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Accullla

Accullla

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Accullla
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  • @Kai6864 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1411953#Comment_1411953

    Yes! I’m glad someone finally commented on this. Everyone is screaming about the nerfs when there is an apparent universal buff to killers coming.

    Billy does exceptionally well now, with no start game slow down, he can traverse the map in seconds, instantly down somebody, hook and down someone again before the first generator even pops. Both him, Freddy and Spirit are already top tier killers at the moment but with the slowdown at the start of the game, they are going to be near impossible to beat if they’re above average.

    They made it so Freddy didn’t spawn with his generator projecting power because the Devs acknowledge how annoying being found in seconds is yet Billy can do the exact same thing AND instant down someone at the same time.

    This is a fair point, but remember, the relative strength of a killer is not always the deciding factor as to why most people choose to play them - ask anyone who plays legion, clown and so on. The good thing about billy was that he was fun and strong. Now he will just be strong (my opinion, obviously). Think nurse as well - she's still extremely strong, but very few people ever play her anymore, because her gameplay loop became more of a chore than something you can enjoy.

  • The billy update sounds pretty bad. Definitely disappointing to see what they're doing to him

  • @darwinsbrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410968#Comment_1410968

    But you won't be able to get more cakes then. Use one now and you get enough blood points to do two more blood webs thus getting two or three more cakes. Creates a positive feedback loop. No better time to use them than now.

    Im surprised how many people don't understand this. Currently using 1 cake each game nets you c.a. 2-3 cakes, so even though you burn one every game, the amount you have should still increase each time you play. Do NOT save your cakes, people! You'll get much less out of them after the event

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1406424#Comment_1406424

    Well when i say survivor main its my gameplay of choice and majority and a point I played them evenly but swf and stress ruined it btw im red rank at both so I do understand lots of what you say so I won't be mad but I mained.killer to rank 12 and hated swf but I ONLY played ghost face so going against people without being able to use my power was hard and I gave up but I didnt know that other killers would be better for more aware survs so I went to the surv side hence why I never really knew about put and why I didnt know killer was the hardest game mode but yeah I do agree a lot of nerfs are for survivor but there have been MAJOR nerfs to to loop and maps which is a game changer Tbh I dont notice really and infinites were never my style blood lust made it to where infinites just didn't seem so strong but then again I sucked when I tried them I only really got good after like 500 hours because I finally achieved that level where you finally understand loops and maps you know? Like so many red ranks play for such little time and they suck but once you hit 500 hours the skill goes up sorry I digress but yeah I look at things objectively so I wont get mad and I agree so many wussies are on this game that need more time to play instead of thinking they're good for living due to hiding or 4k due to mori but I do agree endgame pig makes sense but with egc it would break the game basically and a new meta of pig with noed anf blood warden would be a thing egc timer is 2 minutes pig trap is 1 and blood warden is also 1 so if you blood warden then trap after you guarantee kills and it would be game breaking for the two to exist together

    How is this one sentence? I bet even you couldn't make sense of this wall of text if you read it.

    Use punctuation man...

  • People who play better than you are OP. People who play worse are not.

  • @Yamaoka said:

    Something I've been wondering for a while:

    Why does Zanshin Tactics have a 30 second cooldown while Windows Of Opportunity has a 20 second cooldown?

    Both perks do the same exact thing so isn't the killer version of the same perk supposed to be a lot stronger considering the 4v1 aspect? 🤔

    There are several perks like this, where it would be fair to make them equally useful for survivor and killer. Yours is a good example. Another one that comes to mind are BBQ/We're going to live forever.

  • For me personally, the best use of stridor is hearing immersed survivors hiding in corners, tall grass and lockers - since I got decent headphones recently, I can actually hear breathing pretty clearly which is actually really useful. Another thing it helps me with is not mindgaming myself when chasing iron will players.

    That's where the upsides for me personally end. It's extremely annoying to hear injured survivors so loudly. It also throws me off when a survivor (without iron will) leaves a loop, but still sounds so loud that i sometimes think they haven't left.

    All in all, it sometimes helps me find survivors and it sometimes makes me lose them. I may use it if i see 2-3 blends in my lobby, but it's definitely not one of my favourite perks.

  • I'd suggest dropping deerstalker, unless you're playing a specific build around slugging.

    BBQ and chili is a good perk for any killer (if you have it) - extra bloodpoints and information for where to go once you hook someone. It kind of does the same thing as thrilling tremors, so the two perks are interchangeable based on personal preference

    Whispers is amazing on any killer - gives you a really strong start and is useful throughout the match

    Nurse's calling is very good for stealth killers who can drop their terror radius and catch people off guard whilst healing

    Pop goes the weasel is arguably a good perk for any killer, even though personally dislike it, as i'd rather chase people than go around kicking gens

    brutal strength, bamboozle, enduring are all decent chase perks if you struggle to get survivors quickly

    infectious fright is a good perk for any killer - pretty good tracking perk which also protects you against flashlights and pallet saves

    if you don't have many teachables, a decent perk to consider is sloppy butcher, which helps survivors either stay injured or waste a lot of time healing

  • My recommendation - take a break, or significantly change up your playstyle to the point where it feels like a new game again

  • I'm on the Kindred train as well, but between empathy and bond I prefer bond. The reason is that it enables you to make the game for the whole team easier whilst youre in a chase. You can easily see where your team is working on gens and run the killer in the opposite direction, making their patrol route longer and not interrupting gen progress.

    A 2 minute chase is worthless if during those two minutes you kept interrupting your teammates and nothing got done. That;s why I prefer being able to see healthy teammates at a shorter range over being able to see injured teammates over a longer range

  • @Zane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386362#Comment_1386362

    Aren't charms technically changing their appearance? Do they pay them every time they make a new charm?

    Not sure, but I wouldn't think so. If that were the case I think they wouldn't make free charms available for licensed characters.

  • @Kebek said:

    I mean, 104% is nice but that 140% is also pretty sweet. What about fixing only the stackable bug and keep the 140% bonus BP bug. You know, more BP the merrier and it's rare event offering so making it really good wouldn't be a bad idea considering you can obtain it only during event.

    What do you mean a "rare event offering"? I get at least 2 cakes per bloodweb!

  • @Zane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386262#Comment_1386262

    Exactly but I don't even think they're going to do anything about it though we've been saying it a lot

    if it goes as a charm possibly licensed characters could be able to wear it too

    Unfortunately not - if you're altering the appearance to a licenced charactar, you'll need to pay the license holder. That's why they only do these things for original characters

  • if rocking the crown means having to look at meg's base head, it's a hard pass from me - blah🤮

    but yeah, i agree that it would be awesome if the crowns didn't just go on the base heads

  • I'd rank this one behind the lunar event and the hallowed blight effect, mainly because

    • the hallowed blight event had more interesting cosmetics
    • The lanern mechanic in the lunar event was so good as survivor:adding pressure to try to hold on to your lantern as long as possible for the extra bps and the fear of having it broken when you get hooked; as killer: juggling hooks and lanters trying to get to the lantern before the survivors can take it back

    With that said, I think this event is much better than any other one we've had, aside from those two

  • I never found chilling in a bush or in a corner exciting

  • Challenges are fun. They change how people play and that's never a bad thing even though some people may see that playstyle as less than "optimal"

  • @danielmaster87 said:

    We can debate all day about if it's fair or if it's a crutch, but see it for what it is: a 2nd chance. We talk about 2nd chance perks and stuff, but when you think about it, 2nd and 3rd chances are actually built into the core game.

    How the survivors do on gens is irrelevant since it spawns no matter what, either when enough gens have been done or if there is just 1 survivor left. And people argue hatch is fair because a survivor can jump in, but not if the killer closes it first. That's the 2nd chance, and it's 100% RNG.

    THEN for whatever reason, closing the hatch powers the gates, even if it was opened with a key. The killer can intercept the survivor opening the gate or they can't get there in time, and the survivor escapes. That's the 3rd chance. Therefore the initial defense of "But you can just close hatch!" is invalid, because even after that the survivor has a way out. Not to mention that the survivors could find another key and escape through it a 2nd time.

    Can you kind of see why I want hatch removed? Killers have nothing like hatch, no 2nd chances built into the game. I don't want one either, because neither side should have that. Hatch is not skill-based. It's just something that exists for no good reason, and leads to a drastically different match result. If you want to defend it still, you must own that you're using a 2nd chance mechanic.

    Hatch exists to end the game. Without it games could last indefinitely if the survivor decides not to go for the door or the last gens and just hide. It actually exists to protect killers from being taken hostage.

  • step to the side to block their rotation.. or just wait for them to finish their little juke and then swing. Dumb tech- once you know it exists you shouldn't fall for it. Window tech - vault and moonwalk for a sec to check if the survivor has gone through you; also look at your feet in case they decided to remain "inside" you and ran in the same direction as you. Locker tech - not much you can do about that aside from finding and downing/chasing away the second survivor

  • Looking around bushes and behind rocks to find a Blend is the most boring thing for me as killer. I'll take 4 cocky god-tier players any day.

  • I keep reading "They/Them" and "We/Us".. All i have to say to everyone who uses that line of thought is - try the other role, you might enjoy it.

  • It's annoying on all platforms, but it's an actual issue on console..

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309967#Comment_1309967

    Blood is easy AF to see on all maps except Yamaoka and maybe MacMil. I track blood just fine, without Hemmorhage, on pretty much every map as every killer except Freddy (because Dream World is so dark). But even on the maps where it's hard to see the extra blood doesn't make a difference. It's just worthless.

    It does actually help sometimes when a survivor turns a corner out of your LoS. Normally you would need to look left and right to see which way the blood/scratches go, so you sometimes end up taking a step or 2 in the wrong direction, wasting a second or so. With haemorrhage the bloodpools are so close to each other that you can instantly tell which way you need to turn.

    Is that game changing enough to have a significant impact on a match? No.. Does it justify a purple add-on? Probably not.. Does it have it's uses? Yes, it does.

  • @Vox_Nocturne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1310015#Comment_1310015

    Fair point, well made. I probably got minorly triggered as it could perhaps be seen as a justification for what those guys did, rather than just examining the possibilities. My apologies.

    It's very difficult to take meaning from a somewhat ambiguous online post without knowing the person writing it and being able to assess things like tone of voice, body language and so on. It's entirely possible that I'm wrong and those people were indeed trying to justify the survivors's actions by using OP's playstyle as an excuse. You have absolutely no reason to apologise. I just wanted to offer a different perspective, because I did sense some annoyance on your part, which might well be due to simply misunderstanding people's motivation for writing what they did.

  • My only complaint about crossplay (as a PS4 player) is that it's not already implemented into the game.

  • @Dr_Loomis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1310050#Comment_1310050

    Problem is that once she's thrown all her five hatchets...She would be just sitting there with a box of popcorn and a diet coke 😄

    Nurse could fly up there or DeathSlinger could chain her from the arena floor.

    But Huntress would definitely get stuck in to the battle. She could easily take out Legion, Ghost Face and Pig in simply melee combat.

    Haha, you're right - she might have to run back and forth between the locker rooms and the stands to reload her hatchets, which might be a bit annoying.

    In terms of getting sniped by deathslinger or spotted by nurse - she feels beefier than both of them, so she should be able to take them 1 - 1. If she gets pulled back to the arena early on, she might be in trouble though, I agree.

  • Huntress has a good chance... I just imagine her sitting in the stands, blending with the spectators and chugging hatchets from there. Once it's down to herself and 1-2 other killers, she might be in trouble though.

    Based on his lore, the oni has the advantage in experience, as he's already been in similar situations in his past.

    Billy will be good at picking people off from the sides as long as he's careful not to get stabbed in the back after chainsawing someone.

    Wraith has a good chance, unless clown and doc track him early on.

    My final 3 is billy, oni and huntress and from these three, I'd put my money on oni

  • @Vox_Nocturne said:

    Regardless what the OP playstyle is, no playstyle should have a response where the opponents start wishing them or their family dead. There is no excuse, and putting this absurd behaviour on OP's way of playing - as a couple of people have - is completely illogical. If you're peeved at the way someone plays, just move on and learn from it.

    Any comments which are rascist, threatening or otherwise should always be reported. This is a fun game, and really people need to be encouraging others post-game, than detracting.

    I think you might have missed the point in the comments you've referred to. I don't think any if them condone that sort of behaviour. What they did is give OP information about what triggers it, so he himself can understand how to avoid it. Trolls will be trolls and you can't change that, but as we know based on experience, your own behaviour acts as a trigger to them. If you don't mind dealing with the insults, then play however you like and just report them. Otherwise, just be wholesome yourself and you'll find that the attempted abuse on the other end will subside significantly. I almost never get salt from survivors or someone disrespecting me in-game and I refuse to believe that it's because i'm just lucky and get matched with wholesome survivors consistently, because of my region, platform and so on.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309647#Comment_1309647

    You must not play Killer much, since I get it often, usually when its late at night. I hardly ever have problems with anyone in the day time, but at night, past 9PM, swfs are out in full force and I see it often. But yea, it must be my play style that induces other humans to rage about a video game, wishing me death and has nothing to do with them having horrible personalities.

    Honestly, I do believe it's down to playstyle. I play mostly killer and only get the odd salty person once every 10-15 games. Think about what happened in your game - the first person got hooked in the basement and never stood a chance at getting out. In an attempt to rescue them the second one got placed there as well, at which point there was nothing the survivors could do. It's not like they didn't give you a reason to leave - as you said one of them gave you a free chase which you chose to abandon in order to make sure the person in the basement did not get rescued. Although this playstyle will ensure your win, it is very infuriating to go against and probably extremely boring for most survivors. The ggwp at the end was probably perceived as you trying to rub salt in the wound, as I bet at least 2 of the survivors didn't even get 10k bloodpoints from that match.

    Obviously, none of that excuses the survivors' behaviour in the end game chat, as two wrongs never make a right, and their silly comments about reporting you demonstrate that they are probably children who don't know any better. With that said though, it does explain what triggered them to behave in such a way.

    At the end of the day it's completely your choice how you play, but based on your choice you should also expect people to behave in a certain way after your games are over.

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1262492#Comment_1262492

    I understand that latency is a thing and can affect hits. But that's not the main argument I'm making. What I'm saying is, if I throw a hatchet-sized object, whether or not it connects should make sense to both parties. Even if you discount the unpredictability of internet performance, the hitboxes are still poorly done.

    • You're throwing a hatchet at a survivor. The survivor (and the killer) have mentally established the area this object is capable of affecting based on its size/spin during a throw.
    • What's happening right now, minus lag, is you're throwing hatchets with circles attached that are (most of the time) hitting other circles around the model, not the model itself. That is the issue.

    You're sending conflicting messages to both players and training bad habits in the killer, which could only ever truly come to light with proper hitboxes. Survivors are seeing a "hit" when the hatchet did, in fact, completely miss - your inaccurate hitbox is at fault here, not the survivor. The huntress player, as an example, is therefore trained to hit "an area", not a survivor. That is the most effective way to play the killer. All of those trick shots become far less impressive when you realize most of them don't even make contact with a survivors model, but instead an invisible body barrier surrounding them.

    • TLDR: Hatchets should only hit when making contact with the character model, not their poorly drawn hitboxes. Hitting the air around a survivor to score a hit shouldn't be a thing, especially not in 2020. And no, "it's just the internet" doesn't count for why most hits appear as complete horse crap 50% of the time. There is indeed a hitbox issue at play here that none of the developers seem to want to acknowledge. Can bad hits happen due to latency? Yes. Is this the only cause of non-nonsensical hits? No. Far from it.

    you need to think a bit more before suggesting terrible ideas like this. Imagine everyone's hit box was exactly the size of their character model -

    • then feng min would be much harder to hit than anyone else (as she's the smallest character in the game), while david king will walk around with a hitbox the size of a whale, forcing every single player to play feng min. To fix this you would have to make every character in the game look identical, which removes a massive amount of variety and player choice... or add a slashable zone around the character which is the same for everyone - does the second option sound familiar?
    • Also, making the hit box follow survivors bodies exactly will also break a bunch of other things - here's an example (there are more, but i believe one is enough) - when looping around an object the only reason the killer doesn't instantly catch up to the survivor is that they have a bigger hit box (pill) which forces them to travel a longer distance to run around that loop. Removing the pill shaped hitboxes will therefore either 1. remove looping from the game entirely in favour of killers if both the survivor and killer pill are removed or 2. make looping massively overpowered to the point where a killer can't catch up to a survivor if the survivor pill is removed, but the killer's pill stays

    TL;DR - think before you speak.. things are done in a certain way for reasons that are not always obvious

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278872#Comment_1278872

    K, then we simply disagree. I think it is pretty intense to keep up the caution and not get hit offguard. And I don't think that many survivors lose because they don't know what's happening, they simply don't have enough map awareness or whatever to get to safe places. Also against good survivors for me it is a challenge to get the jump scare hits.

    And also against good survivors I don't need to hook camp to get a fun game and have a decent chance to 3k or 4k. But I think this is just my experience. Also the experience of the ones I go against. 90% positive feedback even on 4k. And I love different gameplay and not the same looping stuff over and over again, so this is a serious build for me. But just my opinion.

    Fair enough.. We don't have to agree, but thanks for explaining your reasoning. It does make sense, but I suppose it's all down to personal experience and playstyle.

  • @Deadeye said:

    I love this build on both sides. And "no counterplay" is simply wrong, it is just difficult. The typical "I want easy games" lazyness argument. Counterplay is for example, that you can expect several times where he tries to cut you off. For example when you reach the edge of the map. You haev to follow the wall, so you can expect him to not follow you directly but cut the corner and get ahead of you. Just run back where you came from and you have gained a good amount of distance. Also every indoor map has at least one safe healing spot. That are the two dropdowns in the edge of the map on The Game (where you have to go up the stairs to vault down and where you can throw the pallet while dropping) and also the double pallet above the bathroom can buy you at least a minute of chase. Almost every catwalk on Hawkins as well as the lab. And the main room with the second floor on Lery's. Go around until you get to an open window. All of these spots have clearly visible paths where you can see Myers coming early enough and then vault to get a lot of distance. These are safe healing spots. Either you need to heal yourself or hope for your mates to understand and want to play against this build, so they heal you up there and not behind corners where you don't see anything.

    And the "actual fun part" argument is also just a subjective one. Having different playstyles is good for the game in my opinion. I would wonder if people bringing this argument actually say "yay, 5 second chase against Huntress with 2 good throws, that was fun" or if it is just fun when the chase lasts 60+ seconds ô.o

    https://forum.deadbydaylight.com/en/discussion/comment/1275163#Comment_1275163

    So if you have fun depends if the killer is just memeing and fooling around or not? Does that count for any killer and build, that you don't have fun when he plays the game "seriously"? Not talking about built-in-Insidious-camp Jump Scare Myers, talking about a "serious" game

    https://forum.deadbydaylight.com/en/discussion/comment/1275038#Comment_1275038

    I learned to play around that. You get to know when survivors out of nowhere seem to smell you. You need to moonwalk and just take short snapshots of aura reading, to make them feel a little safer. This is the true challenge, non Spinechill users are too ez ;)

    https://forum.deadbydaylight.com/en/discussion/comment/1275523#Comment_1275523

    He is not talking about OoO. The counter is that Mikey can't read your aura, that's what Sole Survivor is doing (although only working good when others die before you)

    I'm only replying to the comment where you've quoted me. I haven't read the rest. Jumpscare Myers is not a serious build. Once you know you're playing against it (as survivor) all you need to do is be alert, know where your closest pallet is and you're completely safe, because you can loop him indefinitely. It's actually very hard to lose against jumpscare myers if you play seriously and are decently skilled.

    However, the point of this build is to have fun with it and not try to win at all cost. I said it's the most boring build in the game if the killer plays seriously, because it becomes extremely uninteractive - there's no chase (and if there is, you as survivor have the upper hand at all times which makes it boring); there's limited interaction with your teammates, because in order to win against good survivors you have to be defensive around your hooks (since you can't chase) and every unhook becomes just a trade... and so on.

    You might say that all of this would be the case if the killer was memeing and trying to go for jump-scares, but at least for me that's not the case - I can still get jumpscared if I let myself get jumpscared. I can still die if I choose not to run to the nearest pallet and that's the whole point.

    Both sides need to have equal chance of winning in order to have a fun match. As survivor you can absolutely dominate a scratched mirror Myers if you and your teammates know what you're doing and as killer you can absolutely dominate the survivors if they don't catch on to what your build does. Both of these scenarios are boring.

  • Whether this build is fun or not depends on the player using it. There are the people who use it just to come out of nowhere and scare the shite out of survivors who measure their success by the amount of jumpscares they get and not the number of kills. ..And there are others who actually try to 4k and would use this build to mount "pressure" by preventing unhooks, interrupting heals and so on (i.e. take it seriously). Whilst the first group is really fun to verse as survivor, in the hands of the second group this is probably the most boring thing to play against in dbd.

  • Pig is great fun! Really chill killer to play. I like to run BBQ, Whispers, Enduring and Spirit fury/brutal strength

  • Different people, different playstyles. Obviously that person wasn't confident in his skill, so he used perks that helped him out and played in a way to capitalise on survivors' altruism. It's boring for the survivors, but maybe he had a blast - who knows

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1263925#Comment_1263925

    You realize most everybody runs meta builds. How you find the same setup time and time again 'enjoyable' is beyond me. I love to see new builds, win or fail, simply because it throws me for a loop when I actually see something new.

    I'd rather play against someone running the meta than a potato using 4 random perks who goes down in 10 seconds and doesn't present any challenge. The "enjoyable" aspect of this game is my interaction with the other players. Their perk loadout is a very small contributing factor.

    Also, when I want to switch things up, I switch up my own loadout. It's a shame to think that some people here want to force their approach to other players, just because they don't find others' playstyle "fun". Quite disappointing, if you ask me.

  • My game looks exactly as OPs. At this point I've given up trying to follow survivors with my eyes and focus more on listening to their footsteps.. Otherwise my eyes just start to hurt from the strain after plaing on dark maps back to back

  • I've had hud prompts disappear many times. For example the window would still be vaultable, but i wouldn't get the prompt at the bottom of the screen. Could it be that?

  • @Revzi100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1263928#Comment_1263928

    played the game long enough to know that you have to be in the killers red beam to take a hit

    Obviously not long enough to look behind you while chased and actually running with a plan

  • If he hit you, he was close enough. Also how would you even know? Because you didn't see his weapon swing whilst you were looking in the opposite direction of where he was? You had no idea where the killer was, because you didn't even look behind you

  • How do you determine whether someone's "boring" or not? I personally enjoy playing against "meta" builds, because it implies that the person using them will pose some kind of challenge.

  • The hit was "invisible", because you weren't really looking behind you to see it... I get anxiety watching a chase like this, where the person just runs in a random direction not even looking to see what the killer is doing and where they are..

  • Playing on the game in a nutshell:

    • as killer - oh nice, there's a survivor just above me - let me take 60 seconds to figure out how to get upstairs...
    • as survivor - *game starts* oh great, it's the game - let me take 60 seconds to find a gen to work on...

    I also agree with the pallet comment - the map is extremely safe in the early game and extremely unsafe in the late game. At the start there's no way for the killer to "outplay" survivors if they keep throwing down all of the safe pallets and at the end there's no way for the survivors to "outplay" the killer, because aside from all the safe pallets, there are only about 2-3 tiles with playable windows..

  • Mine too. That doesn't mean I cant get hit through walls and pallets when the killer's ping is over 200ms

  • I completely agree with your points @DelsKibara . If things in the game require skill and practice to pull off it's only natural to expect to be rewarded for it - I actually feel that the game is pretty good at doing that.

    I do think you're missing one part of the story though. If you did cover it, i'm sorry - I have the attention span of a goldfish. The reason some people don't like specific killers/perks etc etc isn't because you can't counter or outplay them, but it's because they force a playstyle that those people don't personally enjoy. Let's take Deathslinger for example:

    In terms of overall potential to win I think he strikes the perfect balance between strengths and weaknesses. If you've put in enough practice you can go for incredible shots that feel extremely satisfying to land and could have a huge impact on the game. At the same time there are plenty of counters from the survivor side - split up and do gens on your own, play more immersed and so on. Both parties have a decent chance of winning the game. The issue is that as you've mentioned, people play this game to have fun and different people find different things fun. A survivor who loves running loops around pallets will need to change their behaviour during a chase (and focus more on mindgames around LOS blockers) if they want to last more than 10-15 seconds against Deathslinger. Even if they're able to pull it off and win that doesn't necessarily guarantee that they had fun, because they didn't get to do what they enjoy in playing dbd - i.e. running around pallets.

    With that said - I do understand where some people come from when they complain about certain things. It's not always that you can't outplay something, but rather that you're just bored playing against it. That's why people complain about clown - he's definitely not strong, but his seizure inducing bottles are extremely obnoxious. However, this is a massive game with so many different elements to it that you can't realistically expect to enjoy every single match you play, so I don't think these things should be changed based on that feedback - for every player that hates playing against deathslinger there are 10 blendettes that revel in the idea of playing hide and seek and doing generators for 10 minutes.

    I've made this a lot longer than intended. Just wanted to say that to understand some of the complaints you need to consider the fact that even if they can easily win against something, people will still complain about it if it annoys them. Because you can't really build a strong case to change something just based on the fact that it annoys you, said people will try to find other reasons to justify wanting to get rid of it - e.g. "it is op", "it is uncounterable", "it is oppresive" and so on

  • @5thPerkSlot said:

    I thought this was a funny combo with Sabotage + Bond but I was wrong, the Haste status is pretty much unnecessary and the 6 metres of action is ridiculously low, you gotta be technically kissing the killer to make its 20% wiggle up speed magic, so this is how it is now:

    https://us.v-cdn.net/6030815/uploads/598/ZEJC6E5Z5EGD.png

    and this is how it should be, since Haste is so unnecessary and the metres is the fundamental part:

    https://us.v-cdn.net/6030815/uploads/079/29VNCUD7KAF3.png

    Support?

    The speed haste status and 6 meters range feel perfect to me. It gives you the opportunity to run in and out of the killer's range really quickly, so unless they're really smart and know exactly what you're doing you can actually force them to swing multiple times for what otherwise would be guaranteed hits. It's a really fun interaction for me as survivor and really annoying one as killer if I don't catch on quick enough that they are actually running significantly faster than me. As survivor you can't always get your teammate to wiggle off, but wen you do it feels soo satisfying.

    Another thing that's worth mentioning is that breakout actually doesn't combo well with sabotage unless you're running a sabo toolbox with strong addons. To sabo a hook you need to be there before the killer. This pretty much defeats the purpose of breakout, which requires you to be running around the killer forcing them to swing at you. Mettle of man and styptic agent are much stronger combos for breakout.

    In summary: the perk is really fun to use.. if it were any stronger it'd feel quite cheesy to use; it does not combo with sabotage; it does combo with perks/addons that allow you to take hits such as styptic, mettle of man and potentially adrenaline

  • @Kate_Main_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1252050#Comment_1252050

    I think perhaps you missed some parts of my post. If I had not interacted with the other Survivors then I would totally agree with you but I stated that I'd unhooked Survivors and taken the Killer for runs. Multiple times the Killer chased me and we had some really challenging and fun runs. But ultimately he gave up after awhile because the run was going for too long and he knew gens were being completed during the time. Me talking about not having been hooked wasn't because I didn't do things for my teammates. I had a majority of the unhooks and distracted the Killer several times. Just to clarify since essentially your post sounded as if I was boasting about having left my teammates to die.

    I shouldn't let myself be hooked, no. I should do rescues, I should body block and take protective hits, and I should run the Killer for as long as he'll follow me. But I shouldn't get hooked and take someone off of a gen in order to come save me because I laid down.

    https://forum.deadbydaylight.com/en/discussion/comment/1254471#Comment_1254471

    I'd encourage you to read my multiple posts about Killer speed, map size, exit gates, (all 'very good factual points') etc if you genuinely want to know my opinion and why I have that opinion. It more seemed that you wanted to throw a flat earther comment at me and be rude despite the positivity in my post and towards those that agree and disagree alike. Which was comical as this is an opinion post about a matter and not anything remotely grounded in science or fact - it's purely my opinion being discussed and agreed with/disagreed with by others. I'd encourage you to view it as that and not behave as if yours is superior or somehow right when others are wrong.

    No one here is right or wrong. Thanks! <3

    I don't think you mentioned that you'd been abandoned by the killer several times, because the chases went on for too long. Based on that I do agree that you probably played well and did a good job to give your teammates a chance. I didn't mean to criticise you too harshly, but I still disagree with your last point that you shouldn't let yourself get hooked. In some situations that's honestly your best play. 3 teammates doing the objective whilst one is on the hook is significantly better than 2 teammates doing the objective, one in a chase and one dead. I'll give you an example:

    Yesterday I was playing against a doctor. I generally don't trust teammates to be able to run the killer around, so as per usual I showed myself to the killer to make sure I'm the first one to get chased. After about a minute doc hadn't been able to get a hit or a pallet from me, so naturally he static blasted and went for one of my teammates instead. He ignored me for the rest of the game, but I'd say i was in a pretty similar scenario as the one you described, where whilst not being chased i was pretty productive.

    Doc was downing people pretty quickly and we ended up in a situation where we had 2 gens left, 1 teammate on death hook, 1 on the hook in second stage and 2 of us who hadn't been hooked. I unhooked the person in second stage and at that point doc fully committed to the tunnel - even as I bodyblocked him, he only smacked me to get rid of my collision and kept running towards my teammate. Fortunately i managed to use my speed burst to block him again (now injured). Doc smacked me again and continued searching for my teammate. At that point however they'd gotten enough distance to hide safely. Doc hooked me and camped the hook. While i was sitting on it my teammates recovered, did the last two gens and opened a door. They never actually came for the save, but that's probably for the better. The point is that forcing the killer to down/hook me and then chilling on the hook for 2 minutes turned what would have probably been a hatch game into one where 3 survivors finished the objective and escaped the game.

    Of course it really depends on the circumstances and you should never let yourself get downed for no reason, but there are many situations where your best play is to take a hook stage (or 2) to make sure your teammates aren't taken out of the game

  • Since the new patch I feel like most sounds (like footsteps, breathing, etc) have been amplified, so I haven't experienced what you described. Like @zkelvln said, slugs being completely silent on the ground is still a thing though.

  • You won't see many good players use the overpowered addons. Most of the time it's potatoes running them, so whilst the items are difficult to counter, the players using them aren't

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