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ASurvkillivorer

ASurvkillivorer

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ASurvkillivorer
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  • It doesn't even counter ANYTHING if the survivors are coordinated. They just drop the toolbox by the gens. Something similar with medkits that you don't even need in SWF. Franklins becomes a minor inconvenience against SWF who know what they're doing.

  • Franklins demise doesn't counter keys. ESPECIALLY against a 3 survivor escape situation.


    Oh he hit me and I dropped the key.


    Hey guys im putting the key in this easy to find spot.


    Hey I found the hatch! Come over here!

    Yeah..

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/774901#Comment_774901

    You don't screw up by having 5 gens repaired.

    I know it requires all gens to be repaired to have 4 mans escaping through the hatch, but what i think its not fair is that 3 people can escape before the last gen pops

    Yup, 3 people escaping in that scenario is BS. Nothing like a hard fought match to spin in your favor because the gen placement is working out well. You're grinding out a comback and....end game screen. 3 out of 4 people magically escape because of a key.

    Moris are discouraged in pretty much every way possible. Less points, less rank, shorter easier matches. Meanwhile there is zero negative to using keys and having 3 escape.

    It also feels really stupid when you slam the hatch and someone escapes through it. At that point they might as well automatically win. Lets somehow patrol 2 exit gates and a hatch that can be opened in 1 second. There is nothing you can do about it.

  • His add ons suck. I swapped one charge add on for a speed add on and its not even noticeable. Trying the length one now but I doubt it matters.

    I know if this was real life the noise add ons would be obvious. But what ACTUAL function do they do? What benefit is there to the noise being lowered? I figured a delay in them realizing you're about to use the saw? But that doesn't seem right because its obvious when you're about to use it and they can also just see him raise it instantly....

  • Did even occur to me until just now getting a mori daily. This system is even worse than I thought. People get to mori dodge with no penalty. Does leaving during the offerings screen count as a DC on their part? I doubt it.

    Its so dumb that there is like....how many offerings for a killer that are secret? 2? That they even show them at all. How about show NO offerings on screen unless its offerings that benefit everyone like streamers.

  • @VincentRedfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/770894#Comment_770894

    well practive and learn to play better. You have to earn the kills, you're not entitled to them.

    Entitled? what?This might be the last time I say this but I know how it goes with survivor mains.

    Again, a PERK....a single perk. That renders a killers ENTIRE POWER useless.

    What kind of trash survivors do you need to come up against that can't win despite the killer now having no power at all? Practice has absolutely nothing to do with the killer having no power. Equaling the time spent placing traps in the start to just stand AFK for the first 60+ seconds of the match and somehow still expecting to have a shot at beating them.

  • @Fibijean said:

    How do you know they were SWF? It sounds like you just assumed that because they were really well coordinated.

    https://forum.deadbydaylight.com/en/discussion/comment/768927#Comment_768927

    Well yes, bad luck is exactly what it is. In the same way that it's bad luck for a survivor to bring BT and then come up against a Freddy, or Inner Strength against a Plague. Some perks and killers are counters for one another, and that's just the way it goes.

    I play survivor too. I know what SWF looks like. Not to mention their names.

    Freddy being immune to BT. Wouldn't surprise me if that gets changed eventually. But that isn't the same thing because it would only hurt you if the Freddy IS a camper. How is one perk being void equal to the trappers ENTIRE power being void?

    Some micro trapper buffs vastly needed.

    -Replace traps with ease without having to account for stupid spacing IF you're already holding a trap. If you want to place a trap back in a similar area but you're already holding one. You can't. Would be nice if there would be a second function to reset the trap in its exact space regardless of if we are holding one or not. It already takes wayyy too much time to setup traps and you're not even guaranteed to get trappable totems.

    -Without question they should test him having all his traps to start. Or at least add more to him.

    -Large maps need to look at adding more traps.

  • @StupidPallets said:

    I believe the last stats they released, Trapper was number 1 in Kills on console.

    Trapper was the most used killer in the newb ranks across all platforms. Huntress was ahead of him on PC in popularity for obvious reasons though.

    His kill percentage is likely MASSIVELY buffed by all the kills in the newb ranks. It would've been nice if those stats also included a deadly by rank percentage. Or at least a Rank 1-5, 5-10, 10-15, 15-20 type way. Next time they give us those stats that is really needed.

  • @arslaN said:

    Complaining about small game. Amazing.

    People just love to go complain here after losing one match

    A perk that eliminates an entire power of a killer.

    I know its just a little bit of an issue. I should've made a topic about a real issue.


    BRING BACK OLD DS MOM AND KEEP INSTA HEALS SAFE!!

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/768886#Comment_768886

    Thats a Trapper-Thing and not a Small Game-Thing. Trapper is in need of some Buffs, but I would not see Small Game as any problem. It is good vs Trapper, yes. Thats bad luck. Nothing more.

    EDIT: That is like complaining about Windows of Opportunity, because it is good vs M1-Killers.

    If the killers power was blocking all vaults and WOO opened those back up. Then yeah it would be the same thing.

    All experienced survivors already know where the vaults are going to be. WOO comes in handy maybe once in a blue moon which makes that slot better used on something else. Small Game removes pretty much any reason someone should ever have an issue against the Trapper EVER.

  • She is in the right hands. Plus surv mains will need a good killer to cry about after Spirit eventually gets nerfed.

  • Surv main surv maining. You talk about fun but don't seem to have the ability to see from a killers viewpoint how BS insta heals are and can be when there is multiples. LITERALLY the ability to UNDO an entire chase with the push of a button. Totally not broken.


    The Legion sucked but he had a troll function built in. The solution? Turn them into a killer with a pointless power that is so easy to counter its laughable. Meanwhile putting in a bunch of stipulations that treat it like its the best power in the game. They killed a killer to protect survivors.....


    Fast forward to the only killer who can hang with the insta heal SWF spec ops squads being nerfed. Poor insta heals though.


    One Hundred percent Spirit and Plague will also be nerfed incoming soon.

  • Yeah sorry Plague players. Now that I like the Plague it will cause the Universe to automatically target the plague for next nerf.

    I feel really strong as her. Players give up a lot as well....which I hate because it guarantees I win. She even has an ultimate add on that isn't TRASH.

    I paired the 5 second aura ultimate with the one that speeds up sickness from interactions. I ended up getting my least favorite version of cold winds and it was almost sad to watch them maneuvering in the corn as if they can maybe shake my visual. Unaware I can see you PERFECTLY.


    In part im posting this cause I know I will get SMOKED for feeling confident as her lmao. Next match 0k incoming.

  • So using the Severed Toe with the Vile Emetic would pretty much be a waste right? The Toe would already be putting in enough work to where it wouldnt make sense to bring Vile emetic.

  • So that is interesting. The interactions....very nice. For some reason in this game I get the wrong take on perk descriptions and what not.


    I was thinking interactions add ons only meant when they drop a pallet or work on a gen that you infected. So it is actually ALL activities that increase the infection rate? That makes those add ons sound about a billion times better than I previously thought.


    Corrupt Purge is pretty damn OP. But I think the killer has to suck bad if the benefit of a ONE hit becomes a good trade off in the survivors favor. Sometimes I don't like the hit box of corrupt purge at all. Been a few times now I spray the bottom half of a charge at them and it appears to JUST miss them like really?

  • Yeah Thanataphobia seems nice on her so far. I just had a 3k where I used Ruin that they never found. Pop, Dying Light and Thanataphobia. I had 5 stacks in dying light. I was actually surprised how much they overcame it. It didn't slow things down as much as I thought.

    I did look at the wiki. But for some add ons they don't give a full on technical explanation of them. Like Emetic Potion increases Vile Purge effectiveness by 25% BUT like I said.....is that only from the direct spray I do? Or are the other situations impacted as well.

  • They knew it was broken BS too. Probably to make sales which is shady. It came out in the same patch DS got nerfed. Can you imagine how bullcrap old DS with old MoM would be? Throw in Deadhard and insta heals. Whats that...6 potential hits to down someone instead of 2? Hit, Deadhard voids hit, Mom Voids hit. Insta voids hit...DS voids down. FFS...

    It was BS as it was. Very fair feeling when a survivor half decent becomes UNTOUCHABLE because they know how to Deadhard into a third leg of the chase instead of the clowns who deadhard to delay being down by 2 seconds. THEN when you finaly close in for the hit and....it doesn't count.

  • Bringing this thread back from the dead again.


    IDK what you guys did and I didn't want to say anything at first. But for the last 3 days or so my killer wait times are down from FIVE MINUTES to 30 seconds again. Whatever it was thank you!

    Also curious if anyone else is seeing way better times.

    I'm fully aware this post will cause me to get TEN minute wait times. Knocks on wood. Breaks knuckles on wood. Eats wood. Eats a pallet. Builds a pallet.

  • I am going to guess these challenges are going to be impossible if they are giving us the chance to break even and basically not have to pay.

    How OFTEN do we pay the 10$ though?

  • So we should make DS BETTER than it was ORIGINALLY.


    K.

  • Consequences will NEVER be the same.


    I know cause I've backtracked it.

  • Yuuup, just had my third instance of being at the hatch with a survivor. They were teabagging me on the hatch and I once again couldn't close it.

    Pointless change to foster toxicity...

  • Everytime I get downed by NOED. I get pissed......


    pissed at my TEAM MATES. You know how easy it is to cleanse 5 totems? Guess not. When literally 90% of the time a killer has ruin and I will destroy at LEAST 1 dull totem before finding ruin? Seriously NOED going live only happens if your playing with survivors who completely ignore dull totems.


    If you play a killer with ruin. Everyone take a totem and one person take two totems. Thats it...wasted perk slot.

  • @Daniel101773 said:

    https://forum.deadbydaylight.com/en/discussion/comment/732442#Comment_732442

    Naturally now that I want it in having a tough time finding which video it was on (though he does upload like 15 a day so yeah) but I’ll keep an eye out and get back to ya if I see it again

    Did you see it on youtube? Do you remember what killer he was?

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/732629#Comment_732629

    Your original post didn't mention anything about your animation getting cancelled. In fact you said that you as a killer are interrupting the survivors animation of jumping in (this probably happens because you are the host of the match so your inputs take priority over the survivors so if both of you interact with the hatch at the same time you'll always have the advantage).

    Of course it allows for some toxicity but I wouldn't place it high on the priority list of things that need to be changed as you can just hit them and move on.

    When the end game changes got made yes I observed being able to slam the hatch on a survivor DURING their animation. However, recently I have noticed in the two scenarios described there appears to be a slight change to it all that benefits the survivor. Other people claim to experience this as well.

    Now about it being a priority. The question is whether or not this DID get altered recently in a patch. That would mean they did make it a priority.

  • @PolarBear said:

    This doesn't matter. They've obviously made it to the hatch before you so they could've entered it before you arrived. Just hit them and they'll leave. It's the same thing as someone waiting at the exit gate for you to hit them.

    It matters if its intended or not. Encouraging survivors to hang around on the hatch is just beyond dumb. Seeing as how the change was made entirely to end hatch standoffs in the first place. This worked exactly as it should when the change was first made. There shouldn't be some new dumb advantage given to the survivor just for being in the general area of the hatch when you find it. They already have the advantage in that situation if they are healthy. They didn't need more.

    "obviously" So many people feel confident making posts without actually reading. So my animation getting interrupted is the survivor "obviously" getting there first? Its nothing like the exit gate. Literally nothing like the exit gate. You could never grab people through the exit gate or slam the gate shut on survivors. You could also surely never slam the exit gate shut on a survivor that cancels you out and goes through it anyways.


    FTR I hate the hatch as a survivor too. Good portion of solo survivor matches = this. OH! ONE person has died against this really mediocre killer. Lets sneakity sneak sneak for the rest of the match to wait for the hatch when we could easily all escape. But now the tables are turned because 1-2 survivors are now trying because 1 of it not 2 of the remaining survivors just want to go to the hatch. 1-2 survivors with less than 3 gens left VS mediocre killer equal pretty out pretty favorable to that killer if he happens upon any of us. I consider those survivors nearly part of the killers team.

  • @Daniel101773 said:

    https://forum.deadbydaylight.com/en/discussion/comment/732434#Comment_732434

    Perhaps you need to see it happen to understand what he’s trying to tell you? I know Trutalent has a recent video where he sees a survivor running towards hatch, he cuts them off and reaches it a moment ahead of them, goes to slam it but the survivor goes right over the hatch and his prompt suddenly vanished and he couldn’t close it anymore, the survivor then jumped in and escaped for free. I’m not 100% which video it was but I saw it yesterday, I could go find it and

    link if you’d like.

    Yup, sounds like some type of change was made. There isn't even the possibility of failing to hit the button in time because the animation started AND was stopped by the survivor going in. Almost like they reversed it completely to where the killers slam would stop the survivors jump. In my other time I hit the button multiple times while the prompt was on screen. It wouldn't do anything for me though.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/732407#Comment_732407

    No, it's really not. You need to verify that you aren't just messing it up in some capacity.

    Thats like saying when the grab animation on a gen doesn't complete its because you made a mistake. There is literally not one thing you could do different because the other half of the requirements are out of your hands.

    I simply couldn't activate the prompt in the first instance I was discussing because the button did nothing. They appeared aware. Pretty much exactly how the first guy replied described his encounter. In the 2nd I saw my characters camera bop down for the kick but not complete because the survivor took 1 step forward and jumped into the hatch.

  • It is when you've slammed shut the hatch on a survivor who was jumping in the air before.

    To then have the prompt not work at all. Followed up by having the animation cut off the exact opposite of how it was when the hatch close was added.


    Why would I need to observe it multiple times? I have slammed the hatch shut enough times to know those last two instances sure stood out.

  • @TAG said:

    I have been able to close the hatch on the Survivor while they try to jump in.

    So have I. But the last 2 times I was in this situation it sure feels changed. The survivor I was talking about when I made this topic in the first place sure seemed to know this.

  • Yeah can we just remove the hatch? This is complete BS and just when I thought they made some decent changes that got rid of the old hatch standoff. Why shouldn't the killer be able to slam the hatch on the survivor?


    I just BEAT the survivor to the hatch and tried to slam it shut but my animation got interupted by theirs. End a match that I won with a really frustrating feeling. Amazing design.


    So they turned the hatch into a big F U to the killer. I guess they want us to slug full time then huh? I NEVER slug because the hatch chase is reasonable for the most part. Needing to beat the survivor to the hatch by a large margin is NOT reasonable. Especially when the hatch open time is super inconsistent when the other survivor is dying on the hook.Oh hi...im about to jump through this when it opens...not a damn thing you can do about it.

  • I can't believe there are people who get annoyed by this. So fix the gens and leave. Who doesn't want to level up? If I can get 200k out of a match I will surely agree to farm.

  • I was mostly being sarcastic. But actually mentioning stats. They should include stats in general and to be able to see everyones would be amazing.

    Its been over a year since the 50 kobe achievement came out and I still don't have it. The progress I do have is from me forcing myself to use Deliverance. Even sometimes while having Deliverance active I STILL don't use it to kobe. I find true circumstances where attempting it is worth it. Literally almost NEVER happens. One out of 25 matches MAYBE theres a point in attempting it?


    What I hate is seeing someone do it every singlem atch blowing our chances because we gave away half out chance to something that has a 4% of working...

  • I was posting an annoyed comment about people who try to kobe. I thought the first sentence explained it very well.

    We now get to see players ranks and levels in the lobby. If ther was a way to see that a player attempted to kobe something like FIFTY percent of the time. I would dodge them in an instant.

  • One of their investors was playing rank 20 survivor and got owned by a Pig two matches in a row. That is why the Pig gets nerfed with every patch while already being a weaker killer.

  • It was always like that. A total joke. Needing to spend at least 13$ just to get a skin?


    There is a reason I haven't seen a SINGLE person on Xbox with this skin. If these 10+ dollar outfits were cheaper I really feel like they would sell way more and make even more money....

  • @Mochan said:

    WGLF works just fine.

    Just count the math. If you only got 30k BP that means you only did about 7k worth of work during the match.

    bruh.

    I had 30k total match points it was a near perfect game. Was given around 60k altogether. I should've gotten 90k.


    No memories of BBQ ever doing this or any 100% offerings. I don't use WGLF often and this was probably like one of five total instances I actually had 4 stacks.

  • lmao....A game that had next to no story what so ever.


    Stranger Things business wise was the smartest move they pulled off yet. I am seeing countless rank 20s obviously playing the game for the first time because they want to be Steve and Nancy in a video game. No other DLC so far has done that.

    They will be equally as smart to manage to get an IT game out. It would've been amazing had they gotten this DLC out at Stranger Things season 3 release instead. Then released IT at the premiere for the movie. That wouldve really capitalized on the buzz.

  • So because something cheap happened once in 20 hours you wouldn't want to buy the game?

    Go play in a sandbox outside or something.

  • and im losing to average killers constantly because on average I am now getting paired with at LEAST two people rank 15-20 while at Rank TEN.

    I just played with a guy who I am sure was actually playing his very first match ever. I would start dodging but its so damn common I would be dodging all day long.

  • If that got changed on purpose that is by far the most BS move I have ever seen. Could there be something more toxic and obnoxious? Some little ######### teabagging for no reason what so ever on the hatch and I can't even do ANYTHING about it?

    Few seconds prior I knew I shouldve focused on that person instead. Teabaggers are funny they just make it worse for themselves. Now I will tunnel you into the ground if we meet again today. WHich we might.

  • @Spirez said:

    His lungs is too easy to dodge and not long enough, and portals they honestly feel like a liability to use. Such a waste to time to activate them. It really makes you lose pressure I honestly think portals hurt me more than help me.

    I agree. Is there also no way to activate them once you used them all? When with other killers they can just replace one they have on the ground for a new one? So far I am not liking their use at all. It's way too time consusing for something that doesn't seem to see much use from me so far. So far he feels like a way weaker version of Freddy.

  • They could just make it a new button.

  • @Jimsalabim said:

    yeah the devs have the tendency to replace long loops with short ones with A LOT of pallets. brutal strenght is just required esp. with mid and low tier killer (incl. demogorgon) it's not fun breaking pallet after pallet after pallet.


    There is a room and its like on my very first match survivors knew ALL ABOUT IT. Two pallets literally feet from eachother with a pallet outside the room ON EACH SIDE. A staircase with 2 vaults like that one on the Game where you vault from top floor to bottom. This room is a balance NIGHTMARE.


    About to play 2nd match. I really felt like I was moving really slow for some reason....

  • Why do I feel like survivors are moving faster? I feel so SLOW as him. The new map seems like pure BS with a pallet every couple inches.

  • Its been like this since right before ghostface came out. I've made topics about it and what not and haven't gotten any real answers.

    It seems odd to me my waits to get a lobby mainly as killer suddenly went from 30 seconds tops to 3-5 minutes every single time. DURING a double blood event and before a new killer comes out...

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