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Akumakaji

Akumakaji

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Akumakaji
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  • Just today I got a DC and tried to hook everyone else twice before letting them "off the hook" (;D). The last one was a coin toss because I couldn`t remember if that Kate got hooked once or twice ... well, she got lucky and survived the experience, but that could so easily have gone wrong.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261674#Comment_3261674

    Chasing Bubbas are fun, and I am almost always delighted when I see a Bubba playing that way. But they aren't who I am talking about.

    The other night I played a game (which could have one of hundreds of such games I've been part of) where the Bubba hooked, camped, hit on hook, shook back and forth, nodded, rinsed and repeated. It was on the Disturbed Ward map, and as I worked on the upstairs gen, I saw the Bubba do this (Kindred) while the hooked surv (basement, of course) held on (I escaped, so bless them for that), and I had seen him insidious camping earlier when I knew I had to abandon any save attempts.

    And that game was one of the very, very, very rare times I furiously teabagged at the exit gate. In 3+ years, I may have teabagged maybe 10 total times, and I would say 8 or 9 of those have been at camping Bubbas.

    People who play like that almost exclusively play like that, at least in my experience. It just requires a certain mindset to derive any fun from it, because it's a joyless, boring, low skill way to play killer. I actually tried a time or two, and just couldn't follow through for long. It's just miserable. People who play that way probably are risk averse, unempathetic, and would shy away from more "typical" killer play.

    I always try to understand how someone is having fun even if what they are doing seems really unfun, but insidious camping Bubba I just can't be understanding about (I admit I am a bit stuck in my own perspective here). It's just the worst, and the game would be better off if it were removed or severely curbed.

    I think I messed up and decided for another approach on my reply ^_- Yes, camping Bubba is a problem, which is evidence in how often survivors comment on me playing a non.camping Bubba.

    BTW I had ONE instance were I deliberately played camping Bubba: the trial was on Badham and for three gens I had not seen one whiff of the survivors and I was getting pretty frustrated. So when I stumbled over a Kate I camped the heck out of her! This had the somewhat desired effect of luring in the other survivors, who tried for some daring rescue attempts, downs and hooking on a different hook, but I am pretty sure that this soured the mood of the game, as the survivors played with a certain edge and vitriol, that I can`t really blame them for. But the big culprit in this case was the map and map design.

  • I got Dredge on Lerys ... and no lockers at all on one whole third of the map. Not kidding.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261235#Comment_3261235

    Well say goodbye to more build diversity, some builds and perks only work on X maps.

    And if the maps are all balanced the same what would be the big deal?

    Don't give us realm maps, give us offerings like "indoor map", "open", "great hights" and some more map manipulation offerings "brightness", "a hill", "one ultra rare item chest", "25% to spawn an LT gym" etc

  • @Chaos999 said:

    If you just signal me to follow you at start of trial I will usually comply.

    For me that's a surefire way to ignore that survivor and know that they will 97% still hover around me, not doing gens. Facts!

  • @NoirGhost said:

    It was probably because I didn't play much survivor at the time it initially came out, but during the poll I picked Set A simply for the Dredge skin. But looking back and getting really into the Survivor role, I do wish Set B won. Besides David, none of the survivor cosmetics in A really scream "Christmas" to me, at least compared to Set B. I also realized im a huge sucker for the red and green color pallet the holiday has, Which Set B is full of.

    Still, I can definitely see why A won and I'm fine with the outfits that we'll get, I just wished we were able to get at least some of the set B cosmetics, specifically Yun-Jin and Kate.

    I regret not being able to pick set A twice. But for real, won't the losing cosmetics be released at a later date?

  • @ThanosPAWG said:

    I remember Mathieu Cote himself recently said that he/dbd is open for more video game collabs and said that future collaborations will surprise us in some way.

    I am still holding my breath for the Vocaloid Colab and Tricksters Hatsune Miku outfit in lieu with the inevitable Feng cosplay.

  • @Grigerbest said:

    Oh yeah, I did this already.=)

    First match, 4k but only 3 in challenge for some reason.

    Second match, 4k but only 2 in challenge...

    Never when I got 4k, there was an actual 4 for the challenge. xD

    I got a DC and had 4 pips on that challenge, so everything goes :P

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261153#Comment_3261153

    I mean we all hate Garden of Joy, but be serious; 95% of camping Bubbas are camping Bubbas as a lifestyle.

    I've experienced a ton of frustration as killer, but I've never felt like a camping trip with Bubba was the best way to cope with it.

    And really, if anyone gets to the point where they take their angst at one team out on the next, they should just take a break.

    I can not confirm this numbers. Non-camping Bubba is a comfort pick for me, but nearly every time the survivors comment in the post game chat something along the lines of "awww, a non-camping Bubba. That was fun. And BTW thanks for the hatch <3 ".

    Today I had a trial on Midwich and it was the most fun I had in a long time. I had a Nea how chased me for three gens and dropped every palette in my face, turning basically the whole map into one giant dead zone. After that it was down after hook after down after hook rinse repeat. I could do my favorite Bubba interaction twice, ie instantly noticing that the disappeared survivor hid in a corner, blocking that corner and slowly shaking my head at them when they try futile to move out and then reving the chainsaw two times. I also had one exceptionally fun outplay maneuver when I chased someone up the stairs, doubled back and they vaulted and dropped directly in my waiting chainsaw.

    I hooked a survivor in the basement and even surprised a survivor who was healing at the other side of the map, obviously thinking that I would camp or defend the basement.

    What I mean is that Bubba can be a lot of fun as a chaser and general menace. You need to learn how to run tight loops with the chainsaw and how to weave between trees and desks, and you will still fail while doing it, but oh boil, the times you manage to do it right and down a survivor with the fumes of your third charge are some of the best this game has to offer. So why waste that fun and just stare a survivor on the hook in the eye while 3 gens pop left and right?

  • Insidious: when standing still for 9/8/7s and not in a chase, the killer will be teleported in a non-observed, shadowy nook or corner 12-16m from a random survivor. After the teleport the killer gains 3s of Undetectable status effect. The perk has a 2min cooldown after use and a 45s cooldown at the start of the match.

  • I once had a similar experience, it was a Cenobite in the chatterers outfit on the Grim Pantry map.

    He would constantly find the box before everyone else, there were all kind of chain hunts going on, very short chases, very oppressive and I think the game ended with only gen completed.

    I play a fair share of Cenobite myself, so I was quite surprised when I saw this dudes loadout: the three Cenobite perks in yellow quality and no add-ons. That dude was a stone-cold cheater. I reported him, but without footage I guess he needed to accumulate a couple more flags. Maybe it was the same one?

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261152#Comment_3261152

    (Mechanical) Exploits shouldn't be openly explained or discussed in an open forum.

    Yeah well, while your intentions are admirable, this is clearly not an exploit in the technical way. Points can be made if its fair or an unfair advantage to mkb users, but its not "exploiting" faulty code or an unintended loop hole.

  • @Thusly_Boned @danielmaster87

    I like you both a lot and your banter here was quite entertaining, but now I'm confused and done know which one to back up and support :V

    /roll 1d20

  • @soulfire22 said:

    its not even hard to outplay him and your post is so jumbled together its insane, learn to play issue tbh.

    This. - drops the mic

  • @Lost_Boy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260927#Comment_3260927

    For sure it's annoying losing your item right at the start. It's probably one of the most underrated non-direct slow down perk in the game, especially when you see multiple flashlights and med kits in the lobby.

    You could still use the brand new part though if you had like some charges or do you lose the brand new part on dropping the item?

    9/10 times survivors are gribbly little goblins for their items and will go to great length and do a lot of dangerous plays to get them back. In my go to build I have a permanent place for Franklins and I don't bother switching it out if the survivors don't bring any items.

    One fun little Franklin's bonus tip is to place a trap on the item as the Hag and just leave. Irresistible, like a moth to the flame.

    Bonus tip no 2: when survivor's give up and I decide to meme with them/let them finish the last gen, I like to randomly slap one and then step on their item. Their models are supposed to be stoic, but you definitely can see the look of betrayal, regret and sadness etched onto their litter faces.

    Oh, and a streamer once got to tilted that I slapped his flashy out of his hands that he questioned my humanity and sanity :D

  • @Sharpefern said:

    So after playing a bunch I am no longer thinking its based on killer, nor on what survivors generally complain about perkwise, the strong ones eruption, pain res/dead mans, call of brine, overcharge, etc. Like I am thinking it now almost 100% is based on how quick the killer ends chase with them. Like I would be willing to bet that if there was a perk that had the highest number of DCs it would be Lethal Pursuer. Not because its super OP but because the killer immediately can get on a survivor and if they get the down quick enough the survivor will just give up. Literally just played a Trickster game on one of his worst maps, Lery's. No trick knives, no photocard. but I did run Lethal. Ran to Claudette and she ran for a bit, actually lost me for a bit after breaking line of sight and then she just stopped. Like I wasnt even doing well. And of course I had a domino effect of people giving up after. I just don't get it.

    Like whenever I hear people defend DCs they always mention the same things. Seeing a nurse/blight/spirit for the 4th time in a row. Or tired of seeing Pain Res/Dead mans or Eruption. Or being face camped or tunnelled. But then playing B, C, and D tier killers with mid tier perks, people still will DC on the reg on first or second down. Like Sadako, Freddy, Myers (without tombstone) like WHY? Like what are people hoping for?

    I have thinking along the same lines and noticed the same.

    Lethal Pursuer is one of my most played perks as it does both: get you into a chase ASAP AND defend an early gen from getting popped. With Pyramid Head I also get a lot of this short chases and fast downs, and that's when they most often ragequit.

    But I will always start that one game that I had that highlights why you shouldn't do so. In this game I was found and downed by a Trickster right at the start of the game. After the unhooking he was right on top of me and tunneled me directly to the hook again, like 1:20min into the game.

    When I got unhooked, this time with BT, I just barely got away, lost him and by that time 3 gens popped.

    I played it save after that and we got a 4E. Yes, with an early down the game is stacked against you, but you never know how it will turn out. And a DC when the killer is hauling you over to a hook is just making the killers life easier because now he doesn't have to hook you :P

    I also had this 4 SWF group who played to tilt me, until I started tunneling one of their number. One afte the other they all DCed when downed and on death hook, when I finally cornered the last one before she got hatch. I then played the petty-reverse card and slugged her for the full four minutes, closed the hatch, then let her wriggle out of my grasp and bodyblocked the exit gate switches for the whole EGC. It was marvelous. By that time all her clever DCing friends timers had long cooled off and they still couldn't queue up for the next game. Dudes were fuming in the post game chat and I guess I got reported 4 times :P

  • @HugTheHag said:

    I'd be okay with that, provided if it gives points for all 3 theoretical hooks, it also gives points for the theoretical unhooks as well.

    Games with DCs are, after all, extremely hard to win as survivor. Could use a point compensation, if nothing else.

    " ... and thats how the altruistic DC meta of today begun."

    Jokes aside, both sides are affected by a DC and ruins the enjoyment of the match. If someone ragequits because they got found and downed in the first 35s of the match, this essential ruins the entire match for all 4 remaining players. If a DC happens at say the 3 gen mark, thats not different then getting a kill at that time and the ball is still on the table.

    Giving everyone involved a fair share of the DCing survivors BP does sound about right. And lets not forget that BHVR is still working on the husk system ;D Honestly, this would solve so many problems, and maaaaaybe a future were DCing survivors are taken over by a bot is just two or three patches away.

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260639#Comment_3260639

    Of course, it is the goal for the survivors to break the closest generator sets to leave only one trio covering as much area as possible; I was just pointing out that if the killer sets out to stay in the area of this type of 3gens, on Haddonfield, the survivors will have a hard time finishing the game.

    One risky play that I often employ and that saved the day quite often is very simple: after I finish the first gen at the location were I started I then haul my shapely butt to the diametral opposite site of the map and try to do a gen there. Chances are that the killer is busy chasing someone on the side of the map were I started, and doing gens in the killers hinterlands helps a lot to stave off a 3 gen. If someone meanwhile manages to do the main building/centre gen, then you have practically sliced the map in half and won.

  • @Mercylicious said:

    I have played both killer and survivor, however I am typically a survivor main. I agreed when killers would say it needed to change, that they struggled with getting 4ks. However, I never expected the pendulum to swing in the complete other direction.

    Killer seems to be fairly simple, and easy to play - Ive made it rank 1 several months in a row.. Yet, survivor just keeps getting worse.

    When rank resets every month, you just get tunnelled and camped for days on end. I have a swf that I typically play with, and each month it seems to get harder and harder to get to rank 1 because so many killers are tunnelling and camping "just to be toxic". Just now, 4 days before reset, I played 23 games in a row. Of which, I escaped 3. The other 20 one of the randoms gets tunnelled out immediately. Then the other random goes, then the killer focused on me and my buddy. EVERY. Game. This is the picture of balance?

    I'm at the point where I would rather play a game alone than play dbd, and my swf feels the same. It makes me sad to see this game in this state, with behavior ignoring anyone who isn't a fog whisperer killer main. I've put so much time and money into this game, just to be ignored.... and it's disheartening. My swf won't even get on anymore because they don't see a point. So a lot of times, it's me + a friend and two randoms.... Either MMR needs to be fixed or tunnelling and camping need to be fixed.

    I feel you and admit that I, as a killer main, am part of the problem. I have been burned by the pipping system so hard, going from 4 pips to zero just because of a couple of really bad match ups and wonky emblem system, or worst: because I really liked the last survivor and letting them go, thus not pipping up and then next couple games got recked royaly. So each grade reset I sweat it the hardest and to my uttmost ability, just to grind out Iri1 as fast as possible and giving no quarters or showing mercy to anyone.

    I actually love the cute interactions with survivors that sometimes arise after a hard game when both sides show each other some respect and just fool around, but the pipping/depipping system actively hurt you for doing so, unless you just graded up.

    So there would be a very, very, VERY simple solution: just do away with depipping unless someone got a DC. Done. That wasn't so hard, was it?

    People say that grades serve no purpose and are not a reflection of skill, but more of time sunk into the game since the last grade reset, but its also very much a reflection of your RNG luck.

    So, right now you need 90 pips to go from Ash IV to Iri I. How about we do away with de-pipping and add a couple of pips, lets say 30. Now you need 120 good games in a month to get to Iri 1, and the pacing doesn't matter any more. You can play normal hard and when you get a cute game you can let the survivors go or give the killer a mercy hook/sacrifice yourself for a random to get away without hurting your progress. Every good game will bring your further to the next grade and this months Iri 1, while the bad games are just small setbacks, but not the furstrating mess they are right now.

    Heck, DCs could escalate in depipping for all I care. Besides the escalating lockdown increase the lost pips by 1 for every 3 DCs someone got that month. And with this system it would still be much less frustrating and actually fun to play at your own pace.

  • @Hex_iButt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260707#Comment_3260707

    Thanks!

    I also think boons are totally fine too, even CoH honestly. I just know everyone likes to complain about SH being weak, that was an idea I came up with to at least try to make the perk more appealing/viable for matches were boons may not be in play. But I do agree snuffing should be a lot stronger at least. Entity can block the totem for 60 seconds if they don't want to tie the cooldown to the boon perks themselves too, there's a few ways to go about it.

    I have a more tactical approach to salvaging Shattered Hope.

    Shattered Hope: each time a gen gets done you get a token. You can expend a token to destroy/cleanse any totem, even dull ones. This way you can prime your own Pentimento totems that no survivor knows about and/or permanently get rid of strong Boon locations, your choice. I would leave the aura reading for killing a boon in as a secondary.

  • @fake said:

    Am I wrong in thinking that if self-care is weaker than CoH, then Micaela sales will rise?

    But she is just a couple thousand shards, nothing that you would have to dish out the big dough, a lot of players have 10s of thousands of shards that they don't know what to do with. I love me a good conspiracy theory, but this one here holds no water.

  • Hmm, it's somewhat interesting, not gonna lie.

    I don't know what I think about the deconstruct mechanic, but everything that wastes survivors time besides doing gens is not a bad thing.

    I also don't think that I would like survivors to be running four of this perks.

    How long should the entry take? Just a quick hop-in as with the snowmen for up to 6 hits would be probably too good, especially if you activated a haemorrhage syringe shortly before.

    Could a killer gain stacks of STBF from non-obsession survivors in a pillbox? Lastly, 6 hits is a lot, but when the thing collapses the survivor should get some sort of debuff. Not being damaged, as that would defeat the purpose of the whole perk, but what else? Hindered? Constrained? Exposed ?

  • @fake said:

    With the Husk- system under development, the game will continue with the DCed survivor leaving the Husk so that the Blood Warden can also be activated.

    Join me in waiting for this feature to be finalized!

    Any moment now! I'm so excited and am holding my breath!!1

  • @Sharpefern said:

    Umm I feel like the non med kit parts of pharmacy should just be active. Like right now it reads like this.

    You have a knack for finding medicine.

    Whenever you are in the Injured State, Pharmacy activates:

    • Increases the Unlocking speed of Chests by 40/60/80 %.
    • Reduces the Hearing range of noises related to Unlocking by -8 metres.
    • Guarantees an Emergency Med-Kit when unlocking a Chest

    But why cant we just have something to open the chests faster. Especially since there are stupid challenges to open chests. Like would changing it to this instead make it better suited with other peks like Plunderers and more of a QOL thing.

    You have a knack for finding medicine.

    • Increases the Unlocking speed of Chests by 40/60/80 %.
    • Reduces the Hearing range of noises related to Unlocking by -8 metres.

    Whenever you are in the Injured State, Pharmacy activates:

    I think the biggest problem holding the perk back is the fact that others could have already looted all chests in the trial. This kills its basic idea of "when injured run to a chest and heal up" which in theory would reward map awareness and keep you self-sustaining without the drawback of self caring, but still with some caveats attached.

    My dream would be that it could keep its faster opening and reduced noise and if you're wounded you could either open a chest for a guaranteed medkit or press E to rummage for one, losing one of three token.

    This way you could still use other rummage perks if desired, but also have some reliability and not getting screwed over by other team mates opening boxes.

    .

  • I mean, no one is forcing you to play Trapper or Hillbilly without their powers and just as a pure M1 killer.

    Myers with the vanity mirror functions similarly to what you describe and many consider this add-on strictly worse then the scratched mirror: inferior wallhacking , while gaining a terror radius and no insta down ever.

    If you don't use your wallhacks, a vanity mirror Myers would be the closest killer to the one you describe.

    I think that a very basic killer could be interesting, but a full on "no power" would indeed be very unfun. How about a killer who is perfectly standard M1 and his power is entirely passive. Per gen that gets completed he gets a random stat increase: +x% vault speed, palette breaking, stun reduction, hit cool down, pickup speed etc. He will ever only be a M1 killer, but at 5 gens completed we would be very good at M1-killing.

    The add-ons could influence which stats get increased or play with the numbers.

    Such a killer could be a fun diversion or training vehicle, but it sounds more like something that would be added as a free DLC to the basegame, not something that peeps would pay for.

    The same concept would also work for the survivors: no perks, only slight stat increase over the course of the game.

    Both of this, the silent and faceless protagonist and The Created could drop together with the bot system and be the default option for bots.

  • @Dream_Whisper said:

    I want to Make DBD perks good again, more specifically bad and terrible perks. We are not including Meta/Okay/Strong perks, so we going to pick the least used or just forgotten perks; and if we can collaborate on a Community wide perk balance chances to make them useful and have a place in the game

    I will suggest my first two perk change:

    Killer perk: Dying Light

    Problems: Dying Light is so good in paper and with other builds, but by itself; it has alot of flaws, especially when it benefits the obsession the most as they are never effected at all by the penalty and they get a free 5th perk slot when it comes to the bonus healing speeds and unhooking. It seem bunkers to think a perks mostly likely effecting only two to 3 Survivors at once, especially when you cannot murder your obsession as you will lose the perk effects entirely; yet they are nuisance and can benefit the team massively but healing them fast. Sure, the perks can be strong with pair with other slowdown builds, but the one downside is so massive that it completely outshines the benefits of this perk.

    Solution(s) to fix it: I would make this perk effect all the Survivors, regardless if they are the obsession or not; and also make the Benefits of being a obsession, be more of a completely hindrance by slower healing speeds and unhooking; as the point of the Perk is to avoid your obsession entirely to gain massive value in hooking non obsession teammates. Sure, the obsession is the weak link, yet they will be spare from death, so Dying Light can build up massive value in token build up. I would also be fine with tweaking the numbers to adjust to the changes of Dying Light so that it doesn't stack too strong with other slowdown perks like Thanophophia.

    Survivor Perk: Autodidact

    Problems: I admit, this perk as the greatest potential to be the best healing Perk, when you are able to score Skill Checks often and constantly get alot of progress done when healing teammates. The problem is the rng and lack of skill checks, as well the penalties to used a medkit to get more skill checks to appear more often. Not to mention, alot of other healing perks are far more convenient and useful, like We Will Make It, Boon: CoH, or if they have a medkit to used on their own. That, and losing progress for the first 2 tokens; is very anti efficiency, as well as lack of information to your fellow teammates assisting. It one thing, if you are alone and farming skill checks to get the bonus; it is another when a Claudette comes in with a Emergency medkit and healing build to swoop in and group together to heal your injured teammates to farm all the skill check bonus away.

    Solution(s) to fix it: I would grant a token per Aultristic actions, by unhooking or body protection hits; or at least make skill checks pop up more often as well as allow to self heal yourself for tokens. And if were to add one more bonus, make it so that Hemorage Status effect is longer active on Autodidact patients. Also, similar to Leader, let the perk notify your teammates that you have autodidact, so they can stay away and let you farm the tokens.

    Go ahead and propose your bad perks changes below

    I love running Autodidact, but its really frustrating when you got full stacks and then never get a skill check while healing until the very end. Yeah, thanks for nothing.

    Solution: lets take a page out of the Hyperfocus book. Each stack of Autodidact inceases the likelyhood of a skillcheck and the speed of the skillwheel for healing skillchecks permanently by +4%.

    You taught yourself some radical methods that no sane medic would ever employ. That stuff is dangerous and prone to desaster, but you have ripped some people back from Death Door with barely a touch of your healing hands and swear by your methods. This would make Autodidact a true "high risk, high reward" kind of perk, raising the chance of missing your skill checks tremendously, but also letting your breeze through healings like a madman. Might actually be too good as you could routinely pull off 3s heals.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260799#Comment_3260799

    It would definitely would be nice if the Perk lingers longer after hook; I would be fine if you lose a token or a teammate aura upon one hook. So in theory if you save and heal 2 teammates and gets each other auras, but get caught and hook; instead of refreshing and need to start over, you only lose one teammate aura, until you save them. Basically, Aultristic plays can help you earn tokens up to a maximum of 3 for all four Survivors; and you lose one per getting hook twice and then you die.

    This sounds like an acually good idea. Per perk level you start with one token, denoting the max amount of Aftercare survivors you can have under your care, and each hook removes one token. Nice, clear and easy.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260329#Comment_3260329

    If I were to make a Buff to the "Best Meme perk in the game" which is No Mither; I would do one change which is make it so that Broken Status effect isn't immediately obvious to the killer, until they finally get injured for the first time. This can help remove whole killer mentality of "Oh my. Poor David... looks like I need to tunnel the living ######### out of him, as he is only 3 health state away from death!"

    They could buff the other numbers to make it strong; but I think that one is change is good enough to highlight by Dev's quote as "DBD in hard-core mode perk"

    Here is a cute idea: double back on the removal of BP bonus perks and give No Mither +100% BP at the end of the match. Now soloQ would be even "funnier" with all the No Mither David's running around.

  • Make Aftercare an alternative to Bond.

    Aftercare: after healing/safely unhooking a survivor you see each others aura for the rest of the game. This effect doesn't end when you get injured again.

    Basically it's a two way Bond with increased range, but you must manually turn it on for each survivor.

    The effect of the base perk is really nice, but it's devastating when you get hit and it all goes away.

    I don't know if a permanent whole team aura reading ability would be to strong, but it still needs to be acquired for each Individual survivor in the trial.

    Maybe limit the effect to two survivors or even just one? But that might be too limiting (only one). Or how about this: you keep the effect of you acquire your injury via taking a protection hit for one of your Aftercare mates. This feels quite fluffy and in line with the perks idea, while also giving it a nice limitation.

  • He'll yeah. I have learnt to deal with it and cope with the strong loops, clingy bushes and that hellhole of a house of pain and won a fair share of matches on this map, but that's hard earned through lots of tears and knowing when to abandon a chase (ie the survivor knows which are the strong windows) no matter what and its always a coin toss if the center gen is worth defending or just a time waster.

    You can do reasonable well on most maps if you are comfortable with your killer, but even with my main my heart sinks everytime the map is revealed to be Red Forest, Eiry, Badham or Garden of Joy. Even with the game I can cope now, by playing fast an aggressive and not respecting a single palette, but the Garden is never fun.

  • @GentlemanFridge said:

    More often than not, 3 gens are caused by the survivor side not paying attention to what gens they should be doing.

    https://forum.deadbydaylight.com/en/discussion/comment/3260408#Comment_3260408

    How? There have to be 7 gens in a trial, and for the maps to still be procedurally generated there will be scenarios in which gens are just close together.

    For real, I can't tell you how often I finish a gen together with another survivor, and they immediately jump on the gen that spawned 10m next to that one. Yeah, how about skipping that one and doing the gen one over? If everyone always skipped the neared gen when finishing one, I bet that it would be statistically impossible to end up with a true 3-gen. But this is already something that could be considered as an advanced technique and too theory-heavy for a lot of players.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/354286/why-has-3-gen-been-buffed-for-killer

    Unfortunately the answer to the problem which everyone seems to hate is to attack and break the 3 gen early in the match

    I would go one step further and say "play a couple of games with Deja Vu and tackle those three gens from gen 1". Seriously, this perk is so slept on, because "uwu its babies first perk... I got more important perks to slot down", when in reality this perks shows you in real time which three gens are the most dangerous three gen right now. If you remove any two of these, a true 3-gen will be impossible and the best the killer can hope for at the last three gens is two that are close, but the other one will definitely be an island gen somewhere.

    "But I don't want to equip Deja Vu, I want to equip something more flashy!!11". Well yeah, understandably, but thats how meta and counter-meta arise and fall and rise again; something is super effective, people take countermeasures to that super effective thing, its no longer effective and people do something else, rinse, repeat, until someone will try that thing again etc. So be the change you want, be the one who breaks the 3 gens all the time, maybe making your killer regret that they overextented for just that one chase, and now their nice 3-gen, that they had decided to defend, is gone.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259873#Comment_3259873

    You can also pick up progress by, if you're the last alive, waiting by an exit gate and opening it after the Killer closes hatch (assuming RNG puts the Hatch far enough away from you for you to get the gate). If you find the Hatch then instead of taking it you can run to the furthest exit gate to up your chances of opening the gate.

    I wouldn't recommend it as a go-to strategy of course but if you're in that position it did work and, to be honest, with how tedious that achievement is I'd rather risk a chance to get progress on it than take a guaranteed escape.

    That one time when we got an AFK killer on RPD I did one gen and then camped one of the exit gates. Lol. That was guaranteed progress that I didn't wanna miss out. A bit scummy, as I let the other three doing nearly all the gens, but I couldn't risk it.

  • I had a recent game on one of the cornfield maps, where three survivors stealthed the whole game. It was aweful. The non-stealth survivor of course died first, and the others just did gens whenever I was at the other end of the map and would immerse themselves whenever they got so much of a whiff if my terror radius. Ugh. Eventually I found one and whittled them down bit by bit, but the situation got worse with the second one down and two gens to go. In the end I found one and slugged them while searching for the last one. They never went for the save and the game ended with me finding the forth, but got no time left to pick up the slug and they died on the ground.

    In the post game chat I was viciously attacked for this playstyle and no one wanted to see it from my perspective: that stealth on the cornmaps is about the most unfun thing you could face as the killer and that if you embark on that way you can expect no mercy or forthcomming or cute interactions with the killer whom you pissed off for 20min.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260354#Comment_3260354

    It's realisticaly extremely hard for 2 survs to repair 2/3 gens on their own and not get killed.

    Yet you ask for them to do that extremely hard action that will get them killed either way or be punished more.

    What is the alternative, a riviting 25min of stealthy gameplay? If the killer makes it into the EGC with all 4 survivors alive and kicking and they got no end game build, they are faced with an unsolvable situation, too. Both situations, killer with 4 living survivors, and 2 survivors with 2-3 gens to repair, are both issues that arose, because one side probably outplayed the other. You can't always depend on a second chance mechanic like the old hatch to get you out of a pickle, some games are just lost because you got outplayed. In the same vein, I guess very few survivors would be cool with something like a 4% chance to instadown a survivor if all 4 are alife during the EGC, "Just to give the killer a fighting chance".

  • @Persephone_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260134#Comment_3260134

    I mean... I've once had a team call Trapper OP. We were on a corn map. "But we can't see your traps in the grass." I'm not gonna lie, I actually took a screenshot of this because it felt like such a rare and special occasion. 😂

    Awwww, how precious and innocent <3

  • @pizzaduffyhp90 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260072#Comment_3260072

    Remember the good old days of gaming and this isn't just DBD but, like COD Black Ops 1, 2, 3, as well as Modern Warfare 2 even other games like Halo, Rocket League, Fortnite, and more. We could open a video game play some games and have fun and with MMR that just takes it away. If I wanna use a sniper in like COD can't do that cause everyone is running the "meta" of the game.

    We could hop on Black Ops 2 back then enjoy some amazing Multiplayer maybe get destroyed, do the destroying, or have a mixed game and still have fun and keep playing. Then MMR comes into most multiplayer games and it just takes the fun away and we get drained out from playing.

    I feel ya. MMR might have made gaming fairer, because in theory you get matched with similar skilled peeps, but eventually this just leads to an escalation of progressively sweatier and wetter games, while essentially punishing you for playing consistently good.

    I sometimes don't see why I should actually go for the kill and thus raise my MMR. Most often I let the last survivor go or even the last two, once I downed them.

    When I started the game I sweated every single match and won way more then I lost. But eventually every single game was like a fight to the death, with not a single quarter given or any fun interactions with the survivors, just high efficiency killing vs high efficiency surviving. And eventually it burned me out ... I don't mind the occasional sweaty game, but all day, every day? Nah....

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259996#Comment_3259996

    I mean to me when I think of a "Bully Squad", I'm thinking of your typical SWF who clicks their flashlights, tbags after doing something pretty mid, bringing a favorable map offering, etc. Basically anything to specifically piss off the killer, which they can only really pull off if the killer in question doesn't know how to deal with it.

    Ahhh, I see. Yeah, I refer to the salty bunch of dead survivors as "my luvly wanna-be bullies" in the post game chat. Most somehow don't take too well to that ^_-

  • @AbsolutGrndZer0 said:

    The fact that you went all out for this s##tpost and actually photoshopped it so well, I'm impressed. Almost makes me not want to slug and tunnel every Feng I see.

    Almost. They are the devil Incarnate in their cutest form... they and their floppy, little bunny ears.

  • @Hex_iButt said:

    Can we get Feng cosmetics for killers too? I kinda wanna see Nemesis with some zombie Feng Min as allies.

    This would be brilliant! Give Nemesis two new cosmetics slots for his Zombies and go to town.

  • @TeabaggingGhostface said:

    Give every survivor and killer a feng skin

    I want to hate it and say no, yet something in me stirs at the sight of Mins hair.

    Something fuzzy.

    My killer instinct...its faltering!

    What mad sorcery is this? Curses!

  • Not only Otz, me too! The hook spawns on Midwich are notoriously bad, the spawn logic fails to take into account traversal time and wayfaring between the hooks and instead prioritise flat out proximity, while two hooks above each other could be literally half the map apart in terms of connection.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259871#Comment_3259871

    because not everyone plays this game as if theyre a robot?

    Getting bullied as either side in this game just shows that the receiving end is inexperienced

    I don't consider myself inexperienced in the slightest, but I get bullying attempts all the time and get successfully bullied a couple of times per day.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/354161/the-changes-werent-for-the-better

    Solo queue needs buffs yes. But what you got to realize is that the overall kill rate was nearly 50% before the patch, and the reason why that wasn't balanced is that at least the bottom 30% of survivor's just lose on repeat due to the skill floor of each role. Their build was carrying them even though solo lacks the efficiency needed to actually play well. Survivor needs no buffs at all, solo queue and mmr need to be fixed that is all. The meta changes were good, they removed the most oppressive brain dead build survivor's have ever had and tbh that's been the case for 5 years which is absurd. 6.1.0. was great, it's just bhvr takes too long to move on to the next step (solo queue). After that we start addressing nurse and a few of blights add-ons along with maps and med-kits.

    Basically this.

  • @hiken said:

    the one that ttook me a lot of grind and pain was one of the new ones escaping from RPD 20 times... mnany survivors died and some offerings had to be spend and me sneaking with wake up in order to get it im not proud of what i did but it had to be done lol

    the last survivor doing a gen and escaping by doors wasnt hard to get BACK IN THE DAY because hatch standoff were a thing and killers camped hatch back in the day so u had a ton of time to do gens... and then the killer had 2 options leave and risk survivors getting the hatch OR go for gates, so eventually you will get it if u tried and it wouldnt take many attempts at all besides people were worse players back then.

    The myers killing everybody was a little biut hard because hatch offering didnt exist back then and you couldnt slug either, so you relied on luck to get it and i still remember it... was hard it took me like 5 games in a row or something it was hard so hard that i still have some tiny memories of when i get it it was like 2018 and it was thompsons house, the old one and i killed a baby nea that was crouching in a corner i was so relieved when i saw her, remember a dwight escaping by hatch the game before because i took them to a corner to kill him many times and i couldnt kill him cause he got to lockers but for whatever reason the hatch was nearby and he got it and i didnt realiaze hatch was nearby...and other games aswell before that one, was stressfull... today is worse because everybody knows u have to get into a locker or u are dead.-

    Evil Incarnate - after over a dozen frustrating attempts that were all thwarted by "clever" lockerplay, I was down to my last two iri tombstones and and lock of hair and I did the scummiest thing: I tanked my MMR for a good couple of games and ended up om Auto Haven with two decent and two baby survivors. Well, the babies were easily stalked out of all their juice and then I killed off the first good survivor. The second one made a run for a locker, but was caught a good bit before he could reach it.

    The baby survivor's didn't know what had happened and went both down to my knife. When that Feng ran away in abject terror over the whole ground and then got picked up by Myers, I felt bad and empty, followed by the warm, fuzzy feeling of elation and bliss.

    The long and arduous quest was finally over and I had conquered all there was to conquer about Myers. I had stooped to a new low, but on the way to becoming the Evil you gotta kill your own humanity until all that's left is but a hollow shape. A shape that could only be described as a man in the most broadest and incomplete words.

  • The thing with spinning (or 360ing/360 juke) is this: the survivors hit box is always the same, be they standing or running, but when they run their model leans forward.

    This hit box is basically shape like an egg their feet, butt and ankles always at inside this hit egg, while the head, torso and arms flail widely. So to counter this, ideally you take a step back, aim at their buttocks and just gently tap the strike button. No lunging, since that's perfectly telegraphed and might be evaded.

  • @hiken said:

    i dont like the idea of changing them in a way that prevents maps from appearing because then killer mains will never allow survivors to get good maps would ban springwood, garden, ormond etc. i would remove them entirely and get the points back, that would be nice.

    I am think that this is the best option. Don't forget that the killer can only negate one realm, with still plenty of unfavorable ones left. But still, this would allow the killer to manipulate things a tiny bit in their favor.

  • @Jareth said:

    Not the hardest, but I just finished the last achievement I needed - Outbreak Breakout. That one is a pain because trying to make it to end game as a solo survivor on RPD is not easy. I just kept burning RPD offerings and used Wake Up to finally finish it off. The last game was down to me as the last survivor, killer closed the hatch, and I hid by one of the exit gates. Barely made it out of that one, but the RPD grind is finally over and I can work on restoring my sanity.

    Grats! I feel you, because I went through the same. Just two days ago I finally finished Outbreak Breakout and it was such a slog. RPD is still one of this maps which map offerings are viewed by the killers as a declaration of war. And even if you make it to the end with all four survivors alive and kicking, only two can open the doors, that is if the killer gives you an opportunity to open both.

    This achievement is horrible designed and I hope that BHVR will take the very bad reception of it to heart and never repeat anything like it.

  • @Marc_go_solo said:

    I'm not pro nor anti map offerings, but I'd be down for them going and instead replaced by meaningful map-alterating offerings. I'd just like them to be replaced by something, if they were to go.

    At the same time, as killer I'd miss them a little: one of my top maps for performing is oddly Ormands, which is often considered more in favour of survivors, so it's always a joy to have that offering flung at me!

    This would also be cool. Besides darkness and brightness altering offering we could add more bushes or foliage, spawn more burning drums, maybe an ultra rare that spawns an extra T L wall (non stackable), I am sure that we could come up with a couple more fun ones.

    Maybe something wild like "1/2/3 hooks on the map will spawn with two actual hooks attached to the pole" or you could upgrade the chests to spawn better quality items or special chests that have two emergency flashlights.

  • @NerfDHalready said:

    Okay, i'm pretty sure there are lots of stuff written on this topic, but since they still exist, here is another. Simply, i don't want my gaming experience in my opponents' hands just because they want an easier match.

    That's not an exaggeration in the slightest since there are literally nerve wrecking maps (garden, badham), objectively unbalanced ones (gideon, eyrie), or ones straight unfun to play on (rpd, haddonfield), i won't mention cowshed or shelter with its 5 pallets because that's irrelevant to map offerings. Maps ARE NOT balanced and the power to choose which one you are going to play on is too much. Facing those offerings every other match gets tiring really quick so removing them would be the best change ever, if not, at least sac wards can be made common i don't know.

    Short answer: yes! Long answer: actually yes, but BHVR would be in a bind of what to actually fill the blood web with. Map offerings aside, I think that survivors could need one or two new classes of items.

    Someone suggested that an easy fix would be to let map offerings work in reverse: instead of sending you to a specific realm when burned the fixed ones would throw the chosen realm out of the map pool for that round. If the game send you 5 times that night to the swamp, just burn up a couple of grandma's cook books.

    This would solve the toxicity involved with map offerings and make them useful for both sides in one bold, fell swop.

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