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Akumakaji

Akumakaji

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Akumakaji
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  • I am a salt miner, I enjoy the salt and wallow in it.

  • @SleepyWillo said:

    Its been in the game for over 4 and a half years... How is it suddenly that youre having an issue with it?

    DH never worked as intended, you got the problem of lying exhausted on the floor. Last patch they introduced hit validation, server side, and now that the perk is finally, for the first time in 4ys,working as intended, it works better then ever before, eating powers and hits, confusing killers who seconds before bathed in blood, leaving them with nothing but ash in their mouths.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749332#Comment_2749332

    No, the best thing they could do is balance the perk. Under no circumstances should you get a free 3rd health state as a reward for failure.

    I actually didn't want to comment on this thread, because I am myself a bit tired of it, but yes, you are right.

    All exhaustion perks give you a speed boost if you satisfy their activation conditions, but only once such perk can be activated on demand literally on the press of a button, and on top of that give you I-Frames.

    And it feels so very disheartening in a way, that no survivor player can relate too, when you get looped for a good minute, but gain on then, because you play better, and then, when they finally make their mistake and you should get your down, they just dead hard, i-frame through your strike and dash to the next tile set, while a gen pops off in the distance, leaving you with nothing to show for your hard work.

    This feels very disheartening, and not like you get punished for an honest mistake, but that you get punished even though you played it perfectly. When in a tight loop, against a very good survivor, you don't have the luxury to bait out a DH by breathing in their neck for 3s,you gotta strike, or the chance that you worked for the last 40s is gone. And then DH, and it all breaks down.

    I am sometimes taken a back when a survivor unhookes themselves when I'm not looking with Deliverance, or pick themselves up from the ground via Unbreakable, but all these can be taken with some humor or by being a good sport, because they chose these perks for their builds. But DH is so versatile, so strong and can be used to invalidate so much work, just by the press of a button, that I really despise this perk.

    Getting rid of the I-Frames and just staying a distance perk, like all other exhaustion perks, would go a very, very, VERY long way in mending the wound this perk has struck in the heart of this community.

  • @TheArbiter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749181#Comment_2749181

    Currently trying to get pig and trapper, pretty much been next to impossible

    I literally did the Adept Pig achievement today, as it was one of my last few missing ones.

    I played with Video Tapes and Tampered Timers and got thrown in an immense sweat game, which was probably good, as it was long, had lots of chases and I got 10 or 11 hooks, but boooooi, was it draining.

    Everyone had DH, I ate 3 DS, was under constant pressure, and the next flashlight was just one macro away. I'm still happy that I got it in my first try and I bet it was just thanks to the add-ons that I got a foot in the door.

    I did Trapper quite some time ago, but I remember that this Adept was rather finicky and I had problems with it, too.

    The biggest problems I had with the Adept Deathslinger, because he is not very strong, when you are not experienced with him, and his perks don't help you a lot to win the game or make it more enjoyable.

    The other one was the Plague. Dayum, I tried so many times to get her Adept, and I think the problem is that her power kinda works against you, in the way to get a mercieless rating. The survivors either gen rush hard, or are all infected and go down quickly, cutting your chases short; same goes for your red puke.

    And with my Adept Cenobite I got it on first try, but I also got unbelievable salty survivors in endgame chat. I explained that I was going for tube Adept, and that you can't play fair, if you do so, but they literally said "idc, you're a disgusting killer" and 2 said that they had reported me :D

    This is nothing new, but better be prepared for the salt, as you sometimes might feel sorry when you really stomp a group, but you have to literally show no mercy and destroy all their hope, don't gift hatch, don't escort them to the exit gate or play nice. Luckily it's just one game, each.

    So stay at it, and good luck. Tomorrow I wanna try my hand at the darn Tools of the Trade achievement. I wished that it would only be one mercieless victory, but it's FIVE! Darn.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748840#Comment_2748840

    It does make me feel better. It gives me, satisfaction I think, to know that I've done something worthwhile and have impacted people positively. I couldn't leave this Forum even if I wanted to. Far too many good people here, like you.

    GG EZ, my friend.

    You did indeed, man!

    It's really sad to see you go. I only got into dbd in November by buying the Strange Thing's DLC before it was gone, and I have digging this game ever since, playing it nearly every day.

    And while I don't have the big picture mode of having seen the game evolve over the years, even I have encountered so many problems and felt the killers burnout. I have never encountered another game that punished you so hard for playing good, like dbd. And if you voice your concern, the empathy-less parts of the community throw shade on you, stating that this is your own fault for playing so sweaty.

    A lot of the problems could (properly) tweaked by playing with some numbers, but every change comes a long at a glacial and ponderous pace, and every now and then you get comically bad nerfs for already subpar and underplayed killers like Clown or Twins. It doesn't matter if a single add-on might be a bit too strong, look at the big picture, ffs!

    But back to you. I have only been part of this community for a short time, but you stood out as a vocal, knowledgeable individual and I always perked up when I saw your name in one of the responses.

    Take your time to sort out your problems. It sounds like they dig deeper then just taking a hiatus from this game, but if this game doesn't give you the kind of escapism that you need right now, then look for something else, at least for the time being.

  • @Coffeecrashing said:

    I’ve been playing this game a lot less since SBMM was released, because I realized that if I’m going to be constantly thrown in sweaty game after sweaty game, that I really need to be playing DOTA 2, or some other game that actually attempts to be competitive.

    DBD really doesn’t try to be balanced enough to be competitive, and I really shouldn’t ever be playing DBD when I’m in a competitive mood.

    For real. Just realizing what percentages and small nuts and bolts are discussed about, turned, dialed and patched in DOTA regularly, in order to balance stuff out.


    Things like CoH, DH or Ruin/Corrupt wouldn't fly over there for so long. And yet we have some long-standing problems in DBD, that constantly burn out players of both sides, and even frustrate some of the communities best and most passionate players.


    I know that people like Otz are "just some streamers" to most, but this people also have a passion for the game and such insights. I bet if BHVR implemented all his "my changes for every killer" and made it a PTB it would work much better then many of the arbitrary (seaming) changes we got in the last balance patches.


    The community has many great ideas, yet nearly nothing of it gets realized. Tweaking the numbers should be something that should be done much, much more regularly, like every two weeks, and then furthet tweaked. You will never achieve a such balanced game, that every perk or option sees the same kind of play, but we got So. Many. Dead. Perks right now, that aren't just useful, not even in specialized or meme builds, and that's just sad.

  • @Ghouled_Mojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2748072#Comment_2748072

    I started off before the first Warcraft with a game called Siege that had a similar premise to Warcraft. Don’t feel old. Old school game to play: Dark Legions - total classic

    I still remember sitting at my computer playing Warcraft, summoning spiders in front of a line of orc spearman watching the human knights fall dead. Warcraft 2 was the best in the series in my opinion. The ogre magi will always hold a special place.

    back then, BBSs were popular. You’d dial in and play games like Legend of the Red Dragon or Trade Wars 2002. It was the closest you got to playing with other ppl online other than turn based, play by email games like VGA Planets. Things have changed so much.

    I remember the olden days, where online gaming meant dialing up another persons IP number with your modem and paying for it like it was a normal call (back in the days there was no flatline), so you better only played people in your region.

  • I also wanna comment on the colors. Why is everything so bright and vibrant? I would love a gamma-slider in the game, because I often can't find the survivors on dark maps, but I guess BHVR opted out of that one for a reason.

  • @Adjatha said:

    I can't speak to the consoles or the Epic Game Store, but according to Steam Stats, DdD has been losing .5-1% of its players every day since December. That's a little under 3,000 players in 11 days. This is the first January to have negative player growth in five years and continues the 6 month decline of over 20,000 players leaving the game.

    The next chapter isn't coming out for another 2 months and the Mid-Chapter patch provided nearly nothing to get people excited (in addition to not addressing the most critical game health issues).

    I imagine the Blood Rush is a move to try to stem the bleeding and get people to play even though nothing has changed and there's nothing to look forward to.

    Yikes. If you put it like this it sounds pretty glum :V But people are always talking doom and gloom, and I would say, pretty unsarcastically: yes, it is helping with the grind ^^ I started in November and by now got all the killers but 3 licensed ones and I got them all up to level 40+, two at P3, a few at P1. In the survivors department I am slacking, but thats ok as I am mostly a killer player.

    The grind IS enormous, but most of the first hurdles fly bye just by playing the game and learning what each character does. But prestigeing all the charactes really is a bottomless pit and I would wish for two QoL changes in the game:

    1) uncouple the bloodpoint earning effects from BBQ and We are goona live forever and make them basekit for survivors and killers. This way you will see way more diverse builds and let everyone play the game without shooting themselves in the foot bloodpoint wise.

    2) give us an option to reroll a bloodweb. Maybe 5k, maybe 10k, but something around this number. When I prestiged my Pyramidhead and finally got him to P3 I got NOT ONE of my usual build perks until I got him 6 bloodwebs after level 50! This is certainly unlucky, but also totally unfun.

    It also feels quite awkward to level a new character and not have BBQ available. Each time I play I feel like I should play another character, just because I "lose" so many bloodpoints.

  • There are two things in DBD that I never understood.

    1: the hatred for the Swamp maps

    2: the hatred for the Hawkins map

    I somehow love(d) both maps. The swamps are very rather small maps, but with lots of gras and bushes to hide in, so you got to play more hide and seek then just hold W like on so many other maps. Its also one of the maps where the Trapper can use his power without anyone spotting the traps from a mile away. I guess that the mobility killers might have some collision issues here and there, but we got that on quite some maps.

    Hawkins is now a thing of the past, but that map was one of my favorites, I don`t know why, but I loved the corridors and some of the rather unique loops. Whenever I see old footage of Hawkins I get kinda the nostalgia pang, even though I did just start playing in November.

    The communities dislike of RPD I can understand: that map looks great, but is so convoluted and kills many killers (haha).

    So why do you guys hate the swamp so much?

  • It could be the first chapter with 26 new survivor skins, though.

  • I mean, if you play killer for any amount of time you certainly learn how to anticipate DH situations and can often bait out a wasted DH, but you certainly have to play as if everyone has the perk equiped and so even waste some time on those survivors that don't have it.

    Its a perk that helps to cover up your mistakes, especially when you are learning how to properly loop, and thats ok, but against a very, very good survivor, its so, so strong. It feels so disheartening if you chase a very, very good survivor, FINALLY catch up to them, you hear them scream, blood everywhere, and then they get validated and just vault away and you are left with nothing to show for your hard work. If you keep chasing it would probably just waste more time and by the time you catch up again, they might have another DH ready, or you break away and swallow that whole mouthful of ash.

    What always gets me is that all other exhaustion perks have some sort of activation or trigger condition, where as DH gets its trigger sort of automatically handed to you by just messing up, greeding or whatever, to then be executed at the perfect moment.

    As others said, dH combines two very strong effects that both would see use if they were their own perk, but the combination is just a killer. my personal opinion formed from years of playing all sort of games is this: if an option is so good that it becomes a sort of no-brainer/auto-include, unless you are running a certain build, and its pickrate is vastly overshadowing other options in its class, then its probably too strong. You will never get an even distribution of pickrates, and why should you want that, but a disproportionate pickrate can point at problems.

    BT, for example, has a similar pickrate, but I wouldn't place it in the same ballpark as DH: BT is used to patch a glaring problem in the base mechanic, ie that tunneling is so effective that especially newer killer players use it so much that you often cant play a normal game without it and I wouldn't mind BT to be baked into the base game, somehow. But DH isn't picked that much because it patches out a problem; its picked because its so strong and versatile.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2743396#Comment_2743396

    Oh! Well, thank you :) I did not expect an at unless someone said 'That smarmy jerk?' 😄

    Ah sorry, I messed that up. Thanks to you pointing that out I edited my original post :)

  • I think opt-out wouldn't be good, but you most certainly can't have a normal conversation with anyone in the after game chat, because of all this random censoring. Even if everyone is behaving wholesome and just praising certain moves you made, halve the stuff will be censored out, which is just weird. You will never be able to censor hurtfull context out with todays technology (in the not so far future machine thaught AI may pretty much do so), but you should be able to drop user names without them getting blurred out.

  • I guess @Pulsar and @AngyKiller That smarmy jerk, but @GoodBoyKaru is also sometimes needed for his valued, measured responses.

    Oh, and @TheGannMan 's spirit obsession is always cute and wholesome to watch.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710714#Comment_2710714

    If a survivor can use current DS offensively and actually hinder you, that's them being a lot more skillful than you.

    If they bait you into downing them, they are wasting time. If they get downed, they waste time of a teammate too.

    DS is literally just a "save your own ass for 60 seconds" perk. If used in any other way, you wasted time. 50 seconds without doing gens just for a 5 second stun? wasted time.

    And yeah, EGC DS is pretty much the only time DS is unfair, but the same can be said for NOED spawning next to a hook and you hooking a survivor next to NOED. Both are a guaranteed escape/kill and both need a fix for that.

    You are right on nearly everything you said, but I am also talking about the meta implications of DS. A few days ago I had a match on the game map, were the last two survivors were a Laurie and a Yui. I had hooked the Laurie and actually wanted to let the Yui go, so I cornered her and she did the surrender t-bag and I thought I had communicated to her that she was free to go. But then she blinded me and unhooked Laurie. Seconds later both were on the floor, Yui went on the hook, and then the three of us waited one full minuten until I could be sure that it was save to pick up and hook Laurie. I mean its just a minute, but three people wasted it for no gain at all. And this happens a lot with DS, or DS prevention measures, ie a lot of innocent people get slugged for a minuten, because they could be running DS. And there is probably no real solution to this, but I find it quite frustrating.

    But yeah, you are right, if I get hit by a DS that protected an unhooking from 50s ago, thats a gain for me. Still, one minute is still pretty long and eating such an "old" DS feels undeserved? I mean I didnt tunnel at all, that player just desperately tried to get value out of DS.

  • Two headed ogre mage with two power sets, one ranged, one close quarter. Once per minute can combine their powers for some big terror radiuswide effect.

  • You spend 50/50 of your play time doing killer stuff and waking up from slumber cool downs. Also they are crazy to wrap your head around. I know that in theory, being in two places at once, should be an awesome advantage, but the cumbersome switch mechanism at a glacial pace is killing the mood and any "playing catch" vibes.

    And now they even got some of their add-ons nerfed. It doesn't matter how insignificant the nerf is, but that's just so uncalled for.

    But I got super lucky with them and got my "Adept Twins" achievement the very first game I ever played with them. So glad that I got that one behind me without a hassle.

  • @Sludge said:

    Yeah too true, and they wouldn't hide MMR either.

    THIS! You can claim that the system works great all you want, buy unless you give players access to their numbers and they can compare their e-peen, you will never get acceptance; especially when the system seems that busted and peeps get this kind of results.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/303948/question-for-killer-players-but-not-all-obviously

    Learning when not to commit to a chase and when to peel off is very difficult.

    There's also an ego aspect in play. Giving up on a chase feels like losing sometimes.

    Are you familiar with The Gambler's Fallacy?

    Especially when you were just THIS close to show them who is boss amd stick it to them how they looped you for 2.. No 3... ######### 4 gens.

    Oh yeah, hubris is often the reason you fail. Learn whencto swallow your pride and peal away, once they are the sole survivor left you can easily hook them and savior their sacrifice without any distractions.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739300#Comment_2739300

    So if you are a good killer and you sweat you'll win most times with no perks? That's still very killer sided.

    Some of the 7k hours survivors can pull off the same. Experience in this game is super important, as it is in most games. This alone proves nothing.

    The problem at hand is hard to "prove", but I have bever before seen such an univocal voice, that mostly mirror the same problems that I myself experienced, ie that high level killer play is an often abysmal affair, were the killer is the survivors plaything and you get bullied a lot, as multiple second chance perks and healing meta neuter most of the danger you pose.

    In order to win you have to sweat it and use all the scummy tactics that you don't want to, ie tunneling and camping; playing fair will lead to a miserable loss were you are nearly irrevocably laughed out of the gate and mocked in the endgame chat.

    It's not a singular complaint, but a massive number, and the often snide and compassion less answer is "don't play so sweaty. Lol." or "if you stress so much, why play at all? Play something else."

    But I really love the game, can't we try together to repair its state, so that most players can somehow enjoy it, without resorting to personal attacks, demeaning and belittling the others opinion?

    I learned how bad tunneling of the hook feels like, from my limited survivor games, but it seems like killer complaints are often talked down, because you hear so many of them here. And its true, there is quite a number of killers who go to far with their anger. But still, this massive numbers stem from a shared experience, and that one ain't pretty.

    You can still win, but you have to play in a way that's not fun for anyone and burning you out. And that can neither be healthy for the game, nor the goal of the design team.

  • @Smuk said:

    nerf killers and especially blight!!! Also DH needs lower exhaustion

    all survivors must be easy iri 1 32K BP per match!

    Yes. This guy here is in the known. Preach his insight as gospel.

  • @AngyKiller said:

    Nerf CoH. Remove the ability to overwrite Hex totems.

    Seriously; Killers get a new Hex that literally relies on Cleansing, and then the devs basically remove Survivors need to ever freaking Cleanse. How baffling.

    For real! This is just such a crazy play that you couldn't make it up.

  • Sometimes, when I feel that I stress too much about playing killer, I load up my "Toxic show those survivors!" loadout, consisting of

    Franklin's, Lightborn, Bamboozle and Mad Grit and just go ham, don't minding about kills or hooks, but just foiling as many survivor plans and schemes as possible.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/303897/why-not-just-add-some-bp-incentive-to-the-less-played-side

    Killers do actually get slightly more BP than survivors overall. This is most noticeable in games you lose as killer vs. losing as survivor.

    That said, honestly - just make BBQ and WGLF BP gains baseline for everyone.

    BHVR actually claimed that they were going to eliminate perk tiers completely about a year ago. For some reason that never materialized.

    I would welcome this soo much! One perk is kinda permanently set in with BBQ, unless I try for a certain tome challenge or build and I sometimes refrain from playing killers with whom I haven't unlocked the BBQ perk, yet.

    I would love to run Rancor from time to time or some other interesting perk, but BBQ is sooo needed just to cut down the grind.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/303948/question-for-killer-players-but-not-all-obviously

    It's not a matter of enjoyment for people who play like that, people who do that are inexperienced or super salty killers. Better killers know not to do this and if they are just salty over something then they're just seeing red over some construed slight.

    It's also a sunk cost fallacy. It takes not only experience, but also a certain willpower and resistance to frust and mental anguish to agree with yourself to break a chase with a very good survivor/looper when you already have invested so much time in the chase.

    But usually, if you are looped time and time again for 1min+ (actually 30s+ without any progress should be he cue), then it's better to break off that chase and look for some easier prey and at the very least chase someone off their gens. Often, when a gen is very close to popping, survivors will take some unreasonable risks to complete it, after getting hit loop back to it while in your sight or just plain stay there. Thats sort of the survivors version of sunk cost.

    If a player is an awesome looper, they will often try to seak you out, either come running directly at you, or making some pretty obvious "mistake". Bonus points if they flashlight clickety click you. If they do that, they are probably a god looper and your best course of action is to just plain ignore them and chase someone else.

    Very often, being chased was their whole gameplan and I have them often hover around me, while I chase another surv, either trying to get my attention or to help the other one, effectively getting half the team off the gens.

  • Also, if you don't want to grind out all the shards, the killers pack is quite cool and worth it. If it's on sale, you can get all the original killers for about 10 or 12 bucks or something ,and they provide you with so much different playstyles and most meta perks.

    Besides that, everything else has been saod and done here. Leatherface for BBQ is practically a necessity in order to lessen the grind, Pyramid Head is my favorite killer so the Silent Hill chapter is a favorite of mine, Nemesis is a surprisingly fun killer and Lethal Pursuer is a great perk to let you learn how busted spawns can work and generally get a feel for them. Also getting the first chase going 15s into the game is a guilty pleasure of mine.

    Pinhead is another rather cool killer that many on the forums love to whine about, but I have a lot of fun with his box mechanic and his perks are top notch.

    Same with The Artist, her Scourge Hook perk was a game changer to me and made it into nearly every loadout of mine that unlocked it.

  • Ever since I leveled uo Nemesis I got quite a few DCs when I jumped the boat on someone right at the start and down them like 40s into the match.

  • Various.


    Hex: Ruined Life

    Hex: Toxic Survivor

    Hex: Gen Rush

    Please don't hit me

    Need4stuns4Tome

    Object of Obsession and Object of Possession as a due SWF


    Four SWF that all got CHAD as part of their name

    Plsdonthitme

    Evil Nea

    Huntress step on me

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737159#Comment_2737159

    Imo Boil Over is just going to be Lucky Break part 2, everyone thinks it's going to be OP and then no one really uses it.

    Because people are lazy and your choice of DH, DS, BT, IW, maybe unbreakable and CoH is all the variety that the top meta will allow.

    I think one of the best and healthiest, but also most extensive and controversial (ie totally hated at first) changes that you could do would be to make the survivors more then just a skin that comes with three perks, but give them some hardwired abilities in order to strengthen their identity.

    My pipedream would be to hardwire the best perk from each survivor into their kit, but make it unavailable to everyone else. This way you would have less cookie-cutter meta perk survivors and you would know a little bit what to expect, while also making every survivor a slightly different gameplay experience, just like killers.

    For example each Nea would have balanced landing hardwired, but balanced landing would then be lost to the crowd. Only Davids could use Dead Hard, only Laurie's Decisive Strike etc. It would be THEIR thing, akin to a killers power, and because you couldn't as easily mix and match it, you could more easily tweak the survivors main perks power, even increasing it.

    There would also be other possibilities, like giving each survivor a passive ability that incentives a certain build or whatever. Its such a waste that survivors are just skins with no gameplay element attached.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735973#Comment_2735973

    There are killer tactics that have no counter to them except for a specific perk.

    1. Tunneling-off-hook - Decisive Strike
    2. Camping - Borrowed Time
    3. Insta-Downs - Dead Hard
    4. Slugging - Unbreakable (Although exponential can somewhat work.)

    The first two, literally can make a game unplayable for a survivor. (I'm ignoring Dead Hard and Unbreakable in this discussion). Are the perks really "meta" when you, as a survivor, are forced to run them or end up not being able to play the game.

    I mean, what can you do? Make those two perks inherent. Give all survivors some type of toned down version so they don't feel as if those 2 perks (DS and BT) are absolutely necessary. Add more perks that can counter Tunneling-off-hook and Camping. I don't know what the answer is.

    But for game health, every tactic should have a counter tactic. And tactics that don't require perks should have counters that also shouldn't require perks.

    I think this is the essence of meta, ie abilities, powers or, in this case, perks that you absolutely have to take into account. And yeah, it is a kind of arms race, and as always with arms races there is hardly ever a clearcut winner, but a lot of losers. In this case every survivor that gets slugged for a minute, but didnt run DS is pretty double punished, but what should ya gonna do?

    The oft-maligned survivors playbook is a sort of gentlemen agreement, but hardly ever someone adheres to it, and thas goes both sides. I play by a lot of the survivors rules, ie leaving a hook, unless I got no kill yet and 3 gens just flew by like nothing (I call it "playing like I got Devour Hope equipped), never tunnel the unhooked person (unless, again, I am severely pressured) and generally roam around after hooks and drive persky survivors off gens. So with this playstyle I don't eat a lot of DS, its normally just the toxic players that go out of their way to annoy me and that I might want to tunnel actually out of the game that have DS equipped. Similar with BT, I normally don't encounter it because I chases some poor, unhooked sod, but because the unhooked person uses it aggressively to bodyblock and mar my progress. I think that unsave "in your face or behind your back" unhooks should be risky, but BT somewhat unfairly takes that risk away.

    That being said, the few times I have dabbled with survivor play myself I felt how aweful true tunneling off the hook is and how it can sour your mood. At the low MMR survivor that I qualify for nearly now one runs BT and it really feels misserably. I wouldn't mind if the main ability of BT was base kit, but you couldn't bodyblock with it, literally letting hits go through you and connect with the other survivor. Maybe BT could then give the body blocking ability back, but this one has a 60/50/40s timer, maybe even on exhaustion, so that you cant abuse it to no end?

    I don't know, a lot of the problems stem from tryhard, no-quarter-given and championship-endgame BM in otherwise casual matches. If everyone would step down a bit, we could all have nicer quality matches. But this is easier said then done.

  • Yeah, this is a known ... bug? Feature? Map-unique challenge? Its pretty gnarly, and there is a video out there of some Billy showcasing that he can walk under the trees, but if he charges through, he collides with them, effectively neutering his power on this map.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710714#Comment_2710714

    I understand someone crawling out of the gate with DS as being frustrating.

    However, because of how rampant camping/tunneling-off-hook-till-dead has become, it's common to have 1 or 2 games out of 5ish where you literally can't play the game without DS.

    Fair enough. But I just had a game where one of the last two survivors standing was a Laurie, so I reconned that she 100% had DS. So I hooked her and the other survivor cautiously approached, kinda surrendering and I didnt attack her. Then she flashlighted me and unhooked Laurie :V Moments later everyone was down, that traiter went on the hook, and then we all waited for one full minute till I picked up Laurie, wasting three peoples time. Just a minute, but in this situation it was so pointless.

    I really kinda hate how with meta perks you have to play like everyone has them. With DH, everyone gets a few seconds of extra chase, just in case they dash away, and in the cases where I have to tunnel I run after the unhooked person for 12s before downing them. It doesnt help that the survivor meta revolves around 6 or so perks, so you really have to always take meta into account, and I really find this taxing and boring.

  • Bump. I edited my original messages with the next 50 entries.

  • @Hannacia said:

    I just think that when totem is snuffed it should eather break or be un boonable after. There is 5 totems on the map. So survivors can boon 5 times per match. That would make it so much more fair. Also this would make survivors think do they want to boon 1 totem at the time and which totem should be booned since it might get destroyed. Now survivors are just booning whatever comes to their way and usually multiple totems are booned at the same time. When i snuff one another 1 is put down. It's not high risk high reward...it's just totems for dummies.

    CoH is the problem boon for sure and needs to be toned down at least 50%

    I think so, too, but the counter argument goes something like this: if boons were that restricted/you could lose the use of the perk mid game, then survivors won't play it anymore, turning it into yet another dead weight perk.

    Or: its important that survivors can reboon, in order to give then the much needed secondary objective. Without this its back to slamming gens.

    Or: couldn't survivors learn how to deal with a losable high risk, high reward perk like killers with their hexes? - NO! Boons might accidentally use totems as their vehicle of application, but besides that V they don't have anything remotely similar to each other, so why should any such restrictions apply?


    Personally I think that snuffed boons should be destroyed, as they ARE pretty similar to hexes. And I think that all kind of boons are stronger then regular perks and they would still stay attractive choices, if there would be a max of 5 blessed totems per map and trial. It would indeed make for more interesting tactical choices then more automatic responses "oh there is a totem. BLESS!"

    They would still be different enough from hex perks in that you have to bless them to activate, but don't lose them the automatically the first time they are snuffed out. Every hex killer knows the pain of busted spawns and losing an important hex within the first 30s of a trial just like that.

  • @herbaljellyfish said:

    Yeah, congratulations. You managed to hit me ONE TIME in 15 minutes and now I gotta die.

    Well yeah, you can break a lot of interactions down in this way, but does it always make sense or is it viable to do so?

    "Congratulations. You looped me 2min and when I finally caught up Dead Harded away by pressing a button for 10ms".

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735039#Comment_2735039

    I'll reserve the term garbage for actual trash from now on, like every Badham Preschool or Haddonfield

    I didn't intent to bully you into changing your usage of words, but I actually welcome your change of hearts :)

    The Haddonfield announcement for the PTB made me so happy!

    Yesterday was such a busted day, from my first 10 games 5 were in Haddonfield WITHOUT any key offerings! I felt near my breaking point, even though I did pretty good and won most of my games.

  • @ThatOneDemoPlayer said:

    He's Add-on, Perk and tile dependant. His Possesed Chain is useless in most tiles, while being mediocre in others. Without Add-ons and Perks he's garbage and a pure M1 Killer

    I feel the term "garbage" is trown around rather inflationary on this forums. Everyone got their views and opinions, but garbage is a term that should be reserved for the literal bottom of the barrel that's barely functional. And even the actual weaker killers like Clown, Trapper or Legion can still be used to be effective.

    But eh, that's again an opinion piece ^_-

  • I think it would help if you got the full compensation and let a DC count as a sacrifice. Right now, if a survivor feels like DCing just to spite you, they will succeed and rob you of blood points and prevent you completing several tome challenges.

  • What I find strange is that we didn't get any survivor. Kristy Cotton would have been the obvious choice and could have brought some twisted, half forbidden perks to the table, just like Cheryl, but I his there were some licensing issues, of they would have done it.

    Does anyone know anything about this?

  • Scourge Hook: Pain resonance was my game changer as a killer. In my MMR ranges the gens were flying left and right and the pressure on me was immense. But this perk finally gave me the breathing room I needed to finally get a foot back on the floor.

    Its got a bit RNG, and some peeps hate that, but I gladly deal with a bit of RNG for all the advantages I got with this perk.

    This perk especially shines with the tendency of survivors to hoom trade in order to avoid going into second stage. I even had a few times were they traded to many hooks in quick succession that the perk would fire off anymore.

    Its biggest advantage is the ease of use and giving you instantly a new objective, ie actively fighting camping and tunneling.

    Some peeps report a lot of success on pairing it off with pop for a quick 40% regression. The two perks are designed to be in-synergistic, but often a survivor will jump back on a far off gen in order to try to complete it.

  • After some growing pains I, the Cenobite has grown on my and is one of my recently most played killers.

    Most of the time I focus on the box and making my play resolve around it, with only the occasional summoned chains thrown in.

    I really find the chain super awkward to use and often detrimental, as they slow you down and make you stop.

    My pipe dream would be auto homing chains, ie just set a portal and the chains home in on the nearest survivor, maybe after a short delay. With the loss of the chains as a scouting tool I feel it would be balanced and make him much more fun to play.

    But all on all he his very nicely designed, especially with his aloof and arrogant move set.

  • I have meticulously taken notes of my past nearly 100 games. Later this tlday I will have my 100th game and post my stats.

    I am doing pretty well as killer, so I guess that my MMR is at least medium, maybe higher, but without seeing out own MMR this whole discussion is pretty tough to argue any way.

    My Kill rate is 2.72 - 2.73 and it's a pretty hard earned number. I would say that I am pretty good at this game, so if you are consistently good, you can eek out a higher kill rate then 2K/2E,but it ain't easy. I think that's ok though, it would be pretty abysmal if you got stuck with 2K/2E no matter what you did and how you played, but some of this matches were fought tooth and nails.

    My sentiment about the SBMM still stands: as a good killer player you can consistently show a good performance, but the quality of the overall matches detoriates considerably. It's ok to have a super sweaty game every now and then, but if each match feels like you played the finals of the dbd Olympics, game after sweaty game, day after sweaty day, full of eating pallet after pallet, eating DH after DH, it can burn you out. And I don't think that the answer to that should be a high horse snarky response "that's what you get for playing that good. Reap what you sow. Get destroyed by your own success. Get punished for playing consistently good."

  • @IronKnight55 said:

    Who cares? They'll be back. If not, it won't hurt the game. People will just watch other streamers.

    I down vote thee!!1

  • Dayum... By breaking Odz heart, you broke mine, too.

    People should really show some empathy for people who did so much for the game, instead of just throwing around smug / sarcastic one liners.

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731240#Comment_2731240

    Black Strap:

    Reduces punishment of the damned by 1 meter

    But gives you +100 bloodpoints if you hit.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2726390#Comment_2726390

    Honestly, if BHVR got a license from Konami then I don't think getting one from EA is too implausible. Companies with long histories of bad decisions seem drawn to each other for whatever reason.

    Savage. But you aint wrong.

  • I normally roll my eyes and shake my head at all this "This must be added/changed asap!!1" posts, but this one here I approve.

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