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ZacKskills

ZacKskills

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  • Killer mains really out here always coming up with excuses like they don’t have more OP stuff. It shouldn’t show fake pallets

  • @AIG1992 said:

    That's considered toxic?

    Yes.

  • Note: This is a genuine question that I want to dig deep into and friendly work out the pros and cons about. If I’m in any way condescending, I apologize.

    Because This game just has a bunch of cry baby killer mains that’s why. (Rank 1 survivor and rank 1 killer talking here)

  • ive gotten banned from making my own discussion so ima post it here :) MoM should now not show your aura to the killer after you heal. It needs this buff. 3 protection hits is a lot.

  • Since the Enduring nerf, DS has been such a bane.

    Ds is fine how it is. If that 2 seconds doesn’t let you get the kill you shouldn’t be have gotten it anyway

  • Played a match as clown last night. I’m rank 1. A swf team I know of popped in and I knew it’d be tough.

    Imagine thinking you should get an easy 4K. Even a 2k or 3k on pros with 2000+ hours in the game lmfaoo

  • @KillermainBTWm8 said:

    You got the timing wrong you have to wait till a certain point in an animation time there are videos for this.

    Must have been a split second too soon because I dropped it as he was in the middle of putting him on his shoulder

  • @Pike_Trickfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/544896#Comment_544896

    Totems and NOED/Hexes are their way of trying for a second objective. To see if it may be feasible in the future, which is why they are loosely based on survival.

    Until doing gens AND destroying totems are the way to open doors, totems are Not the objective.

  • oh sorry is the objective of the game to do the totems to open the doors?

    @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/544844#Comment_544844

    NOED is a failure on the part of the survivors to make sure all the totems are down.


  • @TragicSolitude said:

    @HURRI_KAIN @thrawn3054

    Adrenaline is a very powerful survivor perk.

    NOED counters Adrenaline. Adrenaline does not counter NOED. NOED counters Adrenaline.

    NOED allows killers to still be dangerous even after the gates are powered. An uninjured survivor sprinting towards an open exit gate feels no fear. An uninjured survivor sprinting towards an open exit gate with NOED active... that's a different story. It makes the killer a threat again. Does it suck to go down to NOED? Absolutely. But should an uninjured survivor running towards an open exit gate have a guaranteed escape every single time? Should the killer always have to feel helpless once a gate is open?

    NOED counters an open exit gate.

    Cleansing the NOED hex totem deactivates it. Cleansing all dull totems before the exit gates are powered stops NOED from activating in the first place. Survivors can counter NOED without needing another perk to do so. Small Game helps, but it's not necessary.

    It can no longer even be said "Killers preventing survivors from doing gens counters Adrenaline." It doesn't. Adrenaline can also kick in when the killer closes the hatch. That means slugging for the 4k is now the preemptive counter to Adrenaline.

    Except you’re wrong. First off survivors do feel fear when opening a gate if it’s not close to opening because the killer is most likely going to get a hit or 2 off on them if they see them. Second, the survivors did all that hard work so why get punished THAT hard? And “adrenaline kicks in when the killer closes the hatch which now means slugging for the 4k is the preemptive counter to adrenaline” but if the killer closes the hatch then the speed boost on adrenaline isn’t so useful. Most people run self care so their most likely to be at full health already since the killer went and closed the hatch and wasn’t chasing the survivor. And now the killer can patrol the doors which is very easy to get 2 hits off on somebody especially when they are the last person alive.

  • @Tsulan said:

    As far as i´m aware, the survivor equivalent of NOED has been untouched for a long time: Adrenaline.

    You’re acting like adrenaline is compared to NOED even In the slightest. Adrenaline is a perk that affects one person and is a gift for doing good and completing the gens. PLUS you get exhausted AND sometimes you’re already full health so it’s pointless besides the speed boost. But NOED affects the entire team just because the killer was doing bad and couldn’t kill the survivors. It doesn’t matter that you can take out NOED it’s still an OP perk. It shouldn’t be used because a killer couldn’t kill. There should be some requirements like you have to Hook survivors at least 5 or 6 times or something.

  • I feel that A temporary ban system would be good I’ve been playing for about two years now and when I come across toxic killers which is actually very often t…

    A toxic killer as in what? Why should he get banned?

  • @AetherBytes said:

    @MegsAreEvil

    Instaheals: "Okay, a minute of looping, time to ho-" instaheal "What the #########? I spent all that time chasing you and now have lost the game because everything I just did was undone in an instant, with no control from me, meaning I've lost all gen pressure and survivor pressure."

    Moris: "I got hooked, then downed again. Killer is mori'ing me now because they want to end the game quickly, or need to snowball the game. They had to work to get me, through gyms and pallets (unless I was an idiot or they snuck up on me), and I either got killed by farming teammates or got another chance before I got moried."

    Tell me, which is unfair? The instant heals which undoes a killer's work? Or the Mori which the killer has to meet a requirement for?

    That’s the most retar.. nvm not even going to waste my time lmfao moris are stupid and are definitely the same if not worse than instaheals.

  • Unless they come out with an unrank gamemode people should be allowed to play with friends of any rank.

    So question is why is it not punishable for red ranks to match make with rank 16s but it’s bannable for dc smurfing it’s the same thing, honestly I don’t give a crap about playing with friends excuse, that’s what kyf is for.
  • So question is why is it not punishable for red ranks to match make with rank 16s but it’s bannable for dc smurfing it’s the same thing, honestly I don’t give a crap about playing with friends excuse, that’s what kyf is for.

    That’s stupid. People should definitely be able to matchmake with friends of any rank.

  • Ive been playing this game since Dec.2018. Mained survivor till about march or april then switched to killer main.

    Insta-heals are completely balanced. It’s a very rare item that people lose after use. Stop whining.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/543480#Comment_543480

    It sounds like you are just a survivor main who has never played killer. That would be completely unfair and broken in many forms. If you don't want too get slugged carry Unbreakable. Otherwise you're gonna be slugged because of DS and most killers know not too pick people up unless no one is the obession.

    I even been ranked one killer and ranked one survivor a couple times. I enjoy both buyback enjoy survivor a little more, probably because I have people with me. But this change is literally not that different. If I have a perk, i wanna use it. Not sit there’s hoping I die before the timer and hoping the killer picks me up. It’s the same thing if the killer was to kill me after 10 seconds and then pick me up. All I’m saying is that if the killer kills me after 35 seconds and then is busy like breaking a pallet and a gen or something and then comes back I won’t be able to use my DS and that’s stupid. The whole point of the perk is to get a second chance at being tunneled. It’s fair both ways. Survivor goes down from being tunneled after looping for 30 seconds, 45 seconds after being unhooked and DS activates. Kill the survivor after 45 seconds and the perk goes to waste. I just hate being on the ground with the perk still active and then watching it deactivate because he’s tbagging, breaking a gen, or something.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/543549#Comment_543549

    Ahh no, you're right, i misunderstood that part, apologies.

    So what you want is for the actual DS "stab" to happen on getting hit instead of being picked up?

    I'll wait with talking about that until you confirm that this is indeed what you mean.

    Lol yeah I’m talking about the perk activating when you go down not when picked up

  • @Aven_Fallen said:

    The only thing that might be possible in my opinion is to let the Timer stop when downed, but DRASTICALLY reduce the Timer.

    Like 20 seconds for DS Tier 3. This is enough to get healed by another Survivors, when no Perks are involved. When downed in this 20 seconds, the Perk will stay active, even when slugged.

    Because a Killer who downs someone and does not pick them up for 60 seconds still tunneled. But on the other Hand, if this would be the case, the Timer needs to be reduced. Today I had a game where I downed and hooked two people before downing the guy with DS (so 3 Survivor downed), and I still got hit by DS from him, because it was less than a minute when he got unhooked. I did not tunnel, but was punished.

    But other than that, I think the current DS is great. It is a strong Perk, but not guaranteed, because it has Counterplay and can even not come into effect, when the Killer goes for the Person who unhooked. So for me, there need no more changes.

    Sorry but if you downed somebody and then downed and hooked 2 other people after and went back to that first guy then you either camped or tunneled because that’s impossible

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/543508#Comment_543508

    You know what your buff would do?

    It could have people running around with DS active.

    Smack the unhooked Survivor down again and then go hunt the unhooker?

    Guess the unhooked one gets DS until they're down again, which could be immediate, or 5 minutes from now.

    Not really sure what you mean but im not talking about extending the timer. Just talking about if a killer is coming at me while I’m im getting unhooked but I have a couple feet to run and loop, and the killer still kills me after like 20-30 seconds because I had no chance. That sucks when DS should activate. Not when he picks me up. IDK where you got 5 min from. And The timer should cut off if the person is healed within the 60 seconds. Unlikely unless the killer is across the map. If that’s what you’re worried about

  • As the title says is the state of DBD due to ignorance or intent, I would like to think people are not so ignorant to let blaring issues like this go unresolved but you never know but if this is what the devs intended for the game to be then they have no idea how to design video games.

    God forbid a team that actually works together smartly gets to win. Nah F that killers need to get 4Ks every game only 1 isn’t enough against a well played team

  • @[Deleted User] said:

    Have you tried not being dogshit at the game? It's way better than DS.

    Sorry that i 360 you too many times

  • @Pike_Trickfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/543510#Comment_543510

    Have you considered not using DS? Like seriously considered this or are you just so adamant to use it even when it wastes a slot for you?

    Honestly I don’t even use DS often but I’ve used it the past couple days to try it because of tunneling but it doesn’t be even help because they just leave me on the floor and hunt the guy who’s unhooked me and it’s pointless. I’ll probably just take IT out because since I’ve put it on iceberg honestly never been able to use it. Even though I’ve even tried o purposely going down when the timer hit halfway and the killer just strolls around for a couple seconds while it deactivates. I would just like it to activate when you go down so I could at least use the perk

  • @Boss said:

    I got DS'd today and she was able to do an extra loop thanks to it.

    I'd say that's plenty, considering you can now re-use DS.

    Also, there's 2 ways you can profit from DS.

    • You get picked up, stab them and get another chance to be free.
    • You don't get picked up and thus you aren't tunneled, which is what DS aims to achieve.

    And what about the inbetween on this end 2 profits where you still get tunneled but not picked up and can’t use DS though?

  • @Boss said:

    I got DS'd today and she was able to do an extra loop thanks to it.

    I'd say that's plenty, considering you can now re-use DS.

    Also, there's 2 ways you can profit from DS.

    • You get picked up, stab them and get another chance to be free.
    • You don't get picked up and thus you aren't tunneled, which is what DS aims to achieve.

    I’ve used decisive strike tons of game since lately and I’ve honestly not been able to use it once. I didn’t even know you could use it twice in a game now. But yeah sure that extra loop is fine, all im saying is that it’s pointless if the killer kills you while the timer isn’t active but then a teammate Ian right there and he chases the teammate for a second and then comes back to pick you up and you can’t use DS because the timer has now ended while he chased your teammate for a second or sat there tbagging you for 20 seconds or purposely left you there for 20 seconds. It’s annoying when it’s wasted.

  • @IMhereRUN said:

    https://forum.deadbydaylight.com/en/discussion/comment/543466#Comment_543466

    He doesn’t like that if he is slugged and NOT picked up, he can not activate the perk. Rather than requesting this idiotic change, sounds like you should be running No Mither or unbreakable rather than DS

    I do run unbreakable idiot but it’s not enough time to make it fully. Barely even halfway most times. The perk should simply be changed to when you get downed not when you get picked up.

  • @ASpazNamedSteve said:

    What? DS is fine. You're really gonna complain because a good perk has counter play?

    How is that fair counter play? Unless you immediately get killed the instant second you get unhooked its pointless, because you’ll be running for a little as he tunnels you. It should be when he downs you not when he picks you up.

  • If you go down and then the killer pick you up then decisive strike activates*

  • @Pike_Trickfoot said:

    I reread this like 20 times and I still don't get what's being said.

    Maybe if you read it a little slower you would understand. When the decisive strike timer activates after being unhooked you have like 50 - 60 seconds to get away and heal. If you go down then decisive strike activates and it can be used when the killer picks you up. But most times im looping the killer for like 30 seconds and then go down and the killer leaves me there for like 20 seconds and then picks me up. And by that time the decisive strike timer is done and can’t be used because the killer hasn’t “picked me up” during the timer. He had waited hen extra 20 second season for DS to go away. It shouldn’t be when the killer picks you up it should activate when he downs you instead.

  • @Awakey said:

    DS is fine.

    Explain how it is fine like that at all?

  • @rch614 said:

    That's almost as boring as a 4.8 (120%) killer but has no power. So, what, a low/no TR killer with power at all?

    That's generic. Boring. Let's never design a killer with no power like that. And besides, they'd still be destroyed by OoO and very loopable by survivors who pay attention. So not only are they boring, they're quite mediocre. Just annoying to deal with and very strong on certain maps / lower rank survivors

    No power as in no one shot abilities. No invisibility. No throwing up. It could have some kind of mechanic. I don’t think you’ve really played this game because there are already killers who don’t have strong abilities such as the trapper. He might set a trap or 2 but it’s him hitting people the whole game to win. No invisibility. Nothing crazy. Plus traps are easy to see sometimes. A killer like that might be boring to you but it adds difference to the game and keeps the survivors on the lookout. Without the killer just stalking them and cheap shotting them to a one hit death.

  • @rch614 said:

    https://forum.deadbydaylight.com/en/discussion/comment/538849#Comment_538849

    There's Silent Bell / No heartbeat Wraith but that requires addons and kinda reliant on the map.

    Having a low-no terror radius is going to need a drawback because it's pretty strong.

    Maybe he doesn’t see scratch marks as much but it doesn’t really need a drawback at all. It’s actually pretty fair. Just don’t give him any powers

  • @Perelie said:

    You realize what you're suggesting is being forced to take 4 perks just to have a halfway decent counter to a base mechanic that survivors have by default?

    You realize that killers are naturally faster than survivors plus they all have a built in perk bloodlust.

  • @BeanieBoyBob said:

    https://forum.deadbydaylight.com/en/discussion/70629/new-killer

    We already have that in the form of The Spirit and The Pig. We don't need non-viable killers in the game thanks.

    The spirit has a heart beat and when it’s in that second form, you can hear the wind. It’s not so much tactical because they can’t even see survivors. It’s used for quick actions. Not stealth. And it’s doesn’t jump scare. The pig crouched walks very slow and sucks if trying to attack because you cant. This game is getting stale and needs new things, but not a killer that throws up on you or another stalking killer that one shots you. Just a killer who doesn’t have a heartbeat or something, to keep the survivors on the lookout more. If you’re in a game with a killer with a heartbeat it’s not as fun thanks.

  • it is the same perk in a way so why should the killer have LESS than the survivors if you plan to use this perk?

    Because the killers gets a notification when the survivor fast vaults anyway? Lmao killers are so whiny

  • @TheBean said:

    @PunL After 3 years of playing this game... Do you enjoy sitting there and holding the M1 the whole time? Or you enjoy it when the killer finds you and starts chasing you? Do you enjoy evading the killer? Watch them try to find you and fail and move on?.... That is fun.

    The game that came out then is not the game it is now. As a solo player, I don't need to help you anymore, other than maybe save you, or heal you. That or run around sabo'ing hooks. That is fun.

    There is no pressure to make sure 2 gens are done. I have no reason to worry about them, other than for bloodpoints.

    The point of the game is to have fun.

    The only time generators hold any value is when you are in a team of SWF.

    It was the same thing with 2 gens completed. After the 2 got completed people’s would shy away from gens or even straight up hide. There’s no point having to complete 2 then. Just play as a team player and not think about yourself

  • @TheBean said:

    @PunL After 3 years of playing this game... Do you enjoy sitting there and holding the M1 the whole time? Or you enjoy it when the killer finds you and starts chasing you? Do you enjoy evading the killer? Watch them try to find you and fail and move on?.... That is fun.

    The game that came out then is not the game it is now. As a solo player, I don't need to help you anymore, other than maybe save you, or heal you. That or run around sabo'ing hooks. That is fun.

    There is no pressure to make sure 2 gens are done. I have no reason to worry about them, other than for bloodpoints.

    The point of the game is to have fun.

    The only time generators hold any value is when you are in a team of SWF.

    Well then you’re what’s wrong with the game

  • @se05239 said:

    Your team failed to do all generators, that's the first chance to win lost.

    You failed to get to the hatch in time, that's the second chance to win lost.

    Now its a fight for the doors, the last and final chance to win.

    You've literally three chances to win every game, provided you don't have an early death. If you're fighting for the doors, you've already used up two of those. Why'd you have an easier time based upon how badly you failed already?

    1. Considering how close the doors are on some maps it’s almost impossible so there’s no point for it. 2. NOED grants killers an easy kill, so.. your point? Most killers have a one hit ability in their main abilities now lmfao talk about “win lost” and an “easier time”. 3. If a random teammate uses a key it triggers end game and nobody would be prepared.

  • In its current form Decisive Strike can punish a killer for playing too well.

    Same thing as NOED punishing a survivor for skillful play. Actually survivorS

  • @Malkhrim said:

    Ghostface should be immune to aura reading while Night Shroud is active.

    The Pig should also be immune when she is crouched.

    Object of Obsession not being one of the most used perks doesn't change the fact that, when used, it makes Amanda's crouching and Ghostface's power pointless. A perk allowing to counter a killer ability to some extent is one thing (like Dead Hard for Nurse), but making the ability completely useless for the whole match is too unbalanced. And unfun for the killer.

    And there are plenty of things I unbalanced on the survivor side quit crying

  • the event doesn’t multiply your whole bloodpoint earnings, just the core earnings (23k). So 23k + 24k (for the 103% Gruesome) = 47k + another 24k = 71k + 24k (the last gruesome) = 95k + 23k for BBQ = 118k + 23k for the event = about 141k

  • @ZacKskills said:

    https://forum.deadbydaylight.com/en/discussion/comment/533734#Comment_533734

    1) & 2) sometimes you just don’t have enough time for that stuff. Doing gens isn’t the goal, not totems because of a silly perk that is cheap.

    3) I meant when in a chase, the end game should at least slow if not stop. otherwise they are fine.

    4) it definitely should be a slight bit bigger but about the around corners thing it was focused on looping a killer thats in it and trying to stalk me. I shouldn’t have to go out in the open just to reveal him, just for him to get a ton of progression toward some stalking me while I do it. That’s why if I’m right at the corner, basically around the corner, and he’s in the center it should reveal him. If not then give us some kind of regression.

    5) refer to 4.

    6) that wraith thing was kinda a joke, was just out of spite from a game I didn’t realize a wraith wasn’t invisible at open hatch and I went and then he closed it and uncloaked and killed me.

    7) I would be a bit more fine with that if some pallet spawn didn’t take a literal second for the killer to walk around making the pallet useless unless the killer is stunned. But trading a hit/going down for a stun is pointless. They definitely need to fix this, throwing down a pallet isn’t the fix it needs

    Doing gens IS* the goal.

  • @Volfawott said:

    1) Cleanse totems or leave the second an exit gate is open

    2) Sometimes you just going to have to risk leaving someone on a hook and just escaping in end game. Making it go slower with give survivors way too much of a safety net

    3) Amanda's bear traps were nerfed enough.

    In fact if you don't get a trap on before the last generator gets popped it's practically pointless they literally turn into temporary head cosmetics.

    4) understandable for it being bigger but a big no about that around corners crap

    5) No just no

    6) refer to number 5

    7) there's a very simple solution to this stop overestimating your loop. If you have to slam the pallet down one loop earlier then do it

    1) & 2) sometimes you just don’t have enough time for that stuff. Doing gens isn’t the goal, not totems because of a silly perk that is cheap.

    3) I meant when in a chase, the end game should at least slow if not stop. otherwise they are fine.

    4) it definitely should be a slight bit bigger but about the around corners thing it was focused on looping a killer thats in it and trying to stalk me. I shouldn’t have to go out in the open just to reveal him, just for him to get a ton of progression toward some stalking me while I do it. That’s why if I’m right at the corner, basically around the corner, and he’s in the center it should reveal him. If not then give us some kind of regression.

    5) refer to 4.

    6) that wraith thing was kinda a joke, was just out of spite from a game I didn’t realize a wraith wasn’t invisible at open hatch and I went and then he closed it and uncloaked and killed me.

    7) I would be a bit more fine with that if some pallet spawn didn’t take a literal second for the killer to walk around making the pallet useless unless the killer is stunned. But trading a hit/going down for a stun is pointless. They definitely need to fix this, throwing down a pallet isn’t the fix it needs

  • @AetherBytes said:

    NOED isn't OP, it;s a punishment that, like ruin, is usually gone in 15 seconds.

    And you do realize as long as the trap isn't active, you can just walk out right?

    Wraith partially comes out of the spirit world to kick gens, he can do that to hatch to, and gives him the strategy of hiding on hatch to lure the survivor.

    NOED usually doesn’t go away in 15 seconds at all. NOED just supports trash killers who can’t get a kill so they need to one shot. Killers already have enough one shot abilities. And most of the time somebody is put on the hook right before it activates and they aren’t usually on their second hook. Which usually gives the killer a free kill because they just face camp or wait to NOED another guy unless the totem isn’t found which in most cases takes a decent amount of time factoring in if they have to heal themselves and what not. I think a fair compromise is that NOED should be shown to the survivors when the exit doors are powered. Not when you’ve expected to take a hit and then got one shotted instead.

  • Don’t let it get to end game :)

  • @PhantomMask20763 said:

    Nope, they want you to buy the Leatherface DLC so you can get BBQ and Chili and grind for your double bp on ONE killer. Good luck getting it in the blood web with that rng tho

    Yeah exactly lol I have all the dlcs and have a bbq and chili set up but I’m just a casual player who plays every now and then so double bloodpoints would be a big help escpecially with all the new updates

  • @BACKSTABBER said:

    Suiciding on hook is acceptable, DC NOT

    I DC when a killer is tunneling or body camping. He shouldn’t get points for being a [bad word]

  • @Acesthetiic said:

    https://forum.deadbydaylight.com/en/discussion/53214/duo-killers

    This has been an idea for a long time. I think a lot of people would like to see something like this. We need another game mode that's for sure. Maybe a 2v6 would be better so it isn't as hectic. Definitely something I would welcome.

    I hope they do add this soon, being a killer with my friend would be awesome

  • “Identity V” a iPhone game that asked DBD to copy most of their game mechanics so it’s basically DBD on the iPhone but with wayyy more options of gameplay. The thing is that it isn’t the best game due to bugs and body camping. Anyways, your idea is in the game already so go try it out and see if you like it. I think Behaviour should take some ideas from them also

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