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Arkmenhah

Arkmenhah

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Arkmenhah
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  • Probably because survivors thrived in the possibility of being hooked and having other survivors never unhooking them, instead just using Reassurance over and over again, essentially holding a player hostage in a situation they cannot even move, and dying is not an option under any circumstance. The change still does exatcly the same thing, without allowing griefing scenarios to happen. And let's be honest, how oblivious must someone be to not notice that the hook death timer of another player stopped? Because if the answer is anything close to confirming the obliviousness regarding information that the game HUD already gives, then no matter how strong a perk becomes, SoloQ will still be hell, and SwF will become more and more unbalanced.

  • It's on the redacted edition of Survivor's Rulebook for Killers 2022, under the 12th article of the 5th chapter named "Lesser sins often commited by Killers", where not letting Survivors repair gens is considered griefing of gameplay due to the "... Killer's nature of destroying Generators to avoid their completion, therefore nullifying time and effort put by survivors in said repair of the Generator.".


    There also seems to be a clause somewhere that Hooks within 20m of any uncompleted Generator cannot be used under any circumstance, but I haven't read the entire compendium.

  • What if they twist all expectations and make Rin's father a Survivor?

  • This is absurd enough to become humor, it's pretty much an obvious shitpost xP


    But since there are suggestions, Dead Hard should occupy 4 perk slots, and also disable item and offering slots. It also should function the same way as Coup de Grace, where you get 1 token per gen completed, and consumes one when using, except the tokens are gained when a survivor gets killed.

    And after using it once, it inflicts Broken for the remainder of the trial, as well as a 120 second Blindness and Obliviousness effect as a homage to the old "Dead Hard into wall" tech we used to see.

    And last but not least, it has a 25% to instantly close down DbD, incurring in a DC penalty, every time it's used, and unlearns the perk from that character, requiring you to buy it again from the Bloodweb.


    Now this, ladies and gentlemen, and ladies who dress as gentlemen, is how we bring true absolute balance to the game.

  • Hmmm, there's a bit of logic flaw in there, there's 5 players in a match, 1 Killer and 4 Survivors, having 2 kills and 2 escapes every match TECHNICALLY counts as 2 times more survivors winning said match than killer, so a 75% kill rate would be INDIVIDUALLY balanced, but not much else.


    Honestly they should have made gate and hatch escapes a separate category as soon as they nerfed hatch and key, getting hatch at this point is 90% either luck after losing or mercy. Getting 3 categories as Death, Hatch or Escape would have a bit more accuracy on the numbers.


    • -Almost every game is going to be against the new killer which becomes stale very fast for survivors players (so they take a break) --> increased queue times.

    • -The new killer is not even fun to play against as survivor --> increased queue times.

    The first issue is a basic survivor gameplay, it becomes stale pretty fast not because they're always facing the same 4 killers or something, it happens because core survivor gameplay is to hold down a button for 90 seconds while pressing another button every few seconds, or just holding W, since the current meta of perks and killers have been favoring distance over looping for a while now.

    The seconds, you talk like Wesker has been released for like 3 months now, but he still haven't left PTB, but in time you'll enjoy being ping-ponged around, and in like 3-4 days most survivors will know all the tricks to counter most of his power, as happens with every killer (Sadako condemning people left and right for 2 days, Dredge mindgaming most remnants and having oppressive darkness, Artist getting to play in tiles where she set up birds, and so on.).


    About queue times, I don't know what to tell you, this is a Resident Evil chapter, again with 3 characters, Wesker and Ada being 2 of the most popular in the franchise. Add that to the usual return of players every chapter and you'll get a bunch of people coming back or starting to play. Not even mentioning people who migrated to EpicGames for any reason, or all the kids that started playing after getting it for free there, those don't show up at all in the SteamCharts.

  • What is it with Marksmen promptly hitting big targets that stand still instead of small moving ones? Same logic, easy target, easy pressure, easy kill, ignoring this is just stupidity, and people need to stop counting on killers being stupid for "fair play". There is a reason it is a Master Challenge category in the tome.

  • @Espshiva said:

    Ok this is from killer point of view so don't come at me, I play both survivor and killer both have been iridescent 1, but a few things I have noticed about being killer.

    Firstly.

    Generators need nerfed again, it's not fun when you have been searching the map for over two mins, and found nothing but faded scratch marks, then next thing you know boom, four generators are done back to back, it's basically a lost game after that, especially after the noed/hex ruin nerf, Combined this with toolkits and other survivors the time to complete is not long enough.

    Second.

    Yes you fixed the camping with killers but now you have survivors practically lining up underneath hooks while carrying a survivor, blocking off your hooks (is this body blocking - a reportable offence) sabotage I understand and agree with but straight up using yourself to block the hook should not be aloud. From a survivors view, yes, the killer nerf with camping needed fixed and was, but now it's horrendous to play killer and have your hooks blocked off by people sitting under them this need a fix or some sort of penalty for doing this.

    Thirdly.

    Dead hard and endurance effects these need looked at again in my opinion, I purposefully don't run this perk because I know how annoying it is to go against, not saying they are bad just maybe changed a little bit more.

    This is just my opinion, and like I said at the start I run both killer and survivor.

    1. Toolboxes (and medkits for that matter) need a HUGE nerf, generators are fine. Brand New Parts are completely absurd to go against, and any medkit that provides anything more than 2 normal speed heals is so strong that it feels like cheating.
    2. Body blocking is only reportable if someone is being held hostage for no reason (Pig trapping you in a corner with an active RBT HAS a reason. Invisible Wraith doesn't), like when someone blocks you off while you cleanse a totem. This hook scenario isn't too big of a deal, and mostly affect killers who are constantly whiffing their hits.
    3. Endurance not stacking is the best we can have, and only Off the Record is annoying, because 80 seconds of unkillable wall, more than enough time to make anyone flee or create a chase where the other 2 survivors can easily secure 2 gens.
  • What BHVR doesn't realise is that there is no such thing as "even pressure" It doesn't make any sense to make the big Thana debuff to stack at the fourth injury, especially when healing is so quick and easy. This is the same reason why Grim Embrace is #########. Strong effect, but requires even pressure, which is arguably one of the worst ways possible to play killer. In the particular case of Embrace, it should get played at 3 hooked instead of all 4, but less duration. And on Thana, If you get 1, 2 or 3 injured only, you have basically no value, and the 4th scales absurdly. One survivor can keep getting healed all the time and out of sight and the perk gives mediocre value.


    Mettle of Man always has been a meme. Yeah, it was completely bizarre to see your hit connecting, seeing the same results of normal endurance, but no deep wound. But eh, meme perk.


    Pain Resonance yeah, it made no sense to NOT interrupt the generator as it explodes, and the synergy with DMS coming back is good, if survivors can have perk synergy killers should have too. Not much to add on the duration nerf, only Artist and Nightmare were able to consistently lock 2 or more gens with DMS on any map. Merciless Storm, idk you all, but by itself I only ever get value on the very first gen where survivors don't expect it. Very rarely I get to interrupt a 90% gen to force a failed skillcheck and lock it.

  • @Chocolate_Cosmos said:

    For killers? Yea, Its much better.

    For Survivors? I don't know man... Forever Legion / Plague sounds like the most boring thing since Forever Freddy but some killers for sure can have interesting build.

    Dead Hard was literally the most boring thing in the game for years. As a Killer, you're just like "Yeah, but this guy OBVIOUSLY has DH because everyone does, so he's gonna press E now to get to that pallet/window, and there is absolutely nothing I can do to down them. Oh look he did exactly that and I'm not playing Nurse, now I gotta redo the chase all over again and there goes 3 generators...".


    You guys have counterplay to Legion, just do the most efficient way of playing since launch and split up. There are more than enough huge maps to invalidate the Legion's ability to Deep Wound everyone even when using Never Sleep Pills. Overload the Plague's power and play around red puke by running LoS, holding W and playing very safe.


    Now survivors are actually trying to build differently, except for the metaslave SwFs running 4 Off the Records, and even that isn't as common as PTB led us to believe. Now you gotta play around Sprint Burst, Lithe, Overcome, and for every OtR, DH, BT, and anything that gives Endurance, worst case scenario you get to punish the survivors instead of seeing them walking away freely.


    @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081794#Comment_3081794

    https://us.v-cdn.net/6030815/uploads/F7B6LYWZ4VMR/image.png

    This is April 22 - May 22, from an aggregate data site.

    https://us.v-cdn.net/6030815/uploads/CABSRU3FOTN3/image.png

    This is June 21 - July 21, from an aggregate site.

    So it looks like kill rates have went up about 1.72% for the 3 out of 30 days the patch has been active. I'm curious to see what happens after a full month has passed.

    I'd bet it will go up a bit in the next few weeks, and a bit more once the next Killer (Mr. W?) hits us in the next chapter, and then will stabilize again as players learn how to play without relying on E to fix their mistakes.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084116#Comment_3084116

    Some big streamers like Otzdarva and Tru3ta1ent have shown "gg" being censored and turning into # # lately.

    OhTofu and SpookyLoopz also run into this all the time.

  • @Dunkinspunkin said:

    And it does nothing to reduce toxicity. If they really wanted to fix this problem they just wouldn't have an end game chat. But it exists, so you might as well let people say what's on their mind. We're adults.

    Not anything on their mind, a few words can and SHOULD be turned off. But BHVR has enough variety on their team to know what those words would be in a LOT of languages. The current one is simply... there...


    @Roaroftime said:

    lol the censor chat is so cringe considering it’s a 18+ horror game

    Something that always made me wonder, why put language filters on games that are like 16+, whatever kid that's playing this kind of game should be "protected" from swearing by their parents, not random internet people.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084004#Comment_3084004

    I agree that the 5-6 meta perks needed adjustment but that shouldn’t have stopped them from making other strong options. Again buffing 2/3 of haddies perks only a month and a half after launch perfectly shows this

    Probably because they don't want another Mikaela with CoH not only shifting the entire meta towards healing, but also breaking the game by handing zero risk free 8 second heals to anyone for the cost of a single perk slot of the survivor team. What took either time, planning, or cooperation to happen suddenly required none of these, and the game became miserable to play as anything that didn't have instadowns or wasn't Nurse. And before Mikaela, again, no one would ever run any Exhaustion perk that would be released after DH unless said perk made you actually invulnerable. No one would run any stealth perk that wasn't Iron Will unless it made you invisible, which would lead to people running both to be 100% undetectable. Why run any other unhook support perk when Borrowed Time gave you a free meat shield to protect you from unhooking without even thinking twice? Why run anything other than Decisive Strike when it allowed you to bodyblock a door after being unhooked and that alone would punish the killer no matter what he did? There's no reason to ever run anything if what already exists is already broken.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3083857#Comment_3083857

    This has been an issue before this patch. Anyway I’m happy killers got the buffs I just wish survivors got some cool new strong options as well and more consistently good perks every chapter release

    Thing is, up to this patch, it didn't matter what cool strong option would get released for survivors, nothing they could ever release would come close to the game breaking potential DH had, so we would still only ever see the exact same 5-6 perks in every survivor in every single match. Maybe from this point on they'll release new stuff, if the tears of the E widows don't drown the devs into going back and un-nerfing it.

  • Guess you don't know DH still does the job against the ultra strong killers like Nurse and Blight, but without making every other killer miserable in the process. If you think it is completely useless, then you fall on the category of "Mindless press E to win" that so many other players did.

  • @masterellik said:

    Since the update it is impossible to win anymore as a survivor.

    Gens are too long to do without even perk who destroy gens. The borrow time 5 sec is useless since every killer just wait 5 little sec more to kill you like before. You should have let a real borrow time not just a 5 little seconds.

    And to say 5 sec borrow time and in exchange a lot of advantages for killers. Like 10 sec more by gens is like 50sec more to win its A LOT TIME TO KILL ALL THE SURVIVORS !! with one survivor dead or one deconnected the game changes completely so just imagine with 50 secondes more to win how it will impact everything. It was already hard to win as a survivor but now...

    I speak as an average survivor. Imagine a beginner or a bad one. He litteraly has no chance anymore.

    I stopped playing this game with my brother because since the update and by playing 3hours everyday we didnt escape once together. It was always all dead or one survivor who escape.

    It isn't. Just got out of a 2-hook match. For those survivors in particular, DH or not made 0 difference. The extra 10 seconds per gen made no difference. Just use Off the Record or the actual BT perk if you want more than 5 seconds of Endurance off a hook. This update made SoloQ a hellhole, yeah, but there's 3 options to play the game, Solo Survivor, SwF, or Killer. Or offer McMillan bones, the whole realm got a buff by getting an even stronger tile on the usual pool of tiles that spawn connected to each other.

  • Devs release the first killer sided patch in years and this kind of post shows up not even a week in?

  • @BabyCameron10 said:

    Out of all perks, this is the one that deactivates in the endgame? Kinda weird to just slap that onto a perk just because “There is not way to counter it.”

    The perk has been threw enough. I understand the Deactivate when opening exit gate part but to just Completely not work in endgame, doesn’t make sense.

    At least make it more of a anti-tunnel perk.

    It is not. It feels completely miserable to lose a kill in endgame solely because of a perk, and knowing that you can't do anything about it. Maybe Nurse or Blight if the gate is far enough. Not sure about the stun time, 5 seconds feels forever, true, but 3 seconds kinda feels too low for some killers, and still too much for average M1s.

  • it depends on the situation. E to safety when close to said safety won't change much. But removing the ability to make killers miss their hits is huge on some powers, like Legion's, Oni's, Trapper's, and the survivor gets punished with a mend if this happens.

  • I don't know if I understood correctly, wording doesn't seem clear enough, but they're removing the dash and giving an Endurance to the Iframes. Less braindead to use than just E to safety if so, and not exactly buffed. E directly into a safe spot as a window or a pallet won't change much if you think about it, it's still invincibility to safety E. But when far away, caught in the open, it is definitedly a nerf. Killers will still get their respective effects if they get a hit, like StBfL, Oni's Blood, Legion's Frenzy, and so on.

  • Whispers is barely seen, and honestly it could be basekit. The whole point of Whispers in 90% of the cases is to pinpoint a specific survivor who's Urban Evasion'ing their way around the map.

  • It's always best to come up with new characters, sure, but was it written anywhere on David's lore he liked women? Or on Yui's lore that she only likes men?

  • No one thinks Sprint Burst is better than Dead Hard. It is funnier and requires more cleverness to use, but it isn't even the second best exhaustion perk. I'd say Lithe is the second one, but that's only a personal opinion at this point.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997197#Comment_2997197

    Let's please look at this as Sadako needs a buff and not that Dredge needs a nerf

    No M1 Killer needs a nerf

    Survivors shouldn't be able to have 100% control of the killer's powers. Nightmare, Pig (to a very good extent), Plague and Onryo all have their powers being controlled by survivors at some degree.


    @TeabaggingGhostface said:

    List of changes i think sadako needs:

    1: remove the condemned on teleport, and instead give active tvs passive condemned buildup when nearby (base)

    2: when she teleports, it doesn't turn off the tvs (addon or base)

    3: give her a speed boost when manifesting (base)

    4: make putting in the tapes take longer than the successful attack cooldown (base)

    1: No, I'd rather have more control on condemns. It is already pretty much an inconvenient slowdown as it is to remove even more control.

    2: TVs should have a short cooldown (20s at most) when she teleports into them. Survivors shouldn't be able to turn them off unless they remove a tape.

    3: Doesn't really need, Wraith gets that because he slows down a lot when ringing the bell, Sadako doesn't slow down as much.

    4: Agree to some extent, it isn't fun to have a survivor fully condemned saving themselves by inserting a tape between your attacks. But it's also not fun to be fully condemned and instantly mori'ed when you could have saved yourself. But again, if they didn't want to be condemned, they wouldn't be greeding and would get to the TVs before they get 7 stacks, so yeah to hell with it, 5 seconds to insert the tape.

  • @[Deleted User] said:

    This playerbase is toxic af that's probably why everyone has private profiles.

    Profile comments, friend requests and such can all be disabled without making a private profile.

    @pseudechis said:

    It only takes a few stalkers and death threats to say hey private profile is the way to go.

    Its not indicative of cheating.

    The power to choose when and how you interact with joe public is an important power to have.

    Fair point on stalking or threat. But no one would be dumb enough to cheat while keeping their profiles public for everyone to see their bans on other games for the same reason. Or would they?

    @Laluzi said:

    Are you honestly suspicious of private profiles? On a game where people are liable to spam you with salt or even harass you at related links, internet stalk, or even DDOS you for the high crime of playing to win?

    Quit wasting Steam's time with spurious reports, you paranoid busybody.

    Not even VPNs are 100% safe against DDOS, let alone making a private profile. But again, stalking and harassment are fair points.

    @drsoontm said:

    If you play on "high MMR" (something that you should be able to guess if you have enough experience), there is an higher chance to go against cheaters.

    Usually, 1-stop shoppers, heavily numerical names and recent game bans are kind of suspect. The Epic accounts though are hard to check.

    Epic seems to have their own anti cheat measures, and they seem to work pretty well, at least way better than Anti Easy Cheat. But it's exclusive to their own games. But judging by what kind of players the predatory business model of Epic attracts, I wouldn't be surprised if people would be more willing to cheat via there. I mean, I got a pretty vast collection of games on Epic, some are AAA titles. And I never spent a single unit of currency on that platform. What ever would I have to lose if I were to cheat and get banned there? Even my DbD there was free.

  • @[Deleted User] said:

    Meanwhile dredge teleport is 12 seconds maximum. 1.5 seconds minimum! Unbelievable.

    And cannot be denied by survivors, only slowed down. Once.

  • DbD doesn't deal well with verticality at all. RPD sometimes is a complete nightmare because there's a hook right above/below you, but the closest reachable one is far beyond wiggle timer.

    @Mattie_MayhemOG said:

    The Game map has a similar issue with one of the hook configurations requiring a wall on the lower level to be broken to get a hook. Not to mention the side school wall that has to be broken in Springwood if the basement is not in the school lower level. Super fun gameplay!

    If the basement is on the shack at Springwood, the school is a complete dead zone. Not a single hook inside means a single bodyblock is all it takes to make it impossible to hook someone who was downed on the middle of the school underground. I'm kinda baffled as to how this got past the game test phase. There should be at least 1 hook on the underground section when basement is not there, the same way that shack spawns a hook on a corner when not housing basement.

    @MrMori said:

    Some of these indoor maps need a few guaranteed hook spawns. It's also super outdated and unfun that hooks never respawn after someone dies on them, just means you straight up can't hook any survs from certain spots, ever, which is just terrible design. Just have them respawn after 30 seconds and this wouldn't be a problem.

    Just had a match where I got to down everyone in the same zone of the map. Hooked 2 and had to slug the other 2 until the hooked were dead, or else they'd wiggle away, unhook and recover the match. Being slugged isn't fun, and when game design forces the killer to slug, it's just eh.

  • A very good player and a subtle cheater are almost impossible to tell apart. Private Profiles on steam are okay, except for profiles with less than 1 year and less than 5 games on library. When those are private, it's simply TOO suspicious, 90% of the time they're either cheating, buying hacked "everything unlocked" accounts, smurfing, or any other shady activity. Recent profiles with only 1 game (DbD) are either cheating, have cheated on the past, or intend to cheat in the future, unless they are obviously baby players. Easy Anti Cheat has been proved over and over again that it does basically nothing to prevent cheaters in matches.

    But more often than not, they are just good players with perks that are so busted they almost feel like a cheat.

    Given some time, any killer main becomes paranoid and starts checking every single profile in the lobby before the match, just to dodge any potential cheater, or ######### we met before.

    Also, BHVR needs to do something about the cheating situation. We see them being banned quite frequently, if we check people's streams. But only because they are streaming, and thus have the video evidence and both a report in-game (does absolutely nothing) and a ticket on the website (at the very least we know someone saw it before closing it). Without video evidence, the player can stay at the killer's face spamming scream notification and instantly getting up when downed, and nothing will ever happen. And the absolute vast majority of players doesn't record their matches. And so, cheaters are free to do whatever they want.

  • Well, they did that "survey" (that i don't think is gonna help in anything, it only allowed for answers that vaguely described what was going on), presumably to see the community response to the mmr changes. My impression after 3 months without playing is that it's still as random based as before, if not even more.

  • @Brokenbones said:

    They said MMR decay was a feature they were looking into/working on but I don't think they said it was live

    The only thing that went live was the tweaks they made to MMR after the tests like a month or so ago? It's detailed in a news post somewhere

    How sad, time to simmulate that by losing 10 matches in a row with each killer -qqqqqq

    Really, if that's so, it isn't a friendly at all to people who take breaks. You take a break because you are getting burned out, or you're sick of sweating, or just wanna play something else, and when you come back, everything's exactly as you left them... Except for you ;3;


    EDIT: Just got out of my 4th 0-kill match today... losing to lower MMR didn't work KEK -qqq, not that I was expecting to win as Oni, never liked him at all, only wanted to do the daily ritual, but it's still depressing to see my 12 kill archive not moving at all.

  • @SkeletalElite said:

    Sometimes I miss the original BT that was 1 use per match but protected the survivor doing the unhooking as well as the survivor coming off the hook. It certainly made camping non viable.

    But also made 2 survivors, who had their positions known by the killer, be unpressurable for the duration. In scenarios where the killer couldn't find anyone nearby him during the unhook, the best option was to come back and punish the unhook, and old BT posed a lose-lose situation in that regard. Kinda in the same fashion as when the only person in sight is the unhooked survivor that carries both Unbreakable and Decisive Strike.

  • @Mattie_MayhemOG said:

    This leans into my idea to balance SWF and solo. A SWF team uses a shared pool of perks so only one of them could have Borrowed Time thus minimizing the impact of multiple BT/body block situations in then end game. Balancing SWF solves many of the issues this game has, including this one.

    It would, but exactly how does one balance SoloQ from SwF? It comes down to DbD's core. Other games like VHS, Evil Dead, Friday, all were balanced around having voice communications and a very clear teamwork, hence them offering built-in VC in their matches, but DbD never went that route, so they had to think on the most likely scenario that players are playing solo, and balance around that. Should a debuff be applied to players on SwF, if it only debuffed 4 player teams, then the solution would be to ditch one and queue as a trio. No debuff, team coordination, and the Solo one can just play normally. So debuff all players who queue with friends? Because that would lead to survivors that are clearly stronger or weaker in a match, and on most scenarios, a killer that manages to identify them can tunnel them down the same way we did with the CoH user on teams when we identified them. Restricting the number of repeated perks could work, but if the max number of say DH is 2, but all 4 survivors are running it, how does the game decides who gets to keep it? And what happens to those who don't, they just play with one less perk because it was deactivated? I think unless DbD completely reworks itself to have integrated VC and rebalance the whole game around that, every solution that could come would invariably create another issue.


    @Raccoon said:

    I think BT is fine as it is.

    It's not exactly about being fine, its more about it doing only what its original design envisioned. Reversing the Protected-Protector roles isn't what should happen with BT, but it is an extremely common event on matches.

  • @GreyBigfoot said:

    The house is way too dark for some reason. In a match today, I literally couldn't see the survivor I was chasing when they ran upstairs.

    A poetic way survivors can use the dark against the darkness. But it also may make a very good hiding spot for the immersed Ghostface.

  • @Laluzi said:

    Easy. Make that survivor lose collision for the duration of the Endurance status effect.

    In the meantime, you can usually wait them out, annoying as it is.

    Yeah, I agree with @Pepsidot, would fix one "issue" and backfire into another one. Maybe Endurance should give less of that "adrenaline rush" survivors get when hit? I think that way it would still save the unhooked, but make it very risky for them to protect their savior. It's just that it seems very, idk the exact wording for this, uncomfortable, when you as a killer go back to the unhook spot, see absolutely no track from the unhooker, but a whole trail of scratch marks and blood from the unhooked, like "Yeah, saved ya, you owe me your life, now go get the killer's attention while I hide behind this wall.".

    @socalfusions, your competent killer would lose the 12 seconds of Endurance, + anything between 2 to 30 seconds depending on the quality of the Dead Hard play, and still gotta factor in a DS timer, so you'd lose a few more seconds while you wait it out, and then on this example scenario, to pick up and hook that survivor, and it takes a minimum of 60s for it all to happen. Gens require 80s. So 3 survivors on gens this whole time got 3 of them at 75%. One you'll stop, and the other 2, not likely to.

    Back to the Borrowed Time thing, a solution that I think would be satisfactory would be akin to the Cover Skill that Paladins have in Final Fantasy XIV, where the protector bonds with the unhooked, and whatever hits the unhooked is transferred to the protector instead. Of course this would proc Endurance, as to avoid an unhealthy survivor being downed by evil paranormal forces of darkness or something. Then balance around said bond. Maybe they gotta walk close by (16m or something) to avoid the effect ending prematurely? This would work like, Unhooked gets hit, protector takes damage from Healthy to Injured, or into Deep Wound, bond broken. If the Protector takes damage, the bond stays, and if they get hit a second time, then Unhooked gets a Deep Wound and the bond gets broken. This way, the Protector will feel like he needs to take 2 hits to get the full value of the perk, and will do what he can to protect the Unhooked, but if the killer goes for the "easy target", the Protector still gets the value, just not as much as if he succesfully protected. Seems kinda messy idk, but my mind is chaos, please make an effort to grasp the concept.

    TLDR: Killer goes for the easy prey, protector gets a cover hit when killer swings for the vulnerable guy. Protector gets in the way of the killer, he gets a way to protect and then deep wound the victim as a last resort.

  • Hard disagree. Dead Hard may not give you value every single match every time, but it doesn't need to. Its mere existence is enough to make every killer assume everyone is running it until they see another exhaustion perk being used, pretty much like Decisive Strike, you may not be running any of them, but most killers will wait until they are glued on you before swinging, and if you've been recently unhooked, they'll also leave you in the ground. And also, there is the uncounterable distance DH to jungle gym/godwindow/godpallet/LT, those basically reset chases, and if the structure is powerful enough, may even end it as killers won't be willing to spend all the time gambling mindgames only to see them being bamboozled and the survivor running to the next structure if they lose it.

    Prove Thyself is really strong, but it's main effect is to make unefficient gens efficient.

  • Really only played there once, but second floor felt like absolute hell to see anything, and the ground around the map has too much "visual polution", made it kinda troublesome for me to follow some scratches and bloods. First impression is that I didn't like it too much.

    Heard some people saying this too. I found it lacking on lockers on some huge zones of the map that include generators and totems, made it pretty much impossible to control these zones as Dredge, and I can only imagine the pain for Huntress and Trickster, but other than that and the visual polution, it seemed fine overall.

  • @_AdamFrancis_ said:

    https://us.v-cdn.net/6030815/uploads/AYUGGL23LAHA/my-image.png

    My personal survivor tier list on how good of teammates they are

    Funnily enough this Meg almost killed me today by bodyblocking the exit gate open thing asking for a heal while a very furious Blight sprinted at us. Somehow the Blight hit the wall between us, and she opened the gate and we got out, but dude, the clutch.

  • Yeah, saw some new ones in MacMillian maps too, by the big logs. More lockers are an advantage to both sides, as 3 killers now extensively use them, and figuring out a survivor hiding on a locker with any killer is always a good thing, and more lockers mean more opportunities for it. But on the new map, I only played it once, but I got this feeling they kind of forgot to add them in some parts of the map? I remember seeing at least 3 different gens on whole areas without a single locker, with most of them concentrated in the middle.

  • While I do agree 100% with you, and would love to see acessibility options in the game, it is a fact that horror games, movies, books, and media are wont to prey on phobias and fears to create discomfort and the general atmosphere. DBD has this argument, but it is less valid as it is a "competitive" multiplayer, and a player like you that can panic without your general control will obviously enjoy the game and compete way less than the average. I don't think the "competitive advantage" for players "abusing" acessibility options is valid at this point. As for a short-term solution, lowering game volume doesn't help? It hinders gameplay, but may make it easier for you to ignore what's triggering you. And maybe try playing Dredge, who knows, maybe feeling that you are in control of things will help in dealing with it? It helps with some people, may help you, who knows.

  • @M4dBoOmr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2985906#Comment_2985906

    or training looping skills until he hooked you 3 times work as well ;)

    It does, partly. Whenever this "match cancelled" situation happens to me as a Killer, I just want to wrap it up ASAP and get into another game. As a Survivor, you get to choose to go to the next match by killing yourself. As a Killer, you are being "held hostage" until you win your game of cat and mouse. At least 3 times. Up to 9 if survivors just want to get 3 hook stages as you are mentioning.

  • @DBD_Pinhead said:

    None of this is new. It's part of the DBD initiation process. I have toxic survs to thank for my sadistic methods on this game and I relish in repaying all of them back in kind.

    The more people get bored, the more they are willing to be #########. The more people are ######### with them, the more they want to karma assholery back. And herd thinking, if one of the players is being an annoying ass by spamming everything they possibly can, obviously other players NEED to mimic that behaviour. But most of the time, they legit don't see any problem with all that, despite being told endless time, and just keep spreading toxicity because it's the only way they feel they can have fun.

    And the more I get bullied by playing casually and trying new things, the more willing I am to absolutely brutalize every survivor on the next match, by aggressively slugging, tunelling down, camping a hook stage for a quick mori, and bringing them to the hatch only to close it on their faces.

  • Yes, I will buy it, and I'm looking forward to it, it was the whole reason I came back. Honestly, I expect to see people actually using the new stuff and offering the new map for a while before going back to the same old builds and Autohaven/Dead Dawg/MacMillian offerings they've been using for ages, but I should know better at this point than to expect that ;3; I also expect to have fun matches where every player is a good sport, and doesn't facecamp for no reason, tunnel out on matches that aren't being sweaty, teabag, wait until last second at exit gates, flashlight macro spams, noise notification spams, and basically the whole package.

  • When I play survivor, if I see a very early DC or suicide, I just scream NEXT while turning myself in to the killer in hope he can send me to a match where I'll be able to actually play. Don't wanna lose my time with lost unenjoyable matches. It isn't the best behavior in the world, but people do much worse all the time and nobody cares.

  • Nurse is balanced around an insanely high learning curve and skill ceilling. If a Nurse is good enough to consistently get 3-4Ks on their matches, they absolutely deserve it. Her blink lasts for as long as she's charging, which means that if she charges it completely and you run to her face, she'll most likely have to deal with a blink that lasts an eternity and takes her nowhere. Efficient splitting and timing your actions just after her first blink are key against her. Nurse as she is hinders a lot of the game balanced, and on an ultimatum between deleting her or saying ######### it to balancing killer perks with her in mind, i'd 100% rather see her deleted. But no, SoloQ isn't what makes Nurse problematic, any killer being played at it's very best is problematic at SoloQ. And consistently defeatable on SwF.

    But well, if SoloQ is really an issue, BHVR could try to make separate queues for Solos and Teams, only to see it utterly fail because only killers who want to sweat a whole bottle per match would ever queue against teams.

  • TFW you are about to hit the survivor unhooking, but get autoaimed to the recently unhooked survivor during his I-frames.

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984344#Comment_2984344

    Uhh yes? If you wanna talk about trappers power, open your own discussion lol

    It is an indicative of where your MMR stands. If you are constantly seeing these kind of traps working, then you aren't on the MMR where survivors fully learned the potential of Dead Hard. And also, you are the one who mentioned Trapper's power.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983406#Comment_2983406

    It 100% needs to be nerfed. It's incredibly unfun to go against, and it takes pretty much no skill.

    The fair and skillful gameplay should be made a bit more viable, but camping definitely needs to be nerfed hard. It's just not healthy for a game to have the most skillless and unfun strategy to sometimes be the best strategy there is.

    Same can be said about Dead Hard, there isn't any skill involved in pressing E towards a strong tile when being chases, the skill shows up once the survivor is in said tile, where they can win mindgames. Unless of course, the tile is connected to another strong tile (Very commonly seen in MacMillian maps), then it becomes a situation where a killer can't do anything but drop chase and try to get a surprise hit later. We can also say there's no skill behind Borrowed Time, you don't need to plan your unhook, you can just run in healthy, tank the first hit, hope there's no Save the Best for Last being stacked, unhook, and have your skin saved by the guy you just unhooked, who's taking your second hit for you. There's also 0 skill involved in jumping right into the killer's arms just to Decisive Strike them. There's DEFINITEDLY no skill involved into bringing a Brand New Part and rushing a gen 40 seconds into the match. What takes and doesn't take any skill is completely relative to how much it is being abused.

  • Short answer is no. Long answer has many things behind it. Killers can have their "favorite hook", which is a hook that spawns right in the middle of a strong trigen, or right into a critical choke point of the map. Camping these kinds of hooks is an extremely good decision, as you can have absolute control of that area, forcing survivors to take more risky choices. In a lot of matches, especially in bigger maps, the killer's information perks will let him know where the other survivors are. And will let them know if walking down to flush them out of the gen they're working is doable, or if they'll just see the gen complete halfway. If the killer decides to try and stop the gen and loses it, they also give a risk-free unhook to the survivor team. So in these situations where you physically is unable to protect a gen, might as well protect something, which is the hook. And some killers, most notably Hag, Trapper and Demogorgon, are EXTREMELY territorial killers, and excel at defending their turf, which includes the "favorite hook". After all gens are done, the killer has literally nowhere else to go, so standing by the hook camping it is most of the times their only option, same can be said on endgame collapse.

    Nerfing hook camping isn't any solution, it will only destroy some killer concepts without anything in return. Killers shouldn't be forced to leave a hook because they'll be punished by the game for staying, they should WANT to leave the hook by having a good reward in their grasp. Same can be said about tunnelling down a survivor, the reward for doing so early on is too high, and decides the whole match, but perks like No Way Out and Barbecue give different rewards for killers who don't tunnel.

    Now, there's the "noob hook facecamp". You got targeted by this, I got targeted by this, everyone got targeted by it. On your casual match, Mr. Leatherface downs a survivor with his chainsaw, then carries them to a hook. Then they just stand there looking his food dead in the eye, because he knows survivors cannot do anything about it. Mr. Leatherface will most likely lose the match, by getting a single kill, maybe a second if the winds are in their favor. Mr. Leatherface will be happy anyways, because they aren't hungry anymore, and they killed someone, YAAAAY. This is a problem on the game, and it has a very simple counter, but it is extremely boring, which is doing gens as fast as humanly possible, opening the gates and leaving before Mr. Leatherface makes their way to another survivor. Should BHVR ever want to deal with that, and honestly, they sould want to, they'll need to break Leatherface's legs and rework his chainsaw. But we already have another chainsaw killer, it would be hard to do something different that isn't already what's going on.

    The solution to your problem is very complex. BHVR needs to find a way to reward the killer that leaves their hook with something that rivals the sheer pressure behind rubber-banding, hook stages, and premature removal of a survivor, and that at the same time doesn't break the game. And the existance of perks like Borrowed Time and Decisive Strike makes camping even stronger, since they cannot be activated if unhooks don't happen, it is a direct counter to 2 of the strongest survivor perks in the game.

  • Freddy is weak not because of his kit, which is pretty solid and versatile overall IMO, he's weak because he's just another M1 killer in a world filled with anti M1 measures, like pallets leading into tiles, godwindows, E, protection hits, Shift W on big maps... The list goes on. His addons in general don't help him much as you said, Dream World doesn't give Freddy any real advantage, in fact it hinders the usage of Terror Radius perks just so he can use his anti-loop, while other killers with a similar concept of zoning anti loop like Hag or Trapper don't need to give their Terror Radius up to achieve that.

    His semi-invisibility while outside the Dream World is completely countered by his Terror Radius, while Sadako has a similar mechanic, but she's actually stealthy. In short, his semi invisibility should happen INSIDE the Dream World, so it has an actual use. Terror Radius for when he can be seen, Lullaby + Semi-Invis + Anti-loop for Dream World. About his Snares, they have 2 main weaknesses: They don't do much in HUGE loops (like main buildings), and they are redundant in very short loops, like debris tiles and Z walls. Realistically speaking, the info provided by the screaming won't help him at all, he'll be either too far to do anything about it (teleporting isn't instant), or already know the survivor's position.

    Now, on the topic of his teleports, his map presence is awesome... In theory. Put it into practice, and you'll see that the more you lose, the weaker you become. Quick games hit Freddy pretty hard, as he loses map presence AND has no reliable way on getting quick downs. And no more teleporting at all once gens are done (Sadako keeps her teleports intact), which is pretty incoherent with the designs of his personal perks, especially Blood Warden, which are all perks that get stronger or activate during the endgame. And also with his "mini blood warden" addon. His teleport cannot be used repeatedly like Sadako's. And also, he announces his presence WAY before he's actually there.

    On combo perks, we all know Pain Resonance + Dead Man's Switch is basically the best perk combo he can have, especially when paired with his addon that fakes teleports on every gen. But they both rely on consistently quick downs, which isn't Freddy's specialty. Corrupted Intervention is "basekit" for most killers, since it hinders genrushing strategies, but a SwF can just hide for 2 minutes and wait it out, essentially making this perk non-existant. Freddy cannot (?) and shouldn't be patrolling locked gens, or else he'll lose pressure on gens that can be actually worked on. Barbecue and Chili doesn't win games, but he can actually do something with the aura reading bonus. Tinkerer is another "basekit" for a lot of killers, and allows him to precisely aim his teleports on the right gens. Discordance serves the same purpose, but lets you know which gen you'll be flushing out multiple survivors. Pop goes the Weasel doesn't go well at all with DMS, it's either Pop or Pain + DMS. Lethal Pursuer doesn't help him like Blight or Nurse, he can't teleport from the go.

    Sloppy Butcher would be really useful, but his addons suck so much that you can spare to put Hemorrhage addons and save the perk slot. Devour Hope would be amazing, if survivors didn't know the location of every totem spawn. Undying could be use to protect it, but at most it makes Devour (and other hexes) last a little bit longer. Now, No One Escapes Death, one of the strongest hex effects in the entire game, it sinergizes pretty well with his own Blood Warden, the "mini Blood Warden" addon, Trickster's No Way Out... And it speeds him up by a quite good amount, which becomes massive when paired with Snares. BUT, there's always a but, other killers can also pull it off their own ways. Wraith becomes an olympic athlete when under NOED, Hag gets to block 2 gates at once if they are close by, and if her totem is on the middle of these 2 gates, well, 4k. Trapper gets real time information (and even a free pick up on the very oblivious survivor) by locking his gates. Deathslinger can catch otherwise unreachable survivors running for the gates to have a more realiable way to get Blood Warden value.

    It seems that Freddy can do a lot of stuff, but gets individually outclassed by other killers with similar abilities. Jack of All Trades, Master of None, they say.

    TLDR: Dream World isn't menacing enough, terrible addons, incoherence betweer power and personal perks, a lot of killers outclass him on a bunch of his strongest perks.

  • Is it necessary to bring 3-4 Brand New Parts on your SwF match, along with 4 Dead Hards, 4 Decisive Strikes and 4 Borrowed Times? No, but some survivors will do it anyways. So yeah, this Nurse build was unecessary, but I hope that anyone who's complaining about it doesn't have double standards about how other people play.

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