Athanar90
Athanar90
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- Athanar90
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@Customapple0 said:
BT was already nerfed, it doesn’t need another one.
Also there’s plenty of counters to it. Stealth Killers, Insidious, Tinkerer, Freddy, list goes on
-Stealth killers / Freddy
Any argument requiring specific killers to counter a perk is automatically invalid. Any potential fix MUST apply to all characters.
-Tinkerer
Too limited to be useful for BT
-Insidious
Garbage perk, shouldn't run it just for BT
Try again. What are the others in this list you mentioned?
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1387200#Comment_1387200
I clearly said 'where the BT protected survivor will body block.' Killers are on the clock. Every second wasted is crucial. Yes, you can go around, but you waste time doing so, time you may not have to waste. When a BT survivor can stop a killer, because they know they're invulnerable, there is a problem.
Hitting the BT survivor, again, wastes time. Those three seconds allow the savior time to get to a loop, or jungle gym, or pallet, etc. So, now you sent the BT survivor off to safety, and the savior just escaped. Simply because a perk allows it. That is not okay.
This brings up another point. Body blocking by survivors needs to change. The killer shouldn't be able to be obstructed. Perhaps slightly slowed, but they should be able to push pussy survivors without having to attack them, either by clipping through them after a second of pushing or by pushing them aside.
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@Ghoste said:
A small cooldown might be justified. For example, it's pretty BS that a Survivor can run into the basement and give multiple Survivors immunity for 15 seconds each.
Maybe 10 seconds? Would only impact the basement that way, making that location stronger.
@Johnny_XMan said:
In certain situations it is strong much like other things that make killers strong in situations. So I think for me it is balanced.
If I am the killer and someone unhooks one my face they are trading hooks because I am not going to go for the unhooked person, they can try to take a hit and all I need to do is wait 15 seconds for them to go down again.
I would agree that the situational nature helps balance the perk.
@EvilJoshy said:
I remember when bt would apply to both the hooked survivor and the rescuer. I feel bt is fine. I think the issue is people make unsafe hooks because of bt.
That should definitely be a change. Sure, give protection, but if they take a hit with or without it, don't count it as a safe hook rescue.
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Just a note:
@Gamer73 said:
So far I have escaped the trials about 10 times now as fing men after finding the Golden Crown and still having the glow about me and I still don't get it for my character. I guess I should be used to this. Basically it's a four year anniversary of a buggy mess that they never take time to fix right.
@bvhblack said:
https://forum.deadbydaylight.com/en/discussion/164877/golden-crown-survivor-killer-question
So I have this weird bug, not sure if anyone else is experiencing it. I grabbed the crown 3 times with Claudette and escaped and didn’t receive it.
It doesn't auto equip. Check your head cosmetics.
Also, as killer, I'm prioritizing hunting those displaying crowns already during the endgame collapse. You're welcome!
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@mike1288mccarthy said:
https://forum.deadbydaylight.com/en/discussion/163334/ds-is-an-anti-tunnel-perk
DS is not anti tunneling it's pro slugging, people say it's meta I disagree I believe it's a solid b teir perk because if it's end game you can leave without consequences but if its start or middle of the game it's pretty much useless if you DS a killer and there's still 5 or 4 gens up you wasted your perk sure it gives a second chance but it doesn't stop tunneling and never will since that's the play style devs want I feel the new killer pyramidhead proves that because I've never met a pyramidhead that doesn't tunnel you
You haven't played against me, I play PH similar to Pig.
DS is definitely an anti tunnel perk, but there should be things that disable it. For example, hooking another survivor.
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@Respectfulnancymain said:
Moris and keys are both op, i dont think anyone will defend them
Moris can be fun to bring as a scare tactic and not use. Makes people play different.
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I think everyone's missing the biggest laughable point.
The guy's complaining that he got downed in one shot because a perk healed him, not a teammate. One perk simply negated the other. Without the perks in play, it ends the same.
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Killer main, barely play survivor.
As killer:
-If you're teabagging or flashlight flicking, that's toxic and you're dying as fast as I can kill you. (Not the same as using the flashlight to stun, that's a tactic. One that doesn't work because I always run Lightborn.)
-I only slug if it's a serious tactical advantage, such as if I'm in a chase, down a survivor, and there's another injured one close by. I'll go for the double down then go for pickups.
-If a survivor pulls you off the hook in front of me and you haven't been toxic to me, I'm going after them.
-If you try to point out a survivor in a locker, I'm tunneling you to death. If I have time, I'll usually give the locker a nod to say "I know you're there, but it's not your time."
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@ill_Boston_lli said:
that's a tough question. I wont lie if had a bubba just stand still at shack for so long that someone went close enough to get sawed by him. That had to be the funniest/weirdest mindgame of all time.
I've done similar as a survivor, saw Myers standing in one place for at least 3 full gens, so went up to him slowly when the gate was open, only to be hit with NOED and killed.
I deserved it.
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I've had one like this where I uploaded a clip from where he, as Ghost Face, surprised me from the side for the final down. Good chat back and forth.
Plenty of people in the community will be nice if you are.
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@ZoneDymo said:
I know, who cares about points? but honestly I feel a killer should not get rewarded for tunneling, if you hook the same survivor 3 times in a row, that should heavily cost you bp and your emblem for that category imo
Only way I can see this working at all is if BP became a push/pull system, where gained BP became weighted against your opponent(s). So each side would start with a common pool of BP between them, and each action performed would tip the scale one way or the other. Whichever side performed better gets more BP in that category, and the amount is decided by how much better. In that case, diminishing returns could make sense. Or take all the BP for the new hook action from the survivor who unhooked unsafely.
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@JawsIsTheNextKiller said:
I have been mostly tunnelling Kate in her new cosmetics. But only because I've just bought it. That's MY Kate outfit.
I'm like that with any Steve, but especially sailor outfit. Not sure why. I just go around shouting "STEEEEEEEVE" as I chase.
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As a killer main, I'll let you know how I see it.
Toxic:
-Teabagging
-Pointing as a taunt
-Flashlight clicking
-Playing counter to any objective (i.e. not either doing gens, totems, hunting for items, or distracting the killer)
-Body blocking (Why can't the killer just push them aside? It would make sense, and there's no reason survivors should be able to actively block a hook.)
-Worst offense: Pointing out where teammates are. Especially if they're in a locker or a good hiding spot. I give the pointed person a head start after downing the pointer, sometimes even staring at them and giving an empty swing to acknowledge them.
And not toxic:
-Hiding, looping, etc... The objective is to survive, and loops are a way to do it. The killer's job is to break the loop with a mind game or move on.
-Pointing for the benefit of other survivors
-Flashlight blinding, including after pallet stun. Blinding after a stun is a decent way to break a chase.
-Doing gens, totems, finding items, distracting the killer
-Using keys to open the hatch (I feel it needs a rework and that keys shouldn't spawn in trial, but they're not toxic. And before you say anything, I rarely mori.)
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@a_good_player said:
https://forum.deadbydaylight.com/en/discussion/comment/960142#Comment_960142
The problem is that mori and noed are UNFAIR mechanics. If the game allows you to use them doesn't mean they are fair. The game is broken and it's up to every player to choose to abuse it or not. That said, if you try to ruin my game experience, i will not be passive and i will defend myself in any possible way.
Mori is only as broken as keys.
Noed answers Adrenaline.
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Actually, you're all misunderstanding the topic. They're saying it shouldn't spawn in if there's more than one person slice unless all gens are completed. So it would spawn under the following circumstances:
- All gens done (spawns closed)
- 1 survivor left (spawns open, can be closed to start EGC)
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I've brought moris a few times just to psych out survivors, then just 4k'd with hooks anyway. I hate using them, last time I did was one game for the kill all 4 challenge in part 1 of the tome.
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If they do another challenge like this, any and all disconnects should count as a kill for max credit. If it's 4 basement kills, a disconnect counts as a basement kill. Basically, counter the trolls who are basically cheating.
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@TheEdMaverick said:
https://forum.deadbydaylight.com/en/discussion/comment/955688#Comment_955688
Especially when they tbag, that's the worst thing for me.
No respect
Teabaggers must die. I'll tunnel and camp them.
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But messages aren't always negative, and can be fun. I had a chain that I started by pointing out I'd been caught entirely by surprise by Ghost Face. He asked for a clip, I uploaded it to Twitter, and we both had a good laugh.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/945677#Comment_945677
How is it rude? I've legit used T-Bagging/Flashlight flicks to coax a camping killer away from the hook, it's literally a tactic, just like tunneling and camping is.
Mori Spamming has 0 benefits other than bad manners.
I also have a very different definition of toxicity, the only things I find toxic are Abusing/Exploiting bugs & offensive chat. Sorry that I don't cry over a character bumping up and down or a little clicky noise.
Taunting in any way is rude/toxic. Don't really care why.
Then again, I only facecamp during EGC if I have to guarantee a kill.
Also yes, mori spamming is equally toxic. I don't do it, and rarely even use a mori. Last time I did was for the kill 4 challenge.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/945635#Comment_945635
Why do you only look at one side of this?
If the killer is mori spamming the rest of the match is irrelevant as at this point the killer has made the decision that mori spamming is more important than a win/loss, so whether pressure is applied, something negative is happening in the match, additionally mori spam can be done at the end of a match. I have a video of a nurse mori spamming all 4 survivors, and then carrying a survivor around with infections fright, and dropping the survivor and then hitting them to try and trigger it on the last survivor, she then found the last survivor, closed hatch and proceeded to mori spam that survivor for the entirety of the EGC, so pressure in the match wasn't the issue, the match lasted 30 minutes.
and no, tbagging and flashlight flicking does not dictate what a killer does, flashlight flicking and tbagging does not prevent any action that a killer can do, at all, how ever.
You're right.
It's still rude, and therefore, toxic behavior. It's deliberate taunting. (Flashlight clicking to get noticed when the killer hasn't seen you yet is different.)
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If I camp, it's either:
A: I know someone's nearby, so I'm staying close (not facecamping though, more of a tight patrol)
B: I'm already losing, going for at least a kill
C: The person's been a problem during the match, I NEED them gone
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@Warlock_2020 said:
I think the best option is limiting the tier of perks at lower ranks. If you delete ruin, then nobody learns how to deal with it. If you only allow tier 1 perks at rank 20, and tier 2 perks at ranks 16-19, you mitigate the damage, while still learning to deal with it. Even if you have a perk at T3, it only works to T1/T2 based on rank.
When you get these killers/survivors with full tier 3 perks at rank 20 who go on to destroy all in their way, that is not healthy for the game.
This actually seems like a great idea to help new players learn the game without being discouraged.
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Actually, giving the keys a short animation (3-5 seconds) to pop the hatch open would be a good idea. It means keys are valuable and a good escape tool, but not a free chase win. And if you gain ground on the killer or stun, you can use it during a chase.
On the topic, the hatch shouldn't open on its own when the doors are already open. Like, if both doors are powered but still closed, sure. But if they're open, you either have an easy escape or can get out through the second door if the killer's camping the first one.
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@Mangomonster420 said:
https://forum.deadbydaylight.com/en/discussion/comment/923442#Comment_923442
How so? I find no issue with them.
The combination of different characters' personal perks creates some broken builds, and also makes the game stagnate.
For example, without teachable perks, you'd have to choose between Lithe, Self Care, or whatever else is meta at the time. Same with killers and running Hex: Ruin, Dying Light, etc. together.
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SWF is only more powerful if it's being used to constantly share information like the killer's position. If a team isn't dealing with that much, it's not a big deal.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/928573#Comment_928573
What are they planning on doing about the people who are planning on sidestepping the DC penalty by throwing themselves at the killer and dying on hooks intentionally?
As a killer, if someone does that intentionally, I'll slug them. They're screwing their team over, so why should I worry about their fun?
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@Mangomonster420 said:
In Prestige 1, survivors and killers still will reach their teachables (lvls 30, 35, and 40) but this time they become available to levels four, five, and six across all survs and killers. P2, permanent modifiers can be added to these perks such as Kate’s “Boil Over” giving double the Bloodpoints for successfully escaping the Killer’s grasp or increasing the amount of time that said Killer remains stunned from a successful escape. In P3, a second modifier can be added to perks.
Teachable perks are already problematic enough, thanks.
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Or make keys stop appearing mid trial. Killers can't find a mori, after all.
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@raulblideran said:
If smth like that happens for me when i'm playing killer i straight up go after the #########. I can't tolerate survivors like that, and in fact, I will tunnel the living nightmare out of those players. I hate it when it happens to me as a surv thus the reason why as a killer i'm not killing the nice guy.
I've done similar. Survivors pointing at a locker of a fellow survivor, and I down them, nod at the locker, and take the pointer away. Give them a head start to run.
I've had one situation where they body blocked their own teammate in a corner, where it seemed intentional. I accidentally downed that person. So after I got the blocker on a hook, I picked the other up and stood still so they could get back up.
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@ygnea said:
https://forum.deadbydaylight.com/en/discussion/comment/864779#Comment_864779
Adrenaline is a reward for doing your objective, just like devour hope or other perks are. Who said I'm for keys? This isn't even about hatch. Nice argument bro.
Hatch rewards survivors for failure, same mechanic, different skin.
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Bodyblocking is officially a form of cheating. That's why it's listed as a reportable offense.
If you do it, you need to learn a better way to play.
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Best idea in the thread is to disallow keys being used after the hatch has been closed. As long as they still work there and the killer can't grab, there's zero counterplay to the EGC key.
Keys working on the hatch before it initially opens should still be fair game.
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Honestly, extra BP for anyone in a lobby with SWF send like the best option I've heard, ever.
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Depends on the situation. If it's a group who's been fun, I'll sometimes let the fourth go. Almost always if I know they've been getting griefed by their own team (like a solo getting abandoned by an SWF).
It's not usually the hatch, though. I'll take points for closing the hatch, down them, walk them to the gate, then let them get points for opening and escaping. You both get more points that way.
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@MPUK said:
As others have said, only useful on some maps so you often end up with a wasted perk slot as you can't actually drop anywhere.
I have dropped off things multiple times recently where it hasn't even triggered.
Just another perk killed off by killers moaning about it because on a handful of maps it was "strong"
Because survivors complaining has never gotten anything nerfed, right?
Nurse says hello.
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Here's the facts.
They're adding disconnect penalties. So removing the option wouldn't be a good idea.
Anyone who disconnects for ANY REASON INVOLVING HOW A NORMAL GAME IS GOING is in the wrong, period. Killer got you first/tunneled you? Survivors got through 3 gens before you caught anyone/led you on a wild goose chase? The disconnect is wrong.
VERY occasionally having to leave because of life happening is fine. If this happens, the new disconnect penalties won't affect you. So you can't play a match for a few minutes? Gives you time to get everything settled. If it happens a lot? Don't play online games, you're inconveniencing others.
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Absolutely reasonable that both should trigger. A DC should fully count as a regular death.
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Lol @ people who complain about being Billy on indoor maps anyway. I've gotten all 4 dead the last few times, you just use chainsaw for sprinting down hallways and breaking pallets only. Play like a standard killer otherwise.
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As a killer main, I don't even play around it. If I get hit, it's a delay, not the end of the match. I'm good in the chase.
Why don't killers interrupt the loop by using the window first? I've broken more survivors that way, they don't expect it. God pallet doesn't help them much either.
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Something I haven't seen mentioned yet, in support for survivor Rin.
IF her father becomes a killer, it could trigger conflicting emotions within Rin. Rage and a desire for revenge. But also fear.
What if the Entity separates Rin from the Spirit? Gives her human side renewed hope to feed on, while allowing her rage to stay manifested as its own being, still out for eternal revenge.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/842720#Comment_842720
There appears to be uncertainty about that though
@Peanits help us out?
Seems the answer is a little... Foggy?
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But why though?
You can keep generating the Bloodweb infinitely.
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Yeah, it doesn't say it eats perks first.
It definitely eats perks first.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/833987#Comment_833987
No killer should be forced to play against your SWF with map, key, purple toolbox with speed addons.
As a killer main, I hate it as much as you. I'm still gonna play it though, makes me try to get better.
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I say lobby dodging 3 times in 24 hours should count as a disconnect, and punish disconnects harder.
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Super easy fix.
Automatically pair SWF groups against higher-rank killers, scale it based on the ranks of the survivors. So 3 people all at 16 would go against a 12 or 13 rank killer, for example. Stop scaling at high enough levels, around 8 or so.
And no matter what, any SWF group should be in a lobby based on their highest member. Three rank 20's and a rank 1? Rank 1 killer.
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You disconnected. That's wrong 99% of the time. (Acceptable if the game is taken over.) So the message was deserved.
Slugging isn't fun, but it's the only counterplay against DS. If a killer thinks you have it, it might happen. Personally, I do it half the time in cases like yours. The other half, I think I can still catch up or the match is early enough to just make them burn it.
@Revansith said:
If a killer plays in a bizarre and possibly unsporting manner but explains in the end game chat that this was to assure the completion of an evil Killer challenge I can accept that it was one match and the killer in question showed remorse and wasnt being a complete spanner about it.
If I am being facecamped I try to recall if I did anything that might have upset the killer. Gneerally thats why I tend not to use flashlights. Even when I get them to work as they should its like waving a red rag at a very angry bull.
As a killer, the flashlight doesn't actually bother me. I can usually evade it, and if I can't, it means the survivor has good aim. The only thing that gets on my nerves is teabagging. That gets you killed for sure.