that they nerfed myer's. a m1 killer and exclusively focused on nerfing his tombstone piece without considering anything else.

    the buffs that people request are meaningless. they're like new player toddler changes. Now he's as bad as Sadako. Maybe his tombstone piece a little bit more relevant than condemn mechanic but now he's like C-tier killer with a mori and D-tier killer without it where as previously, he was high-A/B killer with a strong mori and D-tier killer as m1.

    but Sadako still has a higher kill rate though

  • @NotJared said:

    Mage Hand has been buffed into an uncounterable Scamper 2.0. Every use of it guarantees hits, and the buffs need to be reverted.

    Every game I have played as or against Vecna, Mage Hand has never failed to enable the Killer to land a hit.

    Mage Hand's best use on PTB was to allow the Killer to reposition underneath a pallet, giving them the upperhand for mind games. Lifting pallets AS they were being thrown also created a lot of close call scenarios - many ending with a hit already. Many players, after only playing a couple games with him on PTB where they did not learn the best-use scenarios, prematurely declared Mage Hand as useless, while they were carelessly throwing it out the power in bad scenarios and with poor timing.

    Now after the buffs, whenever Mage Hand is used, there is absolutely nothing a Survivor can do to avoid getting hit. It denies the immediate options for a Survivor while providing incredibly little movement penalty for the Killer, resulting in Survivors being unable to reach anywhere unless they're already next to another resource. This feels MISERABLE to play against, and completely unearned to play with.

    There is no time to reposition or find safety elsewhere, and lifting pallets is doubly punishing against Sruvivors. It's created tons of lose-lose scenarios: If the Pallet is chosen not to be thrown and held up, Vecna walks through and gets a hit. If the Pallet is thrown down, Vecna can almost instantly pick it up, walk through, and still get the hit. No matter what the Survivor chooses to do at a pallet, they get hit.

    There's a lot of reasoning that "it has a long 38-second cooldown and it punishes you for using it poorly," but this is not an excuse for uncounterable powers. That doesn't change the fact that the Killer times it perfectly, then there is nothing that Survivor players can do to predict or outplay it. This is the EXACT same reason why free-roaming Scampers had to be removed this very same patch.

    Please revert Mage Hand back to the way it was on PTB. Lifting pallets is way too fast, there is not enough slowdown on the Killer for Survivors to react to save their life against both holds or lifts.

    Are you the one that got chucky nerfed sounds exactly the same prewritten crap

  • question is why would they go out of their way just for that there's more context to this i bet.

  • still wondering this myself on top of that tbh it should only allow 1 at a time imagine boons in game in all corners of the map....

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/309767/please-explain-to-me

    They’re not necessarily the same MMR as you just because they’re in your match. There are various reasons for this

    • High MMR survivors do sometimes play with lower MMR friends in swfs. The system probably just averages the survivor’s net MMR when it picks a killer so you end up being between the two
    • When someone dodges a lobby it fills the gap with whoever is immediately available rather than waiting for a close match to avoid keeping all four of the players in that lobby sitting there a long time. (So if you care about helping avoid mismatches don’t dodge lobbies.)
    • Players with very high MMR might not have a good match available in a reasonable amount of time so they eventually get put in whatever match is avaialable.

    Also, as others pointed out, being red grade doesn’t necessarily mean the person is high MMR. Since you can’t lose a grade once you earn it all you have to do is play enough games and eventually you’ll continue ranking up, even if only by random chance.

    I just realized why this is happening it's similar to deranking in a way person could be the most optimal player do everything right or wrong if they are a bully player all they have to do is not escape. so these super optimal players (and btw i have had a full 4 man iri swf in my fresh account lobby) can be perfect at everything and because escaping is the only way to prgress mmr they act like they dont klnow what they are doing get killed so they dont escape. i could honestly see egc being a way to derank as long as they dont escape so therefore survivors need more than just escapes to determine mmr to balance it out and well it goes to say as long as swf is a thing they will always have a way to legitimately bypass and exploit any matchmaking they implement. And before the grade dont matter line, it really does on a fresh account with no mmr at all, they clearly played longer than my account so why is it they are in my matches?

  • @Marc_123 said:

    Yep, grades are pretty much like old ranks. If it was playtime - as always stated - you don´t need no pips. You would always progress but you don´t.

    MMR should pair you with similar skill level but i doesn´t work very well.

    And i believe it may work fine - as told - and can predict the outcome pretty good. But the backfill, dodge and time problem still result in it not working.

    yeah i played on another account to test something out fresh never before played on account still iri 1s when i literally have no mmr on anything to do with that account. oof i give this game 2 more years before its finally finished. and anyone that says a game with 15mil registered users and prides itself for 75k most ever in a month back when GF was released isnt a dead game has some issues with reality.

  • necroing this because i just went through this but if anyone still is confused, in game purchases with auric cells will not register as licenses with your psn you have to buy the chapter from the psn store inorder to get it to show up on your other accounts.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792660#Comment_2792660

    I've lost more hooks to the extra stagger from Boil Over than the height drop. I did have one match last night where one survivor had Boil Over on the Father Campbell's Chapel and they kept running to the second floor where there are no hooks and the closest hook you can get to using stairs is out of range. After a couple unsuccessful tries hooking that survivor up there I just slugged them there and chased other people.

    Mostly though it's the stagger that cause the carry to fail for me. It can knock me so far off course I end up unable to get around rocks or through doorways. Plus I'm sure I've missed seeing a close hook or too because of the hidden aura part of the perk. I don't think either of these effects are overpowered, I'm just saying they can be effective.

    Fortunately the broken aspect of the perk, namely being literally unhookable on certain second stories of some buildings, is getting a nerf to address it next time there's an update. I'm positive if that same survivor tried the same thing on Chapel I could have much more easily gotten them to a hook by just falling off the ledge right at the start with the new version.

    the problem is is all it will do is make them bring flip flop and in this case he was running no mither so leaving him wasn't an option and im just sick of the just go after someone else and leave them that shouldnt be the mentality because now you know no matter what you do you are going to lose.

  • @Nun_So_Vile said:

    I don't see an issue here. They countered your unfun build with their own...kinda the point of any counter. That's just luck of the draw because with anything less it's an ez 3-4k with what you have.

    don't see how its an unfun build if you are talking about scourge hook and dms you clearly dont understand that that build is highly dependent on the map generation says up to 4 hooks which can be grossly spread apart and the only way to get all 4 is large maps and oak offerings which large maps are actually not good for most killers. at least my build don't break the terms of the game by taking the game hostage.

  • @RakimSockem said:

    nah bruh, you just played terribly. There were perfectly viable hooks that you ignored and you let him crawl further away from hooks each time

    lmao you guys are all hooked on the first time i noticed he had boiled over completely ignoring the bs in the building survivors are a funny bunch.

  • @AntonB said:

    https://forum.deadbydaylight.com/en/discussion/308976/why-boiled-over-needs-to-be-nerfed

    First try you failed because you did not pick leon up right away. If you did it was a easy hook nothing they could have done really. The second one you ignored a easy hook and instead dropped into the house yourself...

    Dont see how this is not just a skill issue as this is not even one of the maps that is trully abusable.

    first off the first time was because the other survivors were running breakout and he teleported through the wall when downed. second time, he used the 100% wiggle effect that caused me to drop into the house. it wasn't an easy hook he was running no mither flip flop and boiled over there was nothing that could have been done especially when his teammates was running breakout so nice try though trying to justify the perk but as was mentioned its being dealt with but it still will be problematic in a swf situation with combo perks such as tenacity flip-flop they still have the potential to recreate the effect oh on top of those perks let's not forget unbreakable in a boon.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792706#Comment_2792706

    I am struggling so hard not to take this sentence in a bad place right now.

    lmao.

  • @Brokenbones said:

    It's being nerfed, don't worry

    https://twitter.com/DeadByBHVR/status/1488950414183649290

    The horror will be over shortly

    I know but sick of hearing it's unfair they are nerfing our perk from all the streamers that play survivor. im just giving an example why. so they can maybe see it from the other perspective even though i know it wont matter the entitlement and all. Thank you though for the response. Also all that nerf will do is make them add unbreakable or flip flop the drop from high places just needs to removed imo.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774619#Comment_2774619

    In theory you could use Insidious for something like kicking a generator, walking behind a wall and waiting for Insidious to activate and then attack whoever came back to repair the generator. That's not what it's generally used for though. It sees use almost exclusively as a camping tool, often in the basement.

    Just like Boil Over will likely not be used for anything other than abusing certain spots in certain maps.

    They both have "legit" uses but they are generally used for unfun strategies.

    Abusing map design or game mechanics is reportable and bannable your use of words here didn't help your cause.

  • @Pulsar said:

    Just tested it out on RPD.

    Holy #########. You can actually take the game hostage for as long as you want. I have no idea how it got through the PTB.

    I know that the Mods said they are continuing to monitor the situation, but it actually needs to be killswitched until they fix it.

    It's not even like the perk is objectively good. It's only going to be used by bully squads and people wanting to take others hostage. Reminds me of the Sabo meta or the Dribble meta. I understand we all have varying views on how the game should be balanced, but I hope we can all agree that this perk is a huge issue in design and a glaring issue with the PTB process.

    I will post a clip right after I'm done streaming this happened to me on mothers , no mither boiled over took main building gen hostage couldn't drop down to hook if I let him be slugged picked himself up.

  • Any clips yet tension spring honing stone exit gate traps lol

  • @DBDWolf12 said:

    I seriously want SBMM to be removed because, I played a match and I thought I was doing trash because they got a 4 out. But, nope, it was because 2 survivors were silver and 2 were iridescent when I had just gotten to bronze. No wonder I lost. Either remove SBMM or fix this problem. (1 Person was also a TTV but he wasn't live😪.)

    Here is a picture:

    https://us.v-cdn.net/6030815/uploads/XA7YPBSNT62R/ce-bf-ce-b8-cf-8c-ce-bd-ce-b7-cf-82-2878-29.png

    until they restrict swf from matching with any rank no matter what they do swf will always be the work around for matchmaking.

  • @Feyd said:

    You aren't intended to win every game. The goal of the system, if it matches you properly, is to make you win roughly half of the time. You go up against even people, maybe you lose. Then you go down, face people worse and win, going back up.

    The "problem" is that you can't just win every game all the time steamrolling everyone anymore. But hey, if having to lose as often as you win isn't fun, I'm sure you could play the little bit mode and just curb stomp the AI's. But I guess that doesn't give the same rush as burning ants with a magnifying glass does, huh?

    Thing is as long as swf is the way it is swf will always be the go to way to manipulate matchmaking sb or otherwise. bought the artist and first game red rank leve 1 player rank players with new players in [party yeah sbmm isnt the issue for low to midd ranks swf is.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2055135#Comment_2055135

    He only has 14 posts to be fair. As all they are is whining, believe it's time he just gives up and finds another game

    We have too many people who have no business in this game and he looks like one of them.

    you included I assume right survivor main I'm guessing. I have 14 posts because i don't live on the forums like you and 90% of everyone else sitting trying to discredit valid points. BTW who are you to say who deserves to be on the game is it because i have a differing opinion than you or is it because i'm a console gamer and you feel superior because of other "small" problems in your life. this game is dying and it's at the hands of the devs 45k out of 5 mil steam users isn't nothing to sneeze at but a lot to laugh at. also to the guy who said top 20 isn't bad weell that's because there isn't anything atm to compete with once there is and its well balanced this game dies.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2055144#Comment_2055144

    You do know that's only steam users.

    There are far more players on consoles which we don't have an easy way to gather player data unlike steam.

    Still if Steam is not declining in players, then there's no reason to believe a decline is happening on console either.

    yeah but even so a game going on 5 years old with only a max of 45k and 75k peak which was right after gf was released with their 5million registrered users, still imo not a very thriving game there is only 1 real reason pc ports to console, its when the game is dying and they are trying to milk the cash cow.

    also maybe if pc and console players can unite and maybe get it so console can access ptb and not listen to the excuses bhvr has those stats could be easier to achieve.

  • if they are going to keep ds in the game which because its linked to a licensed dlc they will they at least need to do like they did to pop, which btw was unnecessary and now only promotes 3 gen strats, i digress they need to lower the time to the 40 second just like they did to pop.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054218#Comment_2054218

    Well, most of the killers I get are meta with meta perks. And right now DBD has quite a few very strong killers to choose from. It's not only a couple. They buffed many of them to very powerful levels.

    Still, you get paired with extremely incompetent/unexperienced randoms.

    what killers are you talking about because from what i remember is besides the pointless clown rework du to the yellow bottle can benefit the survivors all they have been doing is nerfing killers, cmon ffs trapper has needed love for a while what they do give his traps a guaranteed escape mechanic

  • @CustomerService said:

    As a solo survivor. It doesn't matter how many shots you give this game. It doesn't matter how many breaks or philoshopies you adopt to try to see things differently. Once you hit red ranks as a solo survivor, this game becomes unplayable. You either consistently have a squad to play with you or just gotta uninstall.

    Balance doesn't exist, and unless the killer is very unexperienced and you happen to get the occasional green/yellow/brown rank, you have to get ready to just sit back and watch 3 randoms crouching in a corner while nothing gets done and everyone eventually dies.

    Conclusion, play survive with friends or don't play at all.

    This problem stems from swf players using low rank survivors to go against low rank killers then once they hit red ranks they are no where near as good as they need to be swf is hurting both sides of this game.

  • @FrenziedRoach said:

    I know right, we've been complaining about this since day 1 - that's why it's in TOTAL DECLINE.

    Just check out these graphs over the lifetime of the game!

    https://us.v-cdn.net/6030815/uploads/MHODZZOHDX5K/image.png

    This game is totally dying

    BTW... I'm joking in case you haven't figured out. But you folks need to stop this "it's killing the game" argument because if camping and tunneling was going to kill this game, it would of done so by now.

    It peaks as new content comes out or they have a free weekend, then it drops down to it's average of between 20k to 40k depending on what region is playing.

    I'll leave everybody else to explain all the reasons why you need to GET GUD

    BTW, so you can't accuse me of doctoring the picture, here's the source.https://steamcharts.com/app/381210#All

    lol 30-45k people isn't good for a game with 15 million registered users...

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633812#Comment_1633812

    As opposed to seeing a hatchet fly into their skull and shake it off? Or concentrating really really hard to manifest into reality a small rock? Also iirc with the lore of the game, survivors are brought back to life after every trial regardless.

    This could be an opportunity to see more mini-mori's like Pyramid Head. Those ones being recoverable and temporarily taking a player out, and the regular mori being permadeath. Although PH is more like two permakills since it has the last hook prerequisite.

    Humor me. At least entertain the idea a little.

    @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631416#Comment_1631416

    BNP can easily be rendered useless by regressing the gen it got used on. Most actions can be undone through gameplay.

    Even the hatch has more limits in place than mori's do. Mori just pulls the plug on someone and kicks them from the game.

    Devour Hope has the benefit of becoming a 1 hit down leading into mori's. Even if you never trigger the mori part. It can snowball games hard. Just hook them.

    And Rancor would barely be affected by this change. You still get auras and the ability to off one person. If they decide to try and revive their friend it becomes a dynamic new objective to defend. And even then you could force their hand by opening the door.

    And why shouldn't someone only be mori'd once? Why are you only attacking one single survivor? There's four people. It's a normal rules apply situation. Just hook them.

    Ok well you have one counter to all your reasons for perks mentioned they are fricking hexes as it is even with undying perks like lullaby devour their tokens reset making undying only good on haunted and ruin. So yeah hex totems nuff said. And the reason why they shouldnt be is because the only thing that needs to be done to moris is the removal of ebony’s. Reason is this they should never entertain this asinine idea of reviving after a mori. Just remove the ebony and cry about everything else on reddit.

    if anything remove moris altogether along with keys that way game stays balanced and the only way you can get hatch is find it before the killer. Because in all reality a key after hatch is closed or a 3 man hatch escape with one gen left is just as bull ######### as losing to a 4 man ebony. Careful what you cry for because killers will look for them to balance something on your end too.

    says the guy with the ds avatar lmao. 🤦‍♂️

    @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1633812#Comment_1633812

    As opposed to seeing a hatchet fly into their skull and shake it off? Or concentrating really really hard to manifest into reality a small rock? Also iirc with the lore of the game, survivors are brought back to life after every trial regardless.

    This could be an opportunity to see more mini-mori's like Pyramid Head. Those ones being recoverable and temporarily taking a player out, and the regular mori being permadeath. Although PH is more like two permakills since it has the last hook prerequisite.

    Humor me. At least entertain the idea a little.

    only problem with that is we still get penalized on PH as if we used a mori instead of it being his power. IF they were to do this they would need to give us the proper points for a kill not a penalized score for a mori, kind of tired of seeing killers being punished for using their powers.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631373#Comment_1631373

    PC and console crossplay is fine xbox player btw and I actually enjoy playing against oc players. I actually uploaded a video of me facing a pc streamer and looping him a bit skill is skill no matter the platform.

    Clearly you don’t comprehend hardware differences too play killer vs pc swf then we’ll talk.

  • @lazerlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631621#Comment_1631621

    When I talk about Killers ending the game fast. I mean the Killers who purposefully slug survivors and aim to get them all down simultaneously in order to hook them all at the same time. I'm not talking about games where survivors keep memeing and coming for unsafe rescues and risky saves or choose to group up and loop the killer next to their downed teammates. Those survivors obviously were trolling and handed themselves to the Killer.

    So it is totally fair to say that Killers have the ability to end the game quickly and are applauded when they do.

    https://forum.deadbydaylight.com/en/discussion/comment/1631466#Comment_1631466

    Sorry, I apologize if I misunderstand what you are saying but I'll give my answer to what I believe is the message you are trying to send.

    Your final sentence, before the one with your very specific and, unfortunately for you, wrong presumption about me, is comparing spending minutes searching for totems and cleansing all of them which take an additional 12+ seconds depending on the amount you find and cleanse, to getting one hit downed by a sped up killer and being instantly hooked and camped end game. Again, we are using the time factor. And again, you are blaming the survivors for not taking time away from the gens, in order to "save the time they could spend being downed by NOED." You are punishing and blaming the survivors for doing their objective and not giving the Killer their "rightfully deserved" downs and play time. You are punishing survivors for basically not cooperating with the Killer.

    You are forgetting countering perks by doing the hex totems are part of the objective list, until you can realize and remember that this debate is going nowhere.

  • @lazerlight said:

    Yes, this is another post about NOED.

    This is gonna be a long read, so, sorry, but I need to get this off my chest.

    I've seen time and time again, NOED stans' counter to complaints about NOED is to "do bones" but when players ask for a totem counter, NOED stans show how much they despise the idea. (By counter, I mean a number in the HUD letting players know how many totems are left, please stop talking about Small Game, we know it's a "counter" to totems, that's not the kind of counter I'm talking about.)

    It makes me think "but don't you want survivors to "do bones"?? That's what you always say! Then why are you against the idea of letting survivors know how many totems are left?"

    It's not like the number will show them the location of the totems... It's the same as with the Generator Counter, it doesn't show you their location, just the amount left to repair. And you don't need a perk for it! (looking at you, people saying a totem counter should be gained by a perk).

    Anyway, back to the topic. When people say "do bones", they are asking the survivors to waste time. They are telling survivors to take time away from their primary objective- or should I say ONLY objective, (because totems do not prevent survivors from opening the gates and leaving) - and running around the entire map making sure ALL totems have been broken. Because of course, it's not enough to break 2,3 or even 4 totems by yourself, because if there is a single dull totem, NOED will activate. You can't tell the survivor who has been getting chased all game because the killer won't leave them alone that they should have done bones if they didn't want to get downed by NOED... they were being chased ALL GAME! And you can't blame the teammates for using the time their chased teammate is giving them to do their objective, instead of wasting time totem hunting. Imagine getting chased for 3 minutes and not a single gen is popped because your teammates are running around. We've all had those games...

    And what happens when the killer actually manages to apply pressure? And survivors don't have time to do totems because they are constantly getting interrupted, and they are struggling to do gens and rescue and heal, etc.? But then, you make it to the end, and BAM, NOED. It's like the Killer was gonna get a win from the very beginning!

    Anyhow.... ultimately, this is why I don't agree with the "Do Bones" argument:

    As I stated before, when Killer's tell survivors to "do bones", they are telling survivors to waste time. They are putting the responsibility of lengthening the match to the survivors. They are telling survivors "give ME time to get YOU hooked and potentially out of the game."

    "How DARE survivors do their objectives and be good at chases. They're supposed to let the Killers down them! How dare they finish their objective in under 3 minutes!"

    When survivors "end" the game quickly, they should be punished by NOED for not doing totems.

    Ah! But when KILLERS end the game quickly, they don't get punished. When KILLERS end the game in 2 minutes because they played an insta-down Killer and / or slugged and hooked everyone at the same time, they get applauded. They get the thumbs up. They get the cheers.

    When Killers camp, tunnel and slug early game, to prevent survivors from playing / getting points, and end the game by killing everyone in the first 2 minutes of a match, they get applauded because "it's a strategy". But when survivors do their objectives "too fast" and get hit with NOED "it's their own fault for doing what they came here to do." "It's the Survivors' job to make the game last 10 minutes." But the Killer can definitely end it in two minutes if they so desire.

    Being camped, slugged, tunneled, is NOT fun. Not only because you are denied of play time, but because you do not get points from it. You don't even make 1k points from struggling on the hook all the way! Not even 900! You don't get points for getting hooked again after having just been rescued, you don't get points for the killer being close to you on hook for half a hook state, you don't get points for recovering on the ground or crawling... but the Killer does. The Killer gets points for doing all of that. The Killer even gets points when survivors get healed!! But the survivor who just got healed by someone else doesn't??

    PLUS, even if the Killer doesn't hook anyone, even if they are chasing one survivor all game, they can still potentially max out on 3 categories (hitting, breaking pallets, using their power, chasing...). While the survivor who's getting chased, only gets boldness points from it. And the other categories? Forgotten. Left unrewarded. So the survivor who got chased all game and got downed and sacrificed because of NOED, can potentially leave the match with 8k points while the killer can leave with more than 10k.

    Killers have it easier when it comes to making points, and getting them in various categories, they have the power to deny survivors points, and have the power to completely take them out of a game. So why is it that Survivors deserve to be punished for doing their objective, but Killers don't get punished for slugging or camping early game and eliminating the survivors leaving them with scraps worth of points? (Looking at you Infectious Fright Nurses and Oni's, lol)

    And don't say it affects their pips because rank doesn't mean anything. One or two depips is nothing. Deranking means nothing. It is not enough to be considered a punishment. They still get more points than the survivors.

    This is a game, a game where you make points that you can spend, a game you play BECAUSE you want to make points. Why would you want to wait for a lobby, to get in the game to just get immobilized and denied of getting points all match? If I wanted to do that I'd just play tic tac toe with myself on a piece of paper! How come Killers are allowed to deny survivors from playing and end the game quickly, but survivors aren't allowed to do their objective quickly??? Don't y'all see the double standard???

    NOED needs a rework, all survivors getting exposed status right off the bat for doing their objective is unfair.

    But I also think that gens should be a bit less accessible (I know on the 4th year anniversary stream they talked about an early game rework, so I'm waiting for that.) Survivors spawning and being able to finish a gen in the first minute of a match is unfair. By less accessible I don't mean increase their repair times, I mean like making the survivors look for an item around the map before they can repair them or maybe a 15 second universal corrupt intervention or SOMETHING. Gen rushing is a thing, not because of gen speeds, but because of maps and the ease of access to gens. I disagree with the "NOED users are bad players" mentality. You shouldn't blame Killers for "not pressuring gens" many times it's not their fault. It's the game's.

    Thanks for reading.

    This will be a short read so you’re welcome...

    dont do bones dont get points dont cry when downed 5 feet from exit gates with noed... this is a bad mentality that has come from a big streamer that wants noed nerfed but says wasting time on bones when doing gens is more important is bad. This is kind of like hexys counter argument for selfcare haters, it takes less time to selfcare than it does being dead. It takes less time todo bones than the time wasted being downed in front of the gate to noed.

    Also why do i get the feeling you are the survivor that waits for you last teammate to die for hatch and gets hit with noed when its closed.

  • @Xbob42 said:

    I posted this in another thread as a reply, but honestly the more I think about it, the more I like it.

    Right now, PH is dead simple to play most of the time, and kind of boring. His ability to cancel into an M1 makes it very easy to play him, and can end up being boring and repetitive for both sides.

    Let's say we fix that and he has a short (0.5 - 1 second or so) cooldown before he can M1.

    Great, but now he's just kind of an M1 killer with a power he can use even less frequently.

    What if we changed up his rites of judgement (the trails) to make them more active besides just being a debuff that allows you to cage people?

    Example: While Pyramid Head is standing on a rites of judgement trail, its timer within X meters progresses at 2x the rate. i.e. the longer you stand in it, the faster it disappears. In exchange, Pyramid Head moves 5% faster while running along torment trails, and gets a 10% bonus speed to the animation speed of punishment of the damned, along with a 15% faster turn rate.

    The specific numbers are just examples, but I really like the concept of being able to set up your trails as a ways to be faster in chases, or to get across the map more quickly, as long as planning ahead to be able to use your power more effectively outside of just when survivors are animation locked or stuck in an easy-to-hit spot.

    Problem is its a licensed killer. Sounds good a wider range attack could make it interesting not even really base kit could make it an addon.

  • @xenofon13 said:

    The new sounds are horrible.

    DS bug, hook bug, heart beat bug.

    Devs: "No one asked for, but let's add new generator sounds."

    Umm you guys realize the old sounds wouldnt even go with the new animations right, i think people just want the quieter click and motor sounds because its easier to hide while doing gens.as it is killers can barely hear the gens when on the other side of a wall from it. also is it realistic to have your hand inside a motor while its running? Could this be a bit of a counter against spine chill sprint burst? hmm probably. God forbid the game gets a bit challenging for the survivors oh no....

    survivors want their spine chill and sprint burst with a side of theres the killer to go.

  • The only change thats needed is remove ebony and cypress and keep ivory one morid survivor is plent enough damage. Reviving after a mori and they cant be morid again is just turning a killer offering to another second chance perk for survivors killer addons arent meant to benefit the survivors. Its like saying bnp once used gives a notification and turns gen yellow for 10 seconds. Would you be good with a change like that?

    also this would affect perks like devour hope and rancor which already have big enough downsides to.

  • What happes if they are hooked during the deactivation part do they lose it completely or does it just reset we gotta be 100% clear on our thoughts to perk changes its like making a wish to a genie one slight miswording and these devs make it op.

  • Gf actually isnt as good as people think they clearly modeled him after myers which is why he has that trex armed myers m1 lunge. If anything they need to fix gf lunge, myers is pretty balanced all things considered he has multiple ways of playing him which in its own is a mindgame because survivors dont know what kind of myers they are getting. But seriously though fix gf baby arms.

  • Pc should not be crossplayed with console in the first place they should have just kept it steam and windows and switch should be with android and ios as mobile because of the hardware differences, crossplay is a joke yeah turn it off sure with it on i still wait 10+ minutes for ques the dpi the stretched graphics the macros on wiggle yeah crossplay console vs pc not a smart idea i know many console players not wanting to play this if it goes to next gen. Pc has way too many opportunities to cheat the game to deal with on console. But seriously if ios and android are restricted due to the differences in gameplay so shouldnt pc keep it windows vs steam.

  • @Toastyy said:

    Probably the most sweaty killers I’ve seen play hag, especially the ones who use their scroll wheel to teleport. I’d rather verse a Stridor Spirit over a hag any day.

    The fact you compare hag to a killer who greatly relies on a single perk (which btw is bad design) removes the relevance of this complaint.

  • @PigMainClaudette said:

    Survivors are just skins, and it was introduced with MMR because your individual killers had their own modifier on your MMR. They feared, and rightfully so, that people would cheat this by loading in as a killer they perform terribly as or never play, then switch to their main killer for easier games.

    There are no unique survivor powers so there isn't really a reason to do it, since swapping perks isn't locked either.

    sure just skins one may have 100 keys while others dont. The items are their powers so if a person is a blendette main with all perks and a ton of broken items such as keys and bnps, they go in as a different survivor and a swf decides grab a key lets get hatch well hell i dont have any on nea.... you see the difference in possible outcomes there? A survivor with keys vs one that has none..

  • @Unicorn said:

    (If I’m understanding your rant correctly) I believe the issue with this is that Survivors will dodge lobbies. They see any Killer they’d rather not go against, gone. It’s really a contradiction of a reason though, considering Killers dodge if they see a certain Survivor being played & from what I’ve heard, the Killers are displayed in the tips bar for new players anyway. Idrk.

    Edit: I completely misunderstood your rant, wow.

    Lol its all good i just wnted to know why survivors dont get locked into their choice in the lobby like killer, if its for individual mmr why is it only killers.

    also devs just put the mmr back we all know there isnt any mysterious problem with it you are just wanting to see how crossplay does without it, tbh going against a full red rank pc swf on ps4 is bs. Also why did pc get crossplay with console should have just kept it steam/windows like ios and android for mobile. And i know turn it off ppl will say and yeah sure if i dont ever want to get a match as killer right on it, btw crossplay doesn't help survivor solo ques on ps4 still 10 minutes, that was the reason originally for crossplay right?

  • When i wanted to play more nurse and billy before and after rework i used a different account to use those killers only with limited perks and not much unlocked that way you rely more on learning to be better with the power not with perks. Then when you get better and go back to main account you’ll have perks and know the power. Some will frown and say its smurfing but it really isnt when you are bad with a killer and trying to learn only difference might be you know the maps a bit more.

  • Just happened to me also. Prior game it worked and the second game it worked except on feng. Im on ps4.

  • @stargazer9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1447211#Comment_1447211

    Ranks will be hidden I know that. Hopefully the new MM system works correctly lol.

    Yeah but swf wont be affected unfortunately they will still be able to exploit the system.

  • Use off the record tier one it lasts for 60 seconds and gives you iron will after being unhooked, combined with urban, sole survivor for a Mid to late game attempt,

  • @malatruse said:

    It's very difficult to grab someone off a generator, let alone twice in one match. That one definitely should've been at a later tome level.

    EDIT: Oh boy that's a necro

    Lmao tf a necro seeing the tome is still relevant...

  • Especially with the bs meta of spine chill and sprint burst even if you get the grab as soon as they hit their sprint robbed. These killer challenges are dumb af 4 hooks during endgame yeah sure with matchmaking and swf im lucky to get 4 in a match.

  • It should be especially the current state of swf matchmaking definitely an exploitable opportunity

  • Seems like anyone against this dont want to give up the self use of it the change to the syringe isnt much of a change with the right addons and med kit it goes from instant to what 2 seconds still just as bad as it was before the change. Let go of your crutches survivors and allow change for the better of the game.

  • @Wubalubadubdub03 said:

    They changed it because it was deemed to strong. Your change would make it weaker then the original, but what's wrong with the current version?

    How would it be weaker it would go back to being a 1 state instant heal not timed, and it would give a new way to counter slugging and encourage team play especially when there is 1 or more randoms amongst a 2 man swf, promote survivor killer interaction, could become a score event to heal with the item. The current state and previous state was just boring af and you wouldn't be able to self heal with it so it balances that out less of i make a mistake oh i can heal in 8 seconds. Current state with right add-ons isn't much of a change from previous state so i can see why you’d wanna keep it. See what people don’t want to openly acknowledge and admit, is when the devs ‘nerf’ survivor things the give the ability to make it just as strong or stronger with addons.

    Example 5% additional slow when one or more people on a gen nerf, prove thyself +5% buff, and dont bs me we all know in a 4 man swf theres almost always one prove thyself on the team. So yeah behavior always seems to give survivors the ability to get the previous outcome with addons. So this is why i say current state with perks and addons is just as strong if you are intentionally building to be the runner of your group.

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1385360#Comment_1385360

    I believe these are both in game, but one is a part of a set that cannot have anything else equipped. Which really makes no sense considering how the pieces function in that outfit in particular.

    Oh ok i havent played with her much or checked out her items, so this might be a bug issue then?

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