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Atrushan88

Atrushan88

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Atrushan88
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  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/700805#Comment_700805

    Considering you have, what, 27 posts now that means one of two things. Either A) you took a break from the game and you just came back or B) You got banned off the forums once and now the ban is up.

    Experience does tend to equal skill. If I play for 1K hours, I'm probably decent.

    I'm glad you think that Survivors should be able to loop the Killer for 5 gens, as you have established. Spirit Fury and Enduring is not as strong as it once was. Especially with the increase in pallets across the new maps. Spirit is completely counterable, just because YOU don't know how doesn't mean she isn't. Take this for example, I have no idea how to make a computer, just because I don't know how to does not mean other people don't. See my point?

    To be fair, a lot of those pallets on new maps are moreso traps for survivors than anything. Any killer can just walk around them without having the survivor drop it on them and get a hit. As for Spirit, my only real issue with her is that she can make physical contact with you while she's phasing, guaranteeing her a hit if she does. You can't walk back on your own scratch marks if she's following you, so you can't trick her that way.

  • It's not just the Demogorgon. Even going from menu to menu is laggy among other things. Sometimes I have to close application because the searching for match menu locks up.

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/700739#Comment_700739

    I'm talking about sensory reading perks. Although, I often use "Dark sense" and I never ever saw it work on Myers unless he stopped stalking.

    Everything works on Myers at Tier 2 onwards. Spine Chill does as well.

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/700627#Comment_700627

    DS still works on him and I'm a sensory perk user. Unless Myers stop stalking wtv the tier your perks won't trigger.

    The only time aura reading perks do not work on Myers is if he's in Tier 1. Once he hits tier 2 they work.

  • @TheUnendingNightmare said:

    Soooo you're complaining one of the worst killer in the game is now a good one ?

    Leatherface and the Cannibal can easily prevent any use of DH so idk why this would be so scandalous. Also, Myers completly prevent any use of all sensory/aura reading perks.

    That's just how certain killers work.

    Myers does not remove all aura reading except for in Tier 1. Myers does not stay in Tier 1 for long unless it's Scratched Mirror. Dead Hard is not a band aid fix to toxic behavior on the killer's end, Borrowed Time is. Oh and Freddy is strong btw.

  • @DontNerf said:

    https://forum.deadbydaylight.com/en/discussion/comment/699572#Comment_699572

    I get what you mean ruin is strong it has to be! If it wasnt killers would have little effective ways of slowing the game down same for Demogorgon yes you can place traps on the totem yes you can see when people are near it but that doesnt change the fact that ruin is easy to pop, wait until they are in a chase then brake it.

    I'm not talking about the Demogorgon placing traps over Ruin, although that's also possible, it's moreso his gen patrol is too strong in addition to Ruin slowing the game down so much when it's not popped within seconds. He has too much pressure in those instances.

  • @DontNerf said:

    https://forum.deadbydaylight.com/en/discussion/88803/i-feel-like-the-demogorgan-with-ruin-is-too-strong

    You clearly havent played killer if you think ruin is strong. Dont like it? Find it and cleanse it ruin spawns are broken anyway

    I have played killer plenty, and I didn't say anything about ruin itself.

  • @NoShinyPony said:

    @Atrushan88 Why shouldn't killers be able to use their stealth ability? I often enough see CamPigs in stealth mode, for example.

    Also, this is not a camping-only issue. Hook rushing exists. If I am playing Wraith and chasing somebody and this person will lead the chase to the hook while having enough distance to me that I can't hit this person before the unhook, I will cloak to deny BT.

    Camping Pigs generally only camp until someone comes nearby, so they can chase the other person. I don't think I've ever seen one actually deny BT, they generally are on someone else's ass the moment they come near.

    @NoShinyPony said:

    @Atrushan88 Why shouldn't killers be able to use their stealth ability? I often enough see CamPigs in stealth mode, for example.

    Also, this is not a camping-only issue. Hook rushing exists. If I am playing Wraith and chasing somebody and this person will lead the chase to the hook while having enough distance to me that I can't hit this person before the unhook, I will cloak to deny BT.

    I mean yeah, hook rushing exists, and is a bad habit as a survivor, but camping is a worse issue than hook rushers imo, and BT while promoting hook rushing, also counters camping, although not really considering it only legitimately works when the exit gates are opened.

    Well Wraith is easy to forget, but even with Wraith, if he cloaks, he's preventing himself from attacking the unhooker and the unhooked, who will likely body block as well.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/699427#Comment_699427

    Some other killers have a stealth ability that totally denies Borrowed Time, so we should be fine here.

    Those killers, barring Tier 1 Myers, generally cannot use those abilities while camping. Tier 1 Myers though even has a 6M TR, meaning he is denied this possibility as well. Overall, "stealth killers" are denied this as well. A Pig isn't gonna crouch while camping and be able to be accurate enough to hit the unhooked if the survivors play it right, and her ambush has a delay. A GhostFace will be denied his shroud before he gets a chance to use it against BT.

    @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/699412#Comment_699412

    This is how the old BT used to work. Nobody complained back then that BT was too weak.

    Also, killers have to use perk slots all the time to counter game mechanics. Not to counter survivor perks, but to make up for bad game design.

    Not that I disagree with you, but the principle of "perk = band aid fix" has been killer's daily bread for years.

    While you say this, BT itself is a perk as a band-aid fix to counter unhealthy "game mechanics", as is DS. That band-aid fix is being removed for Freddy. I'd rather survivors within a chase for 10 seconds be put to sleep automatically rather than this.

    Try impossible.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/699331#Comment_699331

    Then you need to run standard hook camping procedure: you and another person need to bait the swing/unhook, and when he's in his hit cool down, the other person unhooks them, then you protect as much as you can. Didn't say it was easy.

    Problem with that is TWO survivors need BT, and it needs communication, which if you're solo is lacking.

  • Except if he's camping he can just hit them since if they don't let him he could just pull them off. If Freddy has so much trouble at the end of the game with Adrenaline they could simply make it where if you're in a chase with him for over 10 seconds you automatically get put to sleep or something.

  • As Myers I can almost never hit a Meg if she tries to 360 me or even wiggles around. I feel like his height throws me off severely.

  • It's a really good perk, I was sure it would be as well. It also saves the person who just saved you the time of healing you, so they can get back on a gen. That said, it ruins altruism points. Devs really need to rework survivor goals.

  • @Aurien said:

    Toxic survivors are annoying but the same can be said of toxic killers. Lost count how many games I've played where the killer hooks someone and then just circles the hooked player. Or sits there and hacks at the hooked player just cause they can. Or how bout watching a survivor crawl towards the exit gate only to pick empty up and drop empty away from it. Wasting time just so the entity will kill em

    I feel like toxic killers are far worse than toxic survivors. I don't like either but I'd rather face toxic survivors over toxic killers. That said, I actually love when they try to play with me at the exit gates. I continue crawling because they always try to wait to pick me up until the EGC is RIGHT about to end. After which, they're forced to drop me, and there's a bug I reported a while back that hasn't been fixed yet, so those toxic killers who try to do that to me, end up being unable to end the game, and just wander around until they're forced to DC, or I DC, and I don't DC, so they get punished for their misdeeds. Btw if anyone says I'm exploiting anything, I'm not, because I'm not in control of the situation. They're the ones who create the bug, not me. If they'd pick me up earlier and hooked me, it wouldn't happen.

    @LegionOfWolf said:

    My name is Tony, i play dead by daylight on xbox, my issue or request today, is that something is done about killer bullying: Running circles around the killer, body blocking, and crouch spamming at the exit gates. My proposition to fix this is that a feature similar to the entity blocking Windows is added, Eg: If people are taunting and messing around at the exit gate, its blocked, if people are running circles around the killer, the entity's tendrils come up from the floor and do 1 hit level of damage, no lesser punishment would suffice there as "deep wounds" would be ignored by the survivors, and body blocking can be handled similar, if multiple people are dirrectly in front of the killer for more than 4 seconds: One level of damage. I sincerely hope you consider this and i'm appreciative of your work on the game, Sincerely Tony G.

    The only way you can prevent tbagging is to learn to play as killer to the point where they have no time to do so. Downing those kinds of survivors is always a sweet reward, honestly. That said, if they're tbagging at the exit gates, as Peanits said in another post, they added something like that in 2016. All you have to do is walk in front of them and press the attack button and they will either be put in the dying state or forced to leave.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/699264#Comment_699264

    Iridescent Head + Infantry Belt + Ebony Mori Huntress vs 4 Instaheal/BNP and the Huntress is by far going to have the better time...

    My point was that game quality is far from a 50/50 shot in ANY game. Every game the chances of escaping/killing depend heavily on items/addons/offerings. No two sided game should have anything other than a 50% chance of winning from the beginning of a match. Sure, those chances of winning reducing or increasing over the course of the match are fine, but no game should START with a significantly reduced or increased chance of winning.

  • @The_Manlet said:

    The game isn't anti-survivor, the "problem" is that it's being increasingly balanced around high rank and most of the playerbase are potatoes. And since the game is controlled by survivors, if the survivors aren't good than the killer doesn't need to be either. Survivors can still loop very effectively and high rank survivors run multiple get-out-of-jail-free perks.

    There is literally NO balance in this game whatsoever. It's literally whoever brings the bigger guns. Iridescent Head + Infantry Belt + Ebony Mori Huntress vs no item survivors? Good luck survivor side. 4 Instaheal/BNPs+BL+Haddonfield vs Huntress with no addons? Good luck Huntress. They might say "Hey a killer might feel a bit too strong at base, so we're nerfing them slightly", but game quality is still a wreck because of how certain things tip the scales from the beginning of the game. That's obviously not going to change, but personally imo games should be balanced around a 50% chance win or lose for both sides, rather than whoever has the best addons/items/offerings. Some people might find the challenge exciting, but that doesn't make it balanced. The other side still has less chance of winning depending on who brings what into the trial from the beginning of the game.

    I'd rather things that are brought into a trial change only slightly, rather than be so off the wall that you just feel like "Well, guess this is a depip". As I said, Freddy's addons are probably the closest to balanced while also being somewhat exciting we've ever gotten.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/699187#Comment_699187

    That’s just a nice bonus if the survivors happen to be awake, thus no TR temporarily.

    Tinkerer’s main benefit on Freddy with this build is being able to teleport to the relevant gen and being able get quick hits/downs because of the auras and limited escape routes.

    I'm pretty sure I was actually asleep and didn't hear the lullaby either. I could be wrong, but I don't think I was awake. That's one reason I was so shocked. I didn't actively wake up that match at all, as the only time I wake myself up is if multiple asleep people are on a gen, or a clock is near me.

  • I think @alienschmalien and @AWesley91 summed it up pretty well, but at the same time, while removing things like moris may not fix a whole lot, it will at least cause the game to be less frustrating for a majority of players. I'm not saying to remove the power to kill by hand in general, but the offerings(mainly ebony moris), are entirely too powerful to be allowed in a game if you're expecting it to be balanced. There's absolutely 100% nothing balanced about removing such a huge portion of gameplay, and they encourage another unhealthy gameplay pattern on top of that, which is waiting for someone to be unhooked and then tunneling them down immediately. Killers will literally stay right near the hook waiting to be able to mori you, and if a survivor that unhooks doesn't have BT, you're screwed because the place they brought you likely doesn't have any pallets or anything to use for safety.

    I do agree though that removing some of the high intensity things might make the game a bit more stale, I'm not saying to make things stale in general. I think a lot of killer addons should be made to be more like Freddy's pallet addons, subtle differences that change gameplay, but aren't entirely too powerful. They make you guess what you're up against, but don't significantly tip something on the killer's favor, kind of like a mini mind game. This is why I think Freddy's addons are probably the best created addons in the game. They keep the game fresh while also not being entirely overpowered, and Freddy doesn't suffer in the process. I would give up all item addons and make items only have more charges(albeit maybe give them a buff to their base kit slightly) in order for all addons to be like this + make moris need to be earned.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/698991#Comment_698991

    The wake up action prompt doesn't appear until the sleeping person is fully healed.

    I just figured they kept the part where survivors being picked up off the ground woke up automatically because they used to with old Freddy. It always screwed me over when I slugged someone.

    @[Deleted User] said:

    Oh yeah, @HatCreature I’ve been having a tremendously fun time running Tinkerer, Bitter Murmur, Cruel Limits, and NOED.

    It works BEAUTIFULLY on Freddy when teleporting to a Tinkerer notification and they’re still foolish enough to complete the repair (map dependent of course)

    Tinkerer Freddy definitely gave me a scare. As I said earlier, I ######### a brick when a Freddy came up behind me at the schoolbus and slapped me.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/698981#Comment_698981

    Even if a downed teammate is revived they remain asleep, unless a heal skill check is failed, or the one doing the reviving is awake and can perform the “wake up” action.

    Also, just to help you out here, but intentionally hooking a survivor in an area heavily loaded with fake pallets is going to be bad against a team on coms. You’re going to be carrying this sleeping survivor through the area, they get hooked and wake up, notice every single pallet disappear, and can tell their team when they’re on their way to rescue “watch out, every pallet near the hook is fake”

    They must have changed that then, because when I played Freddy pre-rework they ALWAYS woke up after I downed them if someone picked them back up. As for the thing you mentioned, I usually hook them at T-L Walls so they can't really see their surroundings.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/698971#Comment_698971

    In correct. Survivors remain asleep when downed, and only wake up after hooking them.

    Is that true? I could have sworn they were awake when downed, then again maybe you're right. I guess it's just because when you down a survivor and other survivors heal them to injured they wake up. Actually now that I think about it, you're right, because when I get put on the hook by a Freddy is when I wake up. Forgot about that. Fixed. Either way, the moonwalking thing I mentioned definitely helps, because survivors are generally focused on the chase, after breaking a pallet they usually try to gain distance so they aren't totally looking and you can keep momentum while doing it.

    Has a puddle Freddy yesterday get me with Tinkerer. I ######### a brick when he appeared out of nowhere and hit me.

  • The Nightmare or Freddy Krueger is a character from a horror video game called Dead by Daylight and also from a horror film "A Nightmare On Elm Street" Freddy Krueger is a part of the A Nightmare on Elm Street Chapter.

    This says the only things that don't stack are Pill Bottle and Black Box. Pill Bottle afaik doesn't have anything to stack with. I assume for Black Box it means it won't stack with Red Paint Brush maybe?

    As for the snares, perhaps you're putting them right in front of the windows? If so perhaps they're not getting slowed until they already fast vaulted. Maybe try putting them slightly in front of the window so that they're slowed and THEN have to vault. It forces them to medium vault but if you're facing Lithe or something like that, it should still proc.

    I see a lot of Freddy's like Red Paint Brush combined with Swing Chains. The only way survivors can wake up is through the clock which is on the other end of the map from them and other survivors, but they all start the trial asleep. Their action speed is also tremendously reduced as an effect of that. Red Paint Brush seems to be a REALLY strong addon when combined with Swing Chains.

    I play Freddy a decent bit, but I don't main him, and I prefer Pallet Freddy. What I generally do is down them first before placing pallets, or do it while I'm in a chase by sort of turning around moonwalking after breaking the pallet and placing it while I'm after them, so they don't know I did it. It generally works for me. One of my favorite things to do is find someone who throws pallets, run them into an area with a lot of them, and clear that entire area of pallets, then I run any new survivors I chase into that area. When there's one gen left I can do a lot of work by doing that. I also hook any survivors I down in areas with a lot of my fake pallets.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/88803/i-feel-like-the-demogorgan-with-ruin-is-too-strong

    in all fairness he only gets notified if he's actively checking if there is someone nearby. And hey, now you console players have a nurse equivalent xd

    Yeah but how hard is it to check? As for a Nurse equivalent, I always thought Spirit was our Nurse equivalent. I don't really think he's overbearing or anything without game slowing perks, but with them it's an entirely different scenario. I had one with Surge who was popping my gen in the middle of the map every few seconds, and then I naturally had to run from him, to the point when I got it to like 80% he eventually brought it down to like 10%. I was like "REALLY?!". People say Surge isn't good but I think it's damn good for those gens in the middle of the map especially.

  • @Captain_Spaulding said:

    For once, I agree. Survivors already make about half what the killer does in a match. Sure surviving is 5k but the dailies always give less that what killer does. And it's a little harder because killer can decide to tunnel you down making that one daily take roughly 3-4 games.

    I was playing all day yesterday with Nancy trying to get that damn thing, and not a single game did I survive, let alone open the exit gates myself. I had some fun games, one with a Freddy who I used Head On a bunch of times on, and he wasn't even mad about it, in fact he enjoyed the game as well, but not a single time was I able to open those damn exit gates. I can't just play immersed either because if I do then the generators will never get done, and I won't be able to open the gate anyways. I mean the 60k killer offerings require you to do something that's relatively easy as long as you have an offering that isn't a Cypress mori. Why are survivor rituals so damn hard? In fact I can get most killer rituals done in one game, except moris because I don't like to use them unless it's Devour Hope, since I don't have Rancor. Oh and look, just had the closest game to an end to this damn ritual yet and I get Rancor as the obsession and it triggers the moment the exit gates are powered.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/698583#Comment_698583

    BRUH, at this point i dunno even what to say. You think ruin is op on certain killers (or platforms, or against some players)? Fine, ask for a nerf. I'm sure they will block the Ruin selection on some killers.

    I'm saying Demogorgon with Ruin is a little too overbearing. I'm not asking for them to specifically nerf Ruin or Demogorgon significantly but perhaps NOT give it a notification when you're destroying a portal would help a little. There are plenty of tracking perks that can be used without crossmap travel being tied to knowledge of where survivors are.

    @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/698513#Comment_698513

    That requires them to have a specific item, though. Plus, with the Hag traps, if Survivors give the Hag the opportunity to teleport, they have a very real chance of getting hit right then and there whereas with the Portals, there is more leeway for Survivors to run from the Demogorgon.

    This isn't me saying the Demogorgon is bad or anything, but I'm not convinced that the Demogorgon's strength becomes over the top if you slow the game down with something like Ruin.

    The hag's traps also require a specific item for her to travel without needing a survivor to step on a trap. They can be destroyed with flashlights with no information given to Hag, and since the Demogorgon can place his portals wherever he wants, without it taking long at all, it can place them in areas where it wants you to run. You get a few steps on it sure, but every map has a gen that you pretty much need to do to not get 3 genned, and those gens are generally in unsafe areas. Keep in mind, Freddy can teleport to gens and requires a 6 second channel time.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/698513#Comment_698513

    Pc players are used to a different framerate, a massive downgrade is why they can't hit great. Again, git gud, a lot of red ranks ps4 players have no problems, just like red rank pc players.

    And even if you do not want to learn skillchecks, just find the totem.

    Funny you say that, because I've gotten a lot of games recently with red rankers who still were not able to finish the gens. Kinda hard to look for Ruin with a big venus fly trap on your ass.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/698453#Comment_698453

    Just because people can't git gud that doesn't mean they need to be spoon-fed and helped. At some point the learning curve will increase.

    Puppers is a red ranker survivor. He can't hit ruin skillchecks on PS4. Just about every PC player I've seen do a video on PS4 had problems hitting Ruin skillchecks. Also the killer is being spoonfed in this case. The survivors may have issues hitting Ruin skillchecks, but the killer has no issues finding them.

    @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/698453#Comment_698453

    I mean, a Survivor has to step on the Portals if they want to dismantle it, plus Hag can just stick her traps everywhere without worrying about them being dead unlike Demo portals.

    Flashlights, and a Hag cannot stick her traps everywhere without worrying about them. Demo's portals only appear after he teleports through them, AND they take a really long time to close solo, in addition with addons that make it even slower. He also again, has other powers, whereas Hag does not, and Hag is one of the better killers, and he has Hag's power, but slightly delayed. However survivors are ALSO delayed.

  • @YaiPa said:

    Imagine complaining about ruin in 2019.

    When your teammates always either fail skillchecks or go looking for it, then with Demogorgan it's a problem. Also, in case you haven't seen, some rank one survivors have actually had to go look for Ruin constantly because on PS4 they cannot hit ruin skillchecks to save their lives. When it works, Ruin slows the game down tremendously, and it's a perk everyone uses. On PS4 it almost always works. When combined with a power that can teleport wherever you want practically whenever you want, it's a little strong.

    @TAG said:

    Hag?

    Hag requires someone to step on them, unless she has an ultra rare addon that I've rarely even seen used, and her traps don't give a notification if you flashlight them. In addition, her power is LITERALLY only that, she gets nothing else. Demogorgan has 2 powers, 3 if you count the passive seeing people destroying his buttholes.

  • @Snapshot said:

    https://forum.deadbydaylight.com/en/discussion/comment/697061#Comment_697061

    If you have 0 TR at a jungle gym in a chase, and the survivor has Object of Obsession (quite common these days, at least for me) they can see you the entire time, making mindgames impossible.

    Rarely ever see anyone have OoO on, and from my experience in watching high rank killers, they rarely see OoO as well. Also if you have a problem with OoO so bad, why don't you bring Third Seal or some blindness addons?

  • @Decarcassor said:

    https://forum.deadbydaylight.com/en/discussion/comment/696813#Comment_696813

    https://forum.deadbydaylight.com/en/discussion/comment/696936#Comment_696936

    You both realize that Furtive Chase only work in chase, right ?

    It does not reduce the Terror Radius unless you are currently in a chase (and have stacks of course). Wich mean the survivors will hear you coming. And you can't combine it with Monitor & Abuse, because M&A increase your TR by 8 meters when you are in a chase. Wich mean you would need 2 stacks of FF to just cancel the increase of M&A and at 4 stack you would only get half of the (useless) effect of FF.

    Beside what is the point of reducing your TR in chase ? The survivors hear the chase music and see you. You still have the Red Stain too. So even if you could in theory reduce your heartbeat to 0 in chase (wich I'm pretty sure only Myers can do and only in EW1 or 2), it still would not help much.

    And if you could do that from the start of the game maybe it would be an interesting gimmick, but no. You have to hook your obsession 4 times. So in all likelyhood, by the time you get all your useless stacks of FF, the game is probably close to being over if you are not playing against complete potatoes (if the obssesion hasn't DCed or killed itself on the hook).

    So once again how is Furtive Chase supposed to help the killer do his job exactly ?

    If you have 0 TR in a chase at a jungle gym, they'll never know where you're coming from. Haven't you ever seen Monto's 0TR inside and outside of a chase builds? Generally they include addons that reduce TR as well. Pre-Rework Freddy had one, he could see anyone's aura from anywhere, for example.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/696958#Comment_696958

    So it will be great for their friend but unfortunately they are playing a brand new rank 20 killer who will make a decision this week whether to buy the game or not. That killer WILL NOT be buying the game.

    Red rank survivors playing rank 20 killers WILL be teabagging, they WILL be flashlight-clicking, they WILL be using every toxic perk.

    If someone is genuinely a rank 20 survivor, playing with red rank SWF friends, they will be easily be able to carry you against a red rank killer.

    To be fair rank 20 killers don't really have many problems with the game. When I first played, killer was my stronger role, because rank 20 survivors are easy as hell, even without camping. As survivor though...that was a different story. Every killer pretty much camps at rank 20, and even in higher ranks there are campers. If they're playing the killer, they may have a game where they get no one, but generally they will have fun, and no NEW killer is going to be like "This perk is OP" or "That perk is OP!" because those perks are pretty standard use, they're good, but they're not super problematic. The only time they'll be feeling REALLY bullied is if they go against a sabo squad or a red ranker is bullying them, but they won't feel like the perks are the problem. The only people who complain about perks are people more experienced with the game(not that everyone's complaints are justified, just saying, no new person is going to be like "SPRINT BURST OP").

    On the other hand, a new person who plays survivor is going to have a miserable time, and I can almost guarantee anyone who stays will either quit playing survivor pretty much right off the bat and switch to killer, quit the game entirely, or be one of the 1% with nerves of steel.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/696950#Comment_696950

    While this is a good idea, the problem is that it stops experienced players playing with their friends who have now got it, and helping them learn the game.

    In my experience in talking and playing with people who are queuing with their friends is they don't teach them how to play the game, they just run new killers around while their friends do gens and ignore everybody who isn't in their SWF. I've been 1 hooked due to SWFs with red rankers.

  • I personally just believe SWF should not be allowed if you're 2 tiers away. For example if you're red, you can't play with green, if you're green, you can't play with brown, etc. It'd solve a lot of issues where matchmaking is concerned. As for the topic at hand, new survivors are being bullied by older killers as well. Or did you not see the post about some guy bragging about abusing them?

    That said, it's rank reset too, so that makes it worse. Annnnd apparently matchmaking is being crazy again. Just got in a game with 3 red ranks(2/3/2) and I'm rank 11 atm. Oh well, at least I'll finally get that damn open the gates as Nancy ritual. Nvm, I'm never gonna get this damn ritual.

  • I personally like Furtive Chase. I can easily get all 4 Remember Me stacks with it, and the other part of it helps as well. In case you didn't know, you can make certain killers have 0TR with Furtive Chase in combination with other things. I'm not gonna say it's the best, but it's pretty fun to run. There's another build I wanna use Furtive Chase for, which is a Myers build. Judith's Journal + Fragrant Tuft of Hair. Sadly, I don't have either add on atm and I'm leveling other characters. Also for some reason I have problems hitting with Myers. I think it's because he's so tall. Megs especially. I miss them all the damn time with Michael.

  • A Pig main is literally on the dev team so they don't hate the Pig. I imagine she's doing fine and there are very few instances where this even matters. There's only one big one, which is NOED. I don't think they want a NOED that can be hit from that far away.

    As for what Groot is saying, you're referencing the BUG, which was that DESPITE the lunge being no longer counted as a basic attack, it was STILL proccing exposed effects. So this WAS a fix, not a nerf. You could argue that BEFORE the BUGFIX, where they actually CHANGED the attack to a non-basic attack, was a nerf, but that's not what you're referencing in your main post. You're referencing something that happened AFTER they changed it to be a non-basic attack.

  • @Xboned said:

    https://forum.deadbydaylight.com/en/discussion/comment/696709#Comment_696709

    I appreciate your engagement. I'm no pro, but I left some thoughts on your thread. Free bump if nothing else. :)

    https://forum.deadbydaylight.com/en/discussion/comment/696732#Comment_696732

    Okay, so that last point really stands out to me. It's true, I'm not actually blocking anyone from being able to play the game. That's a valuable distinction, thank you.

    https://forum.deadbydaylight.com/en/discussion/comment/696733#Comment_696733

    It's a definition that makes a lot of sense to me, enough to seem obvious in retrospect, so it helps.

    No problem. I mean that's the way I view toxicity. Everyone should be able to play the game, no one should be unable to do anything for the entirety of it, or even 2 minutes.

  • No, it's not toxic. Survivors see a lit totem and they will go after it so hard. I would say it's a valid strategy. Generally I used to play Hag with Thrill/Devour/Ruin and the information it gave was so useful, some people would be so committed to the totem I would get grabs.

    The difference here is you're not doing anything to a person. The totem can't move, has no mind of it's own, and isn't a player. If it were a person on the hook you're preventing that person from enjoying the game.

  • @Caretaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/696534#Comment_696534

    See, as someone who runs No Mither, Sloppy, FF, all these things are just a joke to me. Cuz I don't heal. I just loop and do gens. That is if I ever get seen at all. It's not that much slower, it's like 6s for SC, 3 for healing someone else. It's just the red bar making it seem worse than it is. Second FF I didn't hit anyone?

    I was saying if you had hit the one person, you could have hit all 3, they were all nearby. It could have been really great for you. I don't think it was something to downplay.

    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/696534#Comment_696534

    Actually, if you're really good at running loops, being a one shot down shouldn't be a problem to you. The only time being a one shot down is a problem is when you think you're going to get hit by the killer.

    All in all, great survivors don't need to heal when they can run loops so good that the killer can't get a hit in. :)

    I disagree. I mean yes, if you are better at loops than the killer, sure, but True has gone against some really damn good survivors as Legion and 4ked consistently, and I'm sure he doesn't think Legion is a dumpsterfire. One game he even used perks that countered themselves.

  • @Caretaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/696469#Comment_696469

    Sloppy barely adds like 3s to healing someone else, 6s if you use Self-Care. If I'm remembering the times correctly. Also, Adrenaline completely negates both of those. Thana is 15%? I think at max, assuming I have everyone injured which most of that game I had 2 or so injured so that's only 8%? That's pretty much non-existent and someone had toolbox which would negate it anyway.

    As for We'll Make It, that hard counters both cuz WMI is 100%. Sloppy cuts healing by 20%, add the 2 injured that's 28%. If they even stack cuz I think they made it so they don't stack. Either way, that's still 72% extra healing speed on WMI.

    Everyone says to run Thana/Sloppy on Legion which is a bit of a contradiction and I never liked it. Thana is cuz he injures people, sloppy is for when they heal. However, you shouldn't heal against Legion and a lot of people just rush gens into Adrenaline and ignore healing altogether. The #s just aren't good enough to run those perks imo. I'd rather run my comfort perks.

    If you don't heal Legion is still able to get you though. Not healing is just as bad as healing, just like Plague. You either heal and he injures you again, or you don't and you're a 1 hit down which makes it easier. Also, again, that second FF would have given you full Thanataphobia stacks. If they were SWF, then yeah We'll Make It likely would have still done a lot for them, but it still would have slowed them down, and take it from someone who's dealt with sloppy a lot. It hurts, it hurts bad.

  • One thing I'll mention is you said you don't like Sloppy Butcher/Thana, but one, isn't that Legion's main build, and two, if they had we'll make it, they countered you not having Sloppy/Thana.

    I also feel like that second feral frenzy was really bad. I mean you could have had all 3 of those people injured with that most likely if you'd played it right. I really think people are downplaying how big that could have been.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/696328#Comment_696328

    It throws the match off-balance, sure, but that's almost the point. In an asymmetrical PVP game, achieving absolute balance is impossible anyway, it's never going to be completely 50/50 from the start, so in my opinion things like OP add-ons that only come along once in a while throw a bit more spice into the mix. I say "once in a while" because that's the intention, although I'm fully aware that's not how it is in practice. As I said earlier, I definitely think their spawn rate should be greatly reduced, but I wouldn't advocate for removing them from the game altogether.

    Yeah, but in a game where it's one team vs another(I call them both teams anyways in this instance), there should always be a 50/50 shot, or 50/50 should be the goal. Otherwise the win on one side feels cheap, and the feeling of "Oh yay, a depip game" is what you get from the other side. It should never feel like the game is so imbalanced that you feel like you have to either be so much more skilled than the other side that you'd crush them anyways, and that's what things like this do.

    I don't mind addons in general, but I feel they'd serve a much better purpose being like Freddy's pallet addons, changing the power somewhat, rather than buffing you significantly. I feel like Freddy's addons in general are probably one of the more balanced out of any killer, but they're still very nice for Freddy. Although maybe his ultra rares are pretty powerful too, but they're nowhere near the level of Iridescent Heads.

  • I honestly don't think that games are as short as people say. Every video I watch online of a DBD game has been around 10 minutes or longer, and they're edited.

    TrU3Ta1ent even is a pretty damn good killer and games last anywhere from 10-20+ minutes.

    Also while I'm not the best survivor, I generally have longer games as well, unless the killer is a Myers who pubstomps every one of us with EW3.

  • @Fibijean said:

    For the same reason BNPs and syringes are a thing. Both sides have some ultra-rare OP add-ons. The devs have been nerfing them one by one because people complained so much, but personally I think it's a shame and makes the game blander and less varied. The add-ons are ultra rare for a reason. They're supposed to be OP, but you're not supposed to come up against them in the majority of games. Perhaps, as you say, they ought to be a lot less common on the bloodwebs. But mechanically, I don't think there's really a problem with them.

    Games are very imbalanced because of ultra rare addons, and you come across moris far more often than you'd expect. Instaheals aren't all that uncommon either, but they're not really much of a comparison. You can't combine a very rare addon to med kits with an insta heal, or you're shooting yourself in the foot. Iridescent Hatchets' downside can be pretty much countered with a purple addon. Either way, game quality suffers because of this. Games are very one sided depending on who brought the bigger guns. Sure, you can win against them despite it, but if you're of equal skill and as optimal as possible, the one who has the advantage from the start is pretty much winning. Game Quality suffers tremendously because games aren't 50/50 from the start.

  • @ProfessorDunwich said:

    Seriously, these are absurd and not that uncommon. Just played against a Huntress with them and they have 7 more left.

    Because Moris aren't enough.

  • To all the people who don't understand why it's like this:

    Survive With Friends had an issue where after you were in a game with your friend(s), you would go back to individual queues, have to back out, then go back to survive with friends, invite your friend, and start all over. It was extremely frustrating. They combined SWF with Play as Survivor because they were essentially the same thing. As Peanits said, if you could use that button in a lobby you could become a killer while your friends were survivors. It might take some time but I'm sure they'll add a way for it to work so just be patient.

    @Blindninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/692839#Comment_692839

    Plenty of other buttons Gray out when we can't use them like the character info while waiting for a Room.


    That was actually changed this patch as well. You can use those while waiting now. Well, not Character Info specifically, or daily rituals(and character info was actually removed from the screen when waiting), but you can use your BPs, set up your build, etc now.

  • @TragicSolitude said:

    I worry that survivors will load into the lobby, see I have a P3 character, and give that more weight that my rank, grossly overestimating my abilities.

    I'd be more interested in other survivors' perks, I think.

    I do agree perks also need to be shown. It'd make my Head On plays not only work when someone's being carried to the basement.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/695731#Comment_695731

    This is what I'm talking about though, it cannot result in anything except lobby-dodging. I don't think that's a healthy change, and I am struggling to see the upside from a broad, non-selfish perspective.

    I wouldn't call this selfish. Honestly you're saving everyone time if you lobby dodge a group of rank 16s and rank 20s as a much higher rank. Those rank 16s and 20s will likely be against a killer of your rank, and thus not get to play the game decently. The killer will feel like they're facing potatoes, and you will likely have a game where you either have to get hatch or die by the entity/killer. If I was a lower rank, I wouldn't wanna be in a game with higher ranks either. This imo only helps to create more quality matches, and I have to say I have gotten more quality matches lately.

  • @Captain_Spaulding said:

    https://forum.deadbydaylight.com/en/discussion/comment/695961#Comment_695961

    Not really no? I'mma use league as a pretty bad example for a second. Same gameplay, same items, same map. Same champs and everything. The difference being people screw around in normals and try hard in ranked. It would be literally the same thing here. People who want to rank up can do so willingly and stay in that rank to "git gud" while the casual matches people can learn and teach and screw around with different builds.

    The difference with League is League is more or less balanced, with the same things available every game and you can see what other people are buying. Every Champion has the same moves every game, every item does the same thing, and you can buy/sell items, and you don't start off with them. Games are more or less balanced. In this game, whoever brings the bigger guns into the match wins most of the time. Matches are heavily skewed toward one side's favor one way or the other from the moment the match starts. There's no balance in that. Ranked is generally for people who want to try hard, yes, but in that same vein, it's also for a match that could go either way. In some games, a match is so heavily skewed, that one side has a huge advantage from the moment you load in.

    The only way they could do that with ranked with their systems right now is to remove addons/perks/items/offerings. Unless they changed the way the game plays heavily.

  • @Captain_Spaulding said:

    I think a great thing to take from this is to make a casual and ranked side to this game. People like op here need to be playing in ranks where sure it can reset but also need a casual game mode so people who are new don't get ######### over and over and over. We all know there are people that stay at the yellow ranks for this reason. To bully. Both survivor and killer do it. If it's in casual then ok cool move onto next and maybe get matched with people your skill. I know a lot of the community has been asking for this anyways. Almost every other multiplayer only games have the same exact system. Why this game can't? Who knows.

    The only way a casual mode would work is if ranked was balanced. It's not. You'd have to remove perks/items/addons for ranked to be actually fair every game. Games right now are not balanced at all, because you might bring 4 brown med kits with no addons, and then the killer brings an ebony with iridescent heads + Infantry Hatchet.

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