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Apple2o

Apple2o

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Apple2o
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  • I actually love how terrible she is now. She had it coming a long time, ruining my survivor games for way too many years.

    Now bad killers can't get carried so hard by an overpowered character, and I can get back to looping them...…..as DbD should be.

    KILLER MAIN BY THE WAY

  • Another killer who really punishes bad survivors but gets dunked by the looping gods. Right now he basically gets two M1's then gets a free down or series of free downs.

    So the only counterplay is not getting M1'd, which is honestly not that bad, but if your team is feeding him hits? Good luck.

    He is also another S tier facecamper which is kind of a shame.

  • They are good all around. It's the only item besides an instant medkit that's going to buy you more time in a chase. Always run iron will if you want to use one though; or it's useless if you are injured.

    There's flashlight saves, which can be done opportunistically but these should not be the primary reason to run the flashlight in solo Q.

    Mostly you will be using it to blind at pallets and window vaults. Not many survivors blind at window vaults, and it will catch a lot of killers off guard. Make sure you are always moving backwards as you blind, because standing still is a death sentence. Usually it won't make them lose you entirely, but the blind is typically enough to be able to get to the next pallet much more safely.

    It also really annoys some killers, so make sure to run anti-tunnel perks like adrenaline / DS / dead hard / etc because you WILL get camped eventually if you are good with a flashlight.

  • It's still a really good perk, it's just the other exhaustion perks are better now.

  • @Zixology said:

    If I can still average 2 kills a game at red ranks with Doc and Wraith without it, then so can they.

    A 2k is easy no matter what if that's all you want. Facecamp 1 person for 5 gens, NOED down another. That's why a 2k doesn't mean much at any rank.

    in Why? Comment by Apple2o
  • He seems like a worse billy to me. Stomps bad survivors, but good survivors are going to make you fight for every single M1.

  • It actually looks worth taking now. I always saw it as a way to make sure your team saved you before 2nd stage (instead of 2-3x people just sitting on gens), which could be done more powerfully through deliverance.

  • How about a stacking entity progression bonus? Each unhook from the basement when you are more than X meters away causes it to sacrifice faster.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/883269#Comment_883269

    Plague gives Survivors Broken with her M2, does that mean she's not an M1 killer?

    Is Clown not an M1 killer either? His power slows survivors down.

    Next you will be asking me if wraith is an M1 killer or not. I'm saying she's an M1 killer because she vomits on survivors once and then doesn't use her power for the rest of the entire match.

    Snares have no cooldown, no reload, no cast time, and don't slow him while he is casting them and it effectively means he can be spamming snares 24/7 in chase where-as clown is only going to get a few slows in before a reload that might mean the survivor gets to the next loop.

  • His M2 slows people so I disagree. It makes many loops completely unsafe and is super mindless when combined with bloodlust. It's one of the stronger chase powers in the game, in my opinion. Then stack on everything else he has.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/883167#Comment_883167

    Juking isn't an optimal strategy anyway. Sure, she's harder to juke, but still easy to loop.

    I would argue it is, because not being in chase is always better than being in chase. Hiding at a generator is wasting just as much time as looping the killer, and is saving pallets. You are saying the optimal strategy is to loop until you go down, I am saying it's to not go down in the first place.

    And M1 killers being easy to loop doesn't change how plague is the strongest M1 killer by a large margin.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/883039#Comment_883039

    I'm tired of people comparing plague to T3 Myers. Myers has a faster vault speed and better lunge in Tier 3. Plague has nothing to help her end a chase faster if Survivors don't cleanse.

    Nothing to help her end a chase faster....except the whole part about her 1 shotting them and being almost unjukeable because she can always hear you? You can't even locker juke because the lockers turn green.

    If you are having that much trouble getting a single M1 off on survivors, I recommend running more chase perks. I always run bamboozle on my M1 killers and have no issues with looping at all, even at red ranks.

    If you are a good killer, you can stack a ton of slowdown perks on her instead and just run around 1 shotting people and regressing gens with pop for days. How people can think that is weak is beyond me.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/883039#Comment_883039

    May be a bit of both..because shes certainly not high tier worthy since she gets carried by thana..

    I would put her at one of the strongest killers in the game, only below the current god tier of killers like spirit / billy / huntress / etc. I only put them higher because they can down people even faster than plague.

    It takes 0 skill to hit her power, all you have to do is look at people and you basically injure them 1 health state for free. From there, you can run a ton of slowdown perks if you feel confident in chases or a bunch of chase perks to become near-unavoidable. I always do thanta because it's just so free on her.

    But perks like play with your food, spirit fury, pop goes, etc are pretty nuts when everyone is a perma 1 shot. Iron will and adrenaline, two of the strongest survivor perks, are hard-countered for free. She's literally perma tier 3 myers every game, but way better.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/882621#Comment_882621

    Bamboozle is a perk that often encourages you to vault when you shouldn't, and it only blocks one window so it is useless on most maps

    I think bamboozle is the best single chase perk in the game. It shuts down infinites and some of the strongest loops available. It also is a major time saver at pallets like shack, jungle gyms, cow tree, etc etc where a window vault forces the pallet drop instantly.

    There is a reason survivors have started complaining about this perk in my post-chat lobbies lately, as more people realize how good it is.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/883017#Comment_883017

    Tell me..what can you do besides run and smack when people are sick..? Absolutely...nothing shes got the same gap in her power as legion..difference being her survivors are less likely to heal but..she still has to finish as a base killer unless cleansing is done which is why shes so sparcely played

    Perma tier 3 myers with 4x thanta stack every game for free = bad killer. I think nobody plays her because her gameplay is so boring, not because she isn't super strong.

  • @SnakeSound222 said:

    It's not that bad. Like PGTW, it requires you to get some hooks in the early game to serve its purpose in the mid and late game. However, you are correct in saying that it buffs the Obsession too much. Their buff should reduced by a good amount, they should be affected by the slowdown, and you get an extra stack from hooking them once.

    If you are getting dying light to impactful stacks before most of the generators were done, you were probably going to win without the perk to begin with. That means there's 3-4 generators left and survivors are already dead or are on death hook.

    I would only ever take this perk on someone who can't make use of sloppy butcher (plague) or can get sloppy butcher through add-ons (wraith). Otherwise, the best combination for pure slowdown is Ruin, Pop, Sloppy, and Thanta.

  • @SensualPotato said:

    I personally find it really annoying when it's used in conjunction with 3 other game stalling perks. By itself it's trash, but when it's stacked on top of 2-3 other perks slowing the game down it adds to the snowball effect. You can't buff it because it will continue to get used with Ruin, Pop, Corrupt Intervention, Sloppy Butcher, and/or Thanatophobia. Bonus points when those builds are used on Plague or Freddy.

    If a killer is stacking 4x slowdown perks that means they have no chase or tracking perks at all. It is up to the survivors to punish them for doing that.

    Dying light is just awful. By the time it gets to meaningful levels of stacks the game is basically over. The other slowdown perks actually impact all 4 survivors and don't give one of them a free botany knowledge.

    The old dying light was kinda toxic but at least it was useful.

  • @Kenidur said:

    https://forum.deadbydaylight.com/en/discussion/comment/878760#Comment_878760

    Nice try, rank 4. Infinite loops are being removed, and already have been removed from many maps. They're easy to deal with as well, WALK AWAY. You got a survivor playing on a infinite, he isn't doing anything and you can get someone else. Hell you only have to feign walking away as most will think they got the better of you. But hey, go ahead and post your photo shopped picks. If you haven't learned to leave a chase, you obviously aren't rank 1.

    The balanced landing nerf will only get rid of maybe half the infinites present. And even then, the routes will be still be very strong loops, just not being able to vault the windows 20+ times strong (myers house). There will still be infinite loops on at least half of the maps.

    There is no point to "walking away" from a bad chase unless you are an extremely high mobility killer. A bad chase is better than no chase, and assuming the survivors are equal skill there should be no difference between one chase and another in terms of difficulty.

    It is funny to think you can avoid infinites when on many maps, multiple generators spawn near them. You have clearly not run into survivors who beeline for them any chance they get. The asylum map is an amazing example.

  • @Kenidur said:

    https://forum.deadbydaylight.com/en/discussion/comment/878527#Comment_878527

    You don't seem to understand. It is your job to entertain the other side, just as much as it's my job to entertain you. If all survivors did was join the game and stand there, how long would you play?

    Oh wait, you already believe survivors are overpowered with their skills being nerfed regularly, looping being limited and removed, door spawns too close together, killers playing like scumbags hindering points. You would probably love this game if the only thing survivors did was stand around waiting for you to down them.

    I love how you rush to assume I never play survivor. Survivor is insanely overpowered if you know the infinite locations, there's only a handful of killers who know how to deal with them.

    Did I mention that I play at rank 1 for both killer and survivor? I will give you screenshots for proof if you desire. Unfortunately, most people who play this game don't seem to understand the potential of the infinite loops, which are present on almost every map. I can see how a new survivor could fall into the trap of thinking killers are the more powerful role.

  • Are people here really trying to argue that devour hope or the third seal are better than ruin?

    Good lord. Ruin almost always gives you value. Devour / third seal don't. It's about as simple as that. Any hex totem is great if it's not cleansed.

  • @Kenidur said:

    https://forum.deadbydaylight.com/en/discussion/comment/878444#Comment_878444

    you don't seem to understand how games work. developers make games for people to play that they will find fun. In this game, they made it 4 survivors against 1 killer. fairly obvious, killer kills, survivors try to do gens to survive and get out. People buy this game knowing that basic concept. But once you start playing, YOU are playing and trying to make it fun for the other side. In apex legends, if 1 side just stood around and did nothing, you just ran right up to them and shot them in the face, how much fun would it be? I mean really, not just the first time, how long are you going to play? When you play Apex Legends, you expect the other side to give you competition, otherwise, it's just not fun. The same thing hold true here. The survivors are in this to try and do objectives, get the door open and get out, while trying to avoid being killed by you. When you tunnel, slug, camp, you kill this thrill. you kill the reason to play. You make it so people just don't want to play this game. So they stop and move on to something else.

    "survivors who will drag you to haddo with instaheals and balanced landing while being in a SWF."

    Funny thing you mention those 2 things. Instaheals have been nurfed, Balanced Landing is being nurfed. So when are they going to listen to survivors and start punishing camping and tunneling?

    Developers make games so they can make their publisher money. If people didn't like it, they would not play. It's not my responsibility at ALL to make sure the other players are having fun. Especially in a PvP game where they are my opponent, and especially online where I have no prior connection to any of the players.

    And the insta-heal nerf / balanced landing nerf is just another drop in the bucket to me. Survivors have always been overpowered in this game, right from the start. The game is still in their favor, and I understand why it is that way (balanced around solo Q instead of SWF).

  • @Kenidur said:

    https://forum.deadbydaylight.com/en/discussion/comment/878433#Comment_878433

    That's a joke right? Everything you do, earns you points. You want to stop a gen rush, don't camp the hook, Pressure the Gens, and chase others. Your problem with Gen rushing is caused by your actions, not by the fact that a survivor found a gen and started working on it. There is only one way to get a gen done, walk over to it and start working on it. If you can't counter that, it's on you. Maybe next time take Ruin, Thanatophobia, Pop, or any of other gen based perks to slow the game down. You have the power to slow the game down. If you choose not to, that's on you. There isn't a counter to camping though. You hinder the ability of the survivors to earn points, to enjoy the game. And your play style is what's killing this game. When the game is no longer enjoyable, people leave, and you are doing exactly that. Think it's a joke, look at the queue times today compared to 3 months ago, 2 months ago, a month ago. I've only been playing for 5 months now, but when I started, during prime time, I was in queue for maybe a minute at most before a game started as survivor. Now it's up around 5 to 10 minutes. It's getting longer and longer because people just don't want to play.

    It's getting longer and longer because people don't play killer. Killer Q times are instant at red ranks, and survivor Q times are like 5-10 minutes. The playerbase has only grown over the years, as evidenced by steam charts.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/878414#Comment_878414

    The problem with camping is it relies on the survivors being altruistic to a fault. It can be a powerful strategy, yes. But it's a perfectly acceptable strategy for the killer to use it to secure kills.

    This topic isn't actually about camping, though - the same logic could be applied to tunneling, because the point is, regardless of what strategy they use, if they managed to complete their objective they must have done something right, and they shouldn't be punished by the ranking system for doing their job.

    As someone who camps regularly at red ranks, I disagree. The survivors can basically ignore the hooked survivor and do gens for 2 minutes straight, and I will still win because a 3v1 is so much in the killers favor.

    @Kenidur said:

    https://forum.deadbydaylight.com/en/discussion/comment/878414#Comment_878414

    And this is again not fun for the rest. You think it's insanely powerful for the rest? Who the hell cares? The game is meant to be fun for all, not you and 2 or 3 others. When you catch and camp someone, you're being a toxic killer who no one wan't to play against. killer is supposed to be thrilling and terrorizing, a camping killer is neither of these. He's boring, dull, and just not fun to play against. You ruin the game for everyone.

    As a killer I don't feel like I have any obligation to make sure the other side is having fun. You think in Apex legends someone is going to hesitate about shooting me because I wouldn't like it? It is a competitive online game. It is the developer's job to ensure the gameplay is fun, not me. It's not like there aren't an equal amount of toxic survivors who will drag you to haddo with instaheals and balanced landing while being in a SWF.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/878268#Comment_878268

    If anything, solo players have the advantage in this scenario, because they're not emotionally invested in the survival of their teammates as they would be if they were friends.

    Yes, maybe they wouldn't get as many generators done in reality as they would ideally if everyone just ignored the hooked person and focused on generators.

    The point still stands, though, that generator progress notwithstanding, going for the save under those circumstances is a stupid decision which is going to get them killed. And that is their fault, not the killer's, because the killer is laying an obvious trap and they are walking right into it.

    And even if that happens with the first hooked survivor, the rest of the team should have learned their lesson by that point and not try to go for the next save. Again, if a camping killer gets a 4k, 9/10 times that is the fault of the survivors.

    I am saying that if you are a killer and hook someone early, like with 5 gens and ruin still up, there is almost no downside to just trading off ~2 gens to secure a kill. And those 2 gens will only get done if the survivors are playing very well, and not all blundering about trying to save. From there it is an easy task to win 3v1, even with only 2-3 gens left.

    Camping is insanely powerful when done well.  All the perks like BT / DS / etc etc only work if the survivors can actually get the unhook in the first place. I think it's only held in check by the fact that most players are not willing to do it.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/878219#Comment_878219

    There may be no way to get them off, so in cases like that you don't get them off. If the survivors insist in trying to rescue someone even when it's too unsafe for them to succeed, that's the stupid decision I was referring to, so if they play badly in that sense and the killer capitalises on that, that's the survivors getting outplayed.

    The smart thing to do in that situation is rush generators while the killer wastes two minutes camping. Camping is not a viable strategy if people don't go for saves. That's why I say that a 4k through camping is actually the survivors being outplayed and therefore not something the killer should be punished for.

    People always say that gen rushing is the counter to camping, but I don't think that applies to solo Q players.

    By the time the rest of the survivors make their way to the hook, and realize that the killer is camping, half the hook timer can be up. From there, they have to spend some time at least probing the hook to attempt the save. The damage is already done at this point, with the survivor probably hitting half and being an easy tunnel target if they do somehow get rescued.

    If the survivor went down before ruin did? There's no way those gens are going to be getting done in the meantime.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/878164#Comment_878164

    Or it means that they snowballed so well that the survivors didn't get a chance to rescue each other. Even if they did get a 4k by camping, that still means the survivors made some stupid decisions and got outplayed. In either case, the killer deserves to be rewarded, not punished.

    Yeah it could have been accomplished through a 3 or 4 man slug, but I would bet the amount of 1 hooks that happen due to camping is much higher.

    Also I disagree a 4k through camping is the survivors getting outplayed. There is basically no way for a solo Q team to deal with a really good camper. And I say this as a camping killer who regularly 1 hook's red rank survivors.

    If I am playing like hag, and someone goes onto a good hook, there is almost no way for the survivors to get them off except by trading. A basement hook? Borderline guaranteed kill.

    I had a few games as basementface yesterday where it was like within 30-40 seconds of the game starting I 1 shotted someone off a gen, put them into the basement, and camped them to dead.

    I don't think that is very skillful gameplay, and it should not be rewarded with rank ups. But, it is a lot of fun, and fits in with the theme of DBD.

  • As a killer, I depip whenever like 2+ survivors ragequit the match, so it goes both ways.

    @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/875436#Comment_875436

    Ranking systems shouldn't be based around having fun, they should be a reflection of player skill. If a killer is skilled enough to kill all 4 survivors in one hook each, they should be rewarded for that, not punished. The same should apply if the survivor team are skilled enough at outrunning the killer that they manage to never get hooked.

    As for whether the OP could have pipped or not, I've never disagreed with you on that, so there's no need to keep preaching to the choir. What I'm talking about now is OP's secondary concern about whether the ranking system is doing its job.

    Ermm killing the survivors in one hook isn't skill lol. More than likely that just means you were camping hard or put them into the basement.

  • @TheCrookedMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/878108#Comment_878108

    https://forum.deadbydaylight.com/en/discussion/comment/877842#Comment_877842

    I wasn't implying that you said PC was saying that you were saying PC players were better and you invalidated his points simply because he played on console, which is NOT right. I know he wasn't that good, but the platform you play on doesn't translate to skill. You loop the same way in Haddonfield on console the same way you do in PC. Xbox has the smallest population so there's going to be a lot more solos, but that's less to do with skill and more to do with who you know.

    I agree the game is the same, but the population playing it on xbox is much more casual. Everything on xbox feels more casual, from the builds you see to the matches themselves.

    Sure you will sometimes run into survivors who actually know the infinite locations on Xbox, but on PC you will see that type of player every single game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/877937#Comment_877937

    Killers slug for the 4k because the 4k is so valuable and literally makes a huge difference between whether they may pip or do not pip at all (or even in some cases, de-pip). There have literally been matches where I've given the last survivor the hatch and still got Entity displeased despite killing 4 of them -- because y'know, apparently trapper and other one-shot down killers earn no chaser points for using their power effectively.

    I wish it was more like Identity V, where a 3k or a 4k to the killer means very, very little.

    Just change the "No One Escaped" scoring event to "Victory" and make it require only 3 kills instead of 4 kills to get it. Give bonus emblem points for earning said scoring event and boom, nobody will care to slug for the 4k as much because it will no longer be such a requirement for pipping or give a chunk of bonus blood points.

    Personally I don't find there to be much of a difference between the 3k and the 4k. The 12th hook is worth like 250 bloodpoints, and 1 extra emblem is hardly the difference between me pipping or not (as if it matters since I am typically already rank 1).

  • @TheCrookedMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/877831#Comment_877831

    Being on console has nothing to do with skill the game play the same.

    pC gAMer BettEreR

    It's does though. I play killer at red ranks on both xbox and PC and PC is typically much better players. I still run into red rank xbox players who never look behind them and just run in a straight line. There's also significantly less SWF on xbox.

  • How to pressure gens as most killers: Slug, hook, injure survivors, etc etc

    How to pressure gens as Freddy: Equip 2 add-ons

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/875949#Comment_875949

    Pallets are one of the most powerful tools available to survivors in a chase. Therefore, being able to use a single pallet more than once is powerful, regardless of whether it is safe or unsafe.

    You've never played against this perk, which means survivors have never had a way to re-use pallets before now. You can't anticipate every use-case for this perk when you've never had to deal with this possibility before.

    A safe pallet will never get more than a single use.The survivor has no reason to ever stop looping the pallet until it has been kicked. That's why it is a safe pallet. These are kicked instantly.

    An unsafe pallet is a pallet that the killer can get hits at even when the pallet is dropped. So there is plenty of potential for hits no matter how many times the pallet is used or reset. Personally, I tend to break these after the survivor goes down regardless.

    So, it's usefulness is limited to a SWF squad trying to reset the unsafe pallets during loops, which I don't find very threatening. There is no way this perk is taken over any of the current meta perks for high level play.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/875930#Comment_875930

    Well, you're awfully confident that this perk wouldn't pose a problem to you, for someone who's never actually gone against it.

    Players are creative, coordinated players even more so. You're setting yourself up for a rude awakening if you think people wouldn't find a way to abuse this. Just look what they did with Nemesis.

    I can just read the description and make a judgment. There are physical limitations to what can happen in the game. I have already described every use-case for a pallet reset, and they are all borderline worthless.

    I didn't need to ever use things like mindbreaker or cruel limits to know they would be terrible perks. Surge I fell for, I will admit that. I thought it might be better than pop goes but absolutely not.

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/875917#Comment_875917

    Well, it's quite simple: A survivor drops an unsafe pallet in your face, then abandons the loop and keeps running. Now you have to choose between kicking the pallet and likely losing the chase, or leaving the pallet to be reset by one of the survivor's buddies.

    If you're truly a killer main, how have you never experienced that situation?

    Just walking around them and ignoring the pallet is the correct play to begin with. That's why it is an unsafe pallet by definition. Usually it means unless they get a stun on me, they are taking a hit even if they drop it. They are 100% taking a hit if they try to play it for any length of time.

    And no, I haven't experienced that situation......because the perk isn't out yet?

    Any good pallet is getting kicked instantly. I think people will struggle to find good value in the perk. I would rather have the SWF team running around resetting bad pallets instead of doing generators. It reminds me of sabo, fun, but ultimately useless.

  • No, I am a killer main. But I also play both sides. And I can't even see getting bullied by a SWF because of this perk.

    Any safe pallet I instantly kick during chase, because otherwise any survivor with a brain can loop it indefinitely. Unsafe pallets I bloodlust or mindgame, depending on the skill of the survivor I am chasing. And then once the survivor is down, I kick the pallet before I hook them. Is the SWF going to run in mid-chase to eat some hits so they can reset the unsafe pallet we are looping? Lol.

  • @MrsPiggyIsSoSneaky said:

    https://forum.deadbydaylight.com/en/discussion/comment/875863#Comment_875863

    Uh no, that perk makes sense to have a cool down. You wonder why no one is complaining about that perk having a big cool down? Because it is actually reasonable, keeps it from heavily being abused by SWF

    That perk is super memey and I don't even know why it has a cooldown. Any safe pallet is going to instantly be broken during chase, and people resetting un-safe pallets seems pretty worthless?

  • It makes sense, since a snowballing killer with blood echo could keep everyone permanently exhausted otherwise. I wonder if it would pair well with mindbreaker, to keep them exhausted longer.

    Still not worth running though.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/874697#Comment_874697

    Even if you are trying hard to win there is still a lot of down time compared to killer. Killers are under a constant timer and have to be doing something constantly, whether it be chasing a survivor, patrolling gens, clearing the map of pallets, or for certain killers setting up their power, like Trapper or Demogorgon. Letting up pressure on gens and survivors for even a few seconds can decide the game. Survivors have to do gens and get chased, maybe break a totem or two and search a chest. As Weck has said, survivor isn't easy, but it is a lot easier than killer.

    But you still have the entire match in your hands. As a survivor, you can be playing perfectly and it doesn't matter if your team is a bunch of urban evading claudettes who are not doing the generators.

    If you have a very good team, sure, survivor is a cakewalk. You hold M1 and do gens all game, walk out the exit gate.

    But typically for that to happen, it's because someone on your team is incredibly good at looping and has been wasting the killers time all game.

    I am arguing that when your team is weak, it is harder to be the survivor who holds the entire team up than it is to be the killer who is wiping out a mediocre team of survivors.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/874567#Comment_874567

    "Survivor is less stressful in theory, but in reality...."

    But in reality it is less stressful because survivors have a lot of down time to cool of, while killer is always doing something

    Erm my entire point is that if you are really trying hard to win, you should not be cooling off as a survivor. If you are the strongest looper on your team you should always be seeking aggro (assuming ruin is down).

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/874613#Comment_874613

    @Apple2o

    On the forums?

    Besides, everybody knows that If you only play killer of course you're going to see more survivor negative reactions.

    No, in-game. And I see the survivor negative reactions from the survivor side as well lol, it's not only when I play killer. I see significantly more survivor salt than killer salt overall.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/874634#Comment_874634

    Im pretty use to playing in red ranks and dont really try to avoid it or anything. I AM abit chill as far as ranking up goes and dontt try to crank up rank right away...just play whatever I want here and there. Just found it amusing that being too good at chasing and downing ppl results in no emblem for chaser.

    Well you can 4k depip if you slug the entire team and 1 hook everyone. The entity is displeased if you kill them too fast!

  • You should be happy you are not advancing into high red ranks, really.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/872865#Comment_872865

    @PistolTimb

    They do. You just rarely see survivors posting post match chat or salt on the forums.

    What? I see WAY more salt from survivors than killers. Like killers almost never complain post match and when they do it's usually about gen rushing or infinites. Survivors I see salt in like 50% of all matches played. Someone is ALWAYS mad that they died and they usually take it out on their team or the killer.

  • @24Life said:

    6th game. 4k. 2 gen's complete..

    Sounds like you just need to rank up some more.

  • @FriendlyGuy said:

    Some people already mentioned, that Spine Chill destroys him. Some people already mentioned that he can get broken out of his ability by any survivor within LoS.

    Have you noticed, that every stealth killer with a very clear notification to the survivors on his ability is kind of weak? Hmmmmm....maybe because wraith is not freaking stealth after all if he rings a loud bell before coming out of stealth.

    Uhhh….pig and wraith can get the exact same ambush hits that ghostface does. If I was never going to stalk as ghostface, there is no reason to play him over pig or wraith. I mained pig before switching to ghostface and can say that going down to an M1 pig is WAY more punishing than going down to an M1 ghostface…..

    If you can't get ambush hits as wraith or pig you just need to learn to play them better.

    So idk how people will complain about ghostface when the other stealth killers do the exact same thing lol. There's also monitor+abuse myers / hag / spirit who can get the free M1s too.

  • @TheCrookedMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/874521#Comment_874521

    Survivor is definitely easiER. But not easy. Especially a killer who refuses to waste ANY time.

    I find it easier to win as a killer. Killer the outcome of the match is 100% in your hands, survivor not so much.

    Survivor is less stressful in theory, but in reality.....the best way to carry a solo Q team as survivor is to run the killer yourself the entire game. If you play stealthy you are relying on your teammates to do the looping, which takes the result of the game out of your hands, really (unless you have a key for the hatch).

    If you are the one doing the majority of the looping you can ensure the pallets are being used efficiently, instead of being thrown willy nilly by your team.

    There are so many games where my team is getting demolished when I have been avoiding aggro, and then the killer gets into a 2-3 gen chase with me and it wins the game. Or there are games where my team is all already dead and I get into some ridiculously long chase that doesn't matter anymore, thinking to myself that the game would have been won if I just took aggro from the start. That's why I think solo q survivor is harder to consistently win with.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/874345#Comment_874345

    Theres also perks that dont really fit any of those categories. Perks like Mad grit for example are just kinda...miscellaneous. For the most part your right. Theres also perks that fit MULTIPLE categories. Surge for example can offer abit of tracking apart from the obvious slowdown by letting you know which gen exploded, therefore which gen has been worked on. I like to have a healthy amount of each category, with it varying by killer.

    The way I see it, you just stack as many slowdown perks as possible and only add the tracking or chase if the killer needs it.

    When I am playing a strong killer like hag I usually rock 4x slowdown perks and it's a pretty brutal build. Ruin, pop, thanta, sloppy. I'd run that build on any killer who can afford it to because that's probably the slowest you are ever going to get the game.

  • @GhostofYharnam said:

    https://forum.deadbydaylight.com/en/discussion/107876/devs-do-something-about-slow-game-builds

    Until they actually fix other things. Slowdown builds are pretty much one of the only viable builds killers can use.

    This is about right. There's only 3 types of perks in the game really; slowdown, tracking, and chase. If you don't need chase or tracking perks what else are you going to use?

  • @Blueberry said:

    I don't think anyone is actually saying it's a bad perk. It's a very strong perk. Most the issue is that it rewards kills for survivors being lazy, not because the killer actually did anything skillful. It ends up giving a lot of undeserved kills and single handedly artificially inflates killer kill rates on statistics for determining balance.

    I'd rather it give the killer extra time to make plays or something as a punishment for them being lazy so that it gives killers more opportunities to make skillful plays rather than just handing some free downs to them at the end for nothing.

    It's a completely fair and balanced perk, it's just unhealthy and not designed well.

    Noed is not fair, really. You can't expect a solo Q team to cleanse every totem each game, and if there's tons of pressure there really won't even be time to do them.

    It encourages camping because it's a borderline guaranteed kill late-game. No other perk in the game lets you go from being whooped to having a 2-3 man slug handed to you on a platter.

    You are not a bad killer for using noed, but tons of bad killers rely on it.  I think it is one of the few crutches killers have.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/867637#Comment_867637

    I figured that much out. I suppose I should have been more specific. What I'm asking is what is about Ghostface that makes him so much better that over 50 percent of my games are against him?

    I usually play him, and can say it's because he is the best stealth killer currently.

    Wraith is eh. He doesn't really spook people and is generally uninteresting to play.

    Pig is a ton of fun, but her stealth basically demands whispers or other tracking perks because it obstructs your view so much. Her trap power is also basically a gimmick unless you are running multiple rare add-ons.

    The only other who comes close is myers, but he is huge so he can't really sneak up on people like ghostface can, and he also has a horrid earlygame to have to go through.

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