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Sinner5Gonn4Sin

Sinner5Gonn4Sin

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  • @Milanceee said:

    https://forum.deadbydaylight.com/en/discussion/comment/1541725#Comment_1541725

    Idk if it is just me but I get really upset when losing as killer.But as survivor I can just move on if I get tunneled,camped...as killer its diffrent,I cant just suck it up that gens fly and Killers are basicaly scarecrows for survivors.

    Something that can be relieving to some people is the fact that survivor is teambased, and sometimes your team is objectively uncarryable. ( I find it more frustrating than anything but I guess I'm just not the bigger person to complain about things I have no control over. )

    On the other hand, whenever you play killer, you can't and don't have to rely on other people, your side is only representated by you. If you f*ck up or can't force people to leave an opening it's way more stressful because it's only up to you. But that's also exactly why you shouldn't let your stress and "fear" dictate you as a killer.

  • @Milanceee said:

    I dont care about kills.But most games surviors teabag on every pallet or window and I get upset and sad and cant focus :(

    Think about it this way.

    They're trying to beat you off mentally so you drop your attention and lose focus thus track on multiples things in the game. It might take some time, but reinforce your mentality so this kind of childish behavior is not rewarded.

    Some people are even more simple and malevolant. They do that because they enjoy seeing you complain in the end game chat and getting "hurt" by their actions. Just hit them up with the "ggwp" and move on, it's doesn't seem like it but it actually ruins their ego.

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375669#Comment_1375669

    i think the point that the poster is trying to get across is your suggestion is too easily abusable. Currently there are teams that will DC just so one survivor gets the hatch, your suggestion will create something much much worse.

    ^

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1373828#Comment_1373828

    Good survivor will not get downed within 20 seconds after DSing the killer.

    That's a pretty dumb assumption. What if you are in a dead zone ? What if Nurse, Huntress, Spirit ?

    I mean I get where you come from but don't say that like it was some sort of ineffable truth.

  • @Clevite said:

    I think we really need to stop policing others playstyles.

    Sure there are unfun tactics on both sides. Luckily there are also many individual playstyles as well. This means you face a variety different styles throughout a day, it lets a person choose how they want to play and what is fun for them.

    Do I like all these tactics, ofcourse not. Does that mean my opinion should dictate how someone else plays, surely the answer is No.

    Stop with the punish camping, tunneling, mori, hook suicides, flashlight save..etc and realize it's just a game.

    To be fair that's a pretty rational way to think, but that's also very naive.

    Camping is OBJECTIVELY a boring way to play. As a killer, you limit your interractions with other players to sightings and running back and forth around a hook until people grow pairs to go force a suicidal mission. As the camped person, you just ... sit and watch. Mash your keys if you need to struggle. And as the three/two other survivors, you need to rely on your team to back you up with nothing more than two vague emotes to coordinate your actions. You can try to juke the grab and go for a 1 for 1, multiples times until the game ends, but there is no chase. Just juggling hook stages and doing gens.

    Let's be real, there is multiple ways to deal against a camping killer, if everyone knows EXACTLY what to do, it's not too hard to save the person on the hook, but in soloQ you can't rely on your teammates understanding of the situation so you'll most likely leave said person hanging on the hook til death and leave the game with the time it bought you. You'll most likely not pip, no chase interraction, so even if the game says that the killer has "lost" with 1K you didn't find any personnal satisfaction from the game.

    Tunneling is annoying, but I guess I find less of a problem from this practice.

    Moris are part of the game, even if they are cheap and broken, blame the game not the players. Survivors have keys that are almost as broken. So long that I don't get multiples moris/keys in a row ( I experienced it a week or so ago, I was pretty upset ngl )

    In the end, it's only a game as you said, but people can still ruin your experience and that's pretty sad.

  • @goldette said:

    So you enter a game as a survivor, and somebody is downed in like the 1st minute of it. They then ofc will ragequit and DC from the game, and now you have 3 people and still 5 generators left undone.

    Or maybe instead of ragequitting right after being downed, they get hooked, they try to escape, and while in the struggling phase, they refuse to struggle and wait for somebody to come rescue them, and they still ragequit/DC.

    When this happens - please - make so that one generator is automatically repaired. Thank you.


    What if I quit whenever there's only one gen left ?

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1368474#Comment_1368474

    It would be holding game hostage if the killer, let's say trapped the last healthy survivor in a corner with no intentions of downing him, because the game won't end then. If he slugs however, despite how boring it is, which I will admit, the game will end in a short period of time.

    I get what you are saying, I just don't agree. If you have the intention to waste people's time either malevolently or just for the sake of practicing over their dead bodies ( And that applies to survivors that stand in the exit gates for no reason too ) this is some unfashioned unsportsmanlike conduct, it's clearly not the end of the world to face a bad winner but as I said people can have limited time to play and take this really seriously especially in the current state of the game.

  • @Cheers said:

    Going to start off by saying that this isn't holding the game hostage. The game will end in four minutes at most. This timer is there so the killer can't hold the game hostage.

    Additionally, if you are worried about being slugged, there are many advantageous perks that come in handy. Unbreakable is the most notable one, with Tenacity additionally being a great perk.

    Even if you are limited in time, this is still holding the game hostage to some extand. I don't personally face this issue on a daily basis, but the game isn't properly optimized and sucks up a lot of ressources from your computer making it hard for smaller configs to tab out and watch something and watching yourself bleed out while moving at the mind blowing speed of .7 m/s isn't really what you long for especially if you have limited time to play.

    Using a perk to counteract the fact that the killer could potientially be BMing when he already won the game is a weird flex ! And if you already used Unbreakable you're left with the same issue on your shoulders. Ah maybe we should use No Mither ! ( Don't mind me, just playing around )

  • You mean, when a killer has got everyone either on a hook or on the ground ?

    That makes sense, but I get why some would do so, maybe if everyone is incapacitated for a whole minute you can "leave the game" without penalty but you would leave a husk behind you. If someone uses something to get back up, the timer would need to be reseted then.

  • Going trough the door in a fraction of second for the more muscular killers followed by a little stagger animation for balancing reasons.

    For the smaller ones, somehting like using their weapons to break trough it and piercing a hole in wich they show their face ( Hey don't bash me because I like the Shinning ) and remove the broken pieces of the door.

  • @GoshJosh said:

    It's weird and unique, in a bad way, that this perk only awards bonus bloodpoints. Even with the addition of the safe hook rescue feature, there is still a tendency for fellow survivors to unhook you in the hopes of a stack. WGLF's killer counterpart, Barbeque & Chili, has the added benefit of being able to reveal survivors' auras. Even if it were something small, such as showing the auras of all survivors to each other for a few seconds following an unhook with WGLF, it would be great if another ability were added to this perk. I'd like to hear other players' ideas to buffing WGLF.

    What are some thoughts you have for strengthening this perk?

    While in an asymmetrical game it's not actually really bright to see counterparts inside perks themselves, I totally agree that WGLF needs some side effect to basically not feel like playing a 3 perks match.

    Some people suggested to merge WGLF and Babysitter together and I feel like this would be a great idea eventhough I'm not convinced that devs would even consider that as an option.

    image.png

    Or something like granting the 110% speed to the unhooked person for 3/5/7 seconds IF the person doesn't have the Endurance status effect.

  • "Hey my side is boring so the other side should be boring so I can finally have fun and screw the other 4 people in my games"

    This is not how they want to adress things and that's probably why they are smarter than you ( no offense tho ).

    I actually have more fun playing killer at the moment, because even if I make tunneling not viable, I can actually choose which interraction I have with the game. You have plenty of ways to find people even if they hide, and building momemtum is funnier than simply gaining time for you team and still die.

  • That's something I see too often.

    Even in a supposed reality where DbD would be the daily basis of some people, the first image wouldn't even be a thing. Being stuck in a loop where no matter what you do you wouldn't die would drive you insane, and over time if you previously did not get crazy to a point where any rationnal thinking would evade your brain like bugs under a rock, you would eventually adapt and become more and more optimal while struggling to survive against nightmarish creatures.

    The gameplay is actually pretty accurate, same goes for the evolution of people playing survivor to begin with.

  • Play a lot of survivor.

    Gather informations about what you found strong, smart, skilled but also what pissed you off ( that is replicable ) and what caught you by surprise and list all these things up.

    Go back to killer and try the new things you've learned.


    The fact that you are playing the lonewolf role can be satisfying in itself but it lacks collective data, multiple minds will always grant a handful of idea that you would have missed by yourself.

  • @AhoyWolf said:

    No, with this logic Survivors should break their legs when falling from a ######### balcony...

    And killers like Hag or Freddy shouldn't ?

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1066065#Comment_1066065

    So basically, same as it is right now, nothing changes ;)

    Yup but at least if you are cleansing when the killer is far away he will never know who actually cleansed it. If someone straight up lose a health state from nothing when the totem gives the notification, that's a big arrow on that person

  • @WTBacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1066090#Comment_1066090

    That would just make the SWF bullying even worse.

    4 Nea's circling the poor defenseless new killer clicking flashlights in his confused face while they try to get their chases for their epic montage video.

    I thought it up with SoloQ in mind indeed, but if they could possibly make it so you don't get awarded a stack if the Bloodlust timer keeps ticking after you broke the chase wouldn't that fix the issue ?

  • Evil has a way of always finding you.

    After you escaped it 4 times despite the wounds you collected, Mettle of Man activates.

    Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored.

    The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer.

    Mettle of Man will deactivate the next time you are put into the Dying State.

    Increases your chances of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.


    Essentially a risk/reward system that would reward you for breaking chase while being injured. 3 times would be cheap since Dead Hard is a thing, but other than that I always thought it would fit Ash a little better lorewise.

  • That would mean that you get showned for it.

    Not saying that the guy that cleansed the totem would get tunneled into oblivion but the guy that cleansed the totem would get tunneled into oblivion.

  • It's very tiresome to see "Billy too strong" everywhere, very untrue - but regardless of Billy, Surge only activates on Basic Attacks (M1's).

    I'm pretty sure he didn't mean to say "too" strong, just strong. And he's right despite having a huge learning curve Billy tends to be reliable at any ranks.

    As for Surge, I completly agree with your statement, the perk is too weak. 8% instead of the default 10%, the fact that only M1 procs it and the cooldown makes it overall a terrible perk from an original design that could punish gentapping.

    @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063011#Comment_1063011

    The cooldown+range+basic-attack condition were probably meant to avoid 3-gen stalemates, which could get nasty especially with one-hit-down killers.

    I think having all three is overkill, though.

    Myers can still proc it if he gets Tier III so even with what you say in mind, you would just have to induce survivors to 3 gen themselves and then only activating T3 or just play Infinite T3 to abuse the perk the way they didn't want it to be abused.

    The Basic Attack thing makes no sense to me. I get it that it would be overly strong on Iri Head Huntress, but otherwise "default" Huntress should be able to use it effectively.

  • @Han said:

    because its 16 vs 4 perks. you survivor mains have to stop thinking that your powers have to be equal to killer powers, because they dont. Its 4 vs 1 not 1 vs 1.

    This is true to an extend but the premise is irrelevant. You can get up to 4 people afflicted by killer perks, how many people are afflicted by survivor perks ?

  • @Aven_Fallen said:

    Maybe you dont want to open a Thread like this after you just lost a game.

    Bloodlust is a dumb mechanic, which is somewhat needed, but also used at places where it is not needed at all. And this is basically what you are proposing here. Certain Tiles can be mindgamed, just following the Survivor will not get you into short chases.

    Same thing with Bloodlust Breaking... According to your post you will not lose Bloodlust until you down the Survivor. This is horrible design. Breaking a Pallet should also break Bloodlust, because otherwise, the Killer will end up in Bloodlust 3 the whole time, until he downs a Survivor. You cannot simply do something like that without balancing, and the Balance would be, to have way more Pallets to ensure that the Survivor is actually getting some distance out of them. This is how the game is currently designed, looping, trying to be efficient with it and then throwing the Pallet to break Bloodlust.

    Last but not least, abandoning Chases - you have to. Sure, some Loops should not be in the game (Ironworks Window, Loops on the Asylum Map for example), but it is not the Survivors fault that they are there. And if I have a Killer who follows me through the Ironworks Window, I will loop it 3 times. And it is smart to abandon a chase at such a BS Window instead of just commiting to it.

    To me Bloodlust is a band aid fix on a wound that is long gone. It used to be a decent mechanic to counteract the incredible amount of pallets on the maps, now it's just a cheap mechanic to ignore pallets stuns and getting faster and faster until looping is utterly countered.

    The only legit use it has nowadays is to balance out god windows ... Just Entity Block them after one vault and the problem would be solved.

  • @rolame2hermana said:

    Nerf SWF.

    Devs said they dont want a M1 simulator, but it seems like they preffer a bully the killer simulator, OoO its only ballanced if u are not playing against friends, but the real problem its that the game it supposed was going to be an horror game but as survivor im not even nervous, just run to a safe infinte. But as killer, SWF survivors are the most toccic players, they inssults the killer if they lose & if they win too.

    If you come expecting to be in a slasher adapted into a video game and want things handed to you that's probably not the best game indeed. All OoO SWF are just there to make you feel anxious about being watched, that's not the goal of the perk to begin with so don't give them this satisfaction. Also there is no such things as safe infinites anymore.

  • And no, its not ridiculous, Killers attack range is the same as vault distance, just move 10 cm forward and killer cant hurt you. If you look at the length of their weapons, you will see that it makes sense. Also keep in mind that lags affect both sides, so sometimes you get hit through a window even though you were far enough, and sometimes the killer will hit the window frame because of bugged animation enchancement.

    *Clientsided hit detection and Dedicated servers in the background* :

    Allow us to introduce ourselves.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1060785#Comment_1060785

    The game is heavily incredibly weighted In favor of survivors by game mechanics.

    Perks only barely mitigate it and even then killers only get 4 slots where survivors get 12 every game so...

    It used to be, I don't think it is anymore. Don't get me wrong, Clown against optimal survivors is a painful experience if you don't play it perfectly but nowadays except for maps and maybe gen speed nothing is really working against killers as much as people believe it.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1060359#Comment_1060359

    They dont.

    And I shouldn't have to run perks on something that should be basekit anyway

    I need my perks to have successful build

    Okay now imagine a world where you have all those aura reading perks, all those informations about how the map generated and a third person view. You seem to focus too much on the other side advantage rather than acknoweldging your own.

  • @BenjCano said:

    https://forum.deadbydaylight.com/en/discussion/comment/1031779#Comment_1031779

    Statistically unlikely.

    However. Let's assume that you're correct. I was carried by Ruin into ranks I didn't belong in. Now that the game balance has adjusted, I need to rank down a bit until I'm at the level that comfortably reflects my skill. Let's assume that is rank 8.

    If I was rank 3, that means I need to lose 25 pips to make it down to rank 8. Note that this does not mean I need to lose 25 games in a row; because even if I'm struggling and miserable and sweating, by sheer random numbers I'm going to black pip here and there and maybe even pip up. I think that saying 40 games are going to be necessary to bring me back in line with where my skill really is.

    So you're saying that I need to play 40 games in a row of miserable experiences, losing and frustrated and powerless, because the developers decided to take away my training wheels? Why would I want to do that to myself? I don't play this game because I want to feel bad. I don't have the patience to plow through 40 frustration fests, and I'm not going to do it.

    And guess what? Even that is a moot point because ever since the mid-chapter update, when the Ruin nerf was released, I've had the rank update error. I am literally stuck at rank 3. No matter how bad I lose, I cannot lose rank. So now you're telling me that from now until whenever this bug is fixed (bear in mind that the Decisive Strike bug was fixed in less than a week) I just have to suck it up and deal with a horrible game experience? Nuts to that!

    Even if you forget about that recurring bug, that's another issue, I guess you figured out by yourself where it comes from.

    You seem like a guy who rationalize a lot, but keep in mind that you can still have fun by technically losing. If you personnaly feel like playing a rank you don't belong in, refuse to play the game how it's supposed to be played, don't hook anyone, juggle people but keep trying to have the part of the game you love the most engaging for you ( Whether it's chases interactions, map pressure, or whatever makes you happy about this game ), try different fun builds and collect your personnal data about it or simply train one aspect of the game at the time to its fullest meaning that you won't be such a threat but you'll get better at a faster rate and/or eventually depip.

    You clearly shouldn't need to do that, and I do agree about that, but that's one way to do things regardless.

    Also, as sad as it can be for people playing this game competitivewise it's not going into this direction at all. BHVR themselves said that the ranking system reflects more the time you spent on the game this season than your individual skill and due to its current flaws it should be obvious than they can't make Dead by Daylight a competitive environnement.

    Oh, and please do not compare how much they care about a bug to another simply according to the time they took to fix it. Some bugs are just a line of code to fix, some others are rooted inside other game mechanics and fixing them the short way would alter the whole game. You don't want them to fix a bug to recreate another do you?

  • @Plaquer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1050579#Comment_1050579

    A mistake would be pathing incorrectly, whether its falling for a killer's mindgame or taking to long to reach another pallet, also SB is the best since even when its "wasted" its only 40 seconds to get it back, not to mention it makes any deadzone safe, making killers like Billy or Ghostface struggle when they tend to rely on catching survivors in bad positions, not sprinting isn't a downside since good players will still sprint, if anything it just saves time, but its constantly misused by bad players

    Ok there I can find an agreement with you for the concept of mistake. But that's how Exhaustion perks work in general, they help you buying time from the survivor perspective, that's basically like saying "Oh the game lasted so long only because you have Pop, you made mistakes and covered it up with your perk". No, you just play accordingly from the start.

    SB as I said earlier, is the strongest in my eyes and I'd rather see those two on the top because they somehow rely on your understanding of the game and some side mechanics. The downside to SB is to possibly need it when you're on cooldown, that's not a huge one but that's also something more you need to manage. You ain't mindlessly going to the edge of the cliff or to that window if the killer approches to 100% proc it, you need to plan it all before.

  • @Plaquer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1050220#Comment_1050220

    Well yeah, obviously Sprint burst is much stronger, it should be addressed and likely have a longer cooldown than other exhaustion perks since it can be activated in any situation, Dead Hard is just as frustrating however, being able to totally negate a mistake can cost a killer a game, not because the killer played poorly or didn't adapt, just because the survivor pressed e and won when they deserved to lose

    I don't think so, you either need to waste it or walk the whole game, wich is a decent downside to it, people can still manage the exhaustion status to keep it on demand and that's the strongest part about it, I don't think messing with its cooldown would change anything.

    By the way, your vision of "mistake" seems heavily biased, it looks exactly like survivors saying that they need to be hooked three times to lose a game.

  • @Plaquer said:

    I agree, I don't understand why so many people defend dead hard when it can be abused so frivolously by good players, if used for distance, it can make a 30 second chase into a minute long one, which can be the difference between losing and winning, not to mention how if you use Iron will and dead hard, there is seemingly no incentive to heal since you can essentially force a killer to whiff or at the very least hesitate/lose distance when chasing you even if you're injured. As a perk it is fun to use, but it throws off the balance by totally ignoring a good play, if you caught a survivor in a bad spot and they don't have enough distance to safely reach an area you can't really chase, and they proceed to dead hard to a pallet there, it can totally negate a down that was earned by the killer, and it forces killers to abandon chases that could cost them only because the survivor hit one button after making a mistake

    According to your logic, Sprint Burst is even stronger since you can make it to a safe tile or do gens in dead zones and completly ignore the danger. As every other exhaustion perk, the time it bought you isn't totally inherent to the perk.

    As for the lack of incentive to heal, that's the current meta for survivors. The game has been pushed toward toxic behaviour from both sides because people just keep adapting to each other, and at the current time it's pushed toward more basic mechanics due to succesive nerfs and the lack of versability the game currently provides.

  • The perk is already in a bad spot, you'll just kill it with your change. The only reason people use it either is because they got used to be able to heal themselves no matter what or because they saw some old footage back when you didn't need almost "half a gen" time to be able to heal yourself with it.

    While Inner Strength is a limited usage, it's kinda better in the current meta, you take less time to heal yourself and it encourages you to cleanse totems for a potential NOED.

    Second wind is somehow even worth than Selfcare but that's not a goal you should aim for. You need to fully heal someone before, you can use it a maximum of 2 times per game and the passive healing takes the same time than Selfcare, the downside to it, getting downed while the timer is still active completely cancelling out the perk makes it really situationnal and you might have higher chances to pull your hair out rather than making a proper use of the perk TWO TIMES in a game.

  • Of course their reasoning would involve inconveniencing the Survivors.

    Yeah? That's an asymmetrical game, that's not very smart to full-on buff a side to make it perform better while said buff makes the game obnoxiously boring to the other, that's how you kill that kind of game. That's why the post announcing Ruin's overhaul looked so survivor biased too, according to their stats killers were already overperforming to their standards.

    That, and the fact that Dedicated Servers made a lot of people I used to duo with quit the game, so I think it has been a common occurence for the past few months.

    I just hope they will keep going that way, buff killers timewise while a the same time removing the (almost ? ) systematic override of survivors' perspective in benefit of the killer one.

  • Same thing than with most things that feel unfair in general : Delay between the perspectives

  • @Hanselpup said:

    https://forum.deadbydaylight.com/en/discussion/comment/1044165#Comment_1044165

    If a newbie killer gets matched against pro survivors and uses NOED, that doesn't mean he's instantly guaranteed a kill. There are several countermeasures to ensure NOED can't be used. Here are several ways in priority order:

    Game began.

    Cleanse all 5 totems early/mid game, especially if the game is going in your favor.

    I failed to cleanse all totems before end game.

    Find the remaining totems and ignore all dull totems.

    I don't know where/don't have time to cleanse the totem.

    Don't get hit. Stay injured if it allows you to use perks like Dead Hard.

    If the killer is greedy, make use of Borrowed Time or Decisive Strike to give your team more time.

    Try to make teammates distract the killer to give yourself more time to act.

    I can't deal with the killer.

    If you feel you must save your teammate(s), take the safest possible route and avoid chases.

    Leave the game ASAP.

    I think you don't understand me quite well.

    I know how to deal with NOED, I know its obvious flaws and weaknesses, and also don't be the kind of guy to only take two opposites for your example. Sometimes the killer is good but the survivor and him can still have a huge skillgap inbetween them. You can be sentient but not manage your red stain perfectly as killer for example. Does that automatically make you bad ? I don't think so.

    I play around 40% killer/60% survivor, so I do understand what it is for killers, don't get me wrong, but I'm stuck on this game only because outplaying feels so satisfying on it. Getting hit by NOED isn't an outplay and that's why I hate this perk, and I'm pretty sure a lot of people do. Let's not even talk about the fact that I'm more often than not already maxed out in Boldness before I even touch my first totem so I feel like losing time more than anything.

  • @asergioam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042704#Comment_1042704

    About what you answered to my post: Sarcasm/joke my friend... Sarcasm/Joke ;)

    Thus the xD at the end

    I can never tell with how butthurt people get when you talk about their precious perk ! Sorry then.

    @Hanselpup said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042704#Comment_1042704

    I mean, I RARELY use NOED when playing killer, unless I need a way to punish survivors for gen-rushing. (cough cough trapper cough) I only ever see NOED being used by killers who can't perform well during matches. If you're confident enough to think "I will win this game," you wouldn't need NOED.

    I can kinda get it on Trapper or Clown, eventhough spending early game with trapper to set you up is a legit strat that rewards you mid to late game, especially on certain maps. I get that NOED is made to give you an extra moment of pressure and can help you secure another kill, especially if you are not so good, but I've seen a lot of people way better than the person using NOED die to it, or people tunneling into oblivion to make use of NOED with even more ease. If it wasn't so noobfriendly, I would gladly deal with it as a survivor.

  • @asergioam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030211#Comment_1030211

    No, NOED is not performing as intended. The name literally is: NO one escapes death and still I escape more often than not when the killer is running NOED xD

    So a perk slot should single handedly win you the game ? Weird flex but okay.

    @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042426#Comment_1042426

    I think the point is that no one escapes death/ devour hope I meant to remain hidden and be a surprise. Devour hope is meant to build up and no one escapes death is meant to be a surprise punishment for those who haven't cleansed totems informing the survivors before would be a massive waste

    Haunted grounds is meant to be a you messed up by cleansing the totem now everybody go on immersed before you get the downed

    Devour is pretty good, it rewards you for being good AND not camping, that's the kind of playstyle we should promote. The fact that it remains a secret perk is kinda needed.

    On the other hand NOED should be seen by everyone, not only if you played enough to spot the 4% movement speed increase, they are no prerequisite whatsoever, just gates being powered. "You failed at protecting gens, but here you are with a instadown on your M1 and a movespeed boost"

  • @Hanselpup said:

    https://forum.deadbydaylight.com/en/discussion/123136/adjust-no-one-escapes-death

    Assume there are 3 survivors remaining, 1 gen to do. One of the survivors opens the hatch with a key, and you close it. Closing the hatch powers the exit gates, even though there was still 1 gen left. If NOED didn't activate when you closed the hatch, there would be 2 survivors remaining with the exit gates powered. Wouldn't you feel a bit powerless?

    Calm your unceasing greed and commit to one ?

    I mean I'm kinda disqualified for this kind of imaginary games to begin with, I tend to play lethal killers a lot more than the other kinds

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040572#Comment_1040572

    Yeah I wasn't being serious in my answer, it was more of a "well if you take away something from killers, we need to take something from survivors too"

    I don't use any of those perks, only time I used NOED was for the Tome 1 challenge, and I'm not a big fan of Decisive Strike (when I do equip it I get slugged) and Borrowed Time is something I don't see myself using since I'm not a big fan of unsafe unhooks.

    I picked up the fact that you weren't serious, but some people would agree with this kind of stuff nonetheless, and I'm as always too serious about this game when I really souldn't.

    As for BT, without it, some games would be simply over if you get someone into the basement with the right killer, even people that don't usually camp get back to those unhooks

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030347#Comment_1030347

    Sounds good. Decisive Strike and Borrowed time also have to go, for the same reason you just gave.

    While I get why you would say that, those are perks meant to prevent killers to take shortcuts into their objective whitout any form of counterplay, I took the habit to look at them as they were slowdown perks for survivors.

    But quite frankly they're kind of a needed evil even though DS needs some work around it to make it less abusable.

    As for NOED, make it just as good for good players and worse for people that use it as a crutch to get late kills imo.

  • I remember feeling bad for full-on survivors main on the last one, they were some surv Archive stuck in between Killers' one to force them to play killer if I'm correct.

    Let's not even talk about the Dead Hard one from this tome, a good way to get killed more often than not.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003386#Comment_1003386

    This is how I would do it. Especially for the ebony mori. The other ones only let you kill one survivor, so it's a bit less of a problem, but I do admit it sucks getting tunneled off hook right at the beginning and then getting mori'd.

    Cypress is litteraly made to enjoy your cool animation, nothing more, it has no prerequisite other than being used on the last survivor, and I do agree that it's fine as it is.

    Ivory tho ... If you get it used pre-3 gen, unless the skillgap is insane like you are facing one or two suboptimal borderline uncatchable survivors it's gonna be in a majority of cases a WAY easier win. 3 men means that if you get 1 person on the hook and keep a decent momentum by having another chase "right" after it, survivors have to choose between having some sort of gen progress or going for the save.

  • No I mean I know that, but I swapped out between killer and survivor multiples times ending up with a 8 times in a row streak on Lery's, it usually isn't as bad as it is.

  • @Evra said:

    https://forum.deadbydaylight.com/en/discussion/comment/1022852#Comment_1022852

    That may be your definition of snowballing as survivor, but there are numerous other ways to snowball. For example, being in a guaranteed death state and escaping. If you have been hooked twice already and the killer slugs you to go after someone working on the last gen, and they pop it, you get up and get away from the killer. He just lost a hook and a sacrifice, you get healed and most likely get out now. And that's if just one survivor has Adrenaline. If more than one has Adrenaline, all of them get away from the killer.

    That's why slugging is risky to begin with. That's a good way to apply map pressure and/or snowball but it can backfire, you can punish it as a survivor. If it had no counterplay whatsoever, Survivors would simply DC and couldn't blame them.

    From the other perspective that's basically being hindered, left with no other option than holding M1 to fullfil a bar for 30 seconds or move at a speed reduced by 82.5%.

    You have two perks ( not taking No Mither into account because it's to obvious to make use of it ) that can prevent that, you can also get picked back up by a teammate. If you decided to slug for whatever reason that's on you, you could have secured a kill but you decided no to.

    I can agree that for a M1 killer it's pretty painful to see everyone injured and once the last gen pops everyone is back to Healthy State, that's litteraly one of the worst feeling, but survivor meta offers even less viable perks than the killer one. I can't blame it on them, you have 8 perks that reign really far above the others, and two of them are Exhaustion perks that counteract each other.

  • @Evra said:

    https://forum.deadbydaylight.com/en/discussion/comment/1020557#Comment_1020557

    Changing NoED so it doesn't do what it currently does is essentially removing the perk. There would still be a perk called "NoED" but it wouldn't do the same thing. We're talking about the same thing here. Semantics.

    Secondly, if you don't believe Adrenaline can help you snowball, you must not be playing the same game I am. It's a free escape from the killer in 90% of situations. If you're slugged, you get up and run faster. If you're unhooked, you're healed and you run faster. The perk cannot be cleansed. NoED can be cleansed extremely easily.

    If you feel you're having a hard time with NoED in a lot of your games, start making a point of destroying totems early game. Run an Inner Strength build. The perk is easily counterable.

    I saw someone proposing that the amount of hooks you got troughout the game actually defines how many instadowns you would be able to pull off. That would be less of a noobyfriendly perk, I actually like this idea.

    And no, truly not. Snowballing as a survivor is essentially winning chases, buying time for your teammates to work towards their objectieves, or pressure zones where the killer isn't, eventough it can pick you up from the ground, that's not snowballing. The only really strong part about it is getting unhooked into healthy state, that's all.

    Don't try to convince me either, I know how weak the perk can be, but the risk and reward system of the perk is more rewarding than risky. You can win a game out of a gambling. I despise this perk even when I play killers that synergyze with it.

  • I'm kinda puzzled.

    While gen speed looks alright for early to mid game, it sounds overly strong when killers are hitting late game, the part of the match where they already are the strongest ( Less generators to pressure, less pallets on the map, higher chances of people being on death hook ). Late game builds would become even stronger too.

    Now for the healing debuff, would this be from being healed, healing another teammate or both ? Not even that, perks like Sloppy Butcher, Nurse's Calling, Thanatophobia, Coulrophobia would become exponantially stronger and the first two really don't need to be impowered.

    And last but not least, the vaulting speed part. While the opposite mechanic exists in the form of a combo of TWO perks to make you vault faster, this is kinda messy to begin with. The game is not coded in a way that allows such fast actions to be cutted short easily. Essentially, what it does is removing some frame off the animation. Take apart those two perks, and the result is even less accurate and doesn't provide you that much speed, people on Youtube already made some testing around it.

    Now admitting that BHVR would put some work around it and banalize those numbers to make them accurately fit the description ... You might also have to forget about input delay but that's another topic. Let's talk about killers' lunge, keep in mind that by the exact time your unaltered fastvault travels over an object, the killer's hurtbox can close a gap of rougly 3 meters. Basically, when a survivor is on death hook, unless he fastvaults windows, every lunge towards them will become a guaranteed hit, simply because since vaults minirework, you keep your momentum after a fastvault but not after medium ones, so you end up just by the end of the window after a medium vault where you get to a safer distance after a fast one. Not only that, but some safe pallets would all of the sudden become unsafe for the sole purpose of being on death hook.

    On a gamesense note, I do not see how it would prevent tunneling, since after each hook you basically become an easier target.

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021644#Comment_1021644

    Yep, despair is probably what a survivor would feel after many trials for being trapped there forever..

    And back to the topic, it may not fix every flaw the game has but it can be an start. Its up to the devs to hear our suggetions.

    I personally, im not playing the game very often lately, because im not liking the course is taking. It promotes too much toxic playing from both sides, and a game in my opinion should be fun and not stressful. But that may be just me, its true too that after 1600 hours of the same one can get bored or tired.

    I mean, if the numbers are too short, it won't really prevent tunneling, on the other end if they are too high, that's a straight up way to buff killer OVERALL, where they already can be too powerful chasewise ; especially since latency is an issue at the current time, you're forced to predrop pallets as a survivor otherwise the killer could be hitting you before getting stunned at a quote on quote perfect timing ; and you would still be utterly screwed by the size of certain maps.

    That's nonetheless an interesting view on how to balance the game, but it's risky. And devs have already shown us that they dislike taking risks ( Just look at MoM [deserved] nerf, or maybe it was called a massacre back then when protection hits were broken and the perks they added to the game with that last chapter release )

  • @rileym said:

    Can you please make it so killers can see the survivors ranks in lobbies? Killers should be able to see survivor ranks in lobbies so it's harder for people to get screwed by matchmaking. Its getting more and more stressful to play killer and matchmaking is a big part if it.

    "So this guy is rank 12 while every other are red ranks, let's tunnel him to make the match a 3v1 almost from the start"

  • @Irisora said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021587#Comment_1021587

    Well its not like they cannot feel pain or fear because they do. So apart from being a balance suggestion, it would fit well that the hook could apply an annoyance to them.

    I'm pretty sure they aren't afraid anymore, if this was you daily life you wouldn't too.

    As for getting creative idea on how to balance the game, it's nice, don't get me wrong but it's more than likely that it won't happen, small tweaks from here and there would be sufficient enough.

  • I always thought why a survivor require 3 hooks to be killed and can get fully healed whithout any downsides for being pierced by that hook 2 times before death. Are they mutants that can regenerate?

    They are wandering in a realm where they can get killed multiples times in a day and still go back to the Campfire, what did you expect ?

  • @su11yboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012049#Comment_1012049

    Tombstone is not very good. If that gets nerfed I'll laugh. The only way you're getting a mori is if you somehow sneak up on someone or catch them in a dead zone. It's pretty balanced for an Iri Addon. It has a powerful effect, but it's really hard to actually capitalize.

    The purple one is actually a bit too strong imo, you can abuse the ######### out of its mechanic

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