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Nea_Death_Experience

Nea_Death_Experience

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Nea_Death_Experience
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  • @Yamaoka said:

    Are you related to Mr.Torgue by any chance?

    Mr. Torgue: [whispering] "Real talk: the Gobbler fight is rigged! The Torgue Board of Directors made the Gobbler unbeatable so it'd eat all the contestants and get us a buncha hits on the ECHOnet. But I don't WANT YOU TO DIE CAUSE YOU'RE COOL, OH CRAP I'M NOT WHISPERING ANYMORE!"

    Anyways as for the perk:

    I think Head On shouldn't be an exhaustion perk but a cooldown perk. It's by far weaker than any other exhaustion perk and can rarely be used. It's way to situational to be an exhaustion perk.

    @Yamaoka this comment gave me life on hump day. Thank you

  • Ok, I usually find a looper or two every now and then, but what I do is focus on them without tunneling every time I find them again, and maybe because of luck but that hasn't stopped me from getting the other 2 or 3 kills as well...

    @Carlosylu

    I find it best to leave the looper and punish the team and get them when they are weak. When someone is too hard I can often get them in the end game if you can kill the other 3 and close the hatch then its highly likely you will get them.

    Basically don't value the 4k. Value the fun or the loopers win. If you refuse to chase them they eventually think you wont go for them and you can grab them. I have got some this way.

    If the looper wants to be chased they will eventually start following you and being cocky, this gives you free hits and a game advantage. Let them do this and you will get them down without a chase.

  • @Khroalthemadbomber this is BS. Pig is one of the most fun killers to play because of her kit. Thats a bit scuffed. If Nurses blink still count then this is op. Ambush isn't always easy to land

  • @ArecBalrin So while you points are true and factual you have derailed the original point. Maybe it isnt fair for 4 survivors vs 1 killer and maybe there are balances there that need to be done. But this is not the premise I opened discussion for and this is not the point i am interpreting; if you would like to discuss killer balances.

    Here is a post where I am trying to openly discuss loops and how I think they can be resolved:

    https://forum.deadbydaylight.com/en/discussion/comment/593014#Comment_593014

    Here is a post where I am suggesting ways to balance the totems being wiped within 30 seconds:

    @PalletOrWhat said:

    That actually sounds pretty good... if you use like 1 or 2 totem perks. If you use 4 (and I know some ppl do) it would be annoying as hell to place them all yourself.


    I am well acquainted with the powerless nature of killers and I am not trying to defeat your point. Simply you are not listening to what I am saying and refuse to look at it from this prospective; this is a survivor related post talking about the negative impacts in a survivor game. This is not the place to factor how under powered killer is.

    Premise: it is not fun to be camped, tunneled, mori'd off hook etc. How can we fix this, make the community less toxic.

    If you would like to offer positive renforcement to any of the ideas suggested, a killers prospective to an idea someone might have missed, elaborate on any points then please stick around.

    If you have simply come to rant about how underpowered killer is then this is not the place for you and I have many other posts you can find your way to with similar ideals to yours.

  • @Chaddad2169

    @Chaddad2169 said:

    😑

    They just have to adjust infinite loops, you're telling me the 4 i loops and killer shack is too hard to counter? 4 I's is the weakest loop in the game on all maps and killer shack can easily be moonwalked.

    Stop with these constant survivor nerfs, they're in a bad spot already.

    Dude, play killer vs good survivors. If the shack window faces the right way on some maps it is a huge issue. You can take the window to another loop, and back to the window. Car wrecker maps have this potential. Also the shack you can see though walls as survivor and doesn't matter if you moon walk.

    Trust me I know where survivors sit in a game. But killers have it worse

  • @ArecBalrin you are twisting the same thing. 5 people play the game over 2 roles. There are 5 people. You cannot play with 3 survivors, if 1 DC's mid game the game is unbalanced.

    You cannot blob 4 people to being 50% of a game. They are 50% of the role but there are still 4 people there 80% of the match. I can change the lingo if it helps you

    Game now = match, and community now = game.

    Reread my about comment with this change and it is still true. Playing like a dick, tunneling etc ruins the match for 4 people.

    Please do not comment about double standards if you cannot understand this point. Killers VS Survivors is a 1 vs 4, think of everyone in this.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/76967/new-legion-power

    It's not the killer, it's the mechanic that comes with said killer. Deep Wounds is the least threatening status effect in the game; in fact, you can work on a generator while being affected by Deep Wounds.

    Exactly why I am suggesting a new power

  • @MyNamePete said:

    but why

    Because he sucks

  • @PalletOrWhat said:

    That actually sounds pretty good... if you use like 1 or 2 totem perks. If you use 4 (and I know some ppl do) it would be annoying as hell to place them all yourself.

    But 4 totem perks needs a nerf anyway, it can be too hard to get totems on a non SWF group

  • @harpuia said:

    Very interesting idea, but the thing is... what if all the 5 dull totems on the trial are already placed on really obvious spots?

    @harpuia This changes nothing.

    If the current system stays in place and this happens you are skrewed anyway.

    Choosing the location allows you to pick the least ######### one out of 5.

  • @Fictionalname while your tricks work on some I doubt they work on all nurses and while I am sure the long awaited spirit talk is going to be amazing, not all spirits will fall for these tricks. Make a youtube video and show these tips if they are worth it

  • So i was playing new freddy dream snare not dream pallet and the map was bedham preschool 1 and i was kicking a bunch of pallets and i saw a pallet that i thought i already kicked it again and left after 2 minutes i was chasing a survivor through that same area and i look at that pallet spot again and i was right the pallet did respawn ready to be used again and i checked other pallets i kicked before and they respawned as well idk if this is a bug or some new mechanic like the hooks come back after they been used.


    @horus are you sure you didnt just forget that it wasnt dropped. BVHR make mistakes but it is pretty hard to have things respawn, if you broke it and it stood back up you would have noticed easily.

    I think you just thought they used it then came to the forums because i see you do this often

  • What aspects of her do you think are OP/Unfun and what changes do you think would be needed to resolve the issues you have with her?

    She mind games by standing still. How fun is that to vs. Vault a pallet and she was just standing still watching. Leave the loop by walking and she phases over to you.

    Also running back over your scratch marks doesn't work, you can tell when the scratch makes end, obviously they are still close by and you unphase early. So many survivors get caught by this. Also once you turn the sound up she is OP

  • @Farlan interesting read. Playing KYF the other day I obviously was gonna win. So I meme and let them go and my friend was like "He is letting us go because he knows we are at his mercy now" which rings true to what you said. Giving the hatch is a power play ahahaha I love it.

  • The Entity puts those totems for a reason so in lore there is no reason for the Entities prospect to stop it. Join a different gang

  • Most commonly proposed changes as far as i can conclude: Speed buff to Feral Frenzy. It is too easy to run away from Legion.

    I hated old legion but this new one is the worst. Dailies are a joke, i just scrap them. They made him worse than Old freddy.

    I don't know what they need to do to him but I think they should just give him a new power.

  • @xXNurseXx did you post this just for the drama because it worked.

    Nurse is only OP in the way she doesn't behave like most killers. She is fun to play against in my opinion unless she is one of those GOOD nurses that just get down after down.

  • Tbh man Small game is good and your perk would pop all the time. People just need to learn totem spawns and not be dumb.

    Plus extra perks would ######### on ruin which is already destroyed so fast in most matches.

    Survivor and killer mains complain about everything. The ones who play both generally have a better perception of the issues.

  • Attention

  • Survivors are meant to be silent because it reviles their position in lore. Voice chat breaks the game

  • @ShyN3ko said:

    Im killer player and I dont use it much, because the devs nerfed endgame piggy.

    But I understand why people use it.

    I have in every match 3-4 Adrenalin Users.

    I run adren and hate it when it pops in game. I reason that it is the reward for doing all the gens but it still is painful.

    Though I go through many games where i dont even get adren because I die before last gen so that is the trade, being a 3 perk survivor

  • @RoKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/583495#Comment_583495

    @Nea_Death_Experience finally a smart survivor! I hate smart survivors, they are usually the ones that get to escape ;-)

    As always: Very clever user name

    @RoKrueger you are a cutie! I can't remember the forum post but I was in there bitching about NOED as survivors do and the dudes were like "You can cleanse it" and since then its so satisfying to see it in end screen. The rush you get from denying NOED. If 4 people escape its even better!

    Also thank you!

  • @ArecBalrin said:

    https://forum.deadbydaylight.com/en/discussion/comment/582231#Comment_582231

    Survivors are not 80% of the game. There are two sides and they are one; they are 50% of the game. The one player who is killer, is the remaining 50%.

    All your platitudes and talking-points are in bad-faith.

    @ArecBalrin you are confusing game and community. in a game there is 1 killer and 4 survivors so they are 80% of the game. If the killer is toxic it ruins 80% of the game.

    You do not need to complain about toxic survivors. I am well versed in being teabagged and looped. I know it sucks.

  • @fluffymareep said:

    https://forum.deadbydaylight.com/en/discussion/comment/583695#Comment_583695

    If it was extended to have more than enough time if someone decides to camp, I feel as though that would be fine. Even if it's a long time on hook, the killer doesn't have to worry about that if they're doing their job. I've also seen people suggest making struggling a skill check event rather than the button mash it is now and I think that could be a good idea, too. I feel the punishment needs to be lighter (on survivors) for if you leave someone to die if the killer is camping the survivor. I feel as though you get people farming camped survivors because they don't want to take a hit to their points. It also has to be easier to get light bringer emblems from gens.

    Light bringer doesnt matter if you have no altrusim through, I have depiped from games where the killer camped because all i got was gens and everyone did totems so barely any boldness. camping kills everyones game. You cant say it doesnt need to change

  • @BloodMoneyMerc said:

    @TAG Yeah I think maybe the time exposed could be slightly reduced, but the perk doesn't affect how MYC works. If anything, it's like a proximity MYC for risky savers.

    @VCDiamondFinder I agree that the timer could be lowered. I wasn't sure what an appropriate time of exposure would be so I just used the same as MYC.

    @Nea_Death_Experience My issue is less with the people you see rush the hook, but the people who wait for you to turn your back and get the unhook without being hit. Then you are back in square 1 where 3 ppl are able to do gens and you are in a chase with someone else. And I don't want to always tunnel vision the rescued person and wait for the BT to run out. That's my reason for coming up with this perk idea, as it's an issue I often come across.

    Okay i understand now. Forgive me.

    I think a better thing for this would be make the grab easier when saving but I know that would ######### on people who do ssves when there are only 2 people left

  • @fluffymareep said:

    https://forum.deadbydaylight.com/en/discussion/comment/583553#Comment_583553

    They've already reduced points, though. I think it'd be better to reward killers for changing targets and not camping with in-game pressure. I also saw someone suggest changing gen times and hook times. So, it would take survivors longer to do gens, but would also be less beneficial to just camp a hook.

    Longer gen times would make camping amazing to do.

    Even if you extended the hook times to account for this some poor dude has to sit there on hook for longer. The strat needs to be nerfed for the good of the community. It sucks to go into a game and be 3 hooks dead with no other points.

    Nerf the points for praying on the weak survivors, promote other strategys that don't crap all over someones experience. This needs to be done for both sides but it looks like they are taking the right steps with the new map so maybe looping will be less of an issue.

  • If a survivor protection hits another survivor the survivor hit is automatically downed

    I think that this perk wouldn't even be used. How often would this have value in the average game. Even if it did pop off once smart survivors would never let it be used again. You are welcome to play with 3 perks if you want, I will support this perk

  • You can already down the insta saver pretty easily. Plus this means if you chase the saver you are instantly in another chase. Thats good

  • Because people suck. It's not survivors, killers do the same.

  • Hi, i would like to see some new clothes to William Bill Overbeck Cause he looks a bit boring with his clothes and he is my favorite character

    Shirtless Bill

  • I know that I'm going to get flamed like crazy, as people flame anyomne on here for saying anything - but the new end game crap sucks.

    You don't really deserve the escape, your team lost. I hatch escape all the time without a key, or I camp the door.

    Some times as killer I open the door if I know the survivor is not close by so they think I shut the hatch and go for the other door. Funny as

  • Title. I could understand if I BM in any sort of way, but I don't. They just felt like ruining someone's game, had a troll name and everything.

    in my post https://forum.deadbydaylight.com/en/discussion/75835/balance-for-noed-camping-and-tunneling/p1

    I think if they reduced the points tunneling and camping game in things like the sacrifice, the downs etc then the start would be used less because these players wouldn't climb. The game style would still exist but rank would mean alot more because you wouldnt see a rank 1 bubba face camping

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/583504#Comment_583504

    oh... im sorry, apparently i misunderstood something in your original post...

    i thought you ment to change NOED in a way that i charges up hits over the game when the killer is attacking the rescuer after a unhook (or sthg similar to this), which would ofc take away the totem effect the perk currently has.

    i read it again and i think you just ment to decrease the BP and/or Emblem gain you would get for using NOED / attacking the unhooked guy to make it harder for killers that use said strategy (NOED / tunneling) to rank up - or rather who rely on this.

    welp, a little misunderstanding on my part, i apologize xD

    i still like the idea though! :D

    You are a cutie!

    Thank you :)

  • @Horus said:

    Whens your balance for keys insta heals and toolboxes

    Toolboxes and keys? Not that strong. They run out. toolboxes, use them early and the killer does good gen pressure then its wasted potential. They are strong when player co-ordinate to all run BNP and purple tool boxes. Players spend points to have good things to take in, if they say gen rush at the start if the lobby and all do this, you are going to loose. Hard luck. This is no different to a killer running good addons but survivors can't take your rare and good addons don't run out half way through the game. Every time you run Read head finger, omega blink, prayer beads, insta chainsaw, insta down hatchets and all of that other stuff. You get good addons, survivors do too. If too boxes and stuff need a balance then so do killer addons. Accept that you have

    Keys are also rare. My Nea is like level 400 at p3 and has about 10 keys. Finding the hatch becomes luck.

    Accept that you have OP addons too.

  • @Mister_xD said:

    very interesting idea. i dont dislike it, but there is a simple problem i have with it:

    without the current NOED, there would be no punishment for survivors not doing the secondary objective. with other words, survivors could always ignore dull totems without having to fear any consequences and therefore focus gens, leading to an easy genrush with no counters.

    by taking away that aspect of NOED, we'd need to get something new to give dull totems a meaning in the game.

    i did not say take away noed. I love noed. I cleanse totems. I think all killers should run it. Doesn't phase me. Just make it so killers cant use noed to climb that is all this is about.

  • I cleanse totems every game, sometimes I get all 5 and there is no NOED, sometimes there is. The feeling of creating a 3 perk killer in end game is SO GOOD.

    I think more killers should run NOED, then more survivors will cleanse and the perk can be scratched.

  • Hey all!

    Howdy Mike,

    I have strong feelings about this as I play both (not a killer main oops). I don't run Ebony because I never pip from it. I only run it for 4 man swf when I know they are gonna be an issue. I try tactics with this; Hook everyone twice then start to mori and Mori 1 asap, hook everyone a bit and mori the rest. This works best for pip and thus I believe this is how mori is meant to be used.

    So my ideas: Ebony mori and ivory mori only can be done if the survivor is stage 2.

    Or

    A specific number of hooks need to be completed before the mori can be done.

    Probably the most fair because as survivor I have had games where I got 600 BP because tunnelled into a mori and I had a bad start. Killers are weaker but they have the power to ruin any fun.

  • This encourages you to play all killers. I only play 5 in the roster so I scrap the rest

  • I've been playing DBD on PS4 for a year and I main survivor but recently started to play killer, and in 2 hours went from rank 19-15 and every game I killed all survivors.

    Once you go purple you will see that killers need a buff

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/582371#Comment_582371

    That is true. However, bloodlust on Nurse, Billy, and Spirit make them more top tier than they already are. Mechanics that you buff to fix lower tier killers make top tier ones god tier. Then they get nerfed to oblivion. One small change leads to another and then we have useless killers like legion. That or killer powers that are nullified like GhostFace. Taking the easy route is not always the correct answer. If they really wanted to do a small buff make the slower non-map pressure killers have a 115% or 120% speed. However, certain killer maps they would be OP then. Again too many broken mechanics for simple fixes anymore. @Nea_Death_Experience

    Well conclusion, then this argument has no solution and the game is doomed.

    Time to listen to the Killer/ both side players devs

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/582251#Comment_582251

    Vaulting is clean: Latency is the issue. When you have a 150ms ping in reality the gap between you and the killer is 300ms closer. They are 150ms farther than they seem to you. On the killer side you are 150ms closer than you really are. However, as people are ignorant this is not because 'host needs better interwebs.' Many people are capped at their highest in some areas and many places around the world have subpar standards for internet. Not to be rude or prude on the matter, however, third world countries have higher speeds than some places in the US. Let that sink in a bit. Latency also depends on distance. Even at the gigabit range try hosting a server as the killer and having the people in china connect to you. At normal base internet speeds you generally have no lower than 30ms of ping for something that is near you. Branch that out around the world with multiple people is the issue. The killer is not a dedicated server like you play on most games it is a general gaming/mid-tier tower.

    Bloodlust: If the maps were balanced out this wouldn't be a thing. It was introduced due to things like infinite loops and extended chases. If the balance of all maps reflected what I experienced in the PTB we have a good chance at seeing blood lust disappear in the future. I played several killers during the ptb to get this tested out and it was surprising. No loops felt to unsafe it was an instant win. While no loops felt like I was gonna go around 6 times and still be waiting for the pallet to fall either. Again mind-game potential.

    Let's look at perks. Why is PGTW around? Because kicking gens is useless. However, as a top tier killer PGTW can lead to many instant wins due to increase map mobility and pressure. The problem is general gen kicks they do practically nothing and can be reversed in a fraction of a second. Again perks being band-aid fixes and game changers should not really exist. Core-mechanics are the problem. I shouldn't have to run a perk to make a mechanic worth doing.

    NOED and Adrenaline very EGC game changers. This is also the core of the 'No-Healing' meta. Why heal when the killer can't stop you from doing gens because if you leave one chase they get right on a gen. Again not healing being a thing shows the mechanics based around healing are an issue.

    Gens being completed in less than 5 minutes when a chase typically takes over a minute each. Not counting animations, toolboxes, etc. Again with kicks being useless without a perk why bother stopping them? Tunnel one out and cut their efficiency, Again the ultimatum survivors who rush gens give killers.

    Slugging at EGC: "Oh killer needs a 4k so I DC" - Again I have proven with the basic rules of this game this is flawed logic I will not even expand on it. Suicide on hook for a teammate. THIS IS WHY YOU ARE SLUGGED. YOU can't be trusted to stay alive for more than 10 seconds. Again another ultimatum that incentivized this way of play. The idea of giving your teammate hatch is only in reality: "screw this killers chance at winning." Something we should all really be looking at and punishing not rewarding.

    EGC Balance: The only time this is in the killers favor is the following:

    Gates are on the same wall. Or the angle that the gates are apart have a hill or something with clear LOS to both gate switches.

    Any other time this is an L for the killer.

    You have hatch: Nice we can close it but the gates are on the other side of the map. Even if it is near the gates you are now protecting two hatches that you can't prevent from being opened without seeing the survivor. As a killer you do not have time to sniff out the area you are purely stuck on focusing on the gate switch. "30% gates no lights" tactic practically means a free win. Oh did I also mention keys and the remaining chests on the map? In reality you need to be guarding three objectives otherwise you practically give a free escape.

    @Nea_Death_Experience

    While this is all valid and well written it speculates what is unfair and shouldn't be there in a more drastic change approach rather than focusing on making small changes to increase the viability now. I completely agree with this but BVHR spends more time on cosmetics than balances. Sure this seems to a change in the wind with the Freddy rework but who knows if they will keep the same momentum. I think it is more realistic to adjust somthing to finish chases with their current place holder fix. Until all the loops and maps are balanced I think the sujested blood lust buff would be the best idea.

  • @KaoMinerva said:

    Nope. I don't agree

    Sorry to hear that

  • After 1500 hours I have done almost everything. If you are gonna defend that thing, I want it even if it kills me. Camping a totem, I need it. Basement camping chest, I must have that Item. Camping a random survivor, I will die for them. If you are protecting that gen I am going to make sure that one is finished.

  • If someone farms a survivor on the hook, do you show mercy, or do you take the opportunity to grab a free hook?

    Depends on the stage of the game. If they farm I down the person off hook but i normally leave them as a slug and let them be saved. I ideally down and hook the farmer here. If they have borrowed time I leave the unhooked person and let them go free because that's a fair move.

    If its end game with like a DC or somthing I normally let 1 person go; either the shittest or the best person. But I their friend is first hook or struggles and they don't save and hatch camp their ass is mine if I get them. I always let people save in DC games because I mainly played survivor for ages and know it sucks.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/582206#Comment_582206

    Without playing a higher tier killer the average hits of a chase last anywhere from 25-45 seconds. You have two hits so a down can happen within 50-90 seconds. The lower if the killer is extremely optimal or the survivor screws up greatly.

    Now let's talk about gen times 80 seconds per generator. You have 3 survivors on gens and one survivor in a chase. This means if the survivor team is optimal 3 gens are already at least at 50 seconds of charges in and almost done with three gens. If the chase lasted closer to the latter which in most cases it does 3 gens are completed. With 1 hook. Now lets give the argument that the person stayed on the hook and you opened another chase.

    There are still the two survivors on gens if that chase lasts 50 seconds to the upper 90 seconds on average. You lost as killer. Most killer's are m1 with no real power to backlash back and forth. Base kicks on generators do nothing without PGTW. As several streamers like scottjund and true have said killer is STRESSFUL. The power-role of the 4v1 is the most stressed and pressured aspect of the game.

    You are lucky if you can manage more than 3 hooks by EGC. Which it all comes down to how the survivors played. Even playing optimally at this point there are still plenty of pallets.

    However, you can camp or tunnel two people and get a 2k and that is the balance point the devs have chosen. Hence why I have been saying it should be based on 6 hooks as a balance because that is half the survivor hooks. Equivalent to the non tunnel and camp pressure.

    These gen times are also not considering where the gens are. These gens pop all over the map and most killers have to walk to each one. Which wastes even more time. This does not count toolboxes either or even a decent SWF.

    @Nea_Death_Experience

    Thanks for this that was actually so well explained. I find that hit well too close to home. I play snipe Billy to reduce my chases but that is good for about 2 - 3 snipes before players adapt and they dodge me and I get looped and rushed.

    Okay so I opened up a post once right trying to balance killers and give them more of a buff to bloodlust. In a nutshell I thought, Bloodlust is lost slower (to stop using long walls to break chase when you are still technically be on their stirrups), Bloodlust doesn't loose all stacks after breaking a pallet (just 1 stack because chases need to finish) and vaulting speed is increased with bloodlust. Other changes not including bloodlust is windows vault 3 times even when not in a chase and they get blocked. This is the change I want. A few of my loops come down to issues closing the gap in chase (I main Pig, Billy and Myres). I actually think highly of this idea and this is what I want to come from this. But my issue is that when I did this post I got quiet a bit of support and it never went anywhere. Also if killers get this tunneling would be too easy I think.

    The only changes/buffs I think would be fair on the survivor side (only if this blood lust comes through) is cleaner vaults that are harder to get hit through and killer doesn't get the noise when someone is saved from the hook unless they have make your choice.

    This is what I think would fix a lot of killer looping issues. What do you think?

    @Jdsgames

  • @ArecBalrin said:

    OP, you don't get to insist on low standards for yourself but ask for higher standards from others. There is no way to respond to your suggestion and the supporting arguments for it without engaging on the terms you play them on, which consist of taking 'the survivors rule-book for killers' and arguing it should be built-in to the game to mitigate things that you don't like.

    A reminder; survivors were furious that the emblem system on the PTB did not reward them for their preferred playstyle of taking the killer on an aggravating merry-go-round. They had it changed so they would get a share of the completely irrelevant categories like Light-bringer, even when they had barely touched a gen, just so they could keep pipping for annoying the killer. Killers have recieved nothing even remotely equivalent to this; it reeks of naked favouritism and double-standards.

    Arguing that killers who do things you don't like should also artificially get less bloodpoints, given what's already happened over the last three years, when does this end?

    OP is trying to promote a less toxic play style. You can't say that it is very fun to sit there and look at a survivor on the hook or have to tunnel to win/ get kills. There is a bigger issue here than you are looking at. We need to take one step forward here.

    If we can get rid of play styles and things that ######### on survivors (call me survivor bias but I play both sides so I know) because survivors are 80% of each game. When the game has a proper flow and a stream lined dynamic it would be easier to look at killer weaknesses. Even if they just did this for a PTB or a mass player test. Your limited ideals and inability to look on the other side of the fence means this is probably not the post for you to participate in because here is for change and positivity.

    They game should be fun on all fronts. Survivors hate being camped and tunneled and it sucks that killers feel they have to do it. Take that away and we can find a problem and fix the underlying issue rather than keep the toxicity and choke 80% of the players per game.

    Thanks for your feedback.

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/580756#Comment_580756

    That's not the issue. The issue is that you get a speed boost and an instant down and the trigger for that was you LOSING.

    I remember a swath of killer mains coming out saying decisive strike was a truckload of horseshit bc it rewarded Surviviors for LOSING.

    I remember a swath of killer mains coming out and saying Mettle of man was a truckload of bullshit bc it rewarded Surviviors for LOSING.

    But when Noed does the same thing? Radio. Silence. You lost your secondary AND primary objective while the Surviviors only lost their secondary. You did less than the Surviviors if NOED triggers, which means you didn't earn the benefits the perk gives you.

    It's like I said a while ago "anyone here that defends Noed is honestly gonna tell me that if so much as 1 dull totem slips through the cracks then the killer deserves a speed boost and instadown even if the Surviviors did the Generators? ######### that, that's as much of a crutch as old decisive strike"

    Nice points

  • @Steve0333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/580783#Comment_580783

    A camping leatherface doesn't really need NOED. If someone is running NOED on a camping leatherface they are wasting a perk. Leatherface can one down survivors relatively easy anyway and if they get a survivor down in the end game they aren't going to be using NOED, they are going to be camping that guy with the chainsaw. NOED does not do much for leatherface.

    And if someone is camping with a killer other than leatherface, they are playing with the wrong killer.

    So while your argument is Valid I can promise you I have had this happen multiple times. If I still had the vod I would clip my game but he got ran for 2 gen, camped 3. NOED vs me on the exit gate than then face camp me. People do this; one pipped and 3 people depiped. I am sure the killer did too.

  • I’m like level 67.. I have my Claudette, Meg and Laurie up to level 40, but.. i don’t really like them as to main them that much.

    Kate is my fave because of her story being so nice.

    I obviously main Nea. Started Feng who i intended to main because Waifu. Stck to Nea for balanced landing and Urban evasion, next thing I knew she was P3 and had all the perks in the game.

    Now I mix in a lot of Dwight and a bit of Jake.

    Your main just happens I think.

  • @Fictionalname said:

    I remember a qoute from someone of the devs saying something along the lines "We don't want our characters in the game to show fear, we want the player to be afraid."

    If only this was the philosophy of the game - it being scary for survivors instead of being scary for killers.

    But they could have a scary map. They could you the Noises with like jump scares and they could play noises of other killers deep in the distance like there are other trials going on ETC.

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