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AStupidMonkeyy

AStupidMonkeyy

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AStupidMonkeyy
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  • 4k isn't the adept anymore.

  • I'm gonna facecamp everyone now just because of how survivors treat killers. Have a great day.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/494829#Comment_494829

    Ok Mr survivor, whatever lobby you join, you must stay in it till it starts otherwise you're a lobby dodger. I don't give a rat's ass if your ping reaches numbers that aren't named yet, you should be banned if you leave according to your logic.

    His ping: TO BE DETERMINED

    Me: Don't be a lobby dodger >.> XD

  • This game would be much more enjoyable for both sides, but more so for killers if the games just lasted longer?

    I've been saying this for a long time but Devs don't want to increase gen time or do anything to buff killers if able.

  • @PolarBear said:

    imo if someone DCs during the match it should play the same animation that happens in the egc if time runs out and it should count as a normal sacrifice. You get the sacrifice points and it activates any perks that would activate when you hook someone(BBQ, huntress lullaby, blood warden and pop goes the weasel)

    You don't get a stack for BBQ from endgame kills.

  • They are still keeping the old version in. Just adding more ways to get stuff without wasting shards or buying Auric Cells.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/490325#Comment_490325

    If you want to support the devs you can buy official merchandise from the store. Or cosmetics. If for some reason you already have all the cosmetics you have a serious problem already supported the devs enough. You can always buy shards even if you don't spend them to support the devs

    You don't get free stuff. You get random garbage that no one wants in the free version to make you look at the superior, paid version and make you see which objectively better items you could have gotten if you had bought the pass, to make you change your decision to not buy the pass in the first place so they can get your money

    Or you could spend $10 on 1 outfit instead of getting 2-3 for probably the same price by just playing the game? Or if its premium, you still get $20-$30 worth of free cosmetics and if you don't like them, don't buy the premium pass.

  • @List_of_concerns said:

    https://forum.deadbydaylight.com/en/discussion/comment/493816#Comment_493816

    @AStupidMonkeyy

    "They got 2 types of insta-heals, they got perks that increase the speeds of gen time, they got toolboxes to increase gen time, takes us 2 and half seconds to kick then takes 2 and a half seconds before it even regresses but takes them a split second to stop it by tapping, a lot of good pallet loops and the perks themselves."

    Maybe they could reduce the time it takes to kick the generators down to around 1 second. They would have to remove the second kick from the animation, which I suspect, they'd rather not do. I don't see why they couldn't shorten the animation to just one kick, though. Maybe then, killers could even kick generators and still have a very high chance to maintain a chase. I like this idea of evening out how long it takes to tap and/or kick a generator regardless of whether or not it's a survivor or a killer. ๐Ÿ˜

    "DS can't be stopped when endgame happens... I've been DS'd at the very end because you can't always stop everyone near a gate once everyone blocks..."

    This is probably the strongest or most opportune time to use Decisive Strike and it really just comes down to luck, in my opinion. I don't think I'd like to see it be stopped simply because the survivor got lucky. For example, if they were unhooked and put into the Dying State again while also being close to a fully power gate (during End Game Collapse), that's a very specific (lucky) scenario. Also, I'm not completely sure, but I think a survivor can only use Decisive Strike once per game. Maybe they can use it twice. I've only used it a few times since it was reworked and I truly can't recall.

    "I've talked about increasing gen time before not to what it use to be (2 minutes each) but to 1 minute and 50 seconds and that would still be fair. Don't give us a perk that increases gen timer because that's just stupid. That means it'll never be balanced in the long run. No more band-aid fixes. I rather know that 3 gens won't pop instantly after 40 seconds because of 3 toolboxes (It's if they all have BNPs and Purple Toolboxes by themselves). Survivors don't like it when they get mori'd but we always seem to get shafted? We've been asking for gen time increases for over 2 years now. The devs response: Survivors won't like that so we'll add secondary objectives". Really? 2 years and butkiss. And it won't be mandatory ones, either."

    I think the Perks that increases generator repair speed (Resilience, Prove Thyself, and Spine Chill) are in a good place balance wise. Resilience forces you to stay Injured. Prove Thyself requires an survivor to work with you on the same generator. Prove Thyself is also heavily countered by Discordance. Spine Chill has the lowest speed increase of the three. Maybe they could remove the speed increase from Spine Chill.

    As far as balancing the time required to complete generators goes, I'd rather see nerfs to Items and Add-ons. Teachable Perks take significantly more effort to unlock than purchasing one Tool Box or one Brand New Part, in the blood web.

    "Everyone says add a second objective. Why do that if it's not mandatory? Why make secondary objectives if its just gonna be ignored by survivors unless they have already won then they'll do it for points? Make 5 or 6 objectives takes 30 seconds to complete for bonus points is stupid as hell. That doesn't help us? Increase totem times from 15 seconds to 25 seconds."

    I agree that some of the secondary objectives aren't even recognized or completed for any reason other than extra points. That doesn't make much sense to me. While I do think changing the time it takes to break and/or disable a (hex) totem could be adjusted, I hope that change wouldn't make Perks like Hex: Thrill of the Hunt useless.

    "There is a lot that devs can do but the survivor base would just review bomb them like Freddy."

    There are a lot things the developers could try or test, but there is always going to be at least one person that doesn't like the changes or change in general. It's hard to tell the two groups apart a lot of the time. I've only just started posting again, here on the forums, recently. I'm not a developer and it's difficult for me decide if someone truly hates my idea, they simply hate change, or they hate ideas that could inspire a change.

    "I play both sides and I'll tell you right now, it's easier to play survivor when the team is decent at Rank 1 then Killer at Rank 1 with decent survivors."

    Maybe BHVR hasn't found the perfect balance just yet. I do think that the skill ceiling for survivors, as a whole, will always be higher than the ceiling for killers. We're talking about four player's combined skill compared to one player's skill. It might just be the case that killers are hitting their ceiling way too early compared to survivors. They could definitely try to raise the ceiling for killers.

    "(Final note) My point is, this game use to be balanced. 80 second hook timers all together (40 seconds per stage) and gens took 2 minutes. Then Killers started camping because of infinites. Then the hook sabo meta so killers slugged. Then they fixed infinites, added BT and nerfed gen and hook times so camping came back. Then nothing but nerfs to combat camping."

    I just hope that the developers at BHVR don't give up when it comes to combating camping behaviors. It's not always easy to keep pressing forward if and when it feels like you're not making any progress towards your goal.

    "Some people will camp just because its what they want to do but sometimes, I camp because I can't do anything else. I already know I lost so I might as well try to get at least 2 people and usually end up with 3k to 4k because of altruistic survivors. I don't like doing it but when someone is pushed against a wall.. you gotta do what you gotta do to win."

    I don't mind when killers make the decision to camp out of a sense of desperation. If they pull it off because the survivors kept being overly altruistic, good for them. What I don't like is when killers try to get an extra free hook by patrolling a hooked survivor moments before they reach a phase transition. I feel like the hooked survivor timers make this style of camping ridiculously easy. I'm sure plenty of us have tons of experience when it comes to being on time for an event. The phase transitions, in certain situations, (nobody has even moved in your direction with the intent to unhook you yet), are extremely likely events.

    Thanks for the reply.

    The reason we come back and check is because we KNOW someone will be coming to unhook. Survivors rather stay on gens (gen rush) then get them sooner. If they want to wait to the last few seconds, we earned that second phase by leaving initially. Doing so can ensure a second phase and maybe another down so if they do get swapped, you got pressure and if we catch the other person again, thats a sacrifice and immediate pressure.

  • Because your teammates didn't do gens and decided to dance around the hook. EZ game for him.

  • Post it in bugs, not on here.

  • @List_of_concerns said:

    https://forum.deadbydaylight.com/en/discussion/comment/493342#Comment_493342

    @AStupidMonkeyy

    "Taking away a strategy for a killer while buffing survivors and giving them more and more second chance perks on top of insta-heals and BNPs makes 3-hooking someone unbearable and gens use to be 2 minutes. They reduced them. Hooked survivors also use to be 1 minute 20 seconds so survivors had to choose to either unhook after 25 seconds or risk the second stage. They buffed it to 2 minutes. 40 seconds extra for a survivor to just chill and helping other survivors pop gens in your face. Every update, they just seem to increase something for survivor and lower another for killer."

    That is a lot of nerfs when it comes to being a time efficient killer. I'm not sure if everyone would agree, but I'm really glad they are trying and have possibly succeeded in fixing the dreaded end game phase for killers (End Game Collapse). If the developers believe the end game phase (End Game Collapse; 2 minute cap after being triggered) is an acceptable amount of time, maybe they can use that hard cap (that didn't exist before) to tweak all of the timers again. I sincerely hope they'll take another look someday.

    "30 seconds and a 5% gen regression upon kick would make this a much better game as killer. If I had that and didn't feel rushed every chase, it would be a much more enjoyable experience. Add 30 seconds to gens to make it a little easier and 5% regression upon a kick so no gen tappers during a chase. Wa-la. Small buffs like this. See how small buffs compared to getting random crap shoved down your throat is much different?"

    I agree that small buffs are usually better than huge nerfs. I think changing the time it takes to complete generators might be easier to adjust since they've implemented the End Game Collapse. Knowing that matches can't potentially drag on forever should help narrow down exactly how long they think a match should be. A 5% gen regression would be a really nice quality of life change for killers. That's a good idea, in my opinion.

    "I do apologize earlier. I was getting hostile because I'm sick of killers getting nerfs and punishments for just trying to reduce the gen rush but survivors get more and more second chance perks. Like come on. Really?"

    Apology accepted.

    "I do appreciate you being civil so I'll be civil. I also voted up your last one because I did like the responses and you was being civil, which I'm not use to seeing most of the time on this forum."

    Thank you! Maybe we can set a new example for forum behavior. ๐Ÿ˜

    "This just makes camping better. Why let him off the hook and risk, BT, Dead Hard, DS, MOM, insta-heal, deliverance and possibly adrenaline if its near the end of the match?"

    I would say Borrowed Time is fairly balanced considering it doesn't work against certain killers. Borrowed Time, when used in response to camping (within 16m or so) often times results in one survivor trading places with the other.

    When it comes to exhaustion perks, like Dead Hard, I think removing the exhaustion reset after being hooked would help alleviate some killer frustration. They could just pause the exhaustion timer while you're hooked. Then, it would function the same way it does while you are sprinting.

    I think the new Decisive Strike is far less rewarding than it used to be. You can't decide when to trigger DS anymore. I think we were able to delay wiggling until the most opportune time. Basically, we didn't have to use DS unless we chose to. If it's active now, the skill check is triggered immediately.

    It sounded like Mettle of Man might be getting changed soon. They mentioned it in one of the live streams.

    I don't know if it'd be fair to remove insta-heal(s). Isn't it fairly expensive? I think it's the same cost as a four player Mori, right?

    Also, I think Deliverance is fairly balanced because you can only use it the first time you are hooked. You also receive the broken status (one of my least favorite) for quite some time.

    I could see Adrenaline being extremely annoying. Even I find it fairly annoying that my teammates would assume we're going to get all five generators completed. Also, I don't know if it's worth it to essentially play with one less perk until end game. I've had teammates refuse to heal me before completing the last generator simply because they assumed I'd being using Adrenaline too.

    "MYC doesn't stop gen rush, you got a timer to FIND the correct person and if they hide, you're just wasting time searching while gens are getting completed still. It's like a lose/lose situation. Sometimes you get lucky but most of the time, you blow 35 seconds with nothing to show for it."

    Hmmm. I wonder if they might consider adding a few seconds of seeing the Make Your Choice target's aura. I don't know if that would be over buffing the Perk or not. That would certainly make it easier to get some value out of it.

    Thanks for the reply.

    They got 2 types of insta-heals, they got perks that increase the speeds of gen time, they got toolboxes to increase gen time, takes us 2 and half seconds to kick then takes 2 and a half seconds before it even regresses but takes them a split second to stop it by tapping, a lot of good pallet loops and the perks themselves. DS can't be stopped when endgame happens, I also forgot about Unbreakable, I've been DS'd at the very end because you can't always stop everyone near a gate once everyone blocks and even had games where a survivor would unhook and for some reason, It would hit the unhooked instead and waste a complete hit. I've talked about increasing gen time before not to what it use to be (2 minutes each) but to 1 minute and 50 seconds and that would still be fair. Don't give us a perk that increases gen timer because that's just stupid. That means it'll never be balanced in the long run. No more band-aid fixes. Everyone says add a second objective. Why do that if it's not mandatory? Why make secondary objectives if its just gonna be ignored by survivors unless they have already won then they'll do it for points? Make 5 or 6 objectives takes 30 seconds to complete for bonus points is stupid as hell. That doesn't help us? Increase totem times from 15 seconds to 25 seconds. There is a lot that devs can do but the survivor base would just review bomb them like Freddy. I rather know that 3 gens won't pop instantly after 40 seconds because of 3 toolboxes (It's if they all have BNPs and Purple Toolboxes by themselves). Survivors don't like it when they get mori'd but we always seem to get shafted? We've been asking for gen time increases for over 2 years now. The devs response: Survivors won't like that so we'll add secondary objectives". Really? 2 years and butkiss. And it won't be mandatory ones, either. I play both sides and I'll tell you right now, it's easier to play survivor when the team is decent at Rank 1 then Killer at Rank 1 with decent survivors.

    (Final note) My point is, this game use to be balanced. 80 second hook timers all together (40 seconds per stage) and gens took 2 minutes. Then Killers started camping because of infinites. Then the hook sabo meta so killers slugged. Then they fixed infinites, added BT and nerfed gen and hook times so camping came back. Then nothing but nerfs to combat camping. Some people will camp just because its what they want to do but sometimes, I camp because I can't do anything else. I already know I lost so I might as well try to get at least 2 people and usually end up with 3k to 4k because of altruistic survivors. I don't like doing it but when someone is pushed against a wall.. you gotta do what you gotta do to win.

  • @List_of_concerns said:

    https://forum.deadbydaylight.com/en/discussion/comment/492913#Comment_492913

    @AStupidMonkeyy

    This is going to be a long reply or response because of how many topics were touched on. I'll include a TLDR at the end.

    "Increase gen times by 30 seconds and that would make camping a lot less meaningful unless they want to be [BAD WORD]s. Increasing gen time would make it not as necessary to have to remove someone quickly and would make it easier to kick a gen but they need to make it so kicking a gen reduces it by 5% so gen tapping in a chase will stop. Do those and I bet the only ones who camp are just people who like camping."

    If increasing the time it takes to complete a generator would reduce camping, I'm all for it. By all means, change the time it takes to complete a generator.

    "I use to ignore unhooks and get gen rushed non-stop. I camp if I finally caught 1 person, 3 gens have popped and Ruin is gone."

    In these scenarios, you are making the decision to camp based on how many times you've hooked survivors and how many generators still need to be completed. I don't think making the decision to camp a hooked survivor, after the End Game Collapse is triggered, is wrong. I think making the decision to camp a survivor because you looked at a timer, saw they were about to experience a phase transition, and prevented them from being unhooked is wrong.

    "It's not based upon killer skill, but the mistakes of survivors and how many they make. You ruin my game, I ruin yours."

    Is a game ruined because your skill level, experience as a killer, and/or luck didn't allow you to win that game? You said it's not based upon a killer's skill, but I disagree. A killer's skill is, in part, a measure of how often they can capitalize on a survivor's mistake.

    I do not agree that the correct response to being outplayed, or feeling you've been defeated early, is to ruin someone's game or camp them. You might say: "Isn't it ruining the game for the killer if survivors are outplaying the killer?" I don't think so. The survivor(s) are either playing well, making very few mistakes, or simply not being hit (or hooked) by the killer when they make a mistake. Completing generators is, first and foremost, the primary objective for survivors. A killer can use Perks that give survivors secondary objectives (ie, cleansing hex totems and healing "slugged" survivors). The killer's primary objective is to either hook each survivor three times, have them bleed out in the dying state, or kill them with a Mori. Camping isn't a primary objective for the killer. If the killer isn't successfully preventing survivors from doing their primary objective (generators), the killer should lose that game.

    "Camping is fair. You don't like it, tough... Camping is a valid strategy most of the time unless you camp immediately catching someone after 5 seconds of the match starting..."

    I couldn't wait to respond to this part of your post. Camping is a valid strategy sometimes. In my opinion, camping immediately is actually one of those times. I don't like it, but it's still valid. If you camp immediately, you aren't using a timer to decide when you should start camping. Most likely, you already made that decision before the match even started.

    "...but even then, it still removes 1 person out of the match and guarantees a 3-man if skilled."

    Camping immediately does have a very high chance of removing one person from the match before it's over. I wouldn't say that camping requires much skill. A camping player certainly isn't required to have as much skill as a player who is hooking the survivors twelve times (four sacrifices) without camping at all. Also, if a player is using a lower skill cap strategy, like camping, I would be surprised if they can guarantee any outcome other than camping a survivor until they have been sacrificed.

    "Camping will never go away."

    I've said either the exact same thing or something very similar in many of the replies in this thread/post. My goal isn't to have camping eradicated. My goal is to decrease predictable game play when it comes to unhooking and preventing a survivor from being unhooked. In my opinion, preventing a survivor from being unhooked at or near phase transitions because you can watch a timer, is camping. The timer is making camping, as a play style, too easy and/or unskillful.

    "... and if they change something again to "punish" campers for just trying to secure a kill with DS, MOM and Dead Hard being a thing, I'll camp everyone. I'll do as long as I play this game just to be an [BAD WORD]. Nah, Bro. I'll camp just to be an [BAD WORD] every match because I can't even enjoy chasing without 5 gens popping in 3 minutes."

    So, if the developers decide to add new perks that aid survivors (Survivor Perks ๐Ÿ˜‰), which I'm sure they plan on doing at some point, you're going to retaliate by acting like or becoming an [BAD WORD]? I'm not really sure how to respond to you sharing your plan to become an [BAD WORD]... I'm not feeling good about it and I hope you change your mind.

    "ย I get gen rushed but nothing is done to survivors but killers get punished every time?"

    I fail to see how survivors efficiently completing their primary objective is somehow a form of punishment for killers. Do you think losing a game or match is a form of punishment? Winning isn't a reward and losing isn't a punishment. When it comes to winning and losing, they are just words to signify which person (or group of people) succeeded and which person (or group of people) failed. By definition, to lose is to be defeated. To be defeated is to have have been beaten. If we're still talking about gaming, being beaten in a game or contest of skill is not a form of punishment. If we're talking about our physical bodies, here on the planet Earth, being physically wounded and/or beaten is often a form of punishment. If you're referring to balance changes (buffs and nerfs), both survivors and killers receive balance changes regularly.

    Thanks for the reply.

    TLDR; I am interested to see if your idea (changing the amount of time required to complete a generator) would help reduce camping. Unfortunately, it sounds like for every game or match that you lose, it is your intent to ruin a game for four other players. I sincerely hope you don't follow through with your plan to become an [BAD WORD]. I'd hate for the world to find you unrecognizable in an ever growing sea of [BAD WORD]s.

    Taking away a strategy for a killer while buffing survivors and giving them more and more second chance perks on top of insta-heals and BNPs makes 3-hooking someone unbearable and gens use to be 2 minutes. They reduced them. Hooked survivors also use to be 1 minute 20 seconds so survivors had to choose to either unhook after 25 seconds or risk the second stage. They buffed it to 2 minutes. 40 seconds extra for a survivor to just chill and helping other survivors pop gens in your face. Every update, they just seem to increase something for survivor and lower another for killer. 30 seconds and a 5% gen regression upon kick would make this a much better game as killer. If I had that and didn't feel rushed every chase, it would be a much more enjoyable experience. I do apologize earlier. I was getting hostile because I'm sick of killers getting nerfs and punishments for just trying to reduce the gen rush but survivors get more and more second chance perks. Like come on. Really? This just makes camping better. Why let him off the hook and risk, BT, Dead Hard, DS, MOM, insta-heal, deliverance and possibly adrenaline if its near the end of the match? When you can camp him, probably get some easy interrupts and have a chance at ANOTHER hook if someone is unlucky and gets down next to the hooked. The risk vs the reward is much different. Don't give us bloodpoints. Make it so if we LEAVE, the guy dies faster. That would make a survivor rush, less gen time and a happier killer. Add 30 seconds to gens to make it a little easier and 5% regression upon a kick so no gen tappers during a chase. Wa-la. See how small buffs compared to getting random crap shoved down your throat is much different? I do appreciate you being civil so I'll be civil. We camp because sometimes we are helpless to do anything else. Why risk getting shot in the foot when you can guarantee a kill and maybe more? Small buffs like this. MYC doesn't stop gen rush, you got a timer to FIND the correct person and if they hide, you're just wasting time searching while gens are getting completed still. It's like a lose/lose situation. Sometimes you get lucky but most of the time, you blow 35 seconds with nothing to show for it. I also voted up your last one because I did like the responses and you was being civil, which I'm not use to seeing most of the time on this forum.

  • Let SWF play together but without voice programs.I think need to restrict voice programs in game. What do you think about it?

    If the devs would ban SWFs using discord, no one would almost play. They just need to make a different game mode for solo survivors and after no one plays against SWFs, it would die down. They can say no one plays against us. Guess what? No one wants to deal with that. You can always play solo :D

  • @Mochan said:

    Ah, another butthurt killer whose manliness is challenged by survivors standing by the exit gates -- which could be for any variety of reasons but it always has to be about you, doesn't it?

    Most survivors stay at the exit gates in case someone goes down and needs help. Staying at the gates also serves as a distraction for the killer so survivors at the other end opening the other gate have more time to get it open.

    And a lot of survivors just run straight out and don't care about their team.

    Some do it to taunt killers, but you know what? Who cares. Grow some skin you're on the internet buddy. This level of butthurt is hilarious for such a small thing.

    I imagine all of you whiny killers who complain about teabagging never even played Counterstrike in the 90s, where real teabagging happens, not the water down squats they do here in DbD. Real tea bagging has you, dead on the ground and looking up with eyes of a deadfish, only to see the other guy squat over your head and rub their balls into your face. That's real teabagging and we were all fine with it back in the day. You kids these days are way too sensitive.

    Why you got to insult people? It's a forum? Show some respect or get off the internet. No one has time for an internet warrior attacking people. If you don't like something, say why then downvote and move on. Don't call them names. You gotta call people names on a forum then, you are the one who needs to stop getting butthurt over someone else's post.

  • Increase gen times by 30 seconds and that would make camping a lot less meaningful unless they want to be #########. I use to ignore unhooks and get gen rushed non-stop. It's not based upon killer skill, but the mistakes of survivors and how many they make. Increasing gen time would make it not as necessary to have to remove someone quickly and would make it easier to kick a gen but they need to make it so kicking a gen reduces it by 5% so gen tapping in a chase will stop. Do those and I bet the only ones who camp are just people who like camping. I camp if I finally caught 1 person, 3 gens have popped and Ruin is gone. The game is technically over. You ruin my game, I ruin yours. Camping is fair. You don't like it, tough titties. Camping is a valid strategy most of the time unless you camp immediately catching someone after 5 seconds of the match starting but even then, it still removes 1 person out of the match and guarantees a 3-man if skilled. Camping will never go away and if they change something again to "punish" campers for just trying to secure a kill with DS, MOM and Dead Hard being a thing, I'll camp everyone. I'll do as long as I play this game just to be an #########. You ruin my fun, I ruin yours. I get gen rushed but nothing is done to survivors but killers get punished every time? Nah, Bro. I'll camp just to be an ######### every match because I can't even enjoy chasing without 5 gens popping in 3 minutes.

  • @List_of_concerns said:

    https://forum.deadbydaylight.com/en/discussion/comment/489461#Comment_489461

    @AStupidMonkeyy

    "No. This would make SWFs even stronger than before. Why go as solo when you can get a friend to help you out. So SWFs can be even better? Again, no thank you."

    This post isn't about SWF in any way, shape, or form. Since you bring up SWFs, I will say this: Not everyone has friends. Even if they do have friends, those friends may not play video games. Even if their friends do play video games, those friends may not play horror games. Even if their friends do play horror games, those friends may not have compatible play time schedules. What I'm getting at is, not everyone (and definitely not the the majority of players) is playing with a friend and/or acquaintance.

    Furthermore, I don't need you to take my word for it that solo survivors are the majority. Here is a direct quote from recent data (April 2019) posted on the Dead by Daylight official forums: "This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group. This is based on the group size out of the total number of matches."

    "...and then ######### that the killer is camping because he doesn't know when the timer is about to change so he stays longer? Yeah. No thank you."

    The killer doesn't need to stay near the hooked survivor. It's quite the opposite, in fact. If the killer wants to win, they should be applying as much pressure as they can on multiple survivors and multiple areas of the map. I know the killer can't be everywhere at the same time. Staying near the hooked survivor longer would mean that the killer is choosing to camp instead of pursuing another survivor or patrolling other areas. The choice to camp wouldn't be getting removed. User Interface/Heads Up Display elements (timers and progression bars) would be what's getting removed. The timers often lead to predictable events and behaviors. Among those events and behaviors is the act of camping or the prevention of unhooking a survivor.

    Thanks for the reply.

    What you're not seeing what I'm saying. You want SWFs to be even more of a thing? Do this. Why play solo when you can get a friend and tell them when to unhook? That's my point. It would make SWF's even more powerful and with that, make it even more likely that survivors team up with friends to make an already unbalanced game even more unbalanced. I also forgot to MENTION, they even made a way so if I killer is near the hooked, the timer stopped. You know what happened? Survivors abused it. After all these fixes, camping exists. It's not camping is a problem, punish the killers. It's, "the game goes too fast because its too easy to do gens but lets punish the killers for trying to slow the game down by getting rid of 1 person quickly." So still, no thank you.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/490012#Comment_490012

    But what if they target you until you are dead and then just play the rest of the game normally, no farming. They just see you and come right for you, play like they would throw the game just to kill you, then if the others just happened to not do anything to escape they go back and play normally?

    Also anyone that saying stuff like "you deserve it because you were toxic" or anything like that I hope gets banned themselves in the future.

    I see now why you get tunnelled xD got a mouth on you when someone says something you don't like. Have fun getting tunnelled, Bud.

  • Have a good one, Boss.

  • No one gets this until I get my bunny Feng Min D;

  • @darktrix said:

    Not sure, maybe it's another of those latency issues that will magically fix itself when dedicated servers are available. The killer enjoys an advantage in being host right now, so if they press the hook key immediately on pickup, that probably beats the DS.

    You are correct :D The Host goes first. His side said hooked, your side said DS'd but his goes first and you can't stop the hook animation.

  • @List_of_concerns said:

    @UkilledLegion

    "I think u troll."

    What? How?

    "Survivors cooperate with other survivors"

    I would hope so. The survivors do share a common goal. It'd be a lot easier to reach that goal if they worked together.

    No. This would make SWFs even stronger than before. Why go as solo when you can get a friend to help you out and tell you their timer and then ######### that the killer is camping because he doesn't know when the timer is about to change so he stays longer? Yeah. No thank you. The timer use to be 45 seconds per stage. Its now a minute. They added swivel hooks to make it possible to unhook. They gave invulnerability frames and borrowed time that doesn't go in terror radius. Now you want to take this away also? So SWFs can be even better? Again, no thank you.

  • The only reason SWFs are OP are 2 simple things.

    1. They can tell your exact location at any time and tell people when to hide or dip.

    2.They can tell a friend to finish their gen once they get chased a.k.a. gen rush because kicking it means dick.

  • Survivors bugs will always get fixed almost immediately. A killer bug is very low priority.

  • Endgame is fair. You failed to do your job so don't expect a free win with 3 chances, each getting harder as you proceed.

  • @[Deleted User] said:

    Dedicated Servers are going to highlight how broken hitboxes are. Be prepared to hear every Killer main squeal on the forums when the devs are forced to reduce survivor hitboxes to actually match their character models. I would be amazed if it was just lag.

    Yeah, because a killer getting hit by a pallet 3 steps away is fair because the hitbox is much bigger and wider than the killer model.

  • Actually, I'm right. It's called, "Input Delay". Since you're not the host, the higher the ping, the longer it is before your character reacts.

  • There are apparatuses that allow you to use keyboard and mouse on PS4. A dude of mine uses one. It's like a converter that changes the commands into a useable format for keyboard and mouse. Even Sony sells these XD

  • @Tsulan said:

    It could auto wiggle. No A/D spamming.

    On top of that, get every 3-5 seconds (lvl 3-1) a DS like skill check, that (if successful) pushes the killer hard into a random direction. Like 3-4 meters.

    I play a lot of killer and survivor and I think it would be hilarious to randomly get yanked in a random direction while carrying a survivor. It could be the difference between being hooked or escaping by being yanked away from the hook.

  • @WolfPad06 said:

    Sure.

    Just also give killers a perk that sacrifices survivors while they still have 10%/15%/20% of their struggle bar left.

    No? That ridiculous?

    Right.

    That sounds balanced to me XD That's right.. the basement perk. The one that increases hooked time in basement.

  • @Blueberry said:

    I guess he just means at a faster rate. At least 75% of the games perks are just really bad. I also wonder though if the issue is that they are too weak or are those top "meta" perks just too strong and make the other ones look weak by comparison. Maybe instead of buffing the weaker ones we just need to nerf the highest ones? Just a thought.

    Either way A LOT of perks need changes and at a much faster rate than they have been.

    You know what is sad? I just realized your name was due to the Spirit profile pic. It took me this long to realize that and when I did, I lost my mind XD

  • It's only going to be the Killer since we got Ash.

  • Every 1 in ping is 1 millisecond. 60 milliseconds is 1 second of delay (or lag). 300 ping is like 4-5 second delay. That's 3-4 seconds longer than the average for a survivor but on the killers' side, he sees you just vaulting because of how long it took, on your side, it looks like you already went far away. Now if your ping is low, then you're just slow. Remember, if you see RED, you're DEAD. If you run in a straight line after jumping, you WILL get hit usually. Sticking your arm through a window is about 2 steps, not even including the weapon, which is about another step. It's accurate.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/483786#Comment_483786

    Yeah, when I play killer I always get bullshit hits or not hits. Hitting survivors out of my field of view (even with Shadowborn), lunging and missing surv midfault, even though its directly on them. Hitting survivors that already made 2 or 3 steps away from the window, Hitting walls instead of the targeted survivors. Hatchets going through survs, hatches hitting surv around corners, and so on. All experienced on the killer's site while I am playing. I can say with certainly that its the hitboxes, not the latency.

    I'm just gonna say this now. Take a broomstick. Stick it out a window. You see how far that ######### can reach? Welcome to the game now.

  • @Execution_24 said:

    This link and I was in the killer and frankly that this killer is very wrong in the field of stalking and throwing in the corruption and this problem continues as soon as I chase the survivor do not get the enthusiasm and obsession obsessed and that I got it will be too late because I am in the video and I survived the survivor got speed The chase is very late and I managed to get to the third level but nothing changed and I did not get any extra speed and no output until I feel any effort and frankly this murderer did not get his right as a killer and if I tried to rely on the axes, it does not help me because it is very slow You are keen to rely on the killer feature and we like it but the Atl we do not help and there is nothing to give us a sense of effort and for the survivors, I also suffer from them very slow and I never did and the killer was back I will get two consecutive blows and not only between them Part of the second True we play this game since 2016 And thank you very much for the development of this game and significantly and thank him but the faults are the same repeated and every time we wait for the reforms but we did not get it and we are still hoping and waiting but I hope you look at the faults I have suffered since this game played only this day and I am the worst but the worst because of these frequent faults but that the touch is touched I want to go to zero, this is unfair to me and I wish you a good health and appreciation and sorry for the delay in speech .... https://youtu.be/vG9Km1PQdlk

    https://youtu.be/vG9Km1PQdlk

    You gotta throw them slightly farther back. If you're literally hugging the wall, you cannot throw a hatchet over it. Also, You have to not touch the wall but almost touch the wall while chasing to catch up as Huntress since she has slower movement speed. If you keep moving that far away from the wall, you'll never catch her. Hope this helps.

  • @Frozenscum said:

    @SlinkyJinky

    You probably never played as Doc/against Doc at red ranks. He has very low map pressure and in chases he is generic M1 Killer since his power do not help him to shut down pallets and vaults. I need to put a lot of efforts against experienced survs at higher ranks just to be able get 1-2k.

    Any big map is huge problem, since his "build-in BBQ" works only during tiering up (without Restraint), and even in tier 2 survs have no problems in hitting skill checks.

    Iron Will and Calm Spirit counter Doctor's ability to locate ppl by screams after shocks perfectly.

    He is like Freddy, noob stomper at low ranks and target for bullying at high ranks.

    He has couple of nasty builds, but overall he is weak.

    @AStupidMonkeyy

    I think that increasing his range baseline is bad idea, I'll explain further.

    Increasing stun by 0.5 second and reducing time to actually shock by 0.5 second do totally same as shocking instantly with same duration, since its around 1 second delay between release and shock. You just splitted that second in two parts.

    But since his shock will actually help shut down loops and vaults with such changes, Doctor will need some restrictions, like Clown needs to recharge bottle, that's why I thought of recharge time for shocks. In that case Doctor will not be able just spam shock and smack ppl in no time.

    If shock hits instantly (or 0.5 faster and stun is longer for 0.5) and Doc is behind you spamming it - you will be in stun state permanently, so its basically free hit as soon as Doc in range of shock. And that's reason why you should not have longer range. If Killer will have guaranteed hit once he is 14 meters behind you - it is a bad design.

    My reasoning is this. If you use range extension add-ons, it takes LONGER to charge the attack, 2.5 seconds. By giving him his medium charge add-on by default, give him the penalty but take .5 seconds off of it and let the stun last .5 seconds longer to give him a chance to reach the person. Otherwise, just take away the .5 seconds extra to stun and make it .5 seconds faster to shock with the extra range. Base range Doctor blows. You give him his yellow add-on to increase it to 50% and he's alright. Just long enough to stop some loops and windows but not enough to cause chaos.

  • Thank you for clarifying. You're still awesome.

  • Not gonna lie... I was about to ask the same thing XD Always assumed it was a guy XD

  • They could do a Neko Feng one also as a 1-piece.

  • No. Just increase his shock range by 50%, increase the stun by .5 seconds, and reduce the time it takes to actually shock by .5 seconds and he'd be great. Nerf his shock add-ons to match the changes. He'd be alright.

  • Hitboxes are fine. They are only changing the hitboxes when it comes to the basement so you can squeeze by the killer.

  • @SpaceCoconut said:

    The trick to stopping camping is to give killers a beneficial reason to leave the hook. They already have an Emblem penalty for being near the hook which does nothing to stop camping.

    Instead, maybe give the killers a bonus against the other survivors while a survivor is on the hook. Maybe a small bonus to movement, vaulting, breaking pallets, gen regression speed, or use of their power.

    This would not only encourage the killer to go and hunt other survivors to get a bigger bonus or take advantage of the bonus they've just gained, it would encourage survivors to rescue the hooked survivor sooner rather than later.

    The important part of this suggestion is that this would need to be implemented as a gameplay mechanic and NOT a perk.

    Now that sounds like something that would work.

  • @MdsTheGriffin said:

    How about having the countdown timer for the hooked survivor be slowed by a lot. If the killer is within say... 16 meters. The countdown timer takes twice as long and the countdown meter changes color. It doesn't really buff survivors, because it will only apply to the hooked survivor, IF the killer is camping. It will give the other survivors more time to do gens because they will know the killer is camping, so they know not to go for the hooked survivor. It will discourage camping because the killer won't get anything done because they will be too busy camping a survivor that is going to take a long time to die.

    This shouldn't be a perk though. This should just be a game mechanic, IMO. Because you shouldn't need a perk to discourage camping. You should discourage camping while also encouraging the killer to go find other people.

    Original timer was a minute and 30 seconds. It got increased to 2 minutes. You increase gen times and then you can increase hook timers.

  • I admit I am probably looking for an excuse and admit I'm a survivor main, but I am lvl 6 survivor but lvl 19 killer. When killer only ever get 2 kills the most.

    Its not the tv. Use Shadowborn. It'll increase your surrounding POV and help you see survivors next to your feet easier.

  • I love when survivors keep Mettle Of Man until the end and teabag over and over again as they repeatedly get hit. It's great.

  • @TheRoyalOwl said:

    You people are a bunch of babies.

    If you don't like getting DSed, DONT TUNNEL! It's as simple as that. It's not like they are changing it back to old DS.

    + head on is that great so this would help it.

    You ever catch someone at the end of the game near an exit gate and then they get rescued and then down them just before they cross over just to get DS'd? No? Thought so.

  • Let me pay $5-$10 a month to get 3x blood points per match as a month pass and I'll jump on that like flies on #########. (Forgot to mention this. Has to stack with Bloody Party Streamers, escape cakes, salty pudding, WGLF, BBQ and double blood point events.)

  • @Starlobster4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/473107#Comment_473107

    Really cos I have never, in the 3 years playing this game, had survivors whether I was killer or on the survivor team stall the game by hiding in the map after exits were opened. At times survivor hide around the gate but thats it, i find them and they escape or die.

    What benefit does it provide by hiding and waiting for killer to DC?

    To be bullies so the killer rage quits.

  • Then a 30 minute timer would fix that.

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