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Akumakaji

Akumakaji

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Akumakaji
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  • @Mandy said:

    It's an issue that I'm aware of yes. Spoken to our host provider today - it was also acknowledged by one of our mods in the forum feedback section here earlier today.

    I don't have an ETA on when we can get a fix on this yet, but I'm hopeful it will be soon.

    I really hope that we get royally compensated for all the hassle this caused!

    I am talking in the ballpark of +200-300 post count and +50 up votes! Maybe even a custom batch that would remind us of this trying times (as if anyone would actually take notice of other peeps forum batches).

    But I don't care just stoke everyone's FOMO on free stuff.

  • @AVoiceOfReason said:

    Some kind of cheap dash for like 5 seconds but be really fast and only in a straight line. Like a super blight serum. During it, they cannot attack nor interact unless they want to cancel the action early. They can use the secondary special ability or the new third button. I want super speed like Blight. After it ends, wait like 2 seconds before you can do anything for balance and limit it to every 45 seconds. Solely for getting across the map quickly to defend gens. Blight, Nurse and anyone with speed doesn't need this. Let me know what you think?

    Here is my take on it:

    Reworked Insidious - After standing still for 10s and not being in a chase, the killer gets teleported into a dark and shadowy corner within 12-16m away from a random survivor. The killers terror radius is suppressed for 2/3/4s after the teleport. This effect is disabled in endgame and can only occur oncecrvery 80s.

  • @Laluzi said:

    What's stopping them from using that to catch up to a survivor who held W on them, or to zip back to a hook from across the map?

    Impossibility of a mechanic that only allows gen protection aside, I don't think it's necessary.

    It can only be used during Halloween events. You get one charge that's mandatory used if you press the killers power button, replacing the actual power. And then you dash forward a lot and eventually slug down, just like a Blight in the open.

    On most killers its useless, but boi oh boi is this offering fun on Bubba! Survivors never expected the Bubba to suddenly charge forward, dash past them into a tree and activate their chainsaw. It's a thing of beauty that must be seen in order to fully grasp it.

  • I literally see nothing wrong with the perk on general, but think that the cooldown should be a bit higher. It shouldn't becan infinite just so that some trolls can't take the game semi hostage. Also, most effects of such a nature in the game have 60-80s cooldown.

    Everyone hates face camping, so that they now deal out an effective means against it is kinda cool, but it should just buy a lot of time and make facecamping really costy and unattractive, but not totally impossible.

    The activation range of 6m is quite short, so most of the time you as the killer should have a good chance to intercept a cheeky survivor.

    With Reassurance coming I would love it if they buffed kinship slightly: let it work on both hook states and show a symbol that it activated. This way it would be simpler to use then Reassurance and be something you would "fire and forgot", while buying the team a lot of time.

  • @OrangeBear said:

    They just released a mid chapter with big killer buffs and big survivor nerfs. Killer queues are now longer than survivor queues and you are still calling them survivor sided?

    Dang, I am as killer main as it gets, but I couldn't walk by without up voting.

  • I actually can't wait for half the survivors running Reassurance, as I don't camp, but go out there, hunting.

    It will be a situation just like with Shattered Hope, a cool perk when it counters the hated tactic used by the opposition, but utterly useless and a waste of space if they don't.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137327#Comment_3137327

    You know with the 90 second gen time its actually impossible to do all 5 gens before the facecamper (normally bubba) kills the person on hook right?So facecamping bubba is guaranteed a 2k at least. Throw deadlock and noed on and you got the reason why facecamping bubbas average a 3k killrate. If the way to get a 2k+ is standing still doing nothing. That is even worse design.

    Nah, they only do it a couple of times till they hit high MMR sweat squads and get humbled .

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137676#Comment_3137676

    I honestly do the same . Games are somewhat "try hard" cause the motivation of getting to iri (even 4) is an awesome feeling to me and obviously if you get to iri 1 you can just kinda relax and fool around til the 13th like you said .

    That's why I still, and always will, advocate to get rid of depipping.

    Just let the people have fun any way they like and eventually crawl their way up to Iri1, if they just play enough. Heck, just add a pip to each grade, maybe even 2, but just get rid of depipping.

  • @GannTM said:

    Can I ban 28 of the 29? I’ll ban:

    • Trapper
    • Wraith
    • Hillbilly
    • Nurse
    • Huntress
    • Myers
    • Hag
    • Doctor
    • Bubba
    • Freddy
    • Pig
    • Clown
    • Legion
    • Plague
    • Ghostface
    • Demogorgan
    • Oni
    • Deathslinger
    • Pyramid Head
    • Blight
    • Twins
    • Trickster
    • Nemesis
    • Pinhead
    • Artist
    • Sadako
    • Dredge
    • Wesker

    Based beyond base.

  • @JakeCannon said:

    Just curious (only to killers who aren't gods & don't get 4k every single game) how long does it usually take you to get to iri?

    I usually make it to Iri1 (or Iri 2/3, depending on the amount of sweat encountered) around the end of the month or early days of the next month. This lets me fool around for sometimes 2 weeks with builds that aren't as sweaty and I am not obliged to go for as many kills as possible, but give hatches freely.

  • @SgtMittens said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137118#Comment_3137118

    I'm actually tickled that you used your burner to give yourself an upvote.

    That's the toxic depths of this community. Either join them or learn how to play them like a fidel

  • @SgtMittens said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136369#Comment_3136369

    Just by looking at the scores, your kills probably didn't mean all that much to them. You were also using NOED on a killer with one hit down ability so that speaks to your lack of skill more than their perceived toxic play. It's more pathetic that you were begging for negative attention after the fact. Frankly, you're the one that looks like the a**hole.

    I am sorry for you loss, Jake. Next time I will wait out the Blood Warden timer and let you go. Pinky promise <3

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136469#Comment_3136469

    I haven't eaten a DS stun in years. It wouldn't be a problem because you can easily ignore the survivor or slug them. They can't even combine OTR and then force a locker DS because Deep Wounds will cause them to bleed out, so it won't have that great of a synergy with the other anti-tunnel perk unless you are genuinely being tunneled.

    Funnily enough, I ate two DS today, back to back.

    The game was Myers on new Haddonfield, the survivors played like they wanted to bully me, but couldn't really get it to work, messed up all their flashlight saves, tried to blind me while I was walking towards them etc and soon two were dead. The two remaining survivors were pretty good and probably a 2 man SWF duo, a Feng and a Leon.

    Eventually I downed both of them with Leon on the hook. I looked down on that Feng and contempleted giving her the hatch, because she gave me a good chase, so I picked her up, got DS stunned, palette slammed and she slid over the palette away and unhooked Leon. That moment my well-being evaporated and I downed both of them, again. Hooked the Feng, picked up the Leon .. and got DS stunned, this time there was no palette around, but he managed to unhook the Feng.

    In the end both got hooked and they salted me royaly in the post game chat for being tunnel and camping trash. When I mentioned that I intented to gift Feng the hatch, but that whombo combo tilted me a bit, they responded "oh yes, the classical survivors must not fight back and using DS is evil." Well, I guess its all a matter of perspective. They hadn't to use their DS while the other survivors were still alive, so I guess I wasn't THAT much of tunnel trash. I get that their situation was pretty frustrating from their POV: they played a good game, survived till the end, then couldn't even get away after stunning the killer multiple times. But in this case a single one could have gotten away, it was their altruistic nature to try to get their buddy out that eventually made them use up their DS in pointless unhookings.

  • @GoodBoyKaru said:

    Make the stun 5 seconds. ######### it, make it 10. Actually punish tunneling, especially since Endurance stacking never left PTB and tunneling is easier than ever.

    Now that it deactivates in end-game and any conspicuous actions, make it active upon both hook states, too. If someone wants to tunnel a survivor, then they can eat both stuns.

    Damn, bro! I am all for limiting tunneling and curb the current tunnel pandeming, but you scare me! Like a dude on mission! Maybe meet in the middle, somewhere?

  • Blood Warden 01.jpg

    Had a game where I knew from the start that I was up against some bullies. Wasn't as bad as it could have been, but an oak offering, amap offering and Bloody Party Streamers, coupled with some dedicated sabo builds and all those break outs? Yeah, that was a textbook recipe of a three man SWF, and the other Meg with her escape build was most likely just an unlucky extra. So in this regard I got lucky that I was send to Dead Dog instead of Haddonfield, like they had originally intended :)

    They played like you would expect: balls to the walls, always trying to goad me into pointless chases at the main building, saboing several hooks along my way, bodyblocking galore, jumping on each others gens the moment I chases someone off, you name it. The Meg, whom I suppose wasn't part of this group, died on first hook because no one of them bothered to get into danger for her, and they all slammed out gens in the meantime; this figures, too.

    But it all played out beautifully in the end: the Meg who escaped got unhooked and I chased her out of the one open gate and downed the Jake. While I hooked Jake, the Jill cleansed my NOED, she managed to circle me, while I was looking for her, and unhooked Jake, but went down. I hooked her, went after Jake and could see with much satisfaction how he went to the exit gates, notices The Entities walls and tried to hide in the corner. He went down just in time for me to pick him up and hook him, before Blood Warden fizzled out. It was beautiful.

  • I think they don't want players to single out others, like "That Dwight played so bad, please #########". But this also shuts down all meaningful conversation in the post game chat, like if you want to focus on a particular cool play "man, Meg, the way you looped my in the main building and then dropped a Flashbang was unreal!". You can't even praise the other side and talk about tactics or something.

    What somehow works most of the time, though, is trashtalk the other side and throw some slurs on them and wish hurtfull and agonizing fates and dooms on them and especially their family and mothers. And its this strange disconnect that always get me. If people still send death threats to my loved ones, well then please let me also talk about that Megs performance in game, even on the off chance that I might badmouth her.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136244#Comment_3136244

    Survivors are less complaining than the release day, most my games are pain as first and die alot. Thing is, my complaining were too afraid tunneling/camping are much stronger, not because die alot. Then slowly it goes back to normal vs killers who doesnt try hard. Just as killers said survivors go down to their correct MMR.

    As the same time as killers feel powerful in the early weeks, then topics on complaining recently when their MMR increasing.

    Just psychology explaining. Many killers here use everything for the 4K, yes, slug the 3rd guy for 4min to kill the 4th guy, they try that hard. They dont take 3K as winning, and those are who complaining alot as their MMR increased far exceed their skill.

    My killer games are okay, some survivors can loops pretty good, and usually 2K. Certainly I can constant 4K if I use 4 slowdown and tunneling, but whats the point doing that? Increase my MMR to vs Ayrun then create posts on forum demands Gen time increase further, Crowd control basekit, Prove thyself nerf?

    I guess you are somewhat right: the patch brought a big shift in the MMR brackets of a lot of players; survivors who got hard carried before and still got easy escapes went down in MMR quite a bit, while a lot of killers got a surge of power ... before raising in MMR to face really competent survivors and am hitting a wall again.

    This is basically what I am preaching for what feels forever: the game plays out radically different at Low/Mid and High MMR. While everyone assumes that they are high MMR, I am pretty sure that I regularly get up there, just because of my different experience from other players.

    At lower-ish MMR killers were always the overpowering and undefeatable menace that we think off when we talk about a slasher film: they walk around and kill survivors, who got no counterplay, know not how to loop, how to hide, hide to evade and who might even be scared of the sounds the gen is making (literally jumping at shadows). Here the last patch was quite devestating and some casual players might feel like this is just a slaughter simulator.

    At higher-ish MMR as short as 2 days after the patch dropped things basically went back to normal and after 3 days survivors were back to slamming gens like mad and looping like young gods. Games didn't feel miserable any more and more fair, mostly due to the erradication of DH, but also the general 10%, but honestly, at high MMR you just don't 3-4k every game, you face way to stiff competition for that, and if you want to do well a couple of games in a row you essentially have to play full sweat 110%. For me, thats just not worth the effort, but others apparently welcome the challenge.

    That being said, here is the core of the problem: the low and high skill end of the game play out drastically different, yet BHVR applied the same blanket buffs and debuffs to all players. Maybe some survivor tactics and perks are a bit overtuned in high MMR gameplay, but they definitely aren't in mid-low. And some stuff that might feel a bit underpowered might be literally OP in the hand of skilled players.

    What would be much healthier as all this talk about "nerf this" or "make this basekit" might be actual MMR bracket modifiers. This is a tough sale, though, as we all don't know our MMR numbers, but I think it would be much healthier to apply a few different number tweaks to different perks, or even the base killer abilities, at different MMR brackets instead of giving them to everyone and then realize that one end of the spectrum is happy with the change and even don't feel it that much anymore, while the other and is living in literally MMR hell.

    I would also appy more restrictions, ie forbid certain perks on certain killers or restrict certain combinations. We could also talk about lowering the percentage the more players are running a certain perk or giving you less value out of individual slowdown perks the more of them you equip in your loadout.

  • Unironically, what if we made his Scratched Mirror and Vanity Mirror brown or yellow add-ons so that its basically a build decision if you play with them or with the standard Mikey? A lot of Mikey players really enjoy the jump scare aspect of this too add ons, but I also understand why a sorta base-kit aura reading killer could be seen as problematic.

    Also while I understand that you shouldn't be able to farm infinite stalking juice from an AFK survivor, if would be SO rad if the stalk juice of a killed survivor got transfered to the others in play and/or everyone slowly recharged their juice; especially the obession, which would make just so much sense: save the best literally for last.

  • Today I played a couple matches with a full late game Myers build, ie Remember Me/Blood Warden/No Way Out/NOED. It was pretty fun to play a little bit like with old BBQ, ie trying to hook everyone once, but also trying to whack to obsession a couple extra times.

    But Blood Warden is a really finicky beast. 99%ig the gate is a hard counter to it thats literally to no detriment to the survivors in 19/20 games and the No Way Out sometimes tipps the other survivors off. That being said, it pairs pretty well with the new NOED: you down someone with it and often enough the other survivors will go looking for it, allowing you to open the gates and hook the survivor you just downed.

    Still, 1min its pretty short and if you really want some milleage out of it you better bring a mori (or play Pyramid Head with his native mori), otherwise the time way too short to hook a survivor and come back to pick up the other one, least two of them.

    I am very divided on this perks for how easy its countered and how perfect the situation needs to be to actually get value out of it. One little buff I would love to see is this:

    "Irrespective if Blood Warden got activated by hooking a survivor it prevents everyone downed in the exit area to crawl out for 15s."

    This would give you a cool counter to bullying and basically let the bullying at exit gates die down pretty much itself, while still allowing some kinda gameplay with a bunch of survivors, ie they can try to body block and heal tech to let their friend survive till the shorter timer runs out and this way the killer gets an extra chance to get some value out of Blood Warden, even though its main function is countered basically every game.

  • You will be missed and never forgotten.

    <3 Skybilly <3

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136230#Comment_3136230

    It goes like this.

    As survivor, unless you're top MMR. If not, your escape chance is around 50%. After the patch you may die alot and drop MMR, when you go back to your 50% escape rate at it should be.

    As killer, having a match of 3K isnt enough to be satisfied, then having a match of 1K is a lose. Despite having 50% kill rate, killers feel the game is survivor sided. After the patch its alot easier for them to 4K and increase MMR, which they feel good yes. Then they go back to their 50% after vs far better survivors. Many killers only consider 80% kill rate is balance, causing the complain.

    I believe increase Gen to 160sec and after a month, average killers can have their MMR up to Ayrun level and they will still complain.

    You are projecting quite a lot there, mate, and making an aweful lot of assumptions. Got any sort of "data" to back that claims up, or are they all anecdotal from your games and "the countless survivors I spoke two who all echo my own opinion!"?

  • @KayTwoAyy said:

    What if I told you that Prove Thyself did the exact same thing it does now, when gens took 10 less seconds than they do now, and no one bat an eye?

    Survivors used it back then to slam gens, and they are now using it to slam gens. But people don't seem to realize that even with +10s gen repair time splitting up is STILL the most effective tactic available. Prove Thyself helps when the game comes down to the last 2 gens and the killer is in everyones business all the time, but on itself the perk is just performing as always.

    OP, if you get outplayed by Prove Thyself a lot, then consider bringing Discordance along. Its sorta the hard counter to PTs and it often acts as a Lethal Persuer right at the start of the match, letting you jump right into the action and your first chase within 20s of starting.

  • @Breadn said:

    Picture this;

    -You hit an insane curve as Hillbilly.

    -You hit a sharp flick as Blight around a tight loop.

    -You throw a perfect hatchet as Huntress.

    -You perfectly guess the survivor's pathing as Hag.

    In all of these situations, your mechanical and/or decision making skill is invalidated by the survivor pressing a button. No longer do you just get a cooldown, the survivor also gets a speed boost.

    If you're playing Billy, it's like you're always running speed limiter. If you're playing Huntress, you're almost guaranteed to have to hit them three times. If you're playing Blight, you can't do anything flashy and have to waste more bumps to get a hit. As Hag, you can no longer rely on instantly hitting survivors after teleporting.

    This isn't healthy for the game. It isn't healthy for a player's skill to be invalidated by "good timing" on a survivor's part.

    I've used DH as survivor aswell, and every time I use it against a killer like this, I don't feel like I outplayed them. I feel like I got carried by a poorly designed mechanic that rewards sloppy play.

    I played about 1000h of killer, and I can honestly say that I no longer care if a survivor uses DH now, as the game isn't in the perks stranglehold any more. When breathing down a survivors neck I sometimes get PTSD of waiting and baiting out DH, but then I remember that its all in the past and can't hurt me anymore. 9/10 times I then swing and down the survivor. 4/5 times when I miss, they just juked me in the most embarrassing way possible and I go and sulk in a corner, questioning my lifes decisions. That 1/5 times were they actually then use DH correctly and invalidate my attack I giggle inside and salute them and stay hot on their heels, more often then not downing them soon after, but at least we both got a fighting chance in this chase and they at least got a couple more seconds out of it.

    I am really BAFFLED that BHVR pulled off the seemingly impossible: breaking DHs stranglehold on the game and nerfing it, without "nuking it from orbit" and "nerfing it into oblivion". Nowadays you see a healthy variety of exhaustion perks and DH is still a thing, but its powerlevel is comparable to the other exhaustion perks and its strong side, ie being usable on demand in a sticky situation and no other activation condition, is held in check by its very short active time and a lot of opportunity the mess things up. I never thought that I would ever say this, but DH is now actually a fair and well designs perk.

  • Typical Spirit Experience 01.jpg

    NGL, I did the same :) As a sort of compensation for you and similar minded players, here is a recent screenshot of my typical Spirit experience :)

  • @Laluzi said:

    As someone who does/did this a lot? Because tanking your MMR eventually makes the game not fun. Matches where you can fool around and still win are fun, but there's a sweet spot and you will eventually go past it. Going up against newbies and getting those 8 hooks at 5 gens after a whole host of 15-second chases is boring and depressing. Probably isn't any fun for the people you're going up against either, even if you do let them live.

    I would have agreed with you back in rank-based matchmaking, when it'd hold your rank in stasis, but in kill-based matchmaking, you have to periodically play serious in order to keep yourself in a fun MMR. It's also impossible to get past iri 4 this way.

    Also, while most survivors are happy to fool around and escape, and it's more honey than the usual vinegar, you will still get salt for "wasting my time", "just play the game", "I don't want your pity", etc. Can't please everyone, so you may as well play the way that pleases you (as long as that's not gratuitously being a dick.)

    For real! I tried it a few times, just in order to grind out one Iri rank at a time, ie tanking my MMR, then blast through the next rank. So much for theory, after a couple of games I reached MMR levels where the survivors would just let survivors die on first hook, because they were just too scared to do anything, probably legit completely fresh players. You can't really keep it up against those players, its just way too painful.

  • @ReviloDBD said:

    Seriously,

    I've forgotten, don't remember exactly which ones that I have unlocked before on the Shrine for example...

    Is there anyway to check so that I don't end up leveling someone up for no reason? haha thanks!

    If you enjoy using my website and wish to support me, you can help to pay the hosting bills by turning off adblocker! You can also share the website with your friends!

    This page is pretty cool, via your Steam name it can look on your profile and gleen all kind of somewhat hidden information. Nothing too crazy, as your profile must not be set on private, but for example a lot of the grindy achievments collect numbers even once you finish them, so you can look up how many survivors you hit post phasing with Spirit or how many protection hits you have taken in total.

    It also lists which teachables you got, so this should provide you with the info that you are looking for.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134499#Comment_3134499

    https://us.v-cdn.net/6030815/uploads/282W7FU1EUG8/image.png

    Just example, this is Blood lodge map, you at Gen2, you able to see Gen4 has no one, Mate3 at Gen3. You dont care where Mate1 is in chase. You likely to assume Mate2 is around Gen1-6-7, and you assume you're the closest one to the box.

    You spend 10sec running to the box, just to see from afar Mate2 is closer to you and take the box, you spend another 10sec run back to your Gen. That is roughly 23% Gen progression that COULD BE DONE.

    And this is only 1 Box.

    Man tooth ... your soloQ calculation examples always paint the most depressing picture possible :V But thats a good job ^^

  • Oof ... please no. I am all for new emotes in the shop, but no, not this one.

  • @Zeta_JK44 said:

    …Killers’s queue times!

    7 minutes to find a game as killer is (banned word)! Most of the time I end playing against stupid players that get wrecked like noobies despite the fact they have more than 4k hours and they hit prestige 15-20+

    On the other hand, I can find pretty fast games as survivor with THREE SECONDS queues. But hey, when I don’t verse tryharders (and I expect to verse tryharders) I verse stupid killers, unable to do what they need to do. Guess they’re ex-deadhard addicted-boosted survivors.

    Fix matchmaking and give me fast lobbies against either noobs or tryharders, I want my 10 seconds queues back. My blades are thirsty

    Bro, this is the price we had to pay to not only get miserable game after miserable game, but to actually have fun most matches. Its a tradeoff I gladly take. And in the evening my queues are more like 1.30min, even below 1min during the prime time. Up until 3am I get 3min max and it only tapers off after (sane) bed time.

    With killers not being miserable to play anymore not only hardcore killer mains wanna play, but also the occasional survivor main who wants to experience the other side, or a totally nooby who wants to try out playing the baddy.

    Before the big patch the killer role was in such a bad state that the game was basically hemorrhaging killers, so even instant queues were cool for us mains with nerves of steel, that was actually a pretty bad sign. So I welcome the new ques and wait with pride in my heart.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133697#Comment_3133697

    If you want to just hang on a hook while a killer face-camps you, and you find that fun, then yeah, don't run anti-tunnel and anti-facecamp perks. Most survivors don't find that fun. Because of the tunneling and facecamping at gen 5 from about 1/3 of killers I play against, I have to play those meta perks, just to play the game.

    Killer does not have that problem. I can play any perk combo I want and still be able to play the game at least.

    Is it really that binary, either play those meta perks or get face camped every game?

    I got other experiences. Of coursecI get camped every once in a while, but that's often a short affair, I either die to a quick 1-2-3 combo or I get away and do something cool elsewhere.

    But I want tp play my Blastmine/Head-On/Quick'n'Quiet build most of the time :) So I take that occasional camping into account.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/341177/what-happened-to-survivors

    You absolutely feel like you are pigeon-holed into taking OTR, and exhaustion perk and now with Reassurance, you have another perk you almost feel like you have to run.

    Here is my solution: just don't be a meta slave and play any build that you feel like.

    If you are already good at looping and evading the killer then you will do good with any other build, but also enjoy yourself with some fun builds.

    If not, then you probably have more fun while learning, then as if you rely on meta only builds that constrain you.

    Of course, if you like the meta gameplay, more power to you. But you should never run a perk because you feel like "you have to".

  • One think that I had a lot of success with in the past was Monitor&Abuse + Nurse's Calling. Basically you could see them healing while messing with their perception that you are still quite far away and then snipe them through the walls.

    But right now I am using @GoodBoyKaru s build and am very successful with it.

    Also learn how to punish actually safe unhook with a well timed POTD. It has a bit of travel time, especially over max distance, but it's pretty satisfying.

    Back in the olden days of pre-BT-basekit my fondest memories were the double KOs at unhookings. I can only imagine how your heart must sink at that moment. Lol. The DCs spoke for themselves.

  • I personally find t-bagging after every minor successful vault and waiting at the exit gates to t-bag pretty annoying, and that's not even tied to a specific survivor ~Meg~ ~Feng~ but its just a part of the game.

  • I agree that getting tunneled off the hook feels really bad and gives me the sads and blues and might even be somewhat scummy, but so is flashlight clicking/macros or t-bagging after every single vault or at the exit gates. Everyone knows its uncool, but people will keep continuing to do so, until the devs force their hand one way or another.

    BBQ was actually a pretty healthy perk: killers equipped it for the extra blood points, and often even made it their main objective to hook everyone at least once, while also showed the killer some survivor who might not be that far away and who might be a cool, new target, luring then away from the hook as if it was just an afterthought. Brilliant.

    Now tunneling and camping has crystallized themselves as the premium tactics that they always were, but now we don't have build in incentives to leave the hook on nearly every build.

    BHVR is now in the position to offer us killers a carrot or clubber us with the stick. I always thing that the best way is the carrot, with a stick somewhere available, but not hard-coded.

    My favorite thing would be a mini BBQ as baseline: after hooking show the killer the aura of tube survivor furthest away, and give them a substantial (like +15%) speed boost as long as they move in that direction and are outside of a chase.

    The soft detriment to camp and tunnel would be the spreading of the Reassurance perk. As more survivors will be using it, leaving the hook will become the more attractive (and fun) alternative

    Sidenote: mg personal dream would be the following situation. Because of some new incentives for killers to leave the hook and Reassurance becomes meta for a short time, we get a Shattered Hope situation with Reassurance, ie its useful it you get an opportunity to use it, but whole games can go by were you don't, leading to an outcry of entitled survivors calling for additional benefits being added to Reassurance in case the killer doesn't camp :)

  • Imho the biggest strength of Monstrous Shrine is that it forces the other survivors hand. Normally they can sit out the first hook stage and slam out 3 gens, but a survivor hooked on the shrine will die so fast that one has to get moving. This means either opportunity to disrupt one of the other gens getting done or intercepting the unhooking and possibly trade.

  • You're next

    -Erin as the survivor

    -the Animals as the killer

    -the Davison House as the map

    -but in a twist reveal Erin is actually the killer/legendary Trapper skin.


    BioShock

    -Jack/Booker/Elizabeth as the survivor

    -Bruiser Big Daddy with a big drill as the killer

    -Rapture with loads of water effects as the map.

  • Thanks everyone for the replys. So I will have plenty of time to set enough BP aside in order to bring Wesker boi up to par. Not so shure how far I will take Rebecca, but she will be next.

  • @botany_nerd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131590#Comment_3131590

    was kinda hoping you'd say wink wink nudge nudge at the end XD.

    Dang ... I really blundered that one :V

  • Myers is the most evolved M1 killer. His power is deceptively simple and I usually try to capitalize on his M1 strength, ie Bamboozle, Endurance, Brutal Strength, STBFL works surprisingly well with him.

    I am on the go, but once I'm home I'll check your add-on combo out.

  • Tbh, the post was partially over the top, but it was truthfully inspired by the quite tough and taxing matches I face as a killerband the overly strong opinion that playing killer right now is somehow easy mode and that its akin to a walk in the park.

    What the responses show, though, is that I am not alone with this perception. But rather then blanket buffs or debuffs I think that we need some kind of MMR bracket modifiers.

    It seems pretty obvious that beginner survivors are having a very hard time with gaining any kind of stable footing, which has always been the case, but is now even increased.

    On the same vein, in higher skill play very few changed at all. The most important thing is that the utter dominance of DH. That perks nerf alone made playing killer fun again. The 10% buffs also helps and award you some if the tighter chases, but the overall feeling is the same: gens get slammed left and right and some survivors run circles around you and give you their best "you can't touch this" impression.

    So you can't honestly buff all killers across all skill levels, it just will always leave one end of the metric in the dust. So I think we might need MMR bracket adjustments.

  • Yes! This!

    I asked for it every now and then, as it should be a total no-brainer. Just give us a search bar, easy as pie!

    Filters for broad classes of perks would be nifty, but a search bar alone would be SUCH a QoL improvement.

    Plz, BHVR!

  • There are several good YouTube vids of the collaboration tracks. They are pretty nifty and you can either listen to them on YouTube or *cough* use any means of acquisition that you might know about.

  • @Mewishis said:

    I am not joking when I say this, but in solo q every time I play against a pinhead their box creates so much pressure that it always gets down to the last 2 gens, but then we are all death hook and die one by one it happens everytime where we can't keep up enough pressure to get out the last 2 generators.

    Though when I play swf against pinhead when we focus gens we manage to survive nearly all the time, but you cant get that kind of teamwork in solo q, I think the problem here is that pinhead isn't truly overpowered his abilities just require more to overcome and you can't really get that really in solo q.

    Instead of nerfing pinhead and making him bad, we should instead focus on getting solo q better suited and up to the level of swf otherwise a lot of killers like pinhead who already do poorly against swf will be even worse.

    I usually go straight for the box and hope that my soloQ mates do the gens.

    One thing: a clever Pinhead will try to interrupt you with a well-aimed chain when solving the box, so never do so in the open, but ideally try to find a somewhat confined space. Also, most Pinheads will try to teleport to you while solving the box, so ideally you will want to face a window or palette. This way, when he teleports in you can easily get away.

    When looping him and running to another tile, try to occasionally take a tight turn, as they will often try to get easily chain bits.

    I have quite a big collection of Screenshots of me escaping with Pinheads box, it gives a fun bonus BP score event of "Seeker of Pleasure" and I think +5kBP. It also asserts dominance and is quite the addiction. I totally dig it from the lore perspective :>

  • I got two problems with this stance:

    1) some of the strongest meta perks right now, ie OTR and CoH can be rather easily acquired by buying the corresponding survivors via shards. Its not that difficult and you can male a plan of which ones to buy etc.

    2) While Reassurance is a pretty strong anti-camping tool, its not a personal tool, like OTR, but a support tool for another survivor, like BT. Even if you don't buy the 2nd RE DLC, you will invariably benefit from a lot of other survivors running Reassurance, so isn't that actually quite meta-meta? Them reassuring you that all will be well in the end?

    So while I understand that some players might be miffed that they are somewhat missing out, dbd is still extremely generous and fair with its licensed vs OG content, the latter can be acquired with some elbow grease without any RNG or scummy schemes involved.

    So while I occasionally bash BHVR pretty hard for some of their questionable decisions, this ain't non of them.

  • @Grandpa_Crack_Pipe said:

    PSA: 99 your mends until you're absolutely, 100% certain Legion's Feral Frenzy is over. The mend bar doesn't go down when you're not mending, and he CAN deep wound the same survivor to get his 5th insta-down hit. This is also the only way he can get that 5th hit if a survivor is dead.

    I can only watch the same group of lemmings immediately mend before Legion rolls back on them and instantly murders them so many times.

    In one game.

    Please 99 your mends.

    Nuuuu! Don't spill the beans on Legions secret technique :V Damn you, Gramps!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130343#Comment_3130343

    Same reason you get survivors tbagging at the exit and writing "gg ez" in chat. Some people are just arse hats and nasty people.

    Of course there are many other reasons. A hook slap (just once) can be a sign of "you played well". Nodding some people do it to be funny (well they think it is). As for camping, some people just want to win and think that's what will get them a win. I'm sure some might do it for a "power trip" like you suggested too, but I'll dispute "many" do it for this reason you claim. There's numerous other reason I'm sure I'm missing. I ain't no mind reader.

    muak yes!

  • @notdragonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130493#Comment_3130493

    no, but tbh it sounded funnier in my head. but everyone stop attacking me.

    I always applaud those people who try to break the mold and make everyone crack a smile :) /non-s

  • @GannTM said:

    Every killer that isn’t Spirit.

    Based.

  • All the Haddies literally adapted. I see her every now and then, but she is definitely one of, if not the, rarest survivors.

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