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Atrushan88

Atrushan88

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  • @The_Second_Coming said:

    Actually calling camping griefing.

    The developers decide what griefing is, not you; and the devs state that camping is a legitimate strategy. It's not up to killers to make sure survivors have a good time. Their objective is to kill them any way they see fit.

    Plain and simple.

    Except they don't. Greifing has it's own definition. The devs decide if they punish that type of griefing, not if IS griefing.

    Ever played GTA Online? Can you legit say that people who blow up your product while you're completely defenseless and selling it on their oppressor 2s are NOT griefers? I mean you can but the VAST majority(if not whole playerbase) would disagree. Yet Rockstar doesn't punish for this, in fact they encourage it. Doesn't change the meaning. Plain and simple.

  • I personally think that Iridescent Stone should just be base kit and that's all Trapper really needs. It doesn't feel like it's too strong of an addon, it just feels better overall and less aggravating playing Trapper. If this would be too strong they could always tweak the timer on it to 45 seconds, with Iridescent Stone just lowering the time for them to reset. If Iridescent Stone was base kit I would play Trapper a whole lot more. That's literally the only time I play Trapper is if I have this addon.

    The only other change I potentially see that could be good instead is that Trapper starts with all his traps, but has less overall on the map, with the trapper bag addons adding one/two more to the map/his bag.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/934041#Comment_934041

    As trivial as it is I disagree because the amount of effort needed to get those points differs greatly..that is my stance on the issue..survivor is more chill..I view it as a decent farming tool as items are merely extras

    I guess we can just agree to disagree. I don't feel survivor is any more chill than killer. Both have stress and high moments and low moments. Maps play a big part in this though I feel.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/932525#Comment_932525

    They have a point. Have you ever played a large, regular TR killer against immersed Blendettes in the corn? I have and it’s the most boring thing I’ve ever had the displeasure of playing. After five minutes of running in circles around the map, finding nobody, I about lost the will to live. At least with loopers you feel like you’re actually playing a video game and not a walking simulator with no story.

    The funny thing is this is what I see people actually say the game SHOULD be. People just hiding and once the killer finds you it's over.

    To OP, being over immersed leads to you not getting hooked, and killing your team faster. Also if you unhook me and then run off to a corner of the map then I'm not going to follow you for you to heal me. I'll look for a med kit and heal myself, or go to a gen, or let someone else heal me. As a survivor who is on the hook, I can see what is happening/if the killer will come back because I generally have more information than you do in this instance. If I see a person running around in weird zig zags and throwing pallets, I know they're in a chase and the killer isn't coming back. Now if you wanna run to a nearby pallet to heal me, sure, but I'm not going to follow you off on an extended journey just to get a heal. Either heal me at the hook, or go to a generator. If you're that worried about being caught out at the hook, bring We'll Make it. If I'm wagging my arms at you, it's because either all 3 of you are in far off corners of the map going to make me go into struggle, or I'm nearly into stage two and every single one of you are on gens.

    Hiding is fine, but if you hide all game then you're going to have the other 3 people on a stage 3 hook state while you're on stage one, killing us all before all the gens are done. If you wanna be immersed, ALSO be capable of looping.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/933963#Comment_933963

    I'll prove it..can killers keep addons without a black ward..? No

    Survivors can use the same toolbox and addons six times..on top of survivors having the advantage in the current meta..all I say is factual..killers use more bp than survivors on necessity..now if you only play one side then obviously in your case it could be different however on average killers need and use far more bp as they dont get any reusability from their addons outside of a black ward which costs a hefty sum of bp in it's own right..plus items can be farmed for free via chests while killer addons cannot..its simple

    Can survivors even keep their addons in the event they take a White Ward? Not if Franklin's is in play.

    Survivors have to survive to use the same toolbox and addons 6 times. Every time they use it, AND Franklins has to not be in play. They also have to buy their toolbox, whereas killers have a power base kit, meaning they have to buy more than just their addons, they have to buy their "power" too. Sure, they can find it in a chest, but it's likely to be a brown med kit or toolbox with nothing if they don't have Plunderer's/Ace in the Hole/Pharmacy, and then they have to survive to actually keep it and put addons on it. Say you buy Iridescent Button and Cold Dirt for Legion. That's 13000 BP. Now say you buy an Engineer's Toolbox, Brand New Part, and Socket Swivels. That's 16k BP, and 7000 of that cost can be undone if the killer happens to chase you off the gen in the beginning after kicking it and no one gets back on it. Leading me into another thing. Survivor stuff has less of an impact than killer stuff for the same costs.

    You could argue that a killer should keep their addons in the event they succeed the same as survivors, but a killer's addons can help them win FAAAAAAR more than a survivor's can. This could create an event in which an Iridescent Head Infantry Belt Huntress could keep using that combo forever because it's strength allows her pretty much the ability to chain wins constantly. The combo I mentioned(probably the strongest survivor combo I can think of honestly) could not do this. So in the event someone played solely one or the other, I still think the survivor would be spending more BP than the killer would.

    Regardless, BP is not a killer or survivor based thing, so comparing the costs of survivor or killer is silly. It's a currency that can be used on one or the other. My argument is that survivors get less in a game than killers do to spend with, meaning if I was playing survivor and I wanted to use that BP on killer, I'd be getting less than if I were to be playing killer and use it on survivor, despite the currency being exactly that, only currency I would get for playing a game. This is why the gap should be closed, not widened. You should be able to play whatever you want to get BP. You shouldn't be coerced to only play killer when you want BP and only play survivor when you have a challenge or something else. You should be able to play whatever you're in the mood for and still potentially get the same BP gains.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/933047#Comment_933047

    No, a person camping doesn't mean they have a toxic attitude. Maybe they just don't like chasing.

    It's not up to you to judge people, as people, based on their playstyle.

    Again - you not liking something =! that something being toxic.

    That's basically saying "Maybe they don't like playing the game, or they don't like YOU playing the game". Camping prevents someone from playing the game in order to give yourself an edge. It's griefing, plain and simple. Whether BHVR acknowledges it as such, is a different story, but it doesn't change what it is. As I said, it's the same as if someone in an old school shooting game stood at your spawn point and shot you in the head over and over preventing you from playing the game. Would you say "Oh that's just their playstyle to harrass you over and over at your spawn point"?

    @Tr0g said:

    https://forum.deadbydaylight.com/en/discussion/comment/931837#Comment_931837

    Sometimes people think they're being tunneled and camped when in reality it's the best decision for the killer to hit you, and if he knows there are survivors near the hook he is obviously not leaving, that would be dumb af.

    Survivors are so much more toxic. On PS4 there's no chat system so they actually go out of their way to look me up and message me on the Playstation Network with a bunch of insults after I kill them. Luckily swearing is not allowed so I report them all and they all get warning points, but man survivors are toxic.

    Never been messaged by a killer after a game.

    As a survivor I can see if other survivors are in the area if I'm the one on the hook. Also as a survivor, if I try to get an unhook and the killer is at the hook, then I will try to get him to chase me so that someone else can unhook. If he doesn't and no one else is around, he's camping. These situations unfortunately happen far more often than the logical excuses you would find for camping.

    @MarsAttacks said:

    https://forum.deadbydaylight.com/en/discussion/comment/933081#Comment_933081

    I have once but I agree the survivor base, from my experience is SIGNIFICANTLY more toxic, when's the last time you had a survivor intentionally die after a killer had a bad game, not many for me I can on one hand how many times it's happened. But can't say the same in reverse. I've had a good number of killers let me go just because of DC's / farming team mates.

    The OP exemplifies this and so do many of the other posts in this forum. I don't think I've read a single topic talking about survivors giving deaths to killers. Not saying I want them to. Just pointing out the mentality difference between the 2

    I dunno about you but I've had survivors message me saying "Just let me get two flashlight saves and you can kill me". I let her get the two flashlight saves but played normally, and still got a 4k(well a 3k because I had the NOED challenge and killed 2, let them do 2 gens, and then the other one dipped when I hooked the Claudette. Not that it mattered because I forgot to put on NOED, lol). Messaged her after the game saying I wanted a normal game, so I didn't kill her every time she threw herself at me to let me have her death and she felt sorry for me about the challenge after a discussion on the events in the game. I've also done the same courtesy for killers with the NOED challenge as a survivor because I know that is BS without BW, and others did with me. In fact a killer asked all four of us for it, and all four were standing with him at the EGC. I've also seen videos of everyone killing themselves to the EGC with a killer. People booping the snoot on a Piggy. Sure there are some survivors who are toxic as well, but the only toxicity that can come from survivors is messages and bouncing up and down and clicking a flashlight if you consider that toxic. They can't do anything gameplay wise to the killer. They can to other survivors however and I experience this a lot.

    The thing is, the reason you would see more toxicity from survivors is likely because there are more survivors in a game than there are killers. There is only one killer in a game where there are 4 survivors, so as survivor or killer, you're seeing more survivors than you are killers. You can play 10 games, and in those 10 games if you are a survivor you are seeing 30 survivors, and 10 killers. If you're killer, you're seeing 40 survivors. It's not really that survivors are more inherently toxic, you're just seeing more of them regardless of the side you are playing.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/926549#Comment_926549

    I can’t stand that streamer. I couldn’t make it through 2 minutes of a video until my ears started to bleed.

    As for the topic, I don’t care what people like, Claudette is Bae. I will always love her and make her as soon as I level up everyone else.

    I show mercy to her as long as it’s not a quad group of her, then two of them must rapidly die to spare my eyes.

    His screaming/voice makes my ears bleed but his funny moment montages make me rofl.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/933065#Comment_933065

    It's a simple fact..survivors are now getting points just for vaulting and pallet dropping..plus add in perks like pts and I can easily get over twenty thousand for little to no effort on my part..this offering doesnt just hand them over anyway..they are solely based on performance..plus..who cares if killers get more bp? They use several times the bp survivors do just to keep a healthy addon stock

    More like a healthy ebony stock, which they would already have to further increase BP gains. Again, they already can easily get double, and again, a Legion could easily get 32k BP nearly every game just by existing.

    Also I'm pretty sure I've never gotten points for vaulting. I could be wrong as I don't always pay attention, but I'm 95% sure I don't get points for vaulting. Survivors have gotten points for dropping pallets IN CHASE because the discrepancy between killer and survivor BP is still big(and honestly this just reinforces bad play because ooh BP. I didn't get that before). The thing is, BBQ is what makes the discrepancy the biggest. It doesn't matter if a survivor can get 32k BP in a match, they're likely never gonna get that 64k that killers can get unless they manage to rework WGLF to actually be manageable.

    Keep in mind, people who play survivor do also play killer. So I'm not sure about the idea that "Killers use more BP than survivors". Not everyone has every killer and every survivor at level 50 P3ed either, so saying one side needs more BP over another is ludicrous. If you could only use BP for whichever side you were playing, maybe there would be an argument here(not really because the survival rate is much less than the kill rate, meaning survivors do actually need to use toolboxes and the like).

  • I've taken month long breaks and forgotten controls a few times but after a warmup game or two i'm fine.

  • Have you looked at the stats? The most survivor sided map had a kill rate of around 53% iirc.

    It's only survivor sided if you're blind.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/931929#Comment_931929

    Killers deserve more bp as they work way harder for them..plus it's an iridescent offering..it has to do something big or it's pointless..and I'd say there are no real surprises in the egc over noed and blood warden , but in this case you'll be hit with the tension of thinking "Have I been hooked twice??" Bevause if you have..you've been marked for death...moris are really fun but I'd rather they be more part of the game but fair over being rare and a massive power shift

    Saying they work harder for them is an opinion, not a fact and honestly Legion can get near full BP every game so that's not even true if you're actually going for bp. As for your thought process, killers can already potentially get 64k whereas a survivor will get at max 32k. Sure you could argue it's possible to get 64k bp on survivor but it's next to impossible.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/931842#Comment_931842

    https://forum.deadbydaylight.com/en/discussion/comment/931837#Comment_931837

    Incorrect. People not liking it does not translate it to being toxic.

    People don't like the ebony mori and keys either. Are those toxic? (spoiler - they aren't). No feature in the game, including camping/tunneling, is toxic. Toxic is the attitude of a person. Not an action in a video game. Period.

    A person who camps has a toxic attitude making it toxic. It's the same gameplay as those in old school shooters who would sit at someone's spawn point and shoot them in the head over and over and over creating a situation in which they couldn't play. It's griefing, even if BHVR doesn't punish for it.

    There's a reason those types of games came up with random spawn points or temporary safety etc.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/932327#Comment_932327

    The syringe takes 16 seconds, the styptic is the "bottled time" one. And for the second hit you need timing of course, but the swing audio should really help. Treat it like a skillcheck :P

    And as I said before, try the hiding at a pallet, once you got that early in the game, you can go for the hits. After that one you still have 3 free stuns at full health (if the killer doesnt find you too early before you could heal up after the unhook) + the styptic, which gives you up to 5 pallet hits plus the 3 possible ones while injured if you time it correctly.

    And for the hiding thing, there are normally some pallets on each map, that are common paths a killer may walk through. For example on the pier on swamp there is sometimes a pallet you need to pass to get to the gen behind. On most of the "unsafe" pallets of Hawkins you can hide properly and surprise the killer. Just look out for these and just use them when you get the chance. If you can surprise the killer early in the game, it is a good kickoff for the challenge.

    Oh. Styptic is ridiculous. You have 8 seconds to get hit. If you use it after stunning the killer you'll get hit after the 8 seconds, if you use it before you have to force yourself to take a hit. I mean I guess it might be somewhat useful for this challenge but it's worthless otherwise. I got the two confused because they both start with S.

    As for killers walking through pallets, there are very few you have to walk through. If anything all can be avoided just by slight path alteration only increasing your walking time by like 1 second at most. I only get hit by a pallet 2 or 3 times per game and usually it's different survivors.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/931916#Comment_931916

    Are you playing 2 hours on average per day or more/less? That's what the tome was initially designed around. I haven't tried the pallets yet, but I think, as you can try to get 6 hits before you die, by waiting in a pallet for the swing, I'm pretty sure it should be possible without taking too long. Especially when you are healthy, you can just take the hit to make the killer stand in a pallet. Just get the first one by hiding beneath the pallet, as soon as you have it, you can try to gamble or simply take the hit and drop it then. Bring a styptic agent also helps

    I play around 3 hours a day or more probably. There are some times I take a break or play less/more. I'll finish the rift long before I finish the 4th tome most likely(I am currently at level 60 or 61 on the rift iirc).

    As for your suggestions, if I were to take hits at pallets I'd die before I got them, and you do know a styptic takes 16 seconds now right?

  • Green keys would still be a meme. You wanna see all survivors? Bring bond. Using a key for aura reading is about the worst outside of seeing the killer. Do you know how fast those charges get used up? It takes about 2 charges just for it to start working. Also not sure about giving killers more BP. The BP gap is still a huge thing between survivor and killer because of how good BBQ is, and how bad WGLF is.

    Also giving moris during EGC for free removes a lot of cool surprises during EGC. There'd also be no reason to use offerings for moris because you could do it anyways pretty much. The only thing it'd be used for is BP.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/931896#Comment_931896

    Saying that something isn't broken is a far cry from saying there's nothing wrong with it.

    I'd say it's pretty broken if people are being matched with people far below or above their rank.

  • @Deadeye said:

    I also think it is too easy. I agreed just on half of the changes they have done for level 3, especially the grinding ones were not difficult, just took more time. But you have 3 weeks each to complete the last 2 levels and with the changes you don't even need a week to complete.

    I'm happy the "3 safe EGC unhooks" is gone, as there are only 6 unhooks possible in total. So expecting that you are most likely the only one getting hooked during the game was kinda bull**. But it used to be 15 Master Challenges and most of them were doable. You have more than one day per challenge.

    Agree that not everyone on christmas and new year will be working on challenges, but on christmas eve most players, I think even casuals, will be finished with level 4. At least it should not be a problem to reach the epilogue

    Eh I don't think so. Some seem near impossible. Pallet stun a killer 4 times in one match. Some killers respect pallets way too much, especially after the first stun. I'm still not done with tome 3(need one more because none of my killers are lucky enough to have both blood warden and NOED).

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/931867#Comment_931867

    Where did they say there were no problems with matchmaking?

    Regarding the counterclockwise skill checks, I'm not sure whether he'll keep his passive. They definitely mentioned the feature where the skill check appears in a random location, but in context it wasn't clear whether they were saying that would still be a passive effect or whether it would be an effect of the Iridescent Queen. In either case, from what they said, it seems like it's definitely possible to get a counter-clockwise, randomly placed skill check on the new Doctor.

    "They went out of their way to mention that matchmaking is not 'broken' as it is now, they just don’t want to make it worse."

  • The corn is fine, considering the last two maps that have been released are so killer sided it's almost a death sentence to even be sent there. I'd love to see the survival rate for the new Yamaoka Estate map. I bet it's something like 20% or less, and that being hatch escapes.

    I 3 or 4k every time I get that map as killer and as survivor I die every time. I actually wish both sides could ban one map. I would ban that map every time even as killer because it just feels cheap as hell and I don't feel I earned my victory.

    Besides, if you made the corn less dense, you'd basically be making the map killer sided(which there are already plenty killer sided maps, in fact even the most survivor sided maps have less than a 50% survival rate). There's literally nothing in the corn, meaning there are probably only like 4 or 5 pallets on those maps. It's basically just a big empty field.

  • "There are no problems with matchmaking currently"

    "There's a bug with matchmaking"

    I also like how they're blaming the Doctor being annoying to play against on his passive screaming. I don't think anyone blames the annoyance on that. It's more that he creates situations in which you can't do something you should be able to and those damn annoying skillchecks that he gets just for being in his terror radius once. And then there's his build specifically for that, impossible skillcheck Doc. And now they're making addons to make the skillchecks go counterclockwise. Hopefully this isn't in ADDITION to his current skillcheck passive.

  • A toxic playstyle.

  • @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/931166#Comment_931166

    Yeah I know, and personally I'm pretty neutral when it comes to lobby dodging. I'm fine with killers getting to counterpick stuff if they want and I understand dodging stuff like 4 toolboxes, but when people start dodging cosmetics with "toxic" reputations or 2 flashlights I just roll my eyes.

    And I've experienced your scenario as well several times. All I'm saying is that last second switches are an option if you really want to, and with the challenges that encourage people to bring flashlights or do gens there might be more people that want to use flashlights or toolboxes to help with that.

    I'm pretty sure dodging games that were meant as a challenge was not intended for the killer. You're meant to see what you're facing so you can prepare accordingly. I consider lobby dodging killers the same as DCing survivors. Unless of course the reason for dodging is ping. But honestly the survivor can see their own ping so I feel it should be up to them to dodge if their ping is bad.

  • @oxygen said:

    It's not even a strict punishment unless your list of things that make you DC is way too long. The first few steps of the MM timeouts you can take with minimal waiting or just go to get a drink. And if you don't DC that much you're not the kind of player the system really wants to primarily punish in the first place.

    I agree that reducing the amount of frustrating things is a good idea, but people have such an incredibly varied definition of "frustrating" that we'd end up with a flat textureless map with 5 T-posing stickmen playing tag.

    https://forum.deadbydaylight.com/en/discussion/comment/931141#Comment_931141

    Just last second switch if you want to, even if it's a 4x toolbox switch the killer can't dc/alt+f4 during the offering/loading screen without punishment in the current iteration of the DC punishment system.

    I wasn't in a SWF. We all just happened to load in with toolboxes. You can't predict that. Sure I could go in and last second switch every time I play survivor but why should i have to? They removed showing player ranks because they didn't want people dodging lobbies but killers get a free pass it seems.

    Survivors don't know they're facing an Iri Head Ebony Mori Huntress so they can't dodge like a killer can. They also don't know that the killer is a hardcore camper or tunneler so they can't lobby dodge that. Can't see the killer's name so if they've faced them before they won't know until they die or escape but all of this information is practically available to a killer to give them all kinds of reasons to dodge a game they won't want to play. Survivors can't do this and I bet you if survivors were hidden from killers and they saw their items at the loading screen they'd disconnect the same way.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/931149#Comment_931149

    Not dirty.

    Its efficient and the best way to ensure you get into another chase and continue to pressure the survivors.But I guess Killers should give Survivors a safe, free, unhook and extra time to heal.

    Anyway, there usually isn't a reason not too, if you are close and fast enough. It ensures that you will encounter at least two survivors and you can keep up the pressure.

    You don't get into a chase if you immediately come back to the hook and knock down the person who just got unhooked. That entire chase is ignored. Using your power for things like that is a dirty tactic. If you do zoom back to the hook if you're in the area that's fine, but resorting to it specifically to kick someone while they're down is lazy and just proves you're scared you suck and need to play like that to even get a second hook.

  • Pretty much every spirit I've faced does this. There may have been like 1 that wasn't a hardcore tunneler. She doesn't HAVE to do that. Spirit is fun to play and strong. People are just bad killers so they resort to the dirty tactics.

  • @Bingbongbong said:

    Good lord, the amount of complaints about a DC timeout just shows how ingrained it was with some people.

    Almost every online game has this system and so should DBD, If you want to ruin the game for the other players you get a timeout.

    Don't find a killer fun? Too bad. You shouldn't be able to choose what you do and don't play against in a PVP.

    Funny you say that when killers literally get to choose whether they want to face 4 toolboxes or a flashlight or whatever. Had a lobby yesterday where 3 of us loaded in with toolboxes and the other had a med kit. I didn't even have time to take my toolbox off to avoid the potential mori(not that if I took it off the killer would have took off their ebony had they equipped one after seeing that). I don't DC but you can't say that you can't pick and choose what you go up against when one side literally can.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/930323#Comment_930323

    Oh, that's my bad. I have no idea why I thought insidious was a bubba perk, lol. I guess cause you only ever see it on him.

    Either way, camping is part of the game. It is never going to be removed or nerfed, so you guys need to get used to it.

    I have gotten used to it. Killers hate when people suicide on hook so I do it.

  • @HollowsGrief said:

    Uh keys are balanced my dude. An item that lets you have a free escape with 0 counterplay is fine, it's a survivor item after all so it's balanced. Now a mori on the other hand, those are OP and need to be nerfed to only be cosmetic items for the final hook.

    Alright to be serious though, don't get your hopes up on it being nerfed my dude, the devs are very survivor biased even if they swear up and down that they are not. Minor nerf to BL, absolutely butcher the new killer. Bug that screws a survivor: fixed in no longer than a week. Bug that makes a killer very clunky and sucks for them (sound bug, spirit/wraith lunge post power) those take months to fix. I mean take a look at how long it took them to rework Freddy, a killer who was so trash that he got his own tier on the killer scale. Survivors get nerfs here and there sure, but it is almost always either extremely minor (Balanced Landing) or something that never should have existed in the first place (Mettle of Man.)

    Seriously my dude don't stress about keys, they are very likely here to stay.

    You're right. We should nerf keys to be as bad as moris. Let's remove keys from the game and give survivors an ultra rare offering that cuts the time required for gens to be completed to 40 seconds each and a very rare that cuts them to 60. Then it'll be just as trash as a mori. /s

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/930286#Comment_930286

    I mean, look at his perks. His best strat is camping. One of his teachables is literally made for it.

    Which teachable is that? It's not Franklin's. It isn't BBQ. The only one I could potentially think would have any merit would be knockout but why would you camp a slug that can't be seen by other survivors?

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/929059#Comment_929059

    I have a lot of experience in making maps. I making them as a hobby since Halflife 1 times for a variety of games and after my experience - that would be boring.

    Sure, the same size... That is something that could be done with any negative drawbacks.

    Also, the same amount of pallets, but the same distance to doors?

    That's a too hard restriction to the creative mind that trys to make those maps imo.

    I mean one on each side to where the killer can't just sit there in the center and keep an eye on both. It'd make EGC less of a free 4k. I don't see that being too big of a problem. They spawn on the same wall more often than not.

  • This is why I've always said all maps need to be the exact same size with the same amount of pallets, and same distance from doors. Placement and everything can be random but those things need to happen.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/929005#Comment_929005

    actually in this case being hit by the ds is not negligible. sure you've gotten the 3k but now you're stunned and the other player is off and oh look hatch was around that other corner and since the other survivor let got on the hook to let hatch open they are out, killer is out of a 4k and they didn't get their tome challenge to kill all 4 survivors in any way during the match. your reply is the same as survivors telling killers that camping and tunneling are against the rules (they aren't). you wanted a scenario, ok here is another one. 4 survivors remain, there is one on hook, two hiding in the corners (blendette immersed, yet you dont' know this or just doing something being very very quiet if anything at all) survivor A is unhooked by survivor B. Survivor B is injured, so is A and since you're close borrowed time is active but was only a short rank 1 BT, Survivor B gets chased, downed and hooked. Survivor A makes a mistake and jumps into a locker fast in order to avoid bbq. B is hooked, now killer goes to the new sound, and opens the locker and who is there? survivor A!!!!!! wow... this is still less than 60 seconds so they get a free pass.

    how about that one? I can make up scnearios if you want to keep going, point is there comes a time when DS is used to GAIN advantage and not to just get away. am I one to say there should be nothing to stop tunneling? nope I hate it as much as any survivor but once the killer deals with another person properly (hooked them) DS should deactivate. after 30 seconds had passed since it activated. let me explain. player A is unhooked, and 35 seconds later player b is hooked, A's DS now deactivates since it has been active greater than or equal to 30 seconds from being unhooked. or player A is unhooked and 20 seconds later player b is hooked, and since DS hasn't been active for 30 seconds or more it remains active till it hits 30 seconds. (numbers just pulled out of thin air btw no reason behind them other than easy numbers to think about).

    Except the survivor on the hook would have let go already if you downed and picked them up. If you're killer, and you hook someone with 2 people left, generally looking for the hatch is the smarter play. If you immediately went looking for the other survivor after hooking the next to last, you made a bad play and they deserve the hatch. Unless they're SWF, they're not gonna be waiting until the second you get DSed to let go(and even then it'd be extremely unbelievable to even think they'd time something like that, when in reality it'd be much better of a play to let go as soon as you were hooked so that the hatch could be open by the time they find it and they're not screwed out of it because of how insanely long it takes for it to open), and even if they did, death takes around 5 seconds or more before the hatch opens. Let's also realize that if you HAD looked for the hatch, DS wouldn't be active when you downed and picked them up.

    I don't see how my reply has anything to do with camping or tunneling being a lEgIt StRaTeGy or how it's wrong or not(Love how low the bar has been set for the term strategy in today's times). It's a BS lazy tactic that is basically the same as standing at someone's spawn point in an old school shooter and shooting them in the head over and over as they spawn to where they can legit do nothing about it, but none of my post reflected my opinions on what it is or isn't.

    Your new scenario is again a scenario about bad survivors, and again a scenario where you have plenty of pressure. You've hooked two people, and are about to get a third, since the locker they're near likely doesn't have a pallet, and if it does, if they're that bad to do what they did, they're likely to mess up on it extremely early and look there, you have one person on death hook the next time they get unhooked without DS. Hell an early DS is actually more of a blessing for the killer than anything because now you don't have to worry about end game scenarios. Where's the downside to this? 3 hooks in the span of a minute.

    As for DS being used to gain an advantage, the only time DS is an advantage is during end game scenarios, as I have said. It's not that great of an effect. Also, it's a perk, or did you forget that? It's SUPPOSED to give an advantage. You arguing that you shouldn't be hit by DS under it's specific conditions is basically the same as arguing that Sprint Burst should have times where you're not exhausted and it shouldn't work, or No Mither shouldn't allow you to get up sometimes, or Windows of Opportunity should only show one window or pallet, or Object of Obsession should have times where the killer can see you but you can't see the killer(Oh wait...).

    Also your suggestion to DS would basically just reward killers for doing what they already do. Slug the unhooked person, hook the other person, and hook the person they slugged again.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/929011#Comment_929011

    No you couldn't. I never look at the names of who I'm facing as killer. Literally never. I down them, hook them, move on, down hook move on etc etc. until they are dead. I don't even have post game chat on.

    It would be a broad assumption based on a hunch, and nothing more.

    But that would just be your word against theirs, and they would technically have the data to back it up. Saying "I never look at the names of who I'm facing" doesn't really provide any kind of REAL defense.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/928998#Comment_928998

    You can't simply say "if you keep going against him and he keeps doing it, it's targeted". Queues are random. It can't be targeted, especially if that's his playstyle and he does it all the time, which is what it sounds like.

    I mean if you kept being the one he camped over several games one could argue it was "targeted".

    @Zixology said:

    Honestly, when that happens, I just let myself die. No offense to my team, but I hope he gets them too. The sooner people like that get sent to Red Rank Hell, the better.

    I do the same thing. It also denies them extra hook points if someone somehow would have managed to unhook me. They lose 1000 points and sacrifice emblems. If they're gonna camp they deserve as few BP as possible.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/928818#Comment_928818

    to answer your question about what happened before the 60 seconds were up on DS... hmm here we go. got two people left in match, one unhooked (B) and one hooked (A). B unhooks A now killer is in route back and make your choice is active, B and A split up. Killer follows B for another 15 seconds and downs him and hooks him 10 seconds later. total elapsed: 25 seconds. mean while, Player A goes to a Gen near the hook to work on it and gets it to 80%, causing tinker's to go off. Killer now knows where a player is and a gen almost done. he's there in 15 seconds, player A knows he has DS for 60 seconds so that is 20 more seconds the killer has to wait to pick up player A. is the killer supposed to let player A run all over the map, unhook player B and do gens or dance a jig??? You will note no intentional tunneling has been described, a valid scenario is now in play. the point here is that you can be hit with DS within 60 seconds and do no wrong by the survivor bible verses.

    Personally the minute the unhooked player starts to do anything besides heal up or hide, the idea that you are being tunneled is BS. tunneling is not about letting players do anything and everything they want, but really about being sporting. it isn't fun to be unhooked then chased 10 seconds down, because teammate said i'm gonna farm this one, then to be rehooked and done again and now you're hooked and dead and got 1878 points because you got unlucky to get spawned near the killer (yes this happened to me many times,don't tell me to get gud or crap like that it was an example).

    In this example there are only two people left in the match and you have so much pressure DS doesn't even matter(as I said in my last post). You didn't tunnel, but being hit by DS is negligible. One's on the hook, the other one is as good as dead. It's very likely that person A is far enough away from where you hooked person B that they can't even make it to the hook to unhook them. The scenario you're describing is basically you've already won that game, but got hit with DS because of a very specific and rare situation in which there were only two survivors alive. I would say 9/10 times DS works against tunneling specifically. The other 1/10 time is end game scenarios and rare instances where an entire chase is negated due to the stars aligning.

  • @B_Random said:

    https://forum.deadbydaylight.com/en/discussion/comment/926462#Comment_926462

    Dead Hard is only "OP" for people who can pull off timing really good. Besides sometimes survivors that use Dead Hard do as the perk is title, they Die - Hard. (Not a Die Hard joke.)

    Most of them waste it to get to a loop, or waste it by charging right up to the killer making them miss a shot, sometimes those people are the ones that really get #########.

    Dead Hard's only real use is getting to another loop after the killer knows you have it. I wouldn't call that a waste. I also wouldn't call Sprint Burst too strong when someone 99s it either though. That's just skillful play. Sprint Burst is a good perk with a lot of skill expression. Lithe and Dead Hard are probably better because you can actually somewhat control those more, but they have less skill expression. Sprint Burst is probably the best exhaustion perk(and probably always has been) because it allows you to get to a loop before getting hit. It prevents that first surprise hit on most occasions, and allows you to get to a safer area at the same time while uninjured. People just don't use it as much because it's annoying and you can't always control when you can use it.

    People just used Balanced Landing because it made dropping from high places safer, and sometimes you need to be in a higher up location to work on a gen. And then there's the chance that you got Hawkins, where you might as well just ######### if you didn't have it. Now that it's nerfed Sprint Burst is probably the absolute best exhaustion perk(probably always was) in all situations and I'll honestly just laugh if all the killer only players start complaining about it, because they're the ones who caused people to use it to begin with by complaining about Balanced Landing.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/926549#Comment_926549

    Blue haired mask wearing Fengs are usually toxic and or selfish, but cosmetics don't really dictate if they're or not... you just need to know. But yes, they exist... a lot of them exist.

    Kates don't really have a cosmetic that's popular with toxic Survivors, at least ones that I'm not aware of since I barely see Kate anymore. But yes, you can get flashlight clicking, BMing, post-chat insulting Kates...

    Every Survivor has a toxic side created by "toxic Players," no Survivor is immune to this.

    I mean yeah but I was saying Kate isn't really a survivor known for being toxic, which is what I thought you were saying, that every survivor has a toxic rep.

  • @Frank_Sriracha said:

    https://forum.deadbydaylight.com/en/discussion/comment/913734#Comment_913734

    I hate the idea that DS only effects tunneling killers. That's just outright false. A lot happens in 60 seconds, I can't tell you how many times I've chased, downed, hooked another survivor, and still get hit by DS because of its 60 second timer. With any amount of coordination and skill, DS can be used to create a lose/lose scenario for a killer. It's just a free hit with a 60 second timer. Don't fall for the DS tunneling meme.

    Okay I have a question for you. If you downed and hooked another survivor, was the person who hit you with DS already on the ground? If so then you tunneled. You would have to chase and down 2 different survivors in 60 seconds, which most killers will tell you is next to impossible to do against any decent survivor. It takes probably around 10 seconds just 2 hitting them, so that'd be 20 seconds just putting both of them in downed state. That's a 20 second chase for both survivors. Sounds pretty impossible unless you're facing potatoes, and if you're winning that hard, DS shouldn't even matter.

    The only way your description of events seems possible is if you slugged the survivor who was unhooked, and then chased and downed the other survivor. If you slugged the unhooked, you still tunneled. If you didn't, then you have so much pressure at this point that one DS should not matter. DS doesn't even save the person who used it. It just gives them 4 extra seconds. The only time DS is even remotely good really is during end game scenarios(and that's just a good bonus if the killer didn't tunnel). Other than that, it only lets you live a bit longer. It's just something that people need to use because of how bad killers tend to tunnel the hell out of people.

  • @Walker_of_the_fog_96 said:

    I think that the surv that would do that would be feng min, on the official dbd page you can read a quote from Benedict Baker in which he writes that feng left behind another survivor who needed help.

    Was actually going to suggest this as well. Feng is a loner, and doesn't depend on others and according to that quote doesn't help others either. If someone got in her way and she had to kill, I feel she likely would. She maybe wouldn't pick up a knife and stab someone, but she'd certainly throw them in the way of the killer most likely to avoid her own demise.

  • I've always thought this too. Trapper seems like he's power walking at you. It's actually kind of menacing.

  • I thought of reducing repair times further for multiple people on a gen while making single generator repair speed slightly faster to compensate. Several people are on one gen during the game at many points in the game, and I actually feel gens fly the fastest when that's the case even as killer. I don't usually see 3 gens pop at the same time(I have before, but usually I'll go around keeping pressure on multiple gens where that doesn't happen), but when there's that one team who all pile up on one gen I have to look for that 1/8 gen that they're working on and if I don't find it in time it pops super quick even without Prove Thyself. Or if I'm chasing a survivor, they can get that one gen done super quick because I'm not there to pressure them.

    Slowing repair speed for single gens and having gen speeds faster with multiple people is also an option, but that brings the case where you have to find one generator out of 8 that's likely to pop before you get anyone. Then you get someone in a chase and the other 3 are on a new gen. Discordance wouldn't just be meta, it'd be necessary.

  • I think a big reason for her "toxic" reputation is mainly from Ochido. He uses Claudette and constantly tries to get the killer to chase him, and flashlight blind the killer, etc. Killers don't like flashlights to the point of calling it "toxic".

    @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/925954#Comment_925954

    You must not know of the legendary bald dwight than...

    Or the Freddy copy-cat Dwight... or the dwight wit-

    Basically if they have flashy clothes, they're bald, wear sunglasses, use flashlights, and love to t-bag or flashlight click in-game than it's a toxic Dwight.

    Every Survivor has a toxic side, none have been spared from this curse.

    I don't think I've ever heard anything about Kate or Feng being toxic honestly, though I've definitely seen some annoying Kates and Fengs.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/926463#Comment_926463

    I'd say tell that to the devs, if I weren't pretty sure that someone already has. Personally, although I understand the reasoning behind it, I disagree with their decision to remove the rank display from lobbies because I think it was an overall net benefit. I was just trying to provide information to the person above who said they wanted to hear the devs' take on it.

    Yeah, I literally replied to Peanits with a response based on that and didn't get any kind of reply. I expect it's just one of those "I'm gonna stick my fingers in my ears and pretend I didn't hear anything until it goes away" situations.

  • True Friend: Whenever you unhook a survivor in the killer's terror radius and take a protection hit for them, that survivor recovers a health state after 12/10/8 seconds.

  • I mean I imagine it's possible, but you can get boldness super fast from one or two chases so I don't see a reason to try it.

  • You know, I wonder if this tactic could be used to nerf perks that are already useless by exploding them with "X is OP!" and have them ignore the things other people complain about, lol.

    Dark Sense OP plz nerf! Ignore DS, it's fine!

  • I mean everyone depipped that game. It also doesn't look like you "played good", it looks more like they disconnected extremely early. The two survivors who stuck it out got punished way more than you did, as one didn't even get enough BP for a single node on the bloodweb and the other one only got enough for a brown node.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/926371#Comment_926371

    It was because people were using the feature as an excuse to dodge lobbies, which is something the devs wanted to discourage.

    https://us.v-cdn.net/6030815/uploads/024/Z4A1SKXUOI8D.png

    The problem with this is they don't want to discourage killers dodging lobbies, which is a huge double standard. Why remove ranks from lobbies to prevent survivors from cherry picking their lobbies while killers can cherry pick lobbies based on what survivors are bringing into the trials? The only real thing dodging did for survivors was preventing bad matchmaking, which is their own fault anyways.

  • Blame the Balanced Landing nerf and Oni coming out. Sprint Burst lowers Oni's first hit potential, and it's one of the better exhaustion perks at the cost of annoyance for the survivor using it.

    I'm surprised that someone is actually complaining about Sprint Burst of all things when people consider Dead Hard to be the most "OP" exhaustion perk, lol. Sprint Burst is a good solid perk, but all it does it help the survivor get to a loop rather than be caught out in the middle of nowhere at a gen. It also has the most skillful gameplay out of the exhaustion perks because you can use it to make the killer think you have Lithe or even BL(depending on how close he is to you and how close you are to a drop).

  • I would be fine with the slightly/moderately/considerably/tremendously crap if it had a specific number tied to that term, the text was color coded with the ability to hover over it to see the number, or AT LEAST had the number in parentheses.

    What he's saying is Mangled specifically applies 20% healing speed reduction. The time is displayed as 120 seconds, meaning that tremendously doesn't really have any business being there. It's probably a leftover from when it had an enhanced effect, but was nerfed:

    Nerf: removed the modifier to increase the Mangled effect by 25 %.

    Tremendously in that case was an extra 5% slow to healing speeds.

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