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AngyKiller

AngyKiller

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AngyKiller
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  • I love how the Pig picking 1 box to camp, giving up the generators, getting lucky enough that ONE Survivor needs that specific box, and the other Survivors did not leave to give hatch, is all 'Pig abusing their power'.

    Heaven forbid the stars align and the Killer get ONE kill via camping ONE box! While teammates don't leave to give hatch, which proves even this strat is Survivor controlled! Clearly abuse of an OP power! 😂

  • @jesterkind said:

    Definitely agree.

    Even in cases where it's not as dramatic as this example, a lost game probably means that you could've done something better. Sometimes it really is just that you got the short end of the RNG stick, but most of the time, you probably made a few key decisions that didn't pan out, or you missed something important.

    Approaching the game with the aim to improve instead of assuming that you already know everything you need to is a very key skill that a lot of people could do with developing, I feel.

    Sometimes, a person can do everything right, but their opponent just had better options to pick from, too. Killer or Survivor. :)

    When I played, my metric to figure out why I lost was always int his order:

    1. Me (Maybe I messed up somewhere.)
    2. My opponents (Maybe they just made better decisions than I did. That does not mean I made bad ones. It just means what decisions they had at any given time were better decisions than mine.)
  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775634#Comment_2775634

    There can be. I got a brown toolbox from it once, iirc. Could be wrong about the item, but there was definitely something in it.

    I thought it was unopenable? I could be remembering wrong.

  • Yeah. It's been known about for a long time. There's nothing in it, IIRC. I think Boundary Break talked about it in their DBD episode.

  • @neotax said:

    why should this have priority, streched brings a higher vertical fov but it is so map dependent that you benefit from it that it doesn't matter again, there are not so many tiles where you have such blatant advantages. Alternatively, you could adjust the survivor's camera angle and give the killers shadowborn basic.

    One should rather concentrate on a serverside anticheat system because the real silent cheaters are usually the problem. 

    It also makes Ghostface easier to reveal since the coding is spaghetti. Basically, the game checks if Ghostface is in the center of your screen, so warmping the res gives more 'center' to use, and thus makes him easier to reveal.

  • Oh no! Pig can block ONE box and it MIGHT be MAYBE one box ONE Survivor needs! And Survivors can just 99% every gen, then try every OTHER box, then pop 5 gens in rapid succession and leave! And ONE PERSON night die!

    Nerf pig! 🙃

  • @Sutefusama said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775308#Comment_2775308

    Kobby is when you try your 4% chance of unhooking yourself. I'm sorry I don't exactly know how people spell that in general.

    As for the pressure thing and generators, yes I thought of that but completely obliterated it from my mind while writing the post. And surely a large portion of survivors would definitely abuse that.

    But you forgot there is not only a timer needed for pressure but the killer himself... AND perks still exist. (Pain of resonance, ruin, thanatophobia, pop goes the weasel) Think of it this way. No one coming for the unhook ? What if the killer downs another survivor in the meantime ? That's 2 people on hooks. If at this point the 2 last keep completing generators, they will eventually get hooked too and every 4 survivors will be sacrificed. Even if one of them comes to rescue the first while the last one keeps repairing, it means one survivor is already on his death hook. Your loss of time pressure on hook is vastly compensated by the -1 hook stage necessary to sacrifice a survivor at this point.

    Oh! You mean 'Kobe'! After Kobe Bryant of the LA Lakers basketball team.


    No one coming for the unhook ? What if the killer downs another survivor in the meantime ? That's 2 people on hooks

    Except downing that second person is when the first would be unhooked, thus still negating Killer pressure for all but a handful of seconds.


    I'm sorry but removing the timer is just too much of a Killer nerf/Survivor buff by allowing Survivors to focus on gens in a meta where they can already do all 5 gens in roughly 5 minutes.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775174#Comment_2775174

    Basically the length of time it takes to carry someone is going to follow something like a bell curve where the peak is probably around 8 seconds or so and then it tails off toward either end. It’s not a uniform distribution where, for example, the chance of a carry being between 8-9 seconds is the same as the chance of a carry being 15-16 seconds or being 4-5 seconds. The outlier ranges are less likely than the middle ranges. So the outlying 6% of the bar represents a much smaller proportion of carries in games than the middle 6% of the bar. This wiggle boost only changes the results on carries in that outlying 15-16 second range so the portion of carries it affects is similarly much smaller.

    With gens the time to complete gens is basically fixed. So adding time to complete a gen at the front end is the same as adding time to complete it at the back end. If you Pop a gen that is 25% completed and reduce it to 5% it’s having basically the same impact on the chances of the gen being finished as Popping it at 90% and reducing it to 70%. The distribution of games which are impacted by a flat percent increase in gen time is more uniform.

    I'm convinced you're just throwing out a mass of numbers in an attempt to obfuscate the issue.

    The bottom line is that the Wriggle QoL change added a 1 second reduction to wriggle time for Survivors. 1 second is 6.25% of the wriggle meter if they hit every check. This is not some freaking bell curve or front end or back end loading equation.

    It's 'Up to 1 second' which is 'Up to 6.25% of the wriggle meter'. You're just throwing out bullshit statistics and math problems to sound like you know more than everyone else on the issue.


    The Survivors were buffed in the Struggle QoL change to get up to 6.25% of the wriggle meter for hitting Great skillchecks. No freaking math and bell curves and graphs required. You don't need to graph out 500 matches to see IF it happens. The bottom line is that it CAN happen.

    And if they have Boil OP and run to ledges; this means the fall, plus wriggling can give Survivors 31.25% wriggle meter. Again; no graphs or anything needed. It. Can. Happen.


    You're basically throwing fake statistics into your comments to confuse everyone else and sound like the smartest guy in the room.

  • Not really a good idea. I'm not sure what 'kobbies' means, but as for the rest:

    If there was no hook timer; Survivors could just leave their friend on a hook & pound gens. There would be 0 pressure to rescue someone at this point.

    The hook timer is Killer pressure; forcing at least 1 person off gens to save at least 1 person hooked, which means 1 hook = 2 Player's worth of pressure. This is gone if you remove hook timers.

    Survivor: Oh no! My friend was hooked! But seeing as they cannot die unless hooked a second time; I can continue to do this gen while they enjoy literal immunity from death on the hook.


    Sorry, but removing the timers is a horrible idea that turns into a massive nerf for Killers by removing a large part of their pressure when they hook someone.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775032#Comment_2775032

    Again, as I said before, 6% of the bar isn’t 6% of the carries.

    Where are you getting '6% of the carries' from? Are you just making up a percentage of people who can hit all the skillchecks and acting like it's fact?

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775104#Comment_2775104

    That is not saying "Killers bad for winning". How in the world are you getting "Killers bad for winning" from that? lol.

    "Desperate for kills" does not equal "Killers bad for winning"

    I will admit that my sentence and your sentence have "kill" in it.

    Because using 'Desperate for Kills' is implying the Killer is 'sweating' or being a 'tryhard'. Thus, you are shaming them for it. Which implies, through your words, that you think they are doing bad things for trying to win.

    Anyone with a brain knows it's an implied insult. You don't compliment someone by saying 'Good job! You sure were desperate for those kills!'

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775094#Comment_2775094

    Where did I say "Killers bad for winning". You must have trouble with reading comprehension.

    Where did I say "Killers bad for winning". You must have trouble with reading comprehension.

    'Honestly, the best thing to do is run up to the killer and just give him the kill. If the killer is so desperate for kills that they facecamp or camp within about 8 meters, just give the kill to them.'


    Right there, you shame Killers for winning in a non-Survivor-approved way. Looks like you need some reading comprehension of your own.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775069#Comment_2775069

    Why should a survivor stay if they aren't having fun. Are killers mad that survivors can suicide.

    Where did I say anything about Survivors staying or leaving? Or are you moving the goalposts because I tore apart your petty 'Killers bad for winning!' tripe?

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775037#Comment_2775037

    A desperate survivor "facecamping" a gen doesn't stop the killer from playing the game. Why are you bothered by a survivor trying to have fun by getting to the next game. Suiciding on hook and running up to the killer is as much in the game as facecamping.

    A desperate survivor "facecamping" a gen doesn't stop the killer from playing the game

    Why do people keep thinking being hooked is not playing the game? It's in the game. It's meant to happen. Thus; you are playing the game. This argument is bullshit that translates to 'A Survivor being faceamped is not winning. We're angry we lost. Now, we will screech and shame and insult Killers for winning.'

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774813#Comment_2774813

    Honestly, the best thing to do is run up to the killer and just give him the kill. If the killer is so desperate for kills that they facecamp or camp within about 8 meters, just give the kill to them. It allows you to move to the next game and have fun.

    I love how the killer can be 'desperate for a kill', as if trying to win is bad.

    But Survivors are never 'desperate for a gen'. It's only Killers who can be too good.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775000#Comment_2775000

    If you’re saying that the extra 25% from falling is broken I have no opinion one way or another on that. The Boil Over survivors I’ve played against so far haven’t forced me to fall while carrying them but that’s just me. 🤷‍♂️

    Boil Over though is a separate question from the great skill checks on their own. Those aren’t broken or even a significant buff.

    The skillchecks ARE broken because it's 6% of the bar given for hitting them. You can say '1 second is not much' but it's a different story to say '6% for free is not much'.

  • @Vyne456 said:

    I think this is skill issue, would you guys agree?

    Nope. Boil Over is OP as hell. Triggers on a fraction of an inch fall. RPD is basically impossible to hook Survivors in. Killers can no longer take shortcuts or Survivors get 25% wriggle for free.

    Couple that with the QoL change that just had to buff Survivors for no reason, and that's upwards of 31.25% free wriggle progress.

  • @MikaKim said:

    https://forum.deadbydaylight.com/en/discussion/307173/nothing-pleases-you-killer-mains-does-it

    Welcome to the killer dominated forums.

    I am sorry because I wish I had good news. However the devs have been tripping over themselves to keep killers happy since release (serious).

    Just think about it, all their marketing goes into the latest greatest killers. Survivors are ALWAYS just a reskinned footnote nowadays. That's just one point, I could easily give you a mini essay on how much easier kills is now, compared to release.

    The devs have created an ENTIRE culture of whining killers. These whining killers (subconsciously even) KNOW if they complain enough they get what they want.

    However the devs have been tripping over themselves to keep killers happy since release

    Rofl. How can someone say this and BELIEVE it? Killers get nerfed if they perform well. Survivors get buffs of they whine.

    1. Circle Of OP was fake-nerfed to shut Killers up while letting Survivors keep their OP toy.
    2. The QoL change to wriggling included a Survivor buff to wriggle time of 6.25% for no reason.
    3. Boil OP triggers on a fraction of an inch fall. No more shortcuts into the basement! RPD is basically 'Survivors Can't Be Hooked: The Map'.
    4. Killers are leaving by the day because they get nothing but nerfs while Survivors get their bottle whenever they cry.

    And you seriously believe the devs are catering to Killers? Either you're out of touch, or trolling.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774830#Comment_2774830

    • I already commented on the broken maps in a different post. That’s more of a map issue than Boil Over really, they should probably add a hook in the broken tiles to remedy it.
    • Just giving a percentage doesn’t tell the story because it’s not 6% of carries that are impacted. You’re saying 6% of the timer means 6% of all carries but that’s not true, carry time is actually more like a bell curve with its mean probably around 8 seconds. It’s not a linear distribution where every section of time in that 0-16 second range has equal probability of happening.

    Umm...Nowhere does saying 'Survivors get 6 boost to their wriggling' mean 'It happens <x> amount of times'. I have no idea where you got that idea.

    What I am saying is that a Survivor who can hit the skillchecks (and who can't after 6 years of generators?) and makes the Killer fall 1 inch (Pretty easy, if you lead the Killer to a ledge or hill, given the 75% wriggle effect), gets 31% of their wriggle bar for free. This is broken.

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773258#Comment_2773258

    Maybe read better next time. it's about the desperation and the ways they're willing to go, slugging for 2 minutes just to find the 4th one even though they already won, or camp in situations where they have already the upper hand. That's your typical depserate killer main who let's out his anger on survivors who are also just humans. The equivalent of this would be survivors who don't go out just to bully the killer some more.

    I read perfectly fine. You're shaming Killers for doing something you deem 'sweaty' to get a 4K instead of giving you a chance to get away.


    slugging for 2 minutes just to find the 4th one even though they already won

    Translation: 'He should have been happy with the 3K & risked me finding the hatch.'


    or camp in situations where they have already the upper hand

    Translation: 'He was already winning, so why did he keep trying to win further?'


    That's your typical depserate killer main who let's out his anger on survivors who are also just humans

    Or maybe he just wanted the 4K and now you're angry he did not let you go instead.

  • I have yet to be angry but sure, thanks. It always amuses me when people point out my name, as if it's some big 'got ya!' moment.

  • @MikaKim said:

    This has ALWAYS been an issue since release.

    Camping tunneling killers.

    Survivors turned to just leaving games if a killer was super sweaty. Leaving those killers back in the queue where they belonged. Things were OK at that time. Naturally killers whined and so d/c penalties have been introduced.

    Sweaty killers have just gotten progressively worse since then.

    It's an absolute miserable experience for new soloQ survivors as a result. At this stage I just assume the devs have access to an infinite number of new survivors because their design choices at this point have soloQ survivors right at the bottom. Maybe most new pleys start off playing with friends?

    That's the only thing I can imagine at this point.

    But don't expect the devs to change anything to reduce this. Playing killer now is easier than at any point at release and that's been the trajectory of the game for some time.

    Whenever someone uses 'Sweaty Killers' I know what they're really saying is 'I'm bad at the game, so I's shaming my opponent for winning in ways I don't approve of. Which is all of them.' 🙃

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774795#Comment_2774795

    Two things wrong with the above

    • Boil Over’s 25% boost only applies when you fall off something during the carry which I actually haven’t had a problem with so far as a killer. The stagger increase doesn’t change the wiggle timer itself at all, it just makes you move suboptimally as a killer.
    • Saying “but it’s 6%” doesn’t make it have a significant impact on play. 6% of nothing for instance is still nothing. Essentially it’s a 6% boost to the least likely proportion of carry events, namely ones that take 15-16 seconds total. Since the great majority of carries aren’t in that range it’s a boost that has very little effect on gameplay.

    The stagger increase doesn’t change the wiggle timer itself at all, it just makes you move suboptimally as a killer.

    Except, on some maps, Survivors can run into an area where you wither 1) Have to fall, and thus give them the 25%. Or 2) Can't make a hook because of the 1 second reduction.


    Saying “but it’s 6%” doesn’t make it have a significant impact on play.

    Yes it does. Saying 'It's one second' is hiding the problem by pretending '1 second is not allot'. Hence why percentages exist. If something was 3 seconds long, and the devs removed 1 second, that would still sound like 'It's 1 small second' but it's 33.33% of whatever the 3 second timer is.

    This also works in reverse, as with the CoH non-nerf. Where 'It's 25%' is hiding the fact that it's a tiny 4 seconds nerf that did nothing to change the perk.

    In essence: 'It's one second' or 'It's 25%' needs to be taken into account WHAT is being changed. Virtually 80% of all Killer hooks are 'My wriggle bar was at 100%!'. Every single one of those is now a wriggle-free. Every one. Yet another mechanic changed to favor Survivors.

    And that's not adding the drunk-effect Boil OP gives, making it that much harder to GET to a hook, even if dropping is not in play. Or that Boil OP has no minimum drop height, so no more dropping into the basement! Not even by 1 inch! Take the longest way around you can, which ensures a wriggle-free due to the SIX PERCENT buff to wriggle speed Survivors got for no reason.

  • @dugman said:

    The increase is very minor, between 0-1 seconds depending on how many Great checks you hit. (And if you accidentally miss a check your wiggle time is worse.) That only makes a difference then if the carry took between 15-16 seconds normally which is rare. (If you don’t think it’s rare then go watch a lot of streamers games and count how often their carries were within one second of a hook or a little more than arm’s reach of it. Most escapes happen before then or they get hooked before 15 seconds elapses.)

    The more impactful change is Boil Over’s stagger is massive. If the person with Boil Over is also hitting Great skill checks it’s hard to even walk in the right direction to get to a hook which significantly lengthens the time it takes to reach it. I’ve missed one or two hooks on Boil Over survivors simply because the stagger kept me from being able to maneuver easily through an entryway or around an obstacle for instance. That perk has much more effect on carries than the potential 0-1 boost from hitting Great checks.

    The increase is very minor, between 0-1 seconds depending on how many Great checks you hit.

    That's still up to 6.25% man. Not all that minor when you put it as a percentage.

    Add in Boil OP and that's a possible, free 31.25% struggle meter.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774772#Comment_2774772

    But like, not even the survivors were asking for that. Hence my confusion.

    That's how the game is: Survivors don't even need to ask for buffs; they just get them unasked with QoL changes. 🙃

  • It's bannable but almost impossible to prove unless the user is recording or streaming.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774756#Comment_2774756

    I wish we knew why they decided to add in a bonus speed to greats. Just make it give extra BP or something, we didn't need extra speed.

    As I said; because the devs feel Survivors need a head-pat with every change. They cannot change anything without rewarding Survivors in some way.

  • Yes. Survivors got a free 6.25% increase to wriggle speed if they hit every Great skillcheck. Because even QoL changes need to reward Survivors in some way.

  • Or, if the Pig is afk in front of a jigsaw trap: Use the other boxes. It's basically never going to be ONE box for every Survivor, and the Pig has no way of knowing that one box is ANY Survivor. 🤷

  • Boy, I called it. Survivor mains pointing at the non-nerf of CoH and saying 'Nothing makes you happy, Killer mains!' or 'CoH was nerfed, so stop complaining!' while knowing that the nerf did nothing to reduce the power of the perk in any meaningful way. 😂

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/307185/camping-suggestion

    That doesn't actually do anything for the camped survivors score, only the other survivors. And too abusable

    The easiest solution I think is that there should be a reward for being tunneled and camped 🤷

    'DESIRED PREY' would be someone who has been hooked more than once in a row, should reward steep BP, and count as objective points, because your holding the killers attention.

    Alot less survivors would complain about being camped if they atleast didn't leave the match empty handed. And rewarding the survivors doesn't punish the killers either so it doesn't change the match balance.

    I am all for Survivors getting BP and such for being camped, to take the sting off.

    'Delicious Prey: Your squirming on the hook has distracted the Killer from his hunting of your allies.' Score Event.

  • @FruityCocktail said:

    First 2 comments are exactly why Devs should make Borrowed Time basekit and killers who proxy-camp stop the hook-timer bar.

    Playing Killer requires way more multi-tasking but as the Killer you are NEVER removed from the game because of cheap and <<UNFAIR>> """""""""tatctics""""""""

    should make Borrowed Time basekit

    Oh good; infinite bodyblocking. 🙄


    and killers who proxy-camp stop the hook-timer bar.

    Rofl, worst idea ever. Survivors would run the Killer around the hook to give the 4th infinite time to do gens. The idea was tried and abused. It's never, ever coming back.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773759#Comment_2773759

    They couldnt come up with some actual reworks for maps that developed new issues? I'm not saying they need to code but if everyone focused on balancing their game instead of selling people ######### like it's a f2p game then maybe there wouldn't be as many problems as they are now.

    The peoplemaking charms are not the people who redesign the maps, who are not the people who balance perks, who are not the people who make new Killers, etc.

    Basically, making the charms is not taking time or manpower away from map/perk/Killer balance, because they are different crews. it always makes me wince when someone says 'If you'd stop making cosmetics to focus on the game balance...!" because they are showing they have 0 idea how game design works.

    In a company of, what was it? 600 people? You don't have people working on what-the-heck-ever. INstead, different crews do different things. And seeing charms does not mean less people are working on maps, or powers, or perks.

  • @Huge_Bush said:

    Just switch to survivor and stop playing killer. Eventually, when the killer player population is low enough, the devs will have to consider killer player fun when balancing the game.

    Nah. That's when they add the bots.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773626#Comment_2773626

    Ok then what should be done then cause what we have now isn't working.

    How should I know? I don't work for BHVR so I've not really tried to solve the problem. Nor do I have the education or experience in game design to start developing an answer to such a complicated problem.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773584#Comment_2773584

    Well for one it would all be more beneficial if we could just get two rooms one for casual and one for competitive and yes I know "this game isn't competitive" but since the devs want to keep bringing up skill and want to compare this to sports then they need to have the game reflect that notion.

    Yeah but then you run into the same problem Overcrap (Overwatch) had; they balanced for comp, which pissed off the casual players. People were always demanding two separate balances; Comp and Casual. They seems unable or unwilling to accept that Comp players could play just as hard in the Casual settings.

    The only difference was no comp ranks to win or lose, in Casual.

  • Yes but at least, right now, people can't be put in a 'low queue' because people mass-reported them. Which was the idea the other poster I replied to had.

  • @cutiekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773532#Comment_2773532

    ok why do you enjoy charms when there's already close to 100 of them and you can only use 3 per character and they give you nothing at all and are to tiny to clearly be visible to others but to yourself, they aren't skins, they are useless fillers.

    so well me, why do you enjoy charms?

    Because they let me add flair to my hooks while the Survivor hangs there. 🤷‍♂️

  • It's always amazing to meet people who can't comprehend anyone but themselves. Take OP, for example: They don't like charms so they can't understand that other people do enjoy having them. Thus, to them, charms should not exist because they don't like them, and people who do don't exist.

  • Every time a 'If Killer is within <x> meters of the Hook' punishment has been tried; Survivors have found a way to abuse it for personal gain.

    So Survivors salty about camping can blame their fellow Survivors as to why there's been no changes yet. 😁

  • @Junylar said:

    Chances of encountering the same killer 2 times in a row are probabilistically nonexistent. Better yet: add the option to desable one kind of killers in matchmaking forever.

    I know nothing of this will ever come into the game, since the game is falling apart at the moment, but still, it's nice to thing about "what if" sometimes.

    Better yet: add the option to desable one kind of killers in matchmaking forever.

    Oh yes, screw all Nurse players, I guess. They don't get matches since 90% of Survivor players would ban her from their matchmaking. 🙃


    @AlexisFox said:

    Since when a killer joins a lobby they can't change what killer they are playing it would be nice if the matchmaking would have an option to exclude people playing a killer you just faced in your previous match to help ensure some variety. Some may not see a point in this but there are some killers that trigger various phobias that people have like kinemortophobia or coulrophobia for example and while having to face that killer once in a while is something they may be able to do facing them two, three, or more times in a row due to the RNG of matchmaking can be unduly stressful.

    There'd be more variety in Killers if more than 2 or 3 were high-MMR viable.

    But as long as BHVR continues to over-buff and under-nerf Survivor perks while over-nerfing and under-buffing Killer Perks/Powers; only 2 or 3 Killers will be viable.

  • @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773286#Comment_2773286

    Ok well some people enjoy stress I have a few of those at work, they can run around like crazy all day and say they feel no stress at all. Don't know if age has anything to do with it I'm 12 years older than you are 😀 But I quit killer mostly because I felt it was too stressful. The games where I camped the basement while enjoying a whisky after work was pretty ok though..

    The games where I camped the basement while enjoying a whisky after work was pretty ok though..

    I'm now imagining a Bubba, wearing a stained and torn suit, sitting in front of 2 hooked Survivors in the basement while enjoying a snifter of brandy. 😁

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773258#Comment_2773258

    In all fairness, one survivor can't escape 4 times in a match, so this isn't applicable to anything except a 4 person SWF, who are ALSO desperate and sweaty lol

    Yeah but it was more a statement of this game in general. Killers are evil and sweaty if they go for a 4K. They are expected to give the hatch because some needy children demand a win.

    But those same people who say 'You don't need a 4K!' or 'He played sweaty because 4K!' never seem to give the Killer a kill if a 4E is going to happen. 🤔

  • Remember kids:

    Killers getting a 4K = Desperate. Sweaty. 'Be happy with the 3K!'

    Survivors getting a 4E = 'You're not meant to win every game! ¯\_(ツ)_/¯ *Flashlight clicking intensifies* '

  • @milwaukee354 said:

    I had a game against a nurse that ended with the nurse getting first hook in the basement, 4 gens left and the killer decided to proxy camp the survivor, I decided to just quit, I wasn't in the mood for that type of lazy gameplay. I had another game where I had to wait for a demo to find the hatch first before hooking me, because he was afraid I would wiggle off, before any killer mains comment, no I did not have a wiggle build. I just can't figure out why killers are so desperate for 4ks, are the devs giving away cash prices, when did this game become so toxic, can I get a normal game without killers playing like there lives depend on it

    Translation From Entitled Survivor To English: 'The Killer did not let one of us escape, so I am shaming them for the 4K, because Killers are not allowed to 4K unless Survivors say so. Everyone (Survivors) know; getting a 4K is sweaty. Be happy with the 3K.'

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773082#Comment_2773082

    This could work if second chance perks weren't a mostly survivor-sided concept to begin with. A vast majority of the meta that killers play don't give them second chances at anything.

    So the result is killers keeping their meta with the addition of buffing aura perks, thus destroying solo queue even more than it already has been.

    It just occurred to me: Survivors have 4 second-chance perks, per Survivor.

    NoED is like a second chance perk for Killers.


    Survivors, on the subject of second chance Survivor perks: Get gud, Killers!

    Survivors, on the subject of NoED: Nerf! Unfair! Unearned wins! Raaagh! 😡

  • If they nerf DMS without touching Boil Over; I will find a table, and there will be flipping of said table. Possibly multiple times. 😐️

  • Careful running Iron Grasp! The devs will 'look at the numbers' (IE: See Survivors complaining) and see every Killer running it, and nerf it.

    'The reduction in wriggling making the Killer strafe is reduced from 75% to 3%, and the reduction in wriggling on the meter is now a flat 2%'. 😁

  • @BlackFence said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772543#Comment_2772543

    That maths isn't right though. You only get the 6.25% if you hit every great skill check for the whole duration of carrying. If 1/4 of that duration is gone then you don't get the time to hit all the great skill checks thus you won't get the whole of the "one second" off.

    And yet you'll still get a bonus per Great skillcheck that helps you to escape quicker, plus that 25%. Still a massive boost to Survivors that never needed to happen.

  • I still remember a game I had where I was playing Hag (this was years ago, btw). I place my Hag/Trapper traps in chokepoints. Not near the hook.

    Anyone with half a brain would learn; crouch through the chokepoint/pallet points. The hooks are safe. IE: Unhooked Survivors did not have to hold crouch. These guys never learned; thet ran full-tilt through EVERY choke/pallet point.

    After I hooked 3 Survivors this way (they never learned to CROUCH THROUGH THE PALLET ZONES); I'm chasing the 4th, hit him as he vaults a wall, and before his feet touch the ground: He DCd. It was clear he had one hand on the router to do this. Less than a second after I hit him; gone.

    He was in the end-game chat, however: 'Proxy facecampers don't get a 4K'.


    According to him; Hag was not allowed to put their traps ANYWHERE NEAR any objects the hook was at. It was like an exclusion bubble of 40 meters; anyone putting traps within that was clearly being toxic, as per the Survivor Rulebook. Made me laugh so damn hard.

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