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AngyKiller

AngyKiller

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AngyKiller
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  • ...Nemesis has a 6 meter tentacle attack, and that's at Tier 3.

    Given the rest of your post, it's pretty clear you have no clue what you're talking about, or this is very bad bait.

  • @Raccoon said:

    Non-issue becomes another "Us vs Them" thread.

    Sports at 6.

    Well, Raccoon; The Minnesota Legions are still in last place, while The Mississippi Pigs are just one position ahead of them in the standings! At the top of the game is, as always, The Carolina Blights and the Boston Nurses.

    We still can't find new players for The Washington Twins to fill out their ranks, so they may be DQ'd for the season! Back to you!

  • @Epitome said:

    https://forum.deadbydaylight.com/en/discussion/comment/2722619#Comment_2722619

    ...who hurt you?

    I didn't say any of that, and I also agree with gen speeds being too simple. Lol

    Sorry, it was a snark at the forums in general.

    In under a week, I've seen your thread here. Threads about Camping needing a punishment. A thread about how unfair it is that Franklin's counters White Ward (as if it's a surprise after 4 years that White Ward does not protect items you don't carry OUT of the match!), that slugging should have a way for Survivors to screw/punish the Killer...

    And when someone brought up gen speeds being too fast, the first reply was 'Lol, no.'

    Taken as a whole; it paints a large picture of Survivors demanding everything appease them, then telling Killers to git gud when they bring up points. So I poked fun of that image.

  • @Pulsar said:

    So.....why are we advocating for OG Decisive Strike to return?

    Because Survivors need to control every aspect of the game, I guess?

    DStrike should be on command. Camping should be removed/punished. White Ward should ignore Franklin's. But Gen speeds are fine. 🙃

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721579#Comment_2721579

    I don't even know what this sentence is supposed to mean.

    I think they mean the Survivor can't knock the Killer out of the match, while the Killer can do so to Survivors.

    Which, I mean; duh? That's the Killer's goal, but also the biggest 'excuse' Survivors use for anti-camping; How DARE Killers knock a player out 'early'! (You know; ignoring that there's no way of knowing what 'early' is on a per-Survivor basis)

  • @RenRen said:

    Yes and no. I do agree that gens should take longer but they shouldn't increase the gen time itself but rather when multiple survivors are working on a gen together. It would also be nice if kicking a gen did something.

    Kicking a gen DOES do something: It wastes the Killer's time!

    Oh, you meant if kicking a gen did something for the Killer! Nah; never happen. Survivors would get mad.

  • Oh boy! Let's make DStrike more powerful by removing the skillcheck, and let Survivors do it on demand! This way, they can DStrike as they are brought to a hook, thereby wasting the Killer's time!

    Time, I may add, with the current gen-speeds, the Killer barely has any of!


    Not to mention; I've hooked Survivors who never popped their DStrike. I can only assume it's because they screwed up, thereby giving me a 2nd, or even death-hook, I would not have had otherwise.

    Then there's the times Survivors may let the skillcheck pass because it looks like a friend is about to get a Flashy or Pallet-stun, only for them to screw up.

    Your idea removes that. It becomes a binary 'Screw the Killer on demand' button. And even if each Survivor gets 1 use still; that's 4 'Screw the Killer' buttons per match.

    Wait for a pallet save; they missed! *Presses "Screw the Killer" button*

    My friend is going to try a flashlight save! They messed up! *Presses the "I get away free" button*


    Pass. Even if it's a bit harder to see on first glance; this change would completely break the power. It goes from 'Use now or miss it' to 'Use whenever I want, because screw you, Killer'.

    It changes attempted saves from 'Do I DStrike or see if the pallet save works?' to 'I'll see if the pallet save works, THEN Dstrike at will if it don't'

  • Survivors: NoED is OP! Camping needs punishments! Slugging is a BM! Make Killers 12 hook so we can have 'fun' before dying! 😫

    Killers: Well, gen speeds-

    Survivors: Lol, no. 🙃

  • @Torsti56 said:

    https://forum.deadbydaylight.com/en/discussion/302341/remove-keys-and-key-add-ons-or-rework-them

    Tbh, keys are fine now. Only change I would bring back is that Hatch spawns when there is all gens done. Maybe they can also add that one gate must be opened too.

    Btw, this is your 5th remove/rework keys post.

    No, this would just bring back 2-3 Survivors escaping through the hatch with 0 Killer counter-play.

    The hatch is not supposed to be an automatic 'I win' mechanic for more than half the Survivor team. Ever.

  • ...Who is the 'assassin'?

  • Allowing people to screw over the non-cheating matches won't fix that. 🤷

  • @Sludge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721856#Comment_2721856

    1K on Deathslinger? Sounds like he needs another nerf.

    We heard you wanting nerfs for Deathslinger 1Ks and are taking steps: We've nerfed Pig and Legion. 🙃

  • No. Every time the DC penalty is removed; I can't finish a single match.

    As Killer:

    Find someone? Survivors DC.

    Down someone? Survivors DC.

    Pick any Killers besides the 'Survivor Approved' Killers (IE: Ones they can bully)? Survivors DC.

    Certain maps load? Survivors DCs.

    Use unapproved perks? Survivors DC.


    As Survivor:

    Certain maps load? Killer DCs.

    Gens go too fast? Killer DCs.

    Juke the Killer too much? Killer DCs.

    Exit gates open? Killer DCs.


    NEVER remove the DC penalty, or the game becomes literally unplayable.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721919#Comment_2721919

    I already outlined how you could make White Ward work while preventing survivors from item duping. It's really not that hard.

    There's no valid reason to want to delete survivors' items after a match if they brought a rare offering meant specifically to prevent that from happening. During a match, yes, absolutely, but afterwards is just spite.

    You're fix is a good one, I'll admit.

    But how long before Survivors turn around and cry that they should keep the item because they had no way to prevent someone else form using it?

    I mean, it only took 4 years before they suddenly had some sort of massive conniption over White Ward working as intended, and Franklin's existing.

    Seriously; why is it suddenly NOW a problem after 4 years? No one had a problem until one person screams that Killers are unfair because they made them drop their items, and an offering is not basically giving them it back because they want it.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721970#Comment_2721970

    Like i said just make it like the key addon. Item poofs away when you die and it shows white ward is active on said item when you have it in your hand. Franklins still gets to make the item useless. But survivor actually doesnt waste their offering if their m1d into deathhook. And no duping. This is coming from a mostly killer btw feel the need to iterate that.

    And what happens if someone is using that item when you die? Do they just not have it now? What if they were attempting a flashlight save, but you died at the same time?

    Or what if they picked up your item and already left the match because you were slugged, so you get hooked and die, but your item is no longer in the match? Does it somehow disappear from their item list?


    There's too many ways it could break, or cause problems, to change it just because a handful of Survivors are unhappy White Ward is working as intended and not how they want.

    I mean, it's only been this way since launch, but NOW it's a problem?

    And Bubba has existed near over 4 years, but NOW White Ward boo-hoo unfair, let me keep & dupe my items. 🙄

  • @dallasmedicbag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721910#Comment_2721910

    I understand how the current White Ward works completely. All I'm saying is that it shouldn't work this way. No idea where you got the impression that I found it hard to understand. What I do not understand, however, is how you think this QoL fix will promote heavy duping.

    In the scenario where WW is properly fixed against FD let me explain my perspective to you:

    You die? Offering gets burnt.

    You escape with item on hand? Offering once again, gets burnt, a literal 1:1 offering:item trade.

    You die but got hit with Franklin's and your friend picks it up? Offering still gets burnt, but you keep the item, and your friend is able to pick it up. Let me emphasise once more, the offering still gets BURNT. It's not like you could keep doing this especially with a limited amount of WW. I've spent 10M+ BP on my main survivor and I only have 30 WW, and that's because I rarely use WW due to its interaction with FD.

    Plus those who'd dupe items like this? ######### if we should care man, this method is slow as hell and do you know how easy it is to inject a full profile save in DBD with how bad EAC is?

    So basically 'It's okay if we want to dupe because we don't think duping is a big deal'. Wow.


    @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720572#Comment_2720572

    Do you have any proof for that claim? Because as far as i know, franklins was changed back because of the interaction with the nemesis-vaccine, at least thats what the devs said. So, back up your claim with some facts.

    I don't, no. But given Survivors are so coddled that some are, in this very thread saying 'Who cares if we can dupe items?' as an argument to change White Ward; I'll stand by what I said.

    Seriously, some Survivors are saying White Ward should be changed just because they want it so, and are 100% fine with the change adding the ability to dupe. How entitled is that?

  • @RiskyKara said:

    What if the Killer was able to strike the exit gate to regress it to say 50%.

    Would encourage 99ing it, but the Killer could also take a risk and leave the hook they currently have to strike the door. Could open some room for interesting plays.

    I like this. It is a mechanic to encourage the Killer away from a hook, which is always good.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721919#Comment_2721919

    Your post literally says that WW didn't protect your items upon death, which is literally their main purpose, if anyone doesn't understand, it would be you.

    'Drop the item & pick up a new one before leaving? White Ward applies to the new item. Because otherwise; you'd be able to literally carry 1 item in, drop it, then leave with a new item & have 2 items.'

    Huh, look at that; duping.


    Also, earlier in the thread:

    'Imagine if you could get hit & drop your item, then your friend picks it up; now he leaves with your item (and keeps it) and you leave & White Ward gives you your item back.'


    Look at that; a duping exploit. Which I said.

  • @indieeden7 said:

    Why are people even arguing about this? Just make it so WW protects the survivor's item regardless of whether or not it is dropped in the match, WW literally has no effect DURING the match so Franklin's countering it is completely unnecessary.

    No. Look at my post; this can cause duping.

    Is that hard to understand?

  • @Labrac said:

    99ing benefits the killer. Survivors 99 doors when they want to come back and try to get altruism saves, which you can always take advantage of as killer and try to squeeze more hooks and even extra kills.

    If 99ing didn't exist, survivors would just immediately open the door and leave. You would get a kill, but no chance to snowball for more.

    Rofl. Bull.

    They'd either open the gates or leave, but given that 99ing itself carries NO RISK; Killers can't take advantage of it.

    They 99, unhook their friend with BT (who has DS), and then lick the gate & it opens in 0.0000025 seconds, and they leave. 0 Risk, all reward.

    How does that help the Killer? Oh, right; by getting his kill stolen in a 0 risk/all reward play made possible by 99ing gates.

  • @dallasmedicbag said:

    I'm honestly surprised that there are people here in favour of White Ward being near useless against Franklin's. Who cares if the survivors keep the item no matter the circumstance? Black Ward guarantees protection against your addons, but survivors can't have the same guarantee? You agree with this because you want less purple flashlights/strong toolboxes in your matches?

    Buddy I'd love to remove the existence of pinky finger Clowns running around with their extremely skilful aim of getting a direct hit, but that's not gonna happen. Making it so White Ward guarantees protection of your items isn't gonna be a huge buff, it's just gonna slightly reduce the massive grind survivors have compared to killers.

    And to those who say kek lul go into a locker xDD have you ever heard of Lery's or The Game? There mustn't be a need for survivors to do this with a purple offering..

    It's not that Franklin's counters White Ward, or White Ward 'does not work against Franklin's'.

    It's that White Ward does not work if you don't carry an item out of the match with you. Period. How is that hard to understand?


    Die? You did not leave the match with an item.

    Drop the item & leave without it? You did not leave the match with an item.

    Drop the item & pick up a new one before leaving? White Ward applies to the new item. Because otherwise; you'd be able to literally carry 1 item in, drop it, then leave with a new item & have 2 items.

    Get hit with Franklin's & leave the match? You did not leave with an item.

    Get Hit With Franklins/Drop your item, & a friend picks it up? YOU did not leave with that item.


    There's a reason it works this way; to prevent dupes. I am blown away by the Survivors sitting here saying 'Oh, well, who cares if I dupe? I'm a Survivor!'

    White ward protects ACTIVE ITEMS. IE: Items IN YOUR HAND when you leave the match. People whining about this are whining White Ward is not doing something it never did in the first place.


    It's not rocket science:

    1. White Ward NEVER protected items you left in a match, be it via gates or death. EVER.
    2. It works this way to prevent duping. And no 'I'm a Survivor' is not a valid excuse to let you dupe.


    That's it. It's that simple. Why is it suddenly some massive scandal now? I mean, other than some Survivors thinking they should be able to literally cheat because they've been catered too for years?

  • @Kaitsja said:

    You don't need a 4k every time usually refers to leaving one survivor to either nearly or completely bleed out while you hunt down the 4th.

    Ok? And...What? I should not try for that 4K because my opponents don't like it?

    I get that it's not fun, but when I play a PvP game; I go in expecting my opponent to try to win, barring only: cheats, exploits/glitches, and treating your opponent like dirt.

    This means I expect Survivors to use their best perks and tactics, while I use mine. If I don't like said perk or tactic; oh well. It's not my place to tell my opponent what they can or cannot do within the rules of the game and fair play.

    And no, fair play does not mean 'Think of your opponents feelings while they lose'. Humans are competitive; we used to compete for food, for the choice mates, then it was land and money, and now games can be added to that. We hate losing. Losing sucks.

    That does not mean your opponent(s) should give up his 4K (or 4E) because you, I, or anyone, don't like being slugged, or camped, or Dead Hard'd, etc.


    This was addressed in my post, too; this mindset of 'Think of their feelings!' that causes people to shame others for how they play.

    Sure: Think of your opponent as the human being they are: Don't be a <bleep> in victory or defeat. But that does not mean you have to stop trying to win, or 'Be happy with a 3K (or 3E)' because someone finds it toxic to slug & hunt, or whatever.


    The thing of it is that people yell 'Slugging is toxic!' because they feel bad they got slugged while the Killer hunts for the 4th Survivor. ...Oh well?

    Losing in Tekken feels bad. Being sniped in Fortnite feels bad. Does that mean losing should be banned because someone can't accept their opponent trying to win?


    Treating your opponent like dirt is bad. Slugging to go for the 4K is just part of the game. It's not inherently bad or 'toxic', as some people would claim. Which is why I hate this 'You don't need a 4K' mindset; it's shaming Killers into giving up early because Survivors feel bad. It's baffling.

  • @GoshJosh said:

    This shouldn't need to be a perk, but a base effect of killers being around a hooked survivor while not in chase. Make the hook timer slow up to 90% based on the killer's proximity to the hooked survivor.

    Don't waste your time @'ing me with 'SuRviVorS aBuSeD It in some obscure test years ago'.

    @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2561939#Comment_2561939

    I don't think it's broken at all, and I never got to be a part of a such test. Something has to be done about camping without penalty.

    Who is this we, are you with BHVR?

    I know this fellow was banned but I have to laugh at their reasoning. 'I did not get to abuse it, so it should be brought back. Also; I don't think it's abuseable, mostly so I can abuse it.'

  • @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720995#Comment_2720995

    Does there need to be a good counter though? 99ing exit gates in itself is already a hinder to survivors. Remember, it is only done to prevent the EGC timer which was an inadvertent buff for killers and to a lesser extent because of blood warden. If you're running for the door at the wrong angle and need to open it yourself, that's a precious few seconds that might get you killed.

    Except you're wrong; 99ing the exit gates means NO 'precious seconds' are wasted. The gate literally pops open in 1 frame of animation that in no way slow down Survivors.

    Hence why I think 99ing the Exit Gates is BS.

    Then again; gen tapping is also exploitable with 1 frame of animation, completely making a liar out of whichever dev said 'gen tapping in a chase is dangerous', and they have let THAT exploit stay in the game for years now. So I don't expect them to do anything about 99ing the gates for a decade, at least.

  • No he does not, or loops (which are every 3 feet) would render him completely useless.

  • I think the gates should regress just enough so it takes 1.5 or 2 seconds to open them again.

    Just long enough that they can't shoot the lever a friendly wink to make the gates pop open. Right now, 99%ing is a safety net that a Killer can't counter; His options are 'Let it happen' or 'Open the gates yourself'.

    But neither of those actually help the Killer. So there's no real counter to a 99er.

  • So make Kindred basekit and render Insidious unusable?

    Not to mention stealth Killers like Ghostface?

    It's an easy fix, but it's not a good fix.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720675#Comment_2720675

    Name checks out. Go for a walk and chill out. Have fun.

    Way to dodge the problems I brought up with your idea.

  • @Bwsted said:

    It's an interaction that should've been fixed with Franklin's rework. But in bhvr fashion, it's not a priority.

    The item and add-ons should despawn upon death or escape and be refunded, regardless of their location at that point in time, i.e. on the ground or in another survivor's hands (if the latter, it could be made so they see it highlighted as a restricted item like a flashbang).

    The worst part is that is very easy to code as all those effects already exist separately.

    It's not that easy:

    1. What if the Survivor is using the item at time of death/escape? What if you're using my toolkit when I die? Do you now suddenly stop having a toolkit? What if you're saboing a hook as I die? Nope! No saving your friend! What if you're blinding a Killer with my flashlight to save your friend when I exit the gates? Oops! No more blind! Using my medkit and I left/died? No more healing!
    2. White Ward NEVER protected items on the ground. Ever. Which means people are whining that White Ward is not doing what it never did. #########?

    I love when people with no idea how coding works tries to claim 'This is so easy to code!' just by looking at the end result.

    It's like looking at your car and saying 'I could build this myself!' because you can't see all the tiny, moving pieces that have to work together or the engine will seize up.

  • @dallasmedicbag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720568#Comment_2720568

    yeah that is the way to get around franklin's users. it's just that there are some sad killers out there getting a hard-on on the survivors losing their items. hag thief build, for example. funny meme build lmao 😂

    Or Killers are running it so they don't have to deal with medkids and flashlights? Or sure; it's because they want to make people unhappy. 🙄

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720540#Comment_2720540

    Killers have a right to 4k, so you have a right to leave survivors slugged on the floor to bleed out. But others have a right to call you out on being so scared to eat a DS or whatever that the killer feels the need to waste everybody's time with.

    No one has a 'right' to treat anyone like dirt. It's amazing how many people can't comprehend this in 2021.

    Instead it's 'You deserve what you get' and, in other games 'Banning me for being racist is facist! FREEDOM OF SPEECH!' (Yes, I saw this on the New World forums). And 'It's YOUR fault of my offensive words offend you!' (Also New World).

    Apparently, with the internet, came the advent of 'I'm not responsible for my actions'.

  • Franklin's does not even eat items anymore. It just drains them to 0 charges because Survivors were mad they were losing keys.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720502#Comment_2720502

    You mean like a mori (killer offering) counters a survivor perk like DS?

    Nice whataboutism.

    Killer is supposed to be the power role, but apparently the Killer having power just short-circuits some Survivors.

  • @dictep said:

    I have 4.500 hours as surv in this game. When I play against killers that only get 2 or 3 hooks during the match I know he is using noed. Noed is the reason why trash killers with 100 hours play against me. So yes, noed is not a balanced perk and should be changed or removed

    ROfl. NoED is like any perk. But sure; it's the only reason you find bad Killers. 🙄

    It's not 'rewarding losing' or 'bad play'. It's a perk, which triggers after 5 gens pop, end of story. Suck it up and do bones.

    If you die to NoED, it's not because it's OP, it's because you genrushed, or the Killer kept you from doing bones.

  • @Heartbound said:

    I dunno this one has kind of been a bugbear for me for a long time...add ons die at the end of the trial now and items are so plentiful. If a pair of survivors can execute their master plan to dupe an item then they earned it, but more likely than not they're hook bait.

    If I play White Ward, I'm playing it for a reason. I wanna keep my item, and I will dive into lockers to do so if you're running Franklin's.

    It doesn't even hurt the survivor, I have a hundreds of items in my inventory on my P3 survivor. Franklins successfully stops the item from being used in the match it's in. That's its purpose. It doesn't need to effect the aftermath of the match.

    Franklin's is NOT affecting the aftermath of the match.

    The game is set up so you lose your item if you don't carry it out. Not even White Ward counters that. So OP is whining that White Ward does not do...what it does not say it does?

    Nowhere does White Ward say you keep your item if you don't carry it out.


    image.png


  • @lauraa said:

    Leaving people on the floor to bleed out isnt fun and you deserve whatever endgame chat follows.

    I'm not saying we aren't allowed to do this, but rather I think with the way the game is structured, therea really nothing you can do but just accept the insults.

    Being forced to take a pee break mid game isnt exciting gameplay behavior so I'd like something to be done, like maybe implementing a Cowards Way Out if all alive survivors are bleeding out.

    That's basically the only thing I have an issue with.

    Given you did not quote anyone, I'll assume you were responding to me, the OP.


    'Leaving people on the floor to bleed out isnt fun and you deserve whatever endgame chat follows.'

    1. Look at that excuse to be toxic and mean. You set an standard that no one has to follow, then decided 'It's okay to be a dick if someone breaks this made-up rule'. This is the exact toxic self-excusing bullshit I'm talking about.
    2. I never once said anything about slugging, so I don't know where this even came from?
  • Rofl. Imagine thinking white ward, an offering, should somehow negate a Killer perk like Franklin's. Also imagine thinking this game is killer-sided. 🙄

    Also; you can pick the item back up, you know? It's only gone if you leave the trial without it, which is prevent duping.

    Imagine if you could get hit & drop your item, then your friend picks it up; now he leaves with your item (and keeps it) and you leave & White Ward gives you your item back.


    Sorry but you're literally complaining that the Killer; the power role, as a perk that overrides your 1 time offering. This is how it should be, and it, as I said, prevents duping.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719216#Comment_2719216

    The “just cleanse totems” nonsense argument never made much sense considering that one, unless the survivor brings one specific niche perk they have no way of telling how many totems are left in the trial, and two, totems are hidden in semi-random spots, and unlucky spawns can take upwards of 5 minutes to locate and cleanse on a lot of maps— which is obviously time the survivors don’t have.

    I would accept the argument if survivors either knew where totems were and/or knew how many totems were left by default— but at the moment, the argument feels like a poorly veiled defense of a poorly conceived perk. The old Undying was pretty similar to how NOED works. I can’t see why NOED shouldn’t get changed at this point.

    If Survivors had perks or a built-in way to just know where every totem was at the start of a match; NoED would have 0 use. It would never see end game.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720379#Comment_2720379

    There was a test on the PTB where if a Killer was within so many meters of the hooked survivor, the death time would be paused. It was exploited by survivors running the Killer around the survivor. It was the only anti-facecamping test to make it to PTB, of my knowledge.

    That must be what I'm remembering.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720355#Comment_2720355

    I just think it's funny. I would love this to be implemented just for the amusement factor that now survivors can facecamp killers.

    However, I think you are misremembering an old feedback thread where someone suggested that exact fix for camping, then someone else presented the hypothetical scenario that 2 survivors would do that. I remember being in that thread and someone suggesting that 2 survivors could exploit it in just the way you said.

    To my knowledge, that was never tested by BHVR. However, again, it's funny as heck.

    I'm pretty sure it was tested, where the Struggle Meter would slow down if the Killer was within <x> meters of a hooked Survivor.

    Survivors did exactly what I described, and it was quickly removed.

    I could be off base, but I'm almost 90% sure it was tried for a small amount of time.

  • @Marigoria said:

    If you'd rather "stick toothpicks under your fingernails" than playing the game, I think it's time to uninstall and play something that doesn't make you this upset.

    I don't disagree, but if the toxicity is that bad; it can kill a game.

    @Fantasy said:

    You care way too much about what your opponents in a game are saying.

    Maybe so, but that does not fix the underlying problem; which is that too many people treat the 'other team' like a verbal punching bag and manservant.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720191#Comment_2720191

    So while 1 survivor was facecamped, he died slower. It was exploited by 2 other survivors facecamping the killer while 1 survivor did gens.

    How fraking slow is the facecamped survivor dying for 1 survivor to be able to do 5 gens. Are you saying that the facecamped survivor stayed alive for 7 minutes? I'm sorry, but if that's the only reason it wasn't implemented, then that's just kind of ridiculous. If you are in a game where 1 Killer facecamps 1 survivor for 7 minute, then that Killer deserves to lose. Especially if 2 survivors are willing to wait outside of chase range and just stare at the Killer for 7 minutes, while one works a gen. The crazy coordination on the survivors side. lol

    So, basically, you're saying 'The Killer deserved to lose for not giving up a free unhook because Survivors were super smart and deserved to exploit this effect'? Something easily done in an SWF on voice comms?

    No bias there. 🙄

  • Easy Anti-Cheat is more known as 'Easy To Cheat' in most gaming circles.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719790#Comment_2719790

    The survivor that got downed, hooked and camped out in the first 2 minutes after waiting in 2 lobbies to play ALSO paid for the game and deserves to have fun. This is one of the only games on the market where camping another player to the point they don't get to play isn't penalized or patched out.

    This is also the only game on the market where one side thinks they can determine how the other side plays.

    Or think balance should revolve around one side and one side only. Just look at how many Survivors scream 'Nerf <x killer/perk> because it's unfun!'

    Or demand the other side shoulder the responsibility for their 'fun'. IE: Demanding Killers 'think of the Survivors fun', b ecause knocking someone out in 2 minutes is MEAN!

    I mean, never mind that the Killer's GOAL is to knock people out of the game. No, they should only do that if their target has had fun, first! Please; fill out this 40 page questionnaire on if I had fun before you hook me!


    It's lose/lose for Killers. Because Killers are TOXIC if you knock Survivors out of the game too early, but they SUCK if the Survivor gets away!

    Only try to Killer Survivors if they have done more than 2 gens, because 4King at 0-1 gens is evil and mean and toxic. But in that time, 3 more can be 99%, so you may lose, but Killers losing is a sacrifice Survivors are willing to make, in order for Survivors, and Survivors only, to have fun!

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720012#Comment_2720012

    So? Another survivor needs to come in or trade, meaning punishing camping, the game detects if the killer/survivor are on a chase it can work with that.

    Guess what? The old punishment for camping (Hooked Survivor dies slower) detected if the Killer was in a chase; It failed. Know why?

    Because 2 Survivors would stand too far away to be chased, in opposite directions. If the Killer chased #1, #2 would move in. If he chased #2, #1 would move in. If he camped the hook, the punishment was that the Struggle Meter was slowed.

    This gave Survivor #4 almost unlimited time to do gens unopposed while #3 (on the hook) could safely read a book.


    The Killer had to either camp, and be punished, or commit to a chase and know he was allowing an unhook.

    It was quickly removed for being abused to hell.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719203#Comment_2719203

    It’s only useless if you’re imitating someone on comms, but 90-95% of games don’t have 4-person swfs. So if it tends to make you look like one of the solo queue survivors it might still fool people.

    So I'd maybe fool the 1 or 2 people not in SWF, except for the times I don't, and the times where it's a 4-man SWF?

    Still not exactly sounding like a worthwhile power. It's literally dependent on SWFs, and no Killer power should be shut down by SWFs, or it's a weak power.

    Hell, SWFs don't even need perks to shut down this hypothetical power; just Discord.

  • @SUGR0B said:

    It's just that everyone is scolding the SWF. This is an easy way to balance groups. Differing perks and characters in groups.

    So you want to make every character have it's own perks (instead of mixing & matching) and limit 1 Survivor per match?

    If the game started that way; sure. But Survivors would riot if you altered the entire game to do that now. You can't just change half your game years into it's launch like that.

  • @[Deleted User] said:

    I think shapeshifting into a survivor could work under these conditions:

    • You turn into a different survivor every time you shapeshift (maybe the one furthest away from you?)
    • You can only shapeshift into survivors present in the match.
    • The cosmetics the chosen survivor is wearing is also copied.

    Also the fact that some SWFs only consist of 2 or 3 people, so not everybody would be in on it.

    Shapeshifting into another killer I've never considered, but I'd be open-minded to it.

    So the power would kind-of work in small SWFs, and not work at all in full SWFs?

    I'd never even buy the killer, sorry. SWF already break this game; I would not want a Killer 100% dependent on there being 1 or 2 SoloQ's in a match.

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