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SirBDog

SirBDog

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SirBDog
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  • @Artick said:

    No, it can not. The perk needs to be charged for way too long.

    It's just about the length of 1 gen. Depending on the survivors you play with, and assuming you're not the one getting chased, the killer can usually find, chase, and hit the survivor once or twice when the gen pops

  • @BlackRabies said:

    It can be really good vs ruin and very good vs Pop if you know the killer has it. If by some chance they don't have Ruin or Pop then it's pretty much a dead perk you can't really get any value.

    As survivor I never seen anyone else use it and only seen it maybe once as killer had neither Pop or Ruin so it can be a waste. IDK no one uses it.

    I've only ever seen it used on me once, but it was actually the cause of that gen getting finished. I didn't have ruin or pop, so not being able to put that pressure there just gave them a free gen later on. The gen was finished by the time I ended chase with them

  • No, you combat bad with bad. If your teammates don't save you, why should you save them? I'm not saying to never do anything, but treat others the way you're treated. If everyone is super immersed, crouch around the map and don't get caught, they can't get toxic about it because they do the same thing

  • So 2 bugs I just found, not sure if this is up there already, but in a kyf, when switching menus, sometimes the addons screen for the previous killer will stick to the new one. clicking an add on fixes everything, but switching killers bugs it again.

    Speed hacking pig bug, I was playing pig I got pallet stunned while I was uncrouching and I didn't get stunned and seemed to be moving really fast for the rest of the game. It definitely was slower at the beginning of the game

  • YES basically if you injure all survivors the twins are just a 150 speed killer and can patrol the map insanely fast looking for survivors who may be healing, which would also be busted if nurses worked on victor (I don't actually own them yet)

  • @CornHub said:

    Kinda sad how the OG killers like Trapper and Doctor are drenched in blood, but the newer ones like Oni and Demo are just a few splotches here and there.

    Lmao yeah, I p3d my yui the other day and didn't tell my friend when we swf. It took him about 5 games to notice

  • It doesn't have a cool down, it can only be used once

  • A lot of the bloodweb is just filler stuff. Take out like half of the filler add ons/offerings and you can level up/get perks faster, easier to prestige, and to get all the perks.

    Then you have the problem of old players complaining they already spent all the bp on survivors and want a refund. If this does become too big a problem, I'd say give ~100,000 bp for every prestige level on characters you already have


    Another solution is to make buying everything in the bloodweb optional, for example, you can skip if you bought 2 perks, or stay if you want to get add ons and offerings.

    A problem with this though, the entity would need to calm down A LOT so you can get what you want without worrying too much. Maybe make it take an item every 2-3 items you get instead of 1:1

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729870#Comment_1729870

    I'm sorry, but I don't see how comparing base kits isn't fair. Clearly, it should be, because plenty of people don't use add-ons.

    Unless you're just starting the game, or you're level 1 killer and just got them, you should have a ton of lower level add ons and should be using them. There's really not a reason not to bring at least 1 brown every game

  • I'll tunnel sometimes but never hard tunnel. Like I'll chase after the person who just got unhooked, that way I only have to worry about 3 survivors, but if someone wants to take a protection hit I'll gladly take all the pressure I can get. Sometimes as survivor too, I'll get mad at something the killer did (camp, tunnel, etc) but I've done the exact same things when playing killer

  • I think the problem might be a little more on you. Just judging from the first 5 minutes of your game I watched, (I don't want to be like this) but you shouldn't have taken 90% of those hits. I don't want to simply say "get good" but they were just bullying you for not being as experienced. You could've gotten so many pick ups for free by just not slugging so they can unbreakable or get to a more advantageous position, and just face the wall - no flashlights. You could've spent an hour researching these kinds of things instead of having to get bullied for an hour.


    I personally would've killed for this game, and just for no gens to get done ever, and everyone to be right on top of me for a hit. This is ideally what you want as a killer and it's way better than getting supreme gen rushed. I'm talking 4 bnps maxed out tool boxes and the best perks for doing gens

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1683563#Comment_1683563

    No, that's still "selling," even it it's not for real money. It gets locked and/or removed from stores so that no transactions, profitable or otherwise, can take place, since the company has no right to oversee such transactions because you cannot sell what you do not own.

    This ^

    I'm also wondering if a new player came across, let's say freddy, really liked the killer and wanted to get it in stores, if they could still at least see that he's not for sale. Or if they would just remove it from the shop altogether, leaving the new player clueless.


    And I can definitely see some black market stuff going on if this were to happen... Secret trades if you will

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680495#Comment_1680495

    My point is. There are fundamental problem with balance in this game that stems from 2 things.

    1) the difference in high skill and low skill players is far too great. Which results in balance that is out of wack. Against survivors that can't loop every killer is OP (when matched against equivalent skilled killers), against survivors that can loop like gods only nurse and spirit are viable.

    The problem is that the "balance" of the game changes based on how good the players are. When I first started the game playing with friends I thought killers were OP. My friends and I were lucky to complete 1 or 2 gens a game. And that was when we were matched with killers who also just bought the game.

    Now after 1k hours it is apparent to me that the game heavily favors survivors who can play efficiently. Survivors who can slam gens the second they see the killer chase someone else. Survivors who know every totem spawn. Etc.

    2) map RNG and in general RNG in this game holds it back. You can play a map and get 7 unsafe pallets and multiple dead zones 1 game. And in the same map the next game there are 14 god pallets with no dead zones.

    Not to mention, unless you burn a map offering, that's more RNG. You could get a map like ormond, or you could get lery's against mirror myers.


    Even with this in play I can get 4ks on any map, though it's much more common on other maps. The RNG is definitely broken and the only way I see the devs fixing this is if they put the same map layout for each map, and make all maps basically the same. Problem with this is though, this creates no variation, and that makes the game boring, no one wants to play, and that's the reason this game has been popular for over 4 years


    Although I recently started playing, so take this with a massive grain of salt. I wouldn't say I'm bad but I definitely wouldn't even get a kill in this tournament.

  • @Mister_xD said:

    i dont mind the combo itself, what i mind is this combo with Tinkerer on a Blight (or Billy or Spirit - basically any killer with good map coverage). that is where it gets super oppressive (and boring) and where imo something should be done.

    honestly, why not try taking away the aura reveal Undying has?

    i feel like that doesnt really have anything to do with its main effect of reincarnating destroyed Hexes and its a little over the top.

    and to make the tiers unique, make it so tier 1 and 2 have limited revives.

    I was thinking the same thing, why not make it so tier 1 the max that it can move is 1 time, then 2, then 3. This would also make it more viable in builds with another hex perk.

    Alternatively, you could cap the number of moves by, let's say 2 and make broken totems respawn, which is still contributing to the "undyingness" of the perk more than aura reading

  • @EuphoricBliss35 said:

    https://forum.deadbydaylight.com/en/discussion/194721/the-devs-missed-the-point-on-phs-power

    As a PH main I’m excited for these changes. I also play survivor, and felt his ability to fake made playing him too easy. His cage, imo, has always been his biggest strength. I’m a little bummed they didn’t balance those a bit. But, excited for the PTB. Should feel better to play and play against.

    Lol I'm a pyramid main and I think the cages are his weakest aspect. This might also be because I get a hit with my power 90% of the time. The only use I see for his torment is to be used as a super fast mori, negate unhooking perks, or put pressure on a group of closely packed gens. With his power, being able to put pressure on basically every loop is much more important to me, and I'm able to predict and hit through walls fairly accurately

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646367#Comment_1646367

    The terror radius tells you if the killer is nearby.

    Spine Chill tells you if you should be worried that the killer is nearby.

    Also, people would absolutely use it for the speed bonus. The informational aspects of the perk aside, its role in Vault Build alone makes it insane.

    Tier 2 resilience is better than spine chill 3, trust me, no one's going to be using it specifically for speed bonus

    Also rarely anyone used spine chill, it's a good perk but it's a counter to stealth killers, that's what it was designed to be. Changing an already underused perk would just make it useless

  • @ad19970 said:

    Ruin really only gives you good value if you know how to apply pressure though. So I don't quite get the argument that its only for killers that don't know how to pressure gens. Sounds like just a salty comment of someone who got beaten by killers with that combo.

    I do think Undying should have a limit of 2 times to its hex perk transferral, so survivors don't have to cleanse ruin 4 times if they get unlucky and don't find Undying. But other wise I am just happy we have another meta build in the game. More meta perks are always welcome.

    It's not 4 times, it's, at most 3, less if you go out of your way to cleanse dull totems and this is assuming you don't cleanse undying on the process of all these ruins, and only 2 of their perks are hexes. I think this is where undying falls a bit short of meta, since you can't run it with too many hexes, it's not good standalone, so ideally you only have one perk with it, and if it gets cleansed first, you're SOL with your other hex

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606988#Comment_1606988

    Which was fine, since 3 seconds, even without Enduring, was too short to gain distance at all.

    Guess while this Bug is going on, we will say way more tunneling. Yay.

    If I see someone using ds, and the bug is going on, and they also have meta perks, I'm gonna tunnel them to death hook. "Anti-tunneling" perk it just makes the killer want to go after you more

  • There was this clown that was definitely tunneling when I was in swf (only one other person). I had to follow behind and body block the killer and he still wouldn't hit me, also he has thanata, so it made no sense to tunnel, especially if people were trying to take protection hits. Pretty much at all times there was one person on a gen and the other 2 protecting this one survivor, which is not how it's supposed to be. He would not stop chasing this guy for the life of him. Luckily we all escaped, I got a breakout save, and when he was on death hook, the gate was open and he ds'd out. Just doesn't make sense to me why there are people like this. Anyway that's the story of the most frustrating game I've had as survivor


    Also can't count the number of times I save someone with bt active and they sprint burst away, leaving me to die

  • @yobuddd said:

    I really like the idea, with a slight edit (haven’t read the thread, so I’m sorry if this was already suggested).

    Simply give SWF members different color auras WHILE IN A MATCH! Anyone with a red aura is solo. SWF will have the same color other than red.

    • 2 reds, 2 blues = 2 solos and a 2-person SWF.
    • 2 blues, 2 greens = 2 2-person SWFs.

    “But wait! Now the killer HAS to run aura-reading perks! ” While this would help, you could also just hook a survivor and see their aura that way.

    Btw, I think survivors should see the same thing. That way a solo running Bond, for example, will know that blues are working together and yellows are solos.

    I think a solution to this would be, since the killer can see the status bar, just give those auras instead of survivors

  • I've just recently started playing and have been doing swf for about all of my 20 hours of gameplay, even though I'm a killer main. I find it really fun, and even though we team, I still lose and win games. I think swf is fine as is, and if you don't want to be playing with people with comms, you probably shouldn't be playing the game

  • One playstyle that survivors love but, as a killer main, hate, is living

    Life is overrated don't ya think, like just let me kill you lol

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/178353/exit-camping

    there is a second exit they can go to while you guard that one, it is not easy even with noed to guard both exits. might truly work on solo's only but in the swf you end up with one and the rest sneak out the gate

    That's why I use blood warden, at the level i have it, it blocks for I think 60 seconds, which is plenty of time to go back and forth between exits at least once

    Also, I almost always get at least one survivor before gens are finished, so if I find more than one person at exit gates, I can kill them both and hook them before the gates open again

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1290908#Comment_1290908

    I think three worst killers are Clown, Leatherface and Legion

    As a legion main... This hurts but it's true, legion is awful

  • Rank and perks has nothing to do with it though. It just depends on who you play. I'm a rank 1 killer and sometimes I'll see higher ranks escape me. Also I switch characters a lot to ones with 1 or 2 perks and will get all the survivors. Sometimes my perks, add ons, and offerings are all decked out and all the survivors will escape. There really is no way to reliably win and you have to learn how to adapt to everything with what you have

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281840#Comment_1281840

    I've heard it being defined as any type of safeguard that might guarantee the killer can return before the survivors have had a chance to unhook (like traps or if you're playing a fast killer). In other words, anything that doesn't give a free unhook. Act surprised.

    This just sounds like survivors are getting salty cause the killer is actually doing good and killing people. Camping is definitely not something you should do, but people do, and you just have to find ways around it like with any other strategies (e.g. survivors just looping through pallets to evade capture - it's basically the same)

  • As an extreme killer main, I don't know what any of these are except one, and that is decisive strike. I can't tell you how many times someone's escaped because of it, definitely deserves it's tier