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Atrushan88

Atrushan88

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Atrushan88
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  • @Awakey said:

    Not sorry.

    They're legit strategies. I hate to say it, but the best counter is to not get caught.

    Tell that to all the newbie survivors that you run off from the game with your "legit strategy".

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/881541#Comment_881541

    With the cooldown period of shred, its not anymore effective at map travel than walking. Thats why they increased that cooldown abit after Demo's PTB release.

    They're still gonna place a portal near a gen they spawned at then go directly to the gen on the other side of the map to place a portal there most likely.

    Either way, Vigo's Shroud is worthless even with just killers walking from point A to point B.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/881520#Comment_881520

    I saw a lot of complaints about the grind as well as the difficulty. And I'm not saying any of the complaints were invalid, I'm just saying that there are many people who just want the Rift to be easier, full stop. And some of those people, I'm predicting, won't understand the connection between the complaints made about the challenges and the consequent increase in XP grind to finish the Rift.

    I believe there is a certain sect of people who complained that the challenges were too difficult, for whatever reason, and once they've finished the Tome they'll start complaining about the XP grind, which is a direct consequence of the changes to the challenges. Again, not everyone, but a certain group of people.

    I would love to be proved wrong, but we'll just have to wait and see how it all pans out.

    I just felt like safe unhooks in general should never have been used as a "challenge", nor throwing pallets in a chase. I also felt like certain things were way too rare or impossible of a situation to even happen, let alone perform the condition to the challenge during the situation that was supposed to happen.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/881501#Comment_881501

    How does Demogorgon really have an effect in this situation?

    Some use Shred to travel from point A to point B, and most of the time you're gonna place portals far apart.

    @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/881503#Comment_881503

    I just remember a game I had as Bubba where I saw 2 survivor secret offerings. Had a hunch it was to spawn together+far away from me. Was the shortest Bubba game ive ever had as these guys all spawned in the maps worst bottle neck. Game lasted MAYBE 2 minutes. That was off a hunch due to me knowing each possible shroud's effect. If someone is strait up TOLD where the survivors would spawn...

    I actually tried to use this combo with Prove Thyself with a friend once. It didn't use the Vigo's.

  • @Fibijean said:

    I'm just concerned that people are going to finish the Tome and then start complaining that the Rift is too grindy because they need additional XP to finish it now that the challenges have become easier, even though it was likely those same people who complained that the challenges were too hard in the first place.

    I don't think many people complained about the grindy ones. They were grindy and annoying yes, but the majority of the complaints were things like "unhook two people safely in the end game collapse. The killer doesn't even usually hook two people during the EGC, and if he does, more than one person can get those unhooks.

    The other big complaints were about how the survivor ones encouraged poor play, which they still do. Besides, I'm sure Iridescent Age made up for the grind anyways. You only get one count even if you get 4 iridescent emblems, meaning you need to play 15 games with one iridescent to get it.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/881468#Comment_881468

    Shrouds DEFINITELY should be hidden. If I see you use a shroud to put yourself as far from me as possible...I know your position, lol.

    Vigo's Shroud is quite possibly the most worthless offering survivors have anyways. Every time I use it trying to be immersed I feel it's a wasted offering.

    Scenario 1: "Oh look, it's a Hillbilly, yay my offering was pointless..."

    Scenario 2: "Oh look, it's a Demogorgon, wasted again..."

    Scenario 3: "Oh wowie, Wraith. Vigo you're such a troll."

    Scenario 4: "Oh, a Spirit...is there ANY killer who this works against?"

    Scenario 5: "Oh, I spawned next to the killer's Ruin...hmmm...."

    I'm actually tired of thinking up how many possible scenarios Vigo's Shroud screws you over. Had one game, I used it, and the killer was a Leatherface, still managed to get to me almost instantly after using it, on Crotus Prenn. Heard his TR like 2 or 3 seconds after I spawned in.

  • Oblivious and Undetectable should be used as little as possible in my opinion. Perks that rely on terror radius get more and more useless the more those status effects are used. They're already borderline overused since they added Oblivious to Freddy.

  • Camping and tunneling: As for a fix, I feel like when someone is taken off a hook, that hook should create a protection zone for the survivor who was unhooked only for 30 seconds where they cannot take damage until the protection zone dissipates. Any action taken by the survivor removes the protection field(healing for example). This way, if the camper or tunneler wants to rehook that person, they have to wait 30 seconds giving survivors more time to do generators. It wouldn't be overpowered because there's no way it could be abused, but it would put a dent in the camping and tunneling problem the game has.

    Moris: I feel like moris should be on 3rd hook state only and base kit. Mori offerings should be replaced with a new offering that allows killer specific trials. The entity gives them the ability to create their own trial instead of completing generators. For example, everyone starts with active RBTs on their head for Pig, and the Pig only has to find the survivors(and can re-trap survivors who have gotten theirs off). Survivors need to find the boxes and get traps off their head(there are more boxes, but also more time to get the traps off, and perhaps only one box has the keys to the original traps) and open the gates to leave. This gives the killer more power(they don't have to patrol generators anymore), and gives survivors a different objective while still allowing both sides to get BP.

    Map problems: I think all maps need to be the exact same size with the exact same distance between doors and the exact same number of pallets/windows. Everything else can be randomized(placement, obstructions, etc), but those I feel need to be done 100%. I think a big problem of balance is maps and if all maps had the same number of pallets, windows, and had the same size with the same distance between doors, balance could be achieved much more easily. I see no reason why one map should have only a few pallets for example while another map has 20.

    Oblivious and Undetectable: More and more killers are getting these, when you would have expected them to be a rare occurrence. This is creating a problem because there are a lot of terror radius based perks or aura reading perks that just become less and less useful the more common this becomes. My suggestion, maybe for aura reading it's not necessary to change anything but terror radius based perks need to be based on distance from the killer instead. I see pretty much nothing but GhostFace and Freddy recently, so things like Diversion become near useless. There's no point in ever running it even for fun because there are so many times where it just barely can be used.

    Teammates who farm you off the hook: Make Borrowed Time be considered an unsafe unhook if you get hit by the killer. This way Borrowed Time would ONLY be used in the circumstance the killer is camping.

  • @Alice_pbg said:

    I must live in a weird bubble... I don't see many campers. Every once in a while sure, but not with the frequency people seem to find them.

    What rank are you at?

    Against freddy, wake up first, then go for the save.

    In general, do gens to pressure the killer to leave.

    No campers ever leave even when gens are getting done. They generally still get a second hook by the time that survivor dies as well. And I've been hovering between red and purple.

  • @StrickxNyne said:

    https://forum.deadbydaylight.com/en/discussion/comment/878247#Comment_878247

    Borrowed time is not a safe unhook. A safe unhook is unhooking out of the killers TR and big AND, not getting hit for like 15 seconds.

    Except with Borrowed Time the game counts being hit as safe because you're not likely to get hit again in that 15 seconds. You still get safe unhooks with Borrowed Time. It's only if you go down it counts as unsafe.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/879067#Comment_879067

    I'm not..just saying what they said..the data isnt conclusive..I'd recommend avoiding lectures

    You said it wasn't accurate. They didn't say it wasn't accurate and Peanits specifically replied to someone else(or maybe you) saying that it was accurate and no one said it wasn't. He was specifically mentioning that it might be his slowdown addons or something else, not that he wasn't performing above standard across the board.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/878828#Comment_878828

    So in other words you dont want to acknowledge reality..devs themselves even said the data isnt accurate soooo..yeah..bye

    They did not say the data was inaccurate. They said that you can't draw the logic of Freddy being OP just from him having the highest kill rate because it could be certain addons. SOMETHING about him is doing too well, they are just saying not to say the killer himself is too powerful. Please don't put words in their mouths.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/878301#Comment_878301

    This is just about making it so BT can't save the unhooked person.

    Person is unhooked -> BT is active -> M1 the unhooked person -> Unhooked person is now in Deep Wound -> turn off your TR -> Unhooked person's mend timer is now depleting and they HAVE to either stop and mend to be M1'd again or just go down due to Deep Wound.

    Yeah but a survivor being chased by a pig crouched isn't that hard to evade and it takes some time for her to uncrouch to attack. A survivor can stand around and try to force her to attack them instead while the person mends over time if they have to. Same for wraith. Ghostface can literally be broken out and has the most counterplay of all.

    These killers have to actually REALLY TRY to force this situation. Freddy just gets it as an added benefit.

    Either way I'm of the opinion BT needs to be distance based.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/878221#Comment_878221

    There is no inconsistency as far as Borrowed Time is concerned. It only works within the Killer's Terror Radius. All the Stealth Killers can shut off their TR one way or another, and being in the Dream World gives the Survivor Oblivious, which makes it count as though they are not in the Killer's TR.

    https://forum.deadbydaylight.com/en/discussion/comment/878271#Comment_878271

    In all of those examples (except EW1 Myers), the Killer can just do what they normally do. Pig crouches until they are unhooked so BT never triggers or crouches after triggering BT to run the timer down, Wraith stays cloaked until the unhook so BT never triggers or cloaks after triggering BT to run the timer down, Ghostface either stays in Night Shroud until the unhook so BT never triggers or goes into Night Shroud after BT to run the timer down, and Freddy either attacks the unhooker before the unhook so BT never triggers or attacks the unhooked to proc BT and run the timer down. The point is that BT is ineffective against all of those Killers.

    If Pig follows crouched she's slower and easier to body block. You can also bait her as the unhook is just long enough. Wraith has 2 seconds of uncloaking and this gives you time to body block or bait out his cloak. Ghostface can literally be broken out of night shroud if he doesn't attack.

    Freddy can attack the unhooked as they're unhooking, hit the unhooked, and then down the unhooker without having to worry about the unhooked getting away because of oblivious.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/876621#Comment_876621

    In a perfect world, absolutely. Although people can (and do) use it to dodge lobbies, and that's not something we want to see return.


    Does that mean you're going to hide survivor items and characters and names because you don't want to promote lobby dodging? I mean killers dodge lobbies a million times more than survivors and if you're going to try to discourage survivors from dodging lobbies because they're likely going to have a very rough game, I see no reason why we should promote killers dodging lobbies either. Unless there's some sort of double standard.

  • I would say the difference is relevant because all of those killers have counter play with BT. Pig can't control her dash perfectly and can't attack instantly when someone unhooks. Ghostface can't attack at all. Myers has to be in tier 1. Wraith has 2 seconds before he can attack. All of them have counter play. They can't trade a hook for a hook if they need to. Freddy can get 2 hooks for one in this situation just by playing like a normal camper despite Borrowed Time.

    @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/108441/borrowed-time-not-working-while-youre-asleep

    I mean u are asleep,and in sleep there is no terror radius so yeah,no bt for ya :F that forces you to wake up even more thats how i see it

    Except he can hit the survivor before they unhook, putting them to sleep. OR he can old Legion the unhooked by hitting them and letting their Borrowed Time bleed out while following them.

    Waking up does nothing against a camping Freddy.

  • I think the tomes on the killer side are not super bad outside of a few that force you to play scummy, but the survivor ones almost all encourage you to play in a way that is a detriment to yourself or your team. The grindy ones don't bother me, but asking for safe unhooks is just saying "equip borrowed time and farm the hell out of your teammates". Throw pallets equates to "waste all the pallets on the map", etc.

    Most of the do X in one trial are perfectly fine. I mean aside from things like unhook 2 survivors safely during the EGC. But the ones that are meant to be completed over multiple games for survivor are just there for you to screw over yourself or your team.

  • @SteelDragon said:

    I needed my 10 escapes challenge so I go with a commodious with the best addons and a Haddonfield offering while my build was Adrenaline, Balanced, Bond, DS. it was 3 rank 4 and 1 rank 5 vs a Demogorgan. at the beginning of the game I followed him to the house with the basement and 2 stairs and found out he was checking his ruin, when he left I cleansed it and started working on the gen. he IMMEDIATLY came back and I had 2 windows open, one was at the direct top of the stairs and the other was just over the other flight of stairs. I looped him there for like 3 gens, I used each window at least 5 times before just 1 of them got a entity blocker. when they eventually both where blocked I started heading to the myers house and he got a free M1 on me, with the speed boost I got to the myers house and I used the balanced landing loop there for the rest of the game until adrenaline kicked in. the demo just stood outside looking at me on the balcony. I heard his Noed get destroyed a little bit after the last gen and he just stayed there until both exit gates where open and I balanced landing down to the exit gate that was right behind the myers house and escaped. he didn't even try to kill me. afterwards he was a rank 9 killer.... said he was now fed up with the game and how he cant just "come home after work and play killer"

    I feel pretty bad for putting him through that, just goes to show you that survivor is the power role and that this game still has a long ways to go before it is balanced

    You literally just said you were miles of ranks above him but it's just "Survivor is the 'power role', not the fact that I used balanced landing on a survivor favored map with a lot of good balanced landing places". I cringe literally every time i hear that phrase. Power role, lol. It's so terrible.

    Anyways, i'm sure that despite you making one killer as a survivor uninstall, there are far more survivors who have done so due to low rank killers. You should have suggested to him not to waste so much time on one person. Good killers are able to manage all 4 survivors, not just focus on one.

    I mean it's obvious he wasn't a super good killer. He had NOED and was hyper focused on you the entire game. You can pretty much tell when NOED is in play 95% of the time when you realize the killer isn't super good at playing killer.

  • I use it on Spirit with Pop as my gen slow perk. They think I'm just running Haunted Grounds if they find the totem because Pop is my gen slowing perk. If they don't cleanse when that 3rd stack attack hits, they're pretty much screwed.

  • @meatisadelicacy said:

    I've been playing tonight for about two hours and haven't been able to get a single one. What's everyone's record?

    Just got mine done a bit ago but it took a lot of games. I had a string of campers because of Thanksgiving though I assume and I don't have BT/ like to try my best to play normally with challenges.

    Got so many campers this one game I literally DCed when he kept hiding as Ghostface and slapping people off the person and then going back to guard them. I was so tired of all the campers I just dced. That game wasn't going anywhere anyways so I didn't feel like dealing with some dickhead. Today I had better luck. I did have 2 farmers yesterday though so that helped with my unhooks. If i didn't then who knows how many unhooks I'd be at rn.

    And yay now the only other one I can do is unhook 2 people during the EGC. Oh how easy is that gonna be solo. Sure there's a lot of NOED right now but usually only one person gets hooked during EGC and when 2 do, one person doesn't get both unhooks. I hate how luck based these are. Gotta get the gates open before at least 2 people die, then gotta have both of them hooked and be the only one to unhook them. Sounds like a unicorn game.

  • I would argue you're in the minority. But I never feel disappointed if I at least 2k as well.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/870816#Comment_870816

    Here's the thing: Traps are a one-and-done deal. Once it is used up, it is gone. If you make it so everyone just starts with a Trap, once people take it off (which they will, because otherwise that would be horrifically OP), all you have is M1 and crouching/ambushing. This could happen currently, but at least for that to happen, either you need to exhaust all your Traps or the game needs to be almost over (which is its own problem, but I digress). Just having the Traps start on everyone to adjust things to "one hook = death" is removing some decision making: Do I use the Traps ASAP or spread them out over the course of the game or save them until close to the end for an Endgame strat (which is now much weaker due to the EGC nerf, but again, I digress)? Do I trap the same person twice or leave them be before 2nd hook because I am sure I can catch them easily afterward? Once someone is Trapped, do I find them at a Box or leave them be so I can better protect Gens? It just becomes "Everyone is Trapped, so now I just play as though I am Wraith 2: Electric Boogaloo." Now, because all that is still necessary to make the one-hook change work, it kinda just means to me that the one-hook change is just not a good idea.

    DS would be absurdly powerful if you are also intending to make it harder to down someone to compensate for one-hook deaths. Stronger than old DS, I would say.

    Make Your Choice would make little sense both mechanically and flavorfully; if a protection hit gives everyone exposed, aren't you just better off still going for the person you are already in a chase with? Plus, the point of Make Your Choice is that the other people are supposed to make a decision (do I unhook and risk Exposed), not the Pig.

    Devour Hope seems like it'd be OP as a non-Hex perk and crappy as a Hex perk (since it does nothing until you kill someone, it would be easy to just knock out the Totem before that happens).

    Babysitter seems like complete garbage

    We'll Make It seems like garbage

    Slippery Meat seems like super garbage

    Breakdown seems like garbage (because either it does nothing useful, or, if it actually becomes good enough to run, Killers just start running Hangman's Trick)

    Kindred wouldn't work as three separate tiered perks as you have described it.

    Furtive Chase seems pointless with the existence of Nemesis. Also, Rancor.

    Camaraderie seems bad for the reason you stated. I wouldn't expect sabotaging to come back as long as Hangman's Trick is a thing.

    How would that work if you are already at full health? Does the healing timer when you go from healthy to injured? That would basically just make it an always on-hand Syringe, which would be crazy. Does it go to waste if you are at full health? That would make it super clunky.

    Monstrous Shrine...meh, that perk needs to be changed anyways.

    How would you "get stacks faster"?

    Pop would probably singlehandedly win the Killer the game if it regressed a whole Generator.

    As I said. Rule set number 2 could be base. The trap could just activate at a random number of generators for each survivor. You wouldn't have to worry about trapping someone twice because they'd be dead on first hook, unless you trapped them then got DSed, which I would imagine would be fine to allow to be done.

    DS could be another part of making it harder to be caught. Not OP but just good enough to possibly get you out of a bad situation for a bit like now.

    I guess you have a point about MYC, but it's pretty similar to what it is like now. Make Your Choice as is doesn't REALLY give you a choice. I guess you could farm your buddy but killers already say that's what causes tunneling(which it only does sometimes, other times the killer just wants to do it). With my MYC you have an option, you can leave the person who just took a protection hit for the survivor you were chasing for the possibly healthy one, or you could take out the one who took the protection hit. Obviously the healthy one would be the better option. If both are injured then it doesn't matter. I occasionally take protection hits for healthy teammates to give them breathing room sometimes, so I think it has its uses.

    Devour Hope is already super rare and only lasts if it's well hidden or survivors don't do totems. How would it be any different?

    Babysitter is already complete garbage. I feel like this one is better than current. At least it's like "Hey, chase me, not them" without them already being long gone anyways. I doubt anyone runs it as is.

    We'll make it increasing base healing speed as people die? How is that garbage? It could even work with self care.

    Slippery Meat is already super garbage. Only difference is Trapper might be one of the best killers with this change so it might be more useful.

    Breakdown - Permanent hook removal, not temporary.

    Kindred - Distance? Just have it like tier 2 bond, tier 3 bond, Empathy 3?

    Furtive Chase - does Nemesis make people the obsession after the obsession has died? If so rip, but I guess yeah if that's the case Nemesis pretty much will do that somewhat better? 45 second oblivious right? Still if so Furtive Chase will be pointless when Nemesis goes live either way. They're almost the same perk but Nemesis is better. If it works like that anyways. As for Rancor, that only pops up after the gates are powered, so I think you'd still only be able to kill one. Someone could probably open the exit gates by the time you killed them and have time to get everyone out too.

    I added that sabotaging COULD come back in my suggestion as part of the whole making it harder to die thing. Meaning permanent broken hooks, or at least significantly longer broken hooks. Maybe even tied to saboteur itself.

    Basically whenever you heal the full health state of a survivor, you gain second wind, if injured it activates. Kinda like Inner Strength but you're able to move and after you heal someone else instead of break a totem. If it needs a limiter you could be broken any time you are injured and don't have it active, meaning the only way to gain health states is by healing others.

    Basically more stacks per kill, or less required stacks overall.

    I don't think it would. One person killed to regress one generator when it's harder to catch survivors because you can once hook them, with the chance of no generators being almost finished. If it would then they could nerf it to 50% of total progress. Or less if it needs it. Game slowing perks are already strong so honestly it may not even need a change at all.

  • @Tursam said:

    https://forum.deadbydaylight.com/en/discussion/comment/870949#Comment_870949

    The problem with that is that you don't win by killing more than half of the survivors. If you don't rank up in a game with rank, it's not a win.

    I believe at least Peanits' view on pipping is that it should be harder the higher you go up to pip. If you're in red ranks, pipping should require you to be getting more kills than the average because you're a better killer than average. I don't think they see this as a flaw. I think they see this as "you're a better killer now. If you want to maintain your rank you have to go above average. If you don't pip, you are where you need to be"

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/874729#Comment_874729

    Who said I was confused? Also, why aren't you talking about the entire post, and only picking the one part where I said the win rate is over 60%?

    Should I assume it's a No too ever getting stats that are accurate and can be used for discussions? Is it also a no too ever getting survivor based stats?

    If the kill rate is over 60% then the survival rate is under 40%. Not that hard. Survivors are just skins so specific survivor info is pretty useless. Perks and items used would help, but if the survival rate is under 40% the games where 2 or more survive will likely be with BNPs and keys.

  • I don't think fake pallets need to be removed but I'd be happy if Windows of Opportunity didn't show them.

  • @Aven_Fallen said:

    Breakout is a Perk like every Survivor Perk of the past 5 Chapters or so:

    It will not be used. People will probably try it (maybe in combination with Mettle of Man, but two bad Perks that somewhat might have a synergy dont become good Perks...) but after two weeks, nobody will use it.

    I mean, I have heard in a Stream where the Streamer was like "Oh, and imagine all 4 using it, with Flashlights"... This will not happen. Even 4 man SWFs will stick to BT/DS/DH/Adrenaline.

    We dont have many Survivor Perks which can be considered Meta, we got even one less with the BL-Nerf. And Breakout (or any of Yuis Perks) will not become Meta.

    The one where you can raise a pallet back might be pretty good, assuming the killer doesn't break them all immediately, but most of the time they'll leave one or so in a chase just so they can't break bloodlust. I mean unless it's a Spirit Fury+Enduring killer.

  • Let's be honest, killers don't care about pipping. They just care about killing more than half the survivors and consider that winning. If the majority of the playerbase considers that winning, then shouldn't the devs consider that as well?

  • If a killer's kill rate is inflated due to a vast amount of people playing that killer, that means even bad killers are doing good with them. That means the data isn't artificially inflated.

    You can't have it both ways, if Hag is only played by people who primarily know how to use her, then that would be why her kill rate is so high, yes. But if a killer is being played predominantly by everyone regardless of how skilled they are with them, and still has a very high kill rate, then that means it doesn't matter how good that person is with the killer, they'll still do well regardless.

    Yeah, those statistics shouldn't be the only thing you should look at(as Peanits said, Forever Freddy might be the only issue for Freddy, not just Freddy in general), but it's safe to say if most people are playing a killer, and that killer is still doing above average, there's something there.

  • @Dozekis said:

    https://forum.deadbydaylight.com/en/discussion/comment/870591#Comment_870591

    No, I was proving a point and I said what I said. I'll say it again plainly. There's far too many things that killers are expected not to do then what survivors are expected not to do for the sake of a "fair game".

    I'm sorry? Have you not seen killers claim there should be some sort of penalty for people tbagging? What about flashlight clicking?

    Camping is unsportsmanlike because as I've said before, it's the exact same thing as if you were in an old school shooter where you stood right at someone's spawn point and shot them over and over and over not letting them play the game. It's a frustrating and annoying experience that ruins the game for everyone because no one really gets any play time once you start camping.

    Tunneling is unsportsmanlike for the same reason, although sometimes survivors will throw these words around without knowing what's actually happening, but if you did it intentionally, then it's unsportsmanlike behavior. You're ruining the game when you do these things.

    Nothing survivors do can actually ruin the game for the killer, because the killer can keep them from doing it. Outside of body blocking, but even then there's a very likely chance that you can still hook a person even then, because you can still attack survivors, there's also Mad Grit to counter it. The only thing survivors could do to ruin the game for the killer is just running up to you and letting you kill them without any gameplay, and I have never seen this happen. Even in this scenario, you get more BP than a camped survivor would most likely, so it's not entirely wasted.

  • I still don't understand how ANYONE could think that a noise reduction in falling will make you lose the killer while you're exhausted. The only time you're exhausted is when you're in a chase and have used your exhaustion perk. The silent falling will not help you lose anyone because if you've already used Balanced Landing, they know it has the silent fall, and even then, the stagger will make it where you're hit before you can try to do your juke by walking your slow ass around to hide. It also won't do ######### while you're injured either.

    This perk is having an identity crisis. You can't have a chase extender be tied to stealth. That makes absolutely no sense and the stealth aspect will be pretty much pointless. Only bad killers will fall for this even if you do have a chance to use it.

    I don't think anyone who is trying to say Balanced Landing is still going to be really good actively plays survivor, except when they have a challenge or ritual. Lithe, Dead Hard, or Sprint Burst will be the go to exhaustion perks and hardly anyone will use BL after this change. I'm actually going to start running Prove Thyself instead of exhaustion perks because I know once the BL change hits people are gonna start complaining about Dead Hard again, then Lithe, then Sprint Burst. Might as well gen rush so I don't have to use exhaustion perks as often.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/867839#Comment_867839

    That seems like it just makes Pig gameplay less interesting. Not sure that would be worth the mechanic changes you propose to me.

    Plus, as far as perks that need to be completely changed:

    Make Your Choice

    Decisive Strike

    Borrowed Time

    Devour Hope

    Babysitter

    We'll Make It

    Slippery Meat

    Breakdown

    Kindred

    Furtive Chase

    Camaraderie

    Second Wind

    Monstrous Shrine

    Probably Huntress Lullaby because it now sucks

    Probably Dying Light because it now sucks

    Probably Pop Goes the Weasel because it now sucks

    How would pig gameplay be less interesting? All that change does is save you time putting traps on. If people would take traps off in the beginning of the game before they do gens, you could make rule set no 2 base kit like people wanted. If anything as a survivor it'd feel more interesting because you'd never know when your trap would activate. Could be on the first gen, could be on the last.

    As for the perks, I'll admit I didn't think of all the hook related perks there were because so few are used( aside from DS, We'll Make It, Borrowed Time, and Dying Light). Anyways most of them could just be small changes.

    DS could work once you're picked up the first time.

    I can't think of anything for Borrowed Time atm but there'd be no more camping so perhaps it could be more for the user than someone you're helping, or it could be like a drive by instaheal one time per person by healing one health state when in dying and giving them endurance, I dunno.

    Make Your Choice could give everyone else exposed when someone takes a protection hit.

    Devour Hope could make your movement speed increase for each person you kill, or just lower the stack requirements.

    Babysitter could work off protection hits as well.

    We'll Make It could increase healing speed without med kits for every person killed.

    Slippery Meat would be fine, it still has the use against bear traps. Though maybe a buff would be fine.

    Breakdown the only thing I can think of is breaking all hooks within the area you were hooked. Sort of a team play perk.

    Kindred is a hard one. Perhaps while in a chase everyone's aura is revealed to each other.

    Furtive Chase could keep the obsession always alive so that perks like Dark Devotion never go away. Perhaps once the obsession dies, a random other target becomes the obsession. Killing an obsession gives stacks for the TR reduction.

    I would have said Camaraderie could have increased wiggle timer but another perk is gonna do that soon so I dunno. Perhaps increase heal speed on nearby slugs. The only problem is slugs would become less probable due to only one hook state but sabotage would be coming back so it might still occur.

    Second wind could just remove the on hook application. We're making it harder to be downed anyways with these changes because one hook = death so I don't see a problem with buffing it.

    Monstrous Shrine could replace BBQ in its BP generation, or just grant some as well for hooking people in the basement.

    Huntress Lullaby could give stacks faster, or something. Same for Dying Light, but then again Dying Light is kinda busted when it gives enough stacks and with only one life maybe it'd be fine the way it was.

    Pop could regress an entire generator.

    @Raptorrotas said:

    And then the instant death after the chase will be unfun next. So the killer will get the option to recycle survivors.

    But because killers dont recycle enough, it will be made mandatory to recycle survivors twice.

    Happened in Deathgarden. Should never be considered here.

    It's already an instant death when you get hit by a camper or a tunneler, so what's the difference? I'd rather move on to my next game and make surviving last longer so that bloodpoints aren't so atrociously low when you do get someone who would play like that. I dunno what you mean by recycle, but I'd much rather have a one hook death than sit on a hook for 2 minutes while my teammates do gens. I'd also much rather not have a killer able to immediately chase me right off my hook with an ebony mori. At least moris won't feel like the game is impossible with this change.

    @GodDamn_Angela said:

    This would make Killers tunnel MORE. Why? Because if it is harder for survivors to be downed a Killer isn't going to want a survivor to go and get healed.

    Once the survivor does go down then the Killer will have to deal with sabo'd hooks, flashlights, pallets and bodyblocking (that would become extremely broken) but the Killer will just tunnel the one survivor until they get the hook/kill. Which means that if someone gets REALLY good at chases then they can run the Killer around basically forever.

    Side: Moris.

    No one said to make it impossible to be caught, just harder to be caught to compensate for only having one life. I also mentioned to make maps darker again and add more LOS blockers so that you could LOSE the killer, not only pallet loop them all day.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/868068#Comment_868068

    Tiny misunderstanding I guess I needed to clarify in my comment.

    Most of the things in my comment are things that Survivors can do, not what I have done personally, except for the Hillbilly and the Legion part that I have done. I was trying to convey how much power a skilled Survivor has if they know what they are capable of with what this game provides. The scenario with the hook and the locker is a valid scenario that can happen and has basically almost happened within what I said minus the locker part and the blind as I am crap with flashlights. Looking back at my comment I can see how it looks like I was saying I was that skilled instead of what I was actually trying to say; I'll have to edit it but my point in it is still valid. Solo Survivors can be just as amazing as SWF if they understand how the game works, if you do not understand the fundamentals of loops, distance, speed, abilities, etc you will lose every time because you aren't paying attention. But if you understand those things you can loop for 5 gens, you can deny the Killer every hook and any kill, the De-Pip Squad proved that not me; if you don't know who that is then look it up on Youtube.

    As far as your questions though my highest Survivor Rank has been 4 because at 5 I get the worst teams who are just selfish and get me killed. As a Killer I have gotten games where I killed everyone before 1 Gen was done and it was purely because the Survivors were brain dead Altrusitic idiots who thought they were good; their cockiness got them killed basically. I do not Survive every game no, I die most games but that's because I care more about getting my team out than myself and sometimes I'm an idiot; risky plays basically. Very rarely do I escape without getting hit, that only happens if the Killer is either very bad or they got Gen rushed to hell because of various reasons.

    The depip squad experiment was over a year ago(getting close to 2), and that was the very last video. Do you know how many survivor nerfs have come since then?

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/868004#Comment_868004

    BL was never the best exhaustion perk, Dead Hard was and still is. Being able too avoid a hit or extend a chase is more valuable then BL because BL was too situational. It was already one of the worst Exhaustion perk in the game because of this change. it needed nerfs because it created unfair infinites for killers too try and deal with. The change is a good thing and BL still has a lot of good qualities. If you only used it for the Stagger then you missed the point of BL.

    Dead Hard is not that great. Use it your first time(or even before your first time) and a killer expects it every time, meaning you can not dodge a hit. The only thing you can use it for is to make it to the next loop, and as I said, I've used Dead Hard before at max distance to reach a pallet, and still got hit while dropping it. How is that good?

    That said, BL and Dead Hard are the most commonly used. Now BL will never be used because it's far too situational and has nothing to balance it out with that. Lithe completely will beat it out now. Sprint Burst even will too, and even Dead Hard and Head On will(though when I used an exhaustion perk I use Head On as a backup).

    Of course, I've had people who are arguing that BL will still be good tell me Lithe requires you to get a fast vault on a window(which is not true, you only have to be holding sprint while going out a window. Pretty obvious they only play survivor for rituals), so I don't trust people's opinions on exhaustion perks unless they actually use them often enough to have an idea of how they work.

    Also, if BL was one of the worst exhaustion perks in the game, how can you be arguing that it will still be good after receiving such a huge nerf? I'm sorry but that silent fall is not going to make it better. If you're exhausted, you're in a chase 90% of the time, because you just used your BL to get to the nearest pallet. Killer's still gonna be chasing you until he hooks you, and after you get unhooked you're not exhausted anymore. At what point will the silent fall be used? Not to mention grunts are not the only sound made when falling.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/866504#Comment_866504

    But most of the outcry was for addons. The devs started out saying it was just going to be addons.

    It would have been so much better to have data and reason behind basekit changes instead of a shotgun approach by people who clearly don't understand what makes her fun and interesting to play.

    The devs didn't say only addons in the beginning either. They said "addons and other minor changes".

  • I'm not using exhaustion perks right now but if I were to it'd be either Lithe or Sprint Burst. I don't like Dead Hard. It's just not good to me. I've been hit by Dead Harding max distance to a pallet and dropping it before, so it just feels BS. I haven't used it since then. Sprint Burst is just annoying to use. It requires too much effort to use correctly for my tastes. I don't like 99ing SB and then finding a gen to hop on, completing it, not getting chased by the killer and either having to walk or waste my SB.

    My current replacement for exhaustion perks is Prove Thyself. Though right now I'm running Ace in the Hole and Plunderer's trying to get more toolboxes.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/867847#Comment_867847

    I disagree, It's still an exhaustion perk so it isn't going anywhere, and I'm sure plenty of killers will be tricked by it, especially if they aren't prepared for it. And comparing it too other exhaustion perks doesn't mean much since it was already weak compared too perks like Dead Hard and SB because it was situational, so it really won't change much.

    It will be a strong perk, and this change is great since it still keeps what made it good but makes it much more fair. I guarantee killers will be tricked by the 100% noise cancel, no matter what rank they are.

    Maybe if they're not a smart killer to expect it after a person BLs off in a chase. Don't see how you could be tricked by it after that. And BL was the best exhaustion perk at the time, despite it's situational status, because of the falling not staggering, sure. That was a powerful effect, but it was the ONLY reason it was ever good. BL requires too much set up to be useful, outside of areas with generators, of which there are less places with that than I can count on one hand. The only thing that made it able to compete with Lithe, Dead Hard, or even Sprint Burst was it's stagger reduction. Now that that's gone, it won't be worth taking compared to the others. People might use it to test it out a bit after the changes, but I bet people will swap to Dead Hard 100%, and if there is ever a situation where they might pick another perk, Lithe or Sprint Burst will be taken more than BL. I'm currently not running any exhaustion perks, because I'm preparing for the BL nerf. I don't like Sprint Burst or Dead Hard, the only one I even somewhat like aside from BL is Lithe, so I might as well get used to not using exhaustion, or using Lithe.

    I'll probably start taking Prove Thyself instead just to get gens done faster and ignore the need for exhaustion. At least then I won't have to run map offerings for Lithe. So now killers that are happy about the BL nerf, when facing me, will have to deal with gen rush. I have several Shrouds of Binding too.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/865113#Comment_865113

    If you're in a chase, yea you're not gonna be able too use the noise cancel, but when doing a gen and the killer is near and you have exhaustion, you can sneak away easily on maps like Haddonfield. It's situational, but powerful.

    If you've been on a gen for even half of it you won't be exhausted anymore. As I said, it'll be rarer than getting off someone's shoulder with no body blocks or wiggle perks.

    I'd also hardly call it powerful. Any killer worth their salt will expect this once the change goes live after the first time they use BL's exhaustion effect. Perk isn't worth it. Lithe, SB, and Dead Hard are all better without the stagger reduction on it by an extremely large margin. Perk is going in the dumpster.

  • @ZFennecFox said:

    I actually believe the state of the game is fine. The only thing that needs to be player side is skill checks. I have games where they are actually a manageable pace and then games where they are unusually fast.

    Camping is a play style that is unfortunately part of the game. The best thing you can do to improve the knowledge of those that play. I.E if the Killer is camping gen rush.

    Mainly the thing that players need to understand is that dying is okay not all games are the same.

    Dying is fine, but being forced to sit out 2 full minutes while not playing just so the rest of your team can gen rush with the likely chance due to all the slowdown perks available now that they will get a second person just so that you can die is not. As i've said in the past. This is basically the same behavior as old school shooting games where people would stand at your spawn point and shoot you over and over and over again upon spawning, which is a big reason other games put systems in place to prevent that.

    Anyways, it's no secret that most people who only play killer want survivors to die faster. This solves that problem as well.

    @TAG said:

    Why would you put a Reverse Bear Trap on someone?

    I mean that doesn't sound like a huge change. Just have survivors start with RBTs on and have them activate at random times upon completion of gens. You already know who you're facing when it's Pig anyways.

    @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/865102#Comment_865102

    Dude, you're changing everything related to hooks! That means perks and overall how the game functions. (with some killers mainly as TAG mentioned RBT)

    How is that the same size as EGC?

    Everything related to hooks, so... removing hook stages, and changing like 3 perks is suddenly a major change? I already gave a suggestion for Pig upon replying to TAG. Sure there are some things that could require major change(mainly balance of killers. Trapper might become too powerful because of how easy it is to get a survivor once they are in a trap), but those might not all come in the same patch anyways if this were to happen.

    The most effort this would require is some additional pallets and LOS blockers on maps, and darkening the maps so hiding is viable.

  • @meatisadelicacy said:

    Got one game after they were "fixed" and then couldn't get back in. Very frustrating. Especially since it was an anal beads Spirit with an "ultra rare" ebony mori.

    Been seeing a few of those lately. Perhaps I should start taking Haddonfield offerings with BL as well.

  • No one freaked out about how DIFFICULT the tome was, well some people thought certain challenges were too difficult, and everyone thought the Dark Sense one needed to be 3 entire generators worth, because the tomes seem to go both ways. For example, one might count generator progression instead of generator completion, while the other counts generator completion instead of progression.

    The main problem with these challenges is that the survivor ones don't equate to "play the game normally", but instead require you to play in a toxic manner. Farming people off hooks with BT, self caring yourself while a survivor is sitting there bouncing up and down wanting to heal you, throwing pallets down while in a chase even when you don't need to, etc. I had to swap to Quentin, then swap to my David at the last second for the flashlight one or else the killer would bring an ebony, because that's what killers do when they see a single flashlight. I also brought Object of Obsession and Windows of Opportunity, Lithe, and Spine Chill(for Spirit), so that I could get the challenge done quicker with both pallets and flashlight blinds. This led to me being chased the entire game and depriving myself of objectives and altruism points. Meaning if I died, I depipped despite how well I did. The challenges just kind of encourage you to play in a way that is self defeating for survivors.

    As killer though, sure, it equated to pretty much "play normally". I did my Spirit gen grab technique game for the grab one, ended up getting someone at a pallet instead(though I also got gen grabs that game, didn't use prayer beads). As survivor though, it was killing ourselves to get our challenges done. The Plunderer's one was the only one I had legit trouble with. I just ran myself up to killers so many times to kill me after I realized someone got the last chest. I once had 2 chests, then the killer found me near the basement chest(the last one). I ran her around Coal Tower with BL, then as I'm running it I see a Claudette walking out of the basement. ######### snuck in there while I was running the killer around it. Look down, yep, the box is opened. I just ran to the killer and had them put me out of my misery. Next game I just said screw it and messaged the others to let me get the chests, and they obliged thankfully.

  • Yeah, I can almost always guess if NOED's in play just from how the killer plays. Especially if they miss a hit they 100% should have hit. I swivel back and forth a lot, if they miss 2 or 3 hits, I'm calling NOED.

    Bonus points if they're camping.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/107099/why-nerf-a-situational-perk-that-has-been-nerfed-before

    Because of the fact on those maps like haddonfield and Macmillan it created uncounterable infinites. Just because it's situational doesn't mean it's fair. The changes take away the op part of Balanced and gives it a powerful buff with 100% noise cancel when you land when exhausted.

    How is noise cancelling a powerful buff? If I'm in a chase the noise cancel will be pointless. when I'm exhausted from BL it's because I used it running from a chase. If anything with these changes BL has an identity crisis. There are very few situations the noise cancelling will come into play. Probably even fewer than getting off the killer's shoulder without any kind of wiggle perks and no body blocking.

  • @Milo said:

    So basically overhaul the main mechanic of the game.

    I mean, killers want people to die, survivors want to not be camped and tunneled into oblivion, and most people aside from very biased people think ebony moris are busted. This suggestion gets rid of all of that, and it's not too huge of a change. It's dropping hook stages, and adding pallets/LOS breakers, and maybe darkening the maps. Most perks only need small changes, sabo could come back(permanent hook breaks, because one hook is death). Borrowed Time might be the only perk that actually needs an overhaul. DS could just work from being picked up.

    I wouldn't say it's too big of a difference from the EGC patch. Sounds like a small price to pay for a large amount of complaints disappearing.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/862666#Comment_862666

    Unless the pig is super Patrol jigsaw boxes and nobody else is down or hooked you roughly have about 2 minutes to get the trap off.

    I typically play solo survivor with a lone wolf playstyle but for the most part I won't open an exit gate if someone has an active trap on.

    Yes but by the time you get the trap off, you're not sure where the exit gates are, unless you get lucky and it's your first box, and you don't have much time left if it's your last. And while you may not open the gates, most do.

  • @honestlybaffled said:

    Really wanna compare abandoning your friends ingame, ruining it not as much for the killer but for the survivors itself that now will have one less teammate, that left for being a bad player, to being abandoned in a lobby when the match hasn't even started? wow. come on my boy, you're better than that; Both the DC'er and the dodger are probably players who want easy wins, but both cases are far from being even matched.

    So what you're saying is that if survivors DC during the loading screen it's fine, because the game will be cancelled and they'll just have to search for another lobby. Noted. Does that mean we can petition to bring dcs during the loading screen to not be punished?

  • I mean if reading 2 pages of a paperback book worth of text is too hard, you can ignore it. It wasn't a reply to you in the first place. I had a lot to reply to, and some things need a little more than one sentence to get a point across.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/862747#Comment_862747

    I wonder if Oni is getting a Christmas themed skin. Or Yui.

    I'd buy a Christmas/Winter Oni skin tbh

    I don't think they are. Steve/Nancy are, and Frank(or maybe Joey) and Susie are. Ash is, and maybe Adam? I think Tapp is too.

  • @Dwight_Fairfield said:

    https://us.v-cdn.net/6030815/uploads/105/HI9DTEWT5DLF.jpg

    https://us.v-cdn.net/6030815/uploads/409/QWTWV9ZWL1Z7.jpg

    Look at him. Just look at this gorgeous Dwelf. I wonder if the bells jingle when he teabags....

    Now I hope Dwight gets a green shirt and shorts so I can make him Link...

  • I don't use moris at all. If I want to kill survivors I have Devour Hope and Rancor. If I have a ritual, I have Devour Hope and Rancor.

  • @PistolTimb said:

    https://forum.deadbydaylight.com/en/discussion/comment/862679#Comment_862679

    Lobbies are quick for me. And I don't have to worry about lobby dodging killers because I'm a solo survivor ;)

    I've seen quite a few lobby dodges and I'm generally a solo survivor as well.

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