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Anti051

Anti051

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Anti051
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  • From a high mmr killer POV and with honesty, if you don't tunnel or camp, it's extremely easy for the generators to fly by so quickly that there's nothing realistic you can actually do to stop anybody unless you're Nurse or Blight, especially if hyperfocus/stakeout is in play. It really sucks.

  • Have to agree,

    This change makes zero objective sense, who made this call?

  • In order for this to work, the game would need to be setup so the killer can commit to more than 2 chases against an efficient team before the whole thing is over. I understand that getting what you guys call "tunneled" doesn't feel fun, but in order to actually beat the top teams with the game in it's current state, you need to take every opportunity that presents itself or you just lose.

    I'd also like to point out that there are two types of "tunneling," circumstantial and toxic:

    Circumstantial tunneling is taking every opportunity that presents itself while defending generators/patrolling and should be understood in higher MMR lobbies by higher ranked players.

    Toxic tunneling is literally ignoring every other aspect of the match just to smear somebody you don't like and is utterly despicable.

    They are not the same thing.

  • Can't you just run unbreakable?

  • Maybe alter your tactics: Try to judge when it's actually a good time to body block and don't expect to hang out in the terror radius free of consequences like you could before.


  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059092#Comment_3059092

    I don't use it, I use Sprint Burst almost exclusively, when I play survivor. And I've never had a problem with Dead Hard when I play Killer.

    However, I'm going to point out that your statement is incorrect, since Dead Hard's use actually goes up as MMR difficulty increases, so that indicates it's a high-skill perk used by high-skill players.

    That is mental gymnastics.

    Through the mind-game, you gain or lose distance for an escape/hit. Dead Hard on live atm is a perk that literally allows the survivor to remove themselves from the core aspect of the gameplay. It's like pulling a gun when you're losing a fist fight...and of course, that isn't skill.

  • The core aspect of gameplay in DbD is mind-gaming and you have to be required to participate. If you've relied on dead hard to deliver you out of every dangerous situation up to this point, then you were never very skilled to begin with.

  • Whenever we speak about camping, tunneling or slugging, just remember the grim average for high MMR games:

    Survivors scoring 60% total completion (3 gens) by the time the killer scores only 8.3% completion (1 hook) and just how unfair it is to demand that nobody camp, tunnel or slug under those conditions, but instead try to hook in perfect order, which all but guarantees a loss.

  • Just make her work similar to the Oni:

    • 115% movement, no teleport allowed.
    • Charge Spencer's Last Breath with M1 hits.
    • On full charge, press active ability button to activate Spencer's Last Breath
    • On activation of Spencer's Last Breath, movement speed is reduced to current live value and teleport is enabled for a certain amount of time.

    Something like this would free up the rest of the game's one size fits all nature for better balancing.

  • @Mandy said:

    The killswitch is there for things that are bugged - not for things that are not liked in game. As you've seen on the recent PTB Dead Hard (along with a lot of other perks) is getting a change, this does not mean the current version isn't working as intended, therefore not bugged and not in need of a killswitch.

    Word to the wise: Give more consideration to how the game feels.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043815#Comment_3043815

    Downing or hooking someone would guarantee the kill at that point solely because of EGC, and that's not why EGC exists.

    With all the endurance stuff about the drop, it would be fine


  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/3041675#Comment_3041675

    Or . . . maybe you were getting a lot more kills more frequently and now you're going against survivors that are more on your skill caliber but they're better than you

    Gen rushing isn't a THING. Survivors are doing their ONLY objective. They're not going to do totems unless you GIVE THEM A REASON TO. Your job is to PREVENT THEM from doing their OBJECTIVE.

    If you can't figure out how to apply gen pressure you need to watch a video and assist yourself with perks in that area. You're still going to do poorly for a while because you're going to need to ADJUST to playing the game differently. STOP committing to chases you know you can't win and monitor generators.

    More pallets artificially increases the difficulty of capture. Hopping from guaranteed safety to guaranteed safety is bogus. At this point the game only becomes a contest at high rank if the four strongest killers are utilized. Otz has good videos, Scott Jund has good videos, the techniques they teach work very well when caught in a loop, but in spite of that, most of the 28-killer roster's "pressure" is rendered inert by the overabundance of resources coupled with short completion times. Not to mention the unreasonable and annoying frequency at which an M1 killer has to just drop chase because there is NOTHING to try within a timely fashion. You should be able to commit to more than 2 chases before the entire thing is just over, which in my opinion after 5000+ hours, is just the most stupid-feeling thing ever. I mean seriously - the average @ high rank is 60% - 80% gen completion before the killer even gets a single hook for nothing but 8.3% completion on their end. "Just pressure better" is not an objectively valid argument at this point.

  • @GHOSTfaceP3 said:

    Circle of healing is really strong but it's not over powered I mean the problem with boon totems is theres no cooldown on placing them ...even then it should only be like 40 seconds maybe 50

    I think you're just trying to paint yourself as unique or something.

    Because this - Proof That Circle Of Healing Is BALANCED! - Dead By Daylight - YouTube

  • If you think it's bad on artist, just wait till you get shafted by a Ghostface jumpscare 👻

  • The Dead Man Switch trigger doesn't reset if it's already activated. Furthermore, I agree with Truffle Turtle - The only way we'll ever see DbD move away from uncomfortably tight meta situations is for development to push other perks into the realm of feasible utility in higher rank matches. So if people are actually being real when they say they don't like seeing stuff like ruin/undying all the time, then it might be a better idea to stop trying to fight the process working to address the problem of 'too many boring meta builds.'

  • N.O.E.D. Revision:

    • Remove global expose.
    • Keep movement speed increase on activation.
    • Add 'Killer does not suffer movement speed penalty during hit recovery.'

    The same effect of 'killer enrage mode' is delivered in a way that makes the killer feel a sense of unlocked strength without feeling like a complete cheap shot from the survivor end.

  • Pretty bad drought for fun as killer ever since Mikaela commandeered totems.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691937#Comment_2691937

    As mentioned above, the problem that does exist with this event is a handful of unfair power interactions, like Twins and Ghostface. Not because snowmen are a "third health state" or help even slightly in chase, which is what I'm contesting.

    There's also a difference between needing to pick a specific killer to counter something, and needing to not pick a specific killer because they don't fare well.

    Well see the thing about it is that it's not a subjective opinion that the snowmen can easily be utilized as a third health state without the burst run effect. That's actually true. And I don't mean to make assumptions, but it doesn't sound like you or many others here can understand what the problem really is with this event from the perspective of a content creator specializing in 'killer' material. I won't get to make any non-meme Ghostface content for two weeks and it isn't even going to be for a good reason...

  • It's an asymmetrical horror title predicated on intermittent reward regardless of skill to exploit the base aspect of human nature that values the journey itself from point a to b over actually getting to point b. By these elements, the same effect that gambling addicts experience at the casino is successfully emulated.

  • @Nathan13 said:

    I would've liked to have played old Freddy before his rework.

    Imagine interact with the survivor in order to interact with the survivor. That's basically what old Freddy was with people only remembering positive flukes, it was terrible.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691912#Comment_2691912

    You shouldn't! Thankfully, the snowmen aren't broken, so you'd just be choosing a killer to play based on a temporary addition that annoys you.

    Alright, so go play Ghostface against this winter charade stuff for awhile, come back and say the same thing without wincing.

  • All hex totems that freely stand at the start of the trial (except haunted ground) should have secondary, weaker, but permanent effects which activate when the hex is cleansed or blessed.

    For example -

    (Hex: Third Seal) Would do everything it normally does, but when eliminated, could apply something like 'hitting survivors with your basic attack applies the blind status effect for some amount of time.'

    And so on etc for all the other active at start free-standing hexes.

  • A few here and there? Sure.

    Half? Not realistic.

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691714#Comment_2691714

    I'm a killer main. I'm still having fun. Still getting kills. But 4k isn't always my goal either. Heck I even played survivor and a Ghostface had fun woth everyone and the snowmen. I made made him kill me at the end so he could get a little more BP but he wouldn't. So I died by end game collapse

    Dude, it throws a wrench in the entire creation process. Nobody is tuning in to watch me screw around with a bunch of balloon snowmen and make next to zero exciting plays in a holiday environment that only adds on to the overabundant pile of holiday content already inundating our day to day lives. So it would be great if the team would just give people the silly holiday art through the tome in the future rather than messing around with gameplay elements and curbing normal operation for 2 weeks.

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2691627#Comment_2691627

    No thank you. Most of the community had. Even asking for devs tk keep doing holiday events. There was an uproar when it was asked should they not do them anymore. And I like this one the best out of all since to me it's more balanced than all the others. Especially since survivors don't have to escape to get the rewards.

    Let me get this straight. I literally can't do anything against the survivors in my rank pool on my main because of this silly event. So that means zero non-meme ghostface content for my channel for 2 weeks because reasons...Is that about the speed of things? Because if so, that's a pretty hefty amount of suck that you're asking me to just be quiet about.

  • @Aven_Fallen said:

    If someone asks why the Devs dont listen to Killers (they do listen to Killers), I will link them this thread.

    Really, such an non-issue. Survivors dont really get distance with a Snowman. And they cannot really do anything while in it. A few days into the event, they will probably ignore the Snowmans, because they got all the Event Items.

    Yeah? Tried playing ghostface with this new weird stuff? Know better, do you? I don't know about that.

  • People "Tunnel" and "Camp" while playing killer because survivors can easily achieve 40% - 60% total gen completion (through slowdown perks) by the end of the first chase. Meanwhile the killer is thinking about their progress after 1 hook which is 8.3% vs. the survivors progress at over 40% - 60% total completion and rising. The killer then experiences the realization that at the current rate, there isn't anything that can be done to actually stop anything. So in response to such a scenario, the average killer will try to tunnel or camp as an answer to completion rates they have minimal to no control over, especially on M1 killer kits and even more so on M1 kits that do not have a killer power designed to end chases early, like Ghostface for example.

    So maybe direct your frustration at the people who made the lousy game formula in the first place, that's the thing producing bad times and unfun matches for you, not the players who are just trying to do one of the few things they actually can in such a limiting and frankly ridiculous setting.

  • Please turn this event off and just give people the silly holiday art.

  • @Floki_Doki said:

    This truly does sum up the issue with the perk. This game depends on very precise mind games that both sides have to play perfectly or the other loses. DH completely contradicts that fundamental. Nothings worst than pulling off the perfect mind game, that you had to work for and sacrifice valuable gen time for, and someone going "Nope, re-do. You got me that time but I get a second chance". It's like playing chess and only one player gets to take back their last move when they're about to lose

    Perfect explanation ^

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568580#Comment_2568580

    I don't have a massive issue with Dead Hard tbh. I kind of see it the same way that I see other exhaustion perks, it'll give you that boost but then it's not going to help you for the rest of the chase.

    Dead Hard basically allows you to be greedy, it lets you get another loop around a pallet for example - it's not a mistake when survivors do this, it's intentional, they know they have Dead Hard so they know they can make the loop before dropping that pallet, or make the window.

    I still think Sprint Burst is a stronger exhaustion perk, but I feel that Dead Hard is more frustrating for some players to play against.

    Imagine painstakingly exercising your guile and wit into a successful mind game, just for all of it to be instantly undone with nothing but the tap of a button. Think about it for awhile, especially from the perspective of Ghostface, better yet, try it for a week at top pool MMR. Then come back and try to tell me it felt fine/fair without grinding your teeth into stubs.

  • Yeah, it's pretty annoying that the kit can accomplish next to nothing by comparison to the others, yet people still feel the need to pitch complaints about it.

  • "Nerf:While in Night Shroud his Movement Speed is decreased to 110"

    'Night Shroud' is already extremely limited as a chase power, why would it need to be made even worse than it already is?


  • @FichteHiro said:

    What do you transcribe from her speech? I personally hear "Adda ni ka dingir asar ku me", but it's very important to have different opinions to find out what is the correct transcription.

    I hear "Adda Ni Ka Dingir. A Sa-Ku Ma." Which, if I'm thinking about the syntax correctly, would translate to something along the lines of "Send this one to the mouth of God. The arms depart." Which makes me think this might have originally been what Adiris said when completing a hook sacrifice, but was later switched to the mori. The arms of the entity do in fact, depart, delivering the person up into what could be considered the mouth of a dark god.

  • Four survivors running mettle of man in it's current state sounds like it could get a little insane.

    • 115% when out of hatchets is brilliant.
    • Non-directional lullaby sounds fine.
    • Instant down outside of terror radius would be overpowered because of BBQ.
    • Iridescent Heads should apply deep wound status effect.
    • Reveal locker auras when out of hatchets makes sense as a basic feature.
    • Turn on aiming crosshair (restricting the crosshair doesn't make sense when players can just get one anyway via built-in monitor feature or cheerio technology).


  • The lack of foresight on 'Mettle Of Man' is pretty incredible. I understand the desire from the team to experiment, but this was literally like striking a match into gasoline. I like the team, but as the new perk meta develops it will restrict which killers will be played out of the fear of being outright BS'ed on the field. I regret to say the decision is very unimpressive.

  • MoM feels like strike 2 after Legion. Why is it too much to ask that a developer actually sit down and think about a piece of content before cramming it into their live build and calling it a day?


  • @Killmaster said:

    Iridescent head should put you into the mend status effect.

    I heard Umbra pitch this idea and it sounds like it fits better than any of the other nonsense I've heard, tbh.

  • Definitely turn the music down. Add maybe 4 - 6 more tracks to mix it up (hearing the same stuff over and over is annoying). The option to turn off chase music should exist too.

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