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Akito

Akito

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Akito
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  • When your teammates are solo players and about to 3 gen themselfs. You just block the gen :)

  • @Tiersis But your argument doesn't makes sense. Yea they did the gens why should the hatch stayed closed when they have a key? They already did their objective successfull and at this point it doesn't matter anymore. In fact that the key would still have a point why you should run it in a fair way.

    The key shouldn't just give multiple survivors a free escape for failing. But the item shouldn't be pointless or clunky to play.

    I hate keys on both sides. I shouldve mentioned it too.

    Everytime I see as survivor someone running a key in the lobby I just dodge it. I hate it so much when you do everything or a lot so you win together with your team and then they just key out and leave you dying.

  • @Hippie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1288559#Comment_1288559

    I actually never thought about using For the People for an Obsession! I've been using DS just to keep away the tunnellers since less people have been running Obsession perks on my games lately, and I would love to have something more useful like FtP.

    Yea I also running from time to time obession-things like a key with a wedding ring. Just so that theres an obsession. Like you said killer tend to tunnel straight away when they realize that heres no obession at all. (me too :p)

  • Detectives Hunch (default perk for me):

    • awesome on indoor maps
    • makes finding hex totems pretty easy and very efficient
    • synergies with Inner Strenght

    Windows of Opportunities (sometimes) (with Open Handed and prob. other aura reading perks:

    • is good on spots where you can't know if theres a pallet
    • is good for avoiding dead zones and places where pallets already got used
    • is good for planning a chase in advance

    Ace in the hole (rare):

    • works fully without plunderers when you know chest spawns or run Detectives Hunch
    • can change the outcome of the game

    ** I prefer running pharmacy with Aith when I run a shiny coin so I don't waste too much time while also having at least one strong item

    Up the Ante (very rare) on Ace for the memes and the fun

    And from time to time some special builds depending on how i feel, like Mettle of Men, Break out, Saboteur, Botany Knowledge with a Ranger Medkit with maximum charges.


    So I am only running 1 non-meta perk by default and that's Detectives. When i started running it I did it because of noed. But apprently it fixes some solo q issues (finding hex perks, 3 gens, indoor map issues) so I enjoy running it :)

  • Thanks, I did you were right.

    But I think the devs are aware that they should update their menus at some point. So you can safe perk+item+addon builds.

  • Just imagine if builds gets requested which encourages bad or an overall annoying gameplay. Endgame-Week where every kilelr runs noed, remember me, blood warden and rancor.

    Switching the meta isn't that exciting also from a solo survivor perspective it's not helpful if people running perks which won't increase the quality of games. Don't get me wrong I don't like the DS/Unbreakable combo. There are so many perks and builds which are just awful to run. People stil lrun stealth builds. And it's okay that just a tiny little amount of people doing that but you won't win games with stealth. Since Whispers stealth isn't even an relyable option. Or perks like Better Together. It's not a good strategy.

    If you tell me the devs would rework the shrine to a big thing where every perk is listed and viable under different conditions and every week some perks costs a little bit less, okay.

    But rewarding people for playing bad designed perks? Making games even more rough especially in low ranks? And tbh would that add true variety?

    Normally players skill level increase over time in different games but not in dbd. No offense but I am also playing this game since Nov 16 and the survivor skill level ist the exact same they just have way less strong tools to compensate this. And before we encourage the whole playerbase playing weak/silly/dumb builds how about telling people how to play good?

    I mean the developers just added an indicator that trying to unhook yourself is actually killing you if you fail. But why do people did this? I am not sure but probably because of the tutorial. It literally tells you: Unhook yourself and the game automatically struggles for you. You don't have to wonder if all new players just take their 3 chances and die.

    Next examble: cleansing a dull gives you 1000 points. gens 1250? flashlight safes 400? 500?

    Most players still don't know how to play correctly and then introducing a reward for playing a specific perk build? Sorry but it's alsready frustrating enough seeing people playing awful while they're running perks which won't help them improving at all.


    And the meta is changing slightly. I see way more survivor running Kindred, Detectives Hunch and Bond. I love this. Because it helps them so much making good game decisions based on the informations they get. Im seeing people running vault build more often than before also Spine Chill on its own got a slight comeback. Adrenaline isn't that present than 1-2 years ago where literally everyone was running it and many killer players got pissed. Inner Strenght. Such a good perk especially for people who likes doing totems, preparing, playing efficient.


    if you tell me reworking the Shrine as whole and making special offers every week so people can overthink buying this perk, okay. But force people running perks like Flip Flop, tenacity, Unbreakable, MoM. Making solo survivor even more rough than it is by forcing thousands of people running it or other perks which from a killers perspective could become very annoying?

    Yea no how about no.

    But Im still excited for some future perk changes where perks get changed or buffed in a good way so that people tend to run them more often.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1285026#Comment_1285026

    I guess you've never run into the situation that you definitely should have run into by now. But a hooked or downed survivor DOES NOT MEAN that somebody is coming to help them. Hell, a downed survivor even more so than a hooked survivor is likely got to end up with people keeping at gens instead of coming to the rescue because you need to wait for them to 99% themselves and want to wait to make sure the killer isn't camping them.

    If you see somebody else after you down a survivor, it's definitely the smart move to chase them instead of hooking, but you are not disabling 3 survivors by doing so. The chances you got somebody to get off a gen at high ranks is actually rather low. They tend to wait more often than not for downed survivors if they're on a gen.

    You seem pretty smart.


    Sorry I forgot to mention: If survivor just leave their teammates dying you win even faster because dead survivors are the holy grail of map pressure. Because if no one comes to unhook survivors go into the second hook stage what means you just have to remember that finding this guy means he's dead. And leaving survivors on the ground gives you the opportunity of hooking, continuing slugging and go for the other ones on the gens based on if you know (bbq) where the other guys.


    Sorry you were right, leave survivor dying is also a very valueable play from the survivor team.

    If you talk about the last gen probably popping every second you already played that match pretty bad depending on what killer you played and how many chances you missed and mistakes you made in a chase.

    So and just you don't forget. Survivors are meant to survivor if they all play perfectly. You as a killer always have the chances of killing 1,2,3 survivors. But some survivors meant to survive games even if you played perfectly too as killer.

    So if the other two survivors leave their 2 teammates dying and you weren't able to stop them all then it's a good sign of game balance.

  • it doesn't matter how you play. Just play that way you have fun. Since this game got its release if you played "survivor friendly" or "agressive af" they equally shittalked you.

    If you have some pissed people in the after game chat just don't care. Some random dudes in the internet got bodied. It's still just a game and if they get mad for any reason it becomes very silly.

    Mostly i type gg and if nerds are tilted I leave or type ok/np and leave

    it's like.. whatever dude

  • Conspiracy theorists would say that sometimes the devs need more data from different maps so they increase their numbers. But I think it's just bad luck

  • Oh you mean getting rid of matchmaking at all? Awesome idea.

  • Yea how about no.

  • Yea no, just ignore ^ that guy. Dead by Daylight in it's core isn't at all about stealth gameplay. If you want to win on any side time efficiency by good positioning and decisions is the a and o.

    Idk how much Killer you're playing but slugging is beside hooking and sacrificing the 3rd way to apply effective map pressure. Healing is sth you are not forced to do. You still are avaiable in the game. You can do gens, chase or distract the killer.

    So when you play killer you always look at the UI how many survivors are pressured. For examble you down someone and you see the opportunity of downing someone else too: The downed guy - disabled. Someone has to come and pick him up - disabled. So there are still 2 survivors (potentially) on 2 different gens.

    So when you chase the other one too and slug you have

    one guy downed and disabled,

    one guy chased and disabled and

    one guy picking up the first guy - disabled.

    And potentially one guy on a gen. If you down the chased one fast someone has to come and unhook/pick him up too. Because if they won't the survivor die and that's the holy grail of map pressure.


    It's all about: What action forces the survivor to leave the gens. Totems, hooks, heals, chests or whatever are all optional.

    And that's why killer slug.


    What to do is pretty simple and that's what people call: learning by doing. You can use different perks to avoid those situations. You can improve yourself in a chase against killer XYZ. Learning how to mindgame, how to play loops, when to pre throw a pallet or not, when to just run in a straight line to increase the initial chase distance, or when the team as a whole isn't organized good enough to win against the opponent.


    A good Killer knows exactly what's going on on a map. He knows where survivors are, he knows their playstyle and their strenght, he knows where pallets are, he knows where his hex perk is. But the survivors don't.

    And that's what many players don't understand when it comes to perk choices. People dont overthink enough the value of perks. You can use Unbreakable, Decisive Strike and Dead Hard to eliminate your own and the mistakes of your team.

    Or you choose perks that gives you the same map knowledge as the killer. So you know based on facts what's going on, where it's going on and who's involved. Information perks are the best survivor perks because before you run to a hook and leave the gen on the other side of a map because you don't know if the other survivor is going for the hook-safe you can run Kindred and stay at the gen and finish it before the killer comes to pop it. Or ruin just regressed it. before you bring yourself in a very dangerous position where the killer wanted you to be there Kindred helps you do avoid specific places.


    What I wanna say is, if you know what's going on and what to do you can avoid situations where the killer takes all his chances to 4k as fast as possible. A killer always takes any opportunity where survivor missplayed. I do. And everytime I saw people running Kindred, Bond, Detectives, Windows I has way less of these critical plays where survivor don't split up or lead me to their weaker teammates. Where survivors ran to the hook with 3 mans where I took tha chance to cheese some downs and kills by patrolling the hook.

    Games are way harder to win as a killer when survivor know what's going on and how to play in this situation.


    Conclusion? Idk. Get rid of Selfkill/care or premonition and play one or two information perks.

    And also learn how to play against different killer. Learning by doing. Slugging isn't the issue at all bud.

  • @Orion said:

    Use Unbreakable and maybe some stealth perks so you avoid going down.

    Yea no, just ignore ^ that guy. Dead by Daylight in its core isn't at all about stealth gameplay. If you want to win on any side time efficiency by good positioning and decisions is the a and o.

    Idk how much Killer you're playing but slugging is beside hooking and sacrificing the 3rd way to apply effective map pressure. Healing is sth you are not forced to do. You still are avaiable in the game. You can do gens, chase or distract the killer.

    So when you play killer you always look at the UI how many survivors are pressured. For examble you down someone and you see the opportunity of downing someone else too: The downed guy - disabled. Someone has to come and pick him up - disabled. So there are still 2 survivors (potentially) on 2 different gens.

    So when you chase the other one too and slug you have

    one guy downed and disabled,

    one guy chased and disabled and

    one guy picking up the first guy - disabled.

    And potentially one guy on a gen. If you down the chased one fast someone has to come and unhook/pick him up too. Because if they won't the survivor die and that's the holy grail of map pressure.


    It's all about: What action forces the survivor to leave the gens. Totems, hooks, heals, chests or whatever are all optional.

    And that's why killer slug.


    What to do is pretty simple and that's what people call: learning by doing. You can use different perks to avoid those situations. You can improve yourself in a chase against killer XYZ. Learning how to mindgame, how to play loops, when to pre throw a pallet or not, when to just run in a straight line to increase the initial chase distance, or when the team as a whole isn't organized good enough to win against the opponent.


    A good Killer knows exactly what's going on on a map. He knows where survivors are, he knows their playstyle and their strenght, he knows where pallets are, he knows where his hex perk is. But the survivors don't.

    And that's what many players don't understand when it comes to perk choices. People dont overthink enough the value of perks. You can use Unbreakable, Decisive Strike and Dead Hard to eliminate your own and the mistakes of your team.

    Or you choose perks that gives you the same map knowledge as the killer. So you know based on facts what's going on, where it's going on and who's involved. Information perks are the best survivor perks because before you run to a hook and leave the gen on the other side of a map because you don't know if the other survivor is going for the hook-safe you can run Kindred and stay at the gen and finish it before the killer comes to pop it. Or ruin just regressed it. before you bring yourself in a very dangerous position where the killer wanted you to be there Kindred helps you do avoid specific places.


    What I wanna say is, if you know what's going on and what to do you can avoid situations where the killer takes all his chances to 4k as fast as possible. A killer always takes any opportunity where survivor missplayed. I do. And everytime I saw people running Kindred, Bond, Detectives, Windows I has way less of these critical plays where survivor don't split up or lead me to their weaker teammates. Where survivors ran to the hook with 3 mans where I took tha chance to cheese some downs and kills by patrolling the hook.

    Games are way harder to win as a killer when survivor know what's going on and how to play in this situation.


    Conclusion? Idk. Get rid of Selfkill/care or premonition and play one or two information perks.

    And also learn how to play against different killer. Learning by doing. Slugging isn't the issue at all bud.

  • @Doddle28 I liek your taste.


    So I am a solo survivor since nov. 16 and I always thought about the most difficuilt tasks as solo gamer in dbd and how to make them less hard or annoying.

    I hope you read through it :)

    Here my perkbuild:

    Kindred

    Detectives Hunch

    Borrowed Time

    Inner Strenght


    I think we don't have to talk about Kindred right? It's the best solo q perk. It gives you an crazy amount of informations and helps you making right decisions when someone is hooked what's very important bc the killer benefits the most when it comes to hooks.

    Detectives Hunch is amazing when it comes to Hex Perks. It encourages good gameplay in form of the team has to put effort into doing their objective first. The reward is knowing the exact position of anything. You can avoid a 3 gen strat from the killer and you don't waste time running around searching for totems especially for hex totems. It's so good.


    Borrowed Time synergies with Kindred and helps out when it comes to difficuilt probably game changing situations where the killer tries to "cheese" slugs and/or hook stages in order to bring the libra out of balance. And it can also helps you out ifd you do it right. If you're injured, exposed or the killer has an one shot ability the unhooked surv. can tank the hit. The unhooked and the unhooking survivor are equal for a fair amount of time so that the killer can't skip chases or apply an dangerous amount of map pressure which could result in more than just 2 kills. BT is beside Kindred the second best survivor perk and both are super fair I love and respect that perk, personally.


    Inner Strenght synergies very good with Detectives Hunch in order to not waste time searching for totems. So as I said Detectives forces you and the team to do your objective first which gives you the informations where the totems are. Cleansing dull totems is optional and don't gives you any advantage. Inner Strenght gives you the advantage of preparing a heal before you're even injured. So cleansing a totem isn't a waste of time it's preparing. And I personally think it's very important to heal yourself from time to time in a game. And it can become super annoying having no option to heal yourself especially when it results in getting found or downed. But you do it in an efficient way and a very short amount of time. When you run selfcare you are at least 32 seconds completely disabled and hopefully kilelr won't interrupt or hit you right after you were done healing. And hopefully he doesn't run perks like Sloppy Butcher, Thana, Dying Light or Coulrophobia.


    So the perks kinda synergies with each other and helps you making right decisions when it's needed the most. It encourages efficiency and right positioning.


    But why you just don't run DS, exhaustion perks, Unbreakable, ...?

    Running perks which helps you making right decisions based on facts which also helps you position yourself good you don't need perks which rub out your bad decisions which probably lead you into bad positioning and mistakes (once).

    And I don't run exhaustion perks because I believe that running these perks leads you into making mistakes by playing cocky/risky because you know that you can fall back to the exhaustion perk XY. And even if that's not the case I think if you learn and know how to play against some sorts of killer and also know how to play different loops and buldings, exhaustion perks probably give you only a few extra seconds. But you could've run other perks which overall helps you out making right decisions even you can't imagine the value of it because it just don't gifts you a whole gen.

    They're good but if you know how to chase well these perks won't increase your average chase time at all. Im playing this game also since 2k16 with other 6k hours and the most time I run exhaustion perks so I know what I am talking about.

    And personally I don't like one time perks. i prefer perks who helps me throughout the game and not only once, maybe.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281181#Comment_1281181

    Button mashing as it currently stands isn't fun either and hurts people's hands so I don't see your point.

    For the devs have you considered having the button mashing being replaced entirely with periodic(~ every 8 seconds after the previous one was completed/failed) skill checks and failing X number of them in a row kills you but you can also hold space to give up.

    You dont smash buttons repeatly. You have to hit different buttons fast enough in that case.

    And why do people also have this skill check fetish? Everything has to have skill checks. That's even more annoying especially when it's a doc, Unnerfing Presence or Lullaby.

    So you are like "Oh, 5 people from 45000 wants an automatic struggle so lets change it!" But how about all those people who likes the feature or just don't care because there are thousands of other real issues in this game.

    Yea I appreciate your feedback but the struggle phase is in the priority list around 2026 and 2029. Or when the devs release Dead By Daylight 2. or Life by Nightlight (I like this forum name). But for the moment: How about using your brain cells for some neat ideas for other issues or problematic things in this game? For examble some perks. Or things to make the game more new player friendly. Or things to make the game more approachable. Some ideas for new map designs idk. But the struggle phase? Seriously? Or hey how about things to make camping less viable.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279896#Comment_1279896

    Who is saying that removing the button mashing removes suicide on hook with it? You just made it up, noone asked for that additional mechanic.

    Press and hold button = struggle on hook

    Let for of the button = you die on hook

    Dont make it more complicated now

    I actually would prefer a key combination you have to press like ">>^ADW" You have to do it fast and after completing one combination another follows 5 seconds later with even more keys to press. I would like that. Imagine how many people (even not on drugs) would die :)

    Simple way to say that your idea is gameplay wise boring af. Isn't it enough holding 80 endless seconds m1 for a gen? Can we stop implementing things were people have to press buttuns for hours like the never ending story.

  • yea dont allow people playing dbd with their friends thats tawxic

  • Ignore Peanits. Yea in this single case it's good. But... the numbers of how often you can actually get a use out of solidarity are low af.

    And you only have 4 perkslots so you should use them wisely. And solidarity is a crappy choice

  • In this world you can't make it right for all. I like this mechanic it's unique these days and I like the interaction with the game. Like when you started a mori by clicking. Yea people spammed it but it felt interactive like I would be more involved in doing this.

    And I would uninstall immeditely if I can't even choose to die at all. I hate that mentality of people "yea stay in this game!!!!!!" I hate it. IRL I also have a choice of killing myself or going on and trying. And I am sure I am not the only one who thinks that way.

  • @AvengerBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/1267803#Comment_1267803

    1: Why go back to tunneling the unhooked? You have no gens to pressure? Even if he comes back to you, you simply hit him and leave him on the ground, ez

    2: Again, why do you go back to tunneling? If he just runs at you, you hit him, slug him, gg ez. Unbreakable doesn't mean anything. He could use the time to do better things, but now he is on the ground wasting time and wasting his one time use perk. You are effectively slowing down the game.

    3: And again, why do you go back to tunneling? You got nothing better to do other than staring at a locker? This is pure stupidity, and you only have yourself to blame if you lose. Why so obsessed with just one survivor?

    All 3 sums up to stop tunneling, literally. There are so many other things to do, but you'd rather chase the unhook, so that's basically your fault. And if tunneling is your strategy, you don't really deserve wins in high ranks, since that's no brain no skill. If you stop tunneling, you will notice that DS doesn't even exist anymore.

    You don't play killer that often right? That's okay but then you should try reading threads carefully. I won't give you exambles for reasons you go should go straight for the unhooked guy. When I play survivor and I get unhooked even when the Killer just found a new chase and in jured the survivor he just come back from the other side of the map to tunnel so don't ask me.

    But even the fact that I mentioned that DS should be active for only 20 seconds is the prove that you are probably one of those "dare you wanna fix my cheesy trash perk". Because if I did not came back to the unhooked survivor this guy won't run at me the next 60 seconds because DS is still active. It's just active right after the unhook for a short amount of time to get out of the worst case.

    So and if you made it out theres no reason to have DS active for a whole minute right? So that if I found you on my way I don't have to be worried to get DSed even if I didn't tunneled you off the hook.

    So you are kinda right. Why should I get back and tunnel? Right. And why should you have DS still active even when I did not go back and tunnel you :)

  • The reason people are pissed about DS is

    first: Even after a chase against another survivor you gonna get DSed if you find and down the survivor fast. This doesn't make any sense.

    second: If the survivor has unbreakable and as a killer the survivor is just running at you so the smart play here is to down him - there's no counterplay. You down him bc you want effective map pressure (>slugs<, hooks, kills). But if you slug him no one has to take care of him. He has unbreakable. So he isn't technically pressured. After 24 seconds he's automatically back. But if you pick him up he DS's you. And if you don't down him you have to chase him 60 seconds and keep in mind that you can't kill im yet because DS can be still active...

    third: Hopping in a locker reminds me of old facecamping. You can't do nothing. And again that's map pressure you can't take advantage of.


    So how could you fix that?

    Personally I would like to see DS working like the EGC. Once you got unhooked DS becomes active for 20 seconds. (kinda like BT).

    If you get downed during the 20 seconds the timer runs a quarter of the normal speed. (up to 80 seconds)

    During this time you can't pick up yourself.

    Obviously Unbreakable wouldn't work and someone has to come to pick you up.

    You have enough time to reach the next pallet or the next window if the killer decides to go for you. He is forced to give you a fair amount of time to initiate a full chase. This also pretends that survivors let them get downed right before the up to 80 seconds are running out.

    And if the killer decides to down you he is forced to a) eat the stun and also give you a fair chance for another full chase. Or he leaves you on the ground and takes the map pressure. So he won't tunnel you but someone has to heal you up and leave the gen for a second. So he can take advantage of you. That pretends that survivors just run at you because they're running DS and unbreakable so that they couldn't care less of getting downed. Aka god mode.


    So DS works like Borrowed Time. But DS is a one time thing so you have to make it worth it. You can reach 20 meters more than BT. But it leaves the killer to down you. In this case he can take advantage of you but you also receive a chance of getting out of this sittuation and not getting tunneled.

    Why a quarter and not a third? DS would punish hardcore tunneling and facecamping the most. You would have enough time crawling away from the hook or out of the basement and your teammates would've also enough time to heal you up. This also helps so that killer wouldn't just sit out the timer. let's say you get downed in the last 5 seconds of DS being active. It would slow down the timer to 20 seconds. 20 seconds can still be enough for you reaching the pallet or getting picked up by your teammates.

    And me when I am playing killer I would think of twice if I want to down you before you throw the potential pallet and just wait the last 20 seconds or if i give you the throw, try to mindgame the pallet and during this dance DS just runs out. In both cases DS leaves you a chance the killer the option of what's happening next.

  • Even I like playing Trapper because of the feeling of getting someone trapped. When I play Trapper the survivors mostly play hella efficient what makes it so incredible boring to play low tier killer like trapper, wraith.

    Same as legion. When survivors counter him by splitting up and additional to his weak ability you can't even enjoy his power. I hate that when you can't smack multiple survivors.

    So legion is the most boring killer and Goofy is such an annoying killer whatever perspective.


    Most fun is currently oni. I had so many games against really good survivors with OoO, DS, Unbreakable, BT, DH, clicking and tbagging from highs and behind windows. And oni has such a good ability to escalate very quickly. And very often the clicky clicky went very fast to AAAAH. Especially if you down multiple survivors and you feel like you have an actual chance to apply map pressure via downing very fast or at least 2 survivors so that the others are forced to leave the gens. And he's still very fair and so intense to play against.

    So Oni is a very cool and strong killer from both sides.

  • Back when exhaustion doesn't existed and sprint perks had an individual cooldown when you got downed in the "getting downed animation" adrenaline got prioritized. So it actually cancled this animation and you were able to run. Once they added exhaustion with 1.5.0 it changed to what it is now.

    I think? they did this as some "counterplay". I mean when you got grabbed and adrenaline kicks in the killer can drop you and hit you before you're able to run away too. And i believe it's all intended.

    But yea some people would love to see adrenaline prioritized over the downed animation. But the devs also love smoothness and polishedness things so that the game looks better.

    The chances that they'll "fix" that are pretty low, sadly

  • Man I like all the people in the forum who knows barely anything about good gameplay.

    I don't remember when generator inefficiency got released but it's almost there right after Dbds release.SO pretty much since 4 years. PT got changed In 2k18? 2 years ago and to years later? They made it so that the inefficiency gets reverted by running it.

    Now they increased the inefficiency by 5% and so PT. So PT still works the same as before. And you say that it's too strong now?

    So if you do gens together you safe 2 seconds more than before but you also use a whole perkslot only for the moment of working together on one single gen. Okay. So how about deleting the perk. Imagine: You hook the survivor after 60 seconds and you see 3 survivors on 3 different gens at the same time. or imagine 1 gen is done and all 3 are sitting at one gen. What do you prefer? Do you feel like the 3 survivors who all have the exact same position only working on 1 generator you can patrol if you reach them in time would be more efficient than 3 survivors on 3 different locations on the map doing 3 individual generators at the same time?

    Not just that if multiple survivors are on the same gen you can control them better. You know the exact positions and you know that only this generator is worked on. You patrol the generator from time to time. This can result in different kinds of map/gen pressure. On the other hand you would reach 1 survivor maybe in time knowing that 2 other gens getting done and you don't know what the other 2 survivors are doing and where they will go. Also they may use different perks. if they run information perks they don't just play very gen efficient they also know exactly what's going on and where they should position themself instead of running PT.

    So tell me what do you think. Are the efficient survivors those with PT on one single gen or the guys who split up while having map awarness knowing what they have to do and what they dont.

    So. Even if PT were strong, what it isn't at all, having it gone wouldn't make the teams less efficient. You also have to keep in mind when ineffiency found its way into the game one gen took 60 seconds to complete I think. Now we are at 80 seconds. And toolboxes got nerfed.

    In conclusion: Maybe you should reflect your game decisions and your average chase time you need to down survivors especially in the early game to improve yourself. If you run a survivor at a pallet that isn't unmindgameable and you're not able to catch him because he predicts you right maybe you should work on that. So that your oppponents dont have that much of an easy time winning chases against you. Or you do the old "go for the weakest" strategy. But running PT won't costs you your game at all. Not fundamental more than any other perks. And just as a fun fact: perks which safes the greatest amount of time when it comes to important decisions in dbd aren't the ones with numbers towards safing time.

  • Yes. Reworking the shrine so that new players get a better access to the game would only be one important step to make the whole game way less and whole insider. One step was making everything clear and easy understandable. They devs did it with multiple status with all the status effects, things like "basic/special attack". Making things less random. The latest examble is the doctor. They made him less cryptic and more accessible. In this way dbd is less of a big gigantic puzzle you have to solve and which becomes bigger and bigger everytime they add new content.


    But I think the shrine would be the next more important step towords making it more accessable and cleary understandable. Then the tutorials and maybe some instructions about perks and perk categories and how impactful different categories of perks can be or how much fun they can bring into your games.


    But first of the shrine because it's the bigger deal and it would safe dbd some more players for a longer time. Tbh I would lose my motivation so fast. I just started playing on the Switch and ... that...was so annoying... Just quit it after 3 characters I didnt even wanted to play. I hate it. I waited for some good perks and there was a shrine on PC with perks I wanted. Was a bug. Wasn't intended and never got released on console. I wasn't mad at all.

  • It's not about gifting every shrine. In first place it's about making all perks viable without the need of leveling every single charakter you may don't wanna play at all. Then it's about finding different prices between for examble the OG perks, the newer perks and the licensed. Then giving you enough shards to buy nearly one, one or two perks after finishing the tutorials. I also mentioned that theres a need of reworking the tutorials too because they don't teach you how to play good. So if the tutorials were more complex and informative it would make sense giving you the opportunity of buying one or two perks in the shrine.

    You still had to play tons of games to reach maybe 2000 shards. I mean this games relies on new players and not everyone wants to spent thousands of hours in leveling 40+ characters just so they can play however they wanted to the whole time. This also would increases the fun for new players because they wouldnt be forced to level an absurd amount of time in a simple casual game like dbd. Dbd isn't an rpg or mmorpg. It's like multiplayer tetris. That simple. And currently dbd is very bad optimized for new players. There's no instruction, no real accommodating. Theres an awful tutorial and an outdated shrine system that may worked back in.. nov 16? But not anymore in may 20.

    It's not about balance it's about making a game beginner friendly so that more people like to play the game and stay for a longer period. What's good for the game quality and lifetime. For all of us.

  • There is a word for those cases: self-improvement. Killer like tunneling the weakest survivor in order to win the game. If you're able to loop him for a long time you already telling him a lesson. If you need some help in a chase run perks like Windows of Opportunities and Bond so you know where to run while also avoiding your team. As I said a killer prefers the weakest survivors. And leading the killer to your teammates can result in this scenario.

    My second advice: Don't run exhaustion perks. There are 2 reasons:

    1st: You learn to rely to this perk. Means you risk to do bad decisions in a chase because you run this perk. But you shouldn't do any too risky or bad decisions.

    2nd: When you know how to chase well these perks doesn't affect you average chase time at all. Or just very slightly and there are way better perks. Escpieally information perks which will help you making efficient decisions based on facts.


    I see people running Iron Will, Dead Hard, Resilience and Spine Chill. But this doesn't make that big of a difference to the outcome of a chase. It's like running We will make it with botany, resilience and Autodidact. The heal is already fast and every other perk is such a wasted perkslot.

    I'm telling ya. If you learn how to chase against X killer and how to play Y tiles and loops while you also keeping Z bloodlust in your mind you're already a very good chaser. And especially information perks will make even more efficient and strong as opponent.

    I like perks like Bond to avoid my mates, kindred because it gives you so many map awarness it's crazy strong, and Detectives. I am a solo gamer and knowing the exact position of a potential hex perk is a strong value. You're forced to do gens first and then you don't waste any time searching after a totem. When a killer runs ruin, devour or noed you will be thank Detectives Hunch. You can kinda imagine my perkbuild ;) And i still have a decent amount of multiple gen chases. And smart killer ignore me. Except I am in a bad position. Or my teammates wasted a lot of pallets then the killer tend to chase me again.

    But I also lose chases. And no chase perks would've safed me and even if they did I tend do feel like I should improve my gameplay against Y killer at X tile/loop.

  • I had this mindset for the longest time. Killer shouldn't camp or hard tunnel, respect 4% when you're the last person, don't run noed and so on. And for survivors don't looping op windows.

    But I changed my mindset a while ago and I ignore any moral or things like that. I'm playing survivor and killer as efficient and smart as I can. And I expect that behaviour from the other side too. So you do whatever is the smartest move in that case. So when I see a killer tunneling the default w-shift claudette I get it. It's smart. If survivors run BT, hook bomb, flashlight safe and do all the crazy stuff to me Im just impressed. That's good gameplay. That's called "improvement". And as long I don't suck balls I am still able to get my kills.


    In short: I stopped forcing the other side to behave so and so only because I want them to play inefficient and leading them into mistakes so that maybe next time I have a better chance winning with my strategy. I wanna win, you wanna win. And we both do whatever is needed to win. And I wont telling ya that you shouldn't tunnel just for moral reasons so that my win chances increase.

    Nope. And I like meeting people who think the same way. These are those kinda people who say gg wp in the after chat. They're smart and get it. They don't trashtalk. Those are chill people and I really like them. :)

  • I hate this too. Everyone knows: yea you escaped, just leave dude...carry on

    hate it so much

  • cold as ice please.

  • There are so many different reasons why people doing this. Back then it meant "Killer is camping, do gens" But you can't trust it anymore. Just ignore it or run Kindred. Running Kindred is probably the best advice overall ;) Dodging mistakes so you don't need perks like unbreakable

  • As long I don't have to wait for too long until everyone is outI always type at least gg. It's a sportsmanlike thing. If I lose or not.

    When someone is shittalking I just type: ok/np. Because I couldn't care less about how others feel about me and the game.

  • Did you ever played survivor?

    Think not. because if you did you should know that you and your survivor team isn't always able to do all dull totems in order to prevent noed. Not every team is strong enough to do an additional objectives and gens. Some teams doesn't even have enough time to do even one dull because otherwise the killer just had enough time to kill all.

    I agree that if the team is strong and/or the killer isn't performing very well that cleansing dull is like a must. Sometimes it's enough cleansing only 2 or 4 because if you do just one more dull you won't be able to power the last gen.

    And that's the reason why your argument doesn't make any sense. Saying "just cleanse" isn't a viable option in any case. In some yea but not in any. Also I don't know how I feel about equipping a perk just to never have it at all. Especially if I run into a very good team. They do gens, totems and when I think "I still can do some kills with noed" it doesn't even activate. That sucks.

    And cleansing an active noed isn't always a viable option too. For examble: Killer hooks someone right next to it and patrols, You're not a full team anymore and the killer builds an heavy amount of pressure up where you're forced to safe or leave but doing the hex would result in a death for your and/or your hooked teammate.


    And I think that isn't the point why people want noed to get changed. It's because the kilelr gets rewarded for getting dicked on. I get that you as the killer take any option you can in situations like this. I am pretty aware why killer pick this perk. They think if they get dicked on by a team they still have noed and hopefully they can get some downs or kills.

    but what I dont get is: Why can't we change noed into a fair and fun perk for both sides without decreasing its strenght at all? Could it be an option to make the strenght of noed based on how many totems are left? Or make it a non hex?

    I never see some effort from the community or sidens the devs/mods to bring up some cool change ideas.

    I would like to see noed speeding up any actions. Movementspeed, cooldown on hits, fast vaults, grabs, drops, pallet breaks. Maybe aura reading. Make the strenght of noed based on hooks. Every first hook equals one tier. Idk just make it fair and strong at the same time. And I would like to see that survivors can't deny you a whole killer perk before you were able to use it at all. I dont like that at all.

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