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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • I have never read the words "boring" combined with any Killer on your list beside Freddy. For Freddy it is simply the braindead playstyle - sleep mechanic is boring (but sadly the best way to implement it) and if Freddy is reverse-bloodlusting with Snares, this is simply boring. And a lot of Freddys are doing it.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193733#Comment_1193733

    All Corrupt Intervention does is have the survivors and killer play hide and go seek for 2 minutes.

    It only blocks 3 gens and on large maps, 4 gens are furthest away from you.

    Nothing, NOTHING will replace old Ruin.

    I did not say that Corrupt Intervention replaces old Ruin (in my opinion PGTW is, at least since the Buff, way better anyway), but Corrupt Intervention works better than Ruin.

    And nah, the 3 Gens far away from you are blocked, the other 4 Gens are still closer. The only time where it trolls a little bit are Maps like Suffocation Pit or Resting Place, with a Killer Spawn in the middle.

    Last but not least, I have never seen it happen that Survivors were hiding for 2 minutes while Corrupt Intervention was active. Sure it would be the best strategy, but nobody is doing it.

  • @sulaiman said:

    I disagree

    https://forum.deadbydaylight.com/en/discussion/comment/1193686#Comment_1193686

    I disagree. Old ruin did something new ruin doesnt, it gave trapper and hag a time for setting up their gameplan. This time is simply gone, because now you either go to set up and lose 2-3 gens before your first chase, or you simply ignore your power most of the game. Both is not very fun, and old ruin did help with that, because either people would be slower with the gens or would search for ruins, giving you the time to setup.

    Corrupt Intervention is way better for that. And this goes for both old Ruin and new Ruin.

  • Regarding her Traps:

    I think she only needs Add On Reworks for those. I made a longer List of Add On Changes somewhere in the forum. One idea was to lower the rarity of Amandas Letter and introduce a new Pink Add On which guarantees that the Key is in the last Box a Survivor searches. Also some other improvements and changes to Add Ons (like making Hemorrhage Baseline (there is a fking Trap attached to a Jaw, surely this person is bleeding) or reworking those horrible Add Ons which increase Skill Check Odds/Skill Check Penalties at Boxes.

    But other than that, her Traps are fine IMO.

    Regarding the Crouch/Dash:

    I dont think that the crouch should be that fast. It can be increased, but not to 110%, this would a little bit too much in my opinion. The Dash could get some love, tho, because while it is worth using on short Loops, most of the time I am not using the Dash at all (except for extra BPs). So buffing the Dash in some way would be nice.

    Regarding Chase Theme:

    Personally, I like the Standard Chase Music and I hate the new Chase Musics they introduced. However, apart from my personal taste, I think it might be difficult to get a unique Chase Music for The Pig, considering it is licensed. So it is not BHVRs decision if that can be done or not, the License Holders need to be ok with that (and maybe it would be too expensive to get a unique Chase Music, who knows).

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/141582/did-old-ruin-stop-gen-rush

    Biggest problem with the new Ruin is that you cant use Pop Goes the Weasel.

    This does not prevent people from equipping both Perks. Big Brain Moves, playing with 3 Perks. My highlight was a Killer playing with Ruin, PGTW and NOED. But well, not his fault when he loses, obviously, running 2 Perks most of the game is fine.

    But, in my opinion, the use of PGTW lead to the Ruin-Nerf. At least partly. Ruin affected new(er) Survivors more than experienced Survivors, and I can imagine it is really frustrating if you cannot hit Great Skill Checks, have problems to progress a Gen and then the Killer comes around and kicks 25% of that away (dont get me wrong, PGTW is a good Perk, at least the Killer has to do something for it. But I can understand that especially the synergy was not fun for new players).


    @Topic:

    Players who lose with new Ruin will most likely have had equal results with old Ruin. To quote Scorpionz (Killer Main, Pig Main), when the topic "Gen Rush" came up in his chat: "Survivors rushing Gens is you not applying enough pressure" and this is 100% correct. Pressure on the Survivors, forcing them into altruistic actions helps to slow down Gen Progression.

    Surely this cannot be blamed on the Killer player, Maps are a factor (and probably the biggest). Two equally skilled Killers vs 4 equally skilled Survivors can have a whole different outcome. Killer A might play on Chapel and Killer B plays on Ormond. Surely Killer A has a bigger chance to win, while Killer B might struggle (Ormond is btw. the only Map I would disable. It is not only highly imbalanced, but also buggy (Scratchmarks) and ugly looking... But that is a different topic).

    So yeah, I dont notice that many differences since the Ruin-Nerf. For me as Survivor it is a little bit more annoying when it is up for a long time, but I did not have any problem with old Ruin anyway.

    But old Ruin did not help that much to slow down Gen Progression (vs good Survivors, who can hit Great Skill Checks). While not everyone is perfect and 100% hits every Skill Check, many people get close to hitting 100%. While new Survivors will mostly hit way less AND are more likely to abandon Gens and run around, looking for the Totem.

  • @sulaiman said:

    WEll, the truth is, some people will then complain about ptp-connections, because the killer hosts, and still hits are registered on his end. Killers will complain less i guess, because every inbalance works in their favor then.

    The thing is, complaining about questionable Hits is most of the time the Killers Connection, regardless if P2P or Dedicated Servers. But with P2P the Survivor would at least know if the Killer has a wonky Internet Connection (if it spikes during the Lobby) or is using a VPN. With Dedicated Servers, I have 35 Ping. But that Hillbilly that hit me while being at the other side of a Wall clearly did not have 35 Ping. But with P2P I would at least know what I can expect and search for a better Connection.


    @Topic:

    I actually made a poll about that:

    @Aven_Fallen said:

    Hello,

    just wanted to check what everyone (in this Forum) is thinking: Do you prefer the Dedicated Servers (currently enabled on PC, Switch and PS4) or Peer-to-Peer, meaning that the Killer is the Host?

    I have included Options for every Platform which has/had Dedicated Servers AND Peer-to-Peer. If you play on multiple Platforms, just choose the one you are using the most.

    If you want to differ between Killer and Survivor, please use your Post for this. Same if you want to mention your Region.

    So, lets see how the community is feeling! :)

    And while it is close, more people prefer Dedicated Servers. I would have expected a different result, but I guess players will not come up and write a Thread a la "I love Dedicated Servers", but will report issues with them.

    Personally, I hate them with a passion, mostly because they do not fix the problems of P2P and add a lot of Bugs (Dead Hard, Killer Powers, just as an example).

  • I dont have any problems with the music, on both sides. It just confuses me on Corn Maps, when it suddenly starts because I am apparently chasing someone.

    As others have stated, the Sacrifice-Sound is more annoying for me as well, more as Survivor, because I cannot hear anything at this point.

  • If he followed you and shocked you (most likely for BPs), it will take a maximum of 2 minutes to end the game. If you are slugged, a maximum of 4 minutes.

    If you DC because of that, you deserverd your penalty.

  • "like legit every update causes the killer to get nerfed in some way"

    Are you talking about DBD here? Just because Killers got a few Nerfs does not mean that they got nerfed in every Patch.

    "survivors should get a major nerf."

    They got a lot of those. Not unjustified, but Nerfs or Buffs are usually justified.

  • How about "No"? This is entitlement at its best. You are not allowed to DC, if you do it, you will get the same penalty as everyone else. Simple as that.

  • Scorpionz, mainly playing Pig, but also playing other Killers (even tho, quite rarely). Really good Killer, way better than others with more Viewers.

    Also, ArchdruidDrey is a Doctor Main, probably the best Doctor out there.

  • The best Killer Perk, striking once again.

  • @Shocktober said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191128#Comment_1191128

    Yeah, survivors should just spawn on the hook. They are slowly and surely removing all ways for survivors to express skill in the game. If you have the map knowledge and skill to loop a killer for 3+ gens using just the shack and a few jungle gym pallets alone; you should honestly be able to do that. Because you are better than them in a chase, and should be rewarded. And the killer should be punished for his poor decision making.

    Now? Nah, just hold W at the survivors while they mindlessly toss the unsafe pallets. Hide in a bush all game.

    Sorry, I dont see any Skill in using the Ironworks Window. I use it myself when I am Survivor and at this structure, but I dislike Survivors who abandon good structures, just to run to the Window, because they dont know how to loop properly. And the most skillful thing a Survivor can do is using multiple structures combined to be efficient and time-wasting. When a good Survivor needs 4 Pallets to loop the Killer for 3 minutes, a really good Survivor might do that with 1 or 2 Pallets.

    But running the same structure 3 times until Entity Blocker kicks in or just getting rid of the Killer because he cannot afford to chase there is not skillful.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191104#Comment_1191104

    What's the problem with breakeable walls though? I actually like the idea of windows being safe at first, and only becoming less safe once the nearby wall is broken. So the safety of windows change during a match.

    In my opinion the Killer should not have to spend 2.6 seconds (if I am not mistaken, this is the time to break the wall) to actually play the game. Because I think it is a bad use of breakable Walls when they are mandatory to be broken, and this is the case for almost all the Killers when this is a breakable wall.

    I mean, a breakable Wall would still be better than the current loop, this is for sure. But why let the Killer spend time to break it, when he will 100% be doing that? There is no real option to keep the wall intact.

  • @Peanits said:

    https://us.v-cdn.net/6030815/uploads/281/GHCD1URVAQ84.png

    Oops, I dropped my mid-chapter screenshot. Well shucks, so much for revealing it next week. Guess we'll have to reveal some other changes instead.

    Thank you for the Screenshot. Now I just hope that this is not just a breakable Wall, but an actual doorway.

  • Man, those survivor-sided Devs are ruining the Killer experience once again.

  • Apparently this is too hard. I also dont know how something like the Ironworks Window can still be in the game (even tho, I would put a doorway nearby to give the Window some use, but make it much weaker). Instead they are testing breakable Walls now, which will most likely (if they are implemented into other Maps) the Tool to bandaid-fix those Loops.

    Poor implementation tho, better hope they will be scrapped.

  • Aside from general good Killer Perks like Whispers or PGTW, those are Perks I think are decent for Myers:

    Enduring-->My go to Chase Perk, either alone or with Brutal Strength. M1-Killers are good with it, since it allows eating Pallets.

    Monitor&Abuse-->Michael has a really small TR when in Tier 2 so it helps to sneak up.

    Infectious Fright-->Myers can benefit from it, also good with Monitor&Abuse. Allows for some Snowballing in Tier 3.

    Corrupt Intervention-->One Perk I like a lot on Myers, because it closes the Gap between myself and the Survivors at the start. Them running around and not working on Gens is nice, but I like even more that they (in general, unless you get a Spawn in the Middle on Resting Place) basically run in my direction at the start, because especially the early game is crucial on Myers.

  • He looks slow when walking around in Night Shroud, I agree. But he is as fast as he should be. (You will notice that when you are chasing a Survivor, but when just walking around, he feels slow)

  • I would prefer a crafting System for Map Offerings. Like, put 5 Map Offerings in, get one what you like out. I dont use Map Offerings as Survivor, on my Main I have like 500 Map Offerings (anyone up for 50 Coldwind-games in a row?).

    As Killer I sometimes use Map Offerings for specific Builds, Mirror Myers for example. But there is only one Map where it is really good (The Game and Hawkins might also work, but those Maps are not fun with Mirror Myers, Hawkins Loops can be pretty strong with 105% MS...), and so I need a lot of Bloodwebs to get one of those.

    In general I still want an option to sell Bloodweb-Stuff.

  • @Murdle said:

    Maybe don't tap the same button like 50 times every time you vault something then..

    You just gotta press the vault button once and you vault the window and nothing else happens

    This does not work for every Window tho. Especially on Chapel there are two lockers which like to suck you into them. One on the bottom next to a Window outside, I have vaulted it a few times during a chase. And one upstairs, next to the window. I recently went into it 3 times. Like, standing next to the window, pressing Space (not rushing, I just wanted to go down this way), ended up in a locker. This happened 3 times.

    And regarding Button mashing... Sometimes you get sucked into a locker despite being away a stupid distance. I played a match vs Dowsey once, and I was spamming Space to vault a Window, because I needed to get this vault. There was a locker like 2 meters away on my left. I got sucked into it, I was nowhere near this locker. I watched the VOD on Dowseys Channel, it looked hilarious how I just teleported to the Locker.

  • @YaiPa said:

    if you DC you clearly just scared, and do not like challenges... if you find them boring you can make noise, call the killer, then just die on first hook, what ya say? you're gonna lose a precious pip? who cares about ranks when nobody, even devs, cares.

    This is exactly what Killers are doing. DCing in Loading Screen is exactly the same like dodging a Lobby because a Survivor has a Flashlight (and most likely cannot use it anyway).

    So yeah, they are scared and dont like the challenge. At least someone is seeing it that way.

  • @Fear_source19 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1186594#Comment_1186594

    I’ve on multiple occasions been face camped by a killer and gotten saved an still managed to escape, just because you guys wanna give the game to the killer 100% of the time means nothing, the perk says, after having successful unhooked someone you’re 100% guaranteed to unhook yourself, it doesn’t specify whether or not suvivors have to be alive. I think it’s silly that you think this is fine.... its a perk that only works if there are other survivors... if that was the case it should say that

    Its logical that it does not work when being the last Survivor. You escape via one of your attempts and the chance is 100% and not 4%. You dont get those attempts when you are the last Survivor, the game does not allow this. So Deliverance does not change anything.

    Besides, if you can still be on 3 Hooks and let your teammates die who are on Death Hook... If you still survive after being hooked, try to get into a chase so that your teammates might not die, if you can still afford being hooked.

  • Go to KYF, select the Deathslinger (if you own it) and then you can see it.

    2 Pink

    4 Purple

    5 Green

    5 Yellow

    4 Brown


    This is the standard for Killers, lately. Only a few exceptions are left where the numbers do not fit.

  • Well, either people DC when they face unfun stuff (like Iri Head Huntress) or they DC because they are found first, either because they are simply salty or have a bad day. And for that I think a DC Penalty is quite good, because even if it is only 5 minutes, when you DC because you get frustrated because of the game, you can think about closing it for the day or can do something else during those 5 minutes to get your head clear.

    However, I would not increase the penalty, because technical issues are a thing. I was quite lucky so far, but recently I got kicked two days in a row - one time I lost connection to the Host (without losing connection to the Internet), the other time I got kicked by EAC mid-game. Also I had one Killer who clearly lost connection, because it was a Deathslinger and he got kicked while reloading, so I highly doubt it was intentional.

    And as Killer, I also faced Survivors who did not DC manually, but got a crash. Not starting to talk about Bugs which can happen (one where the Survivor is stuck on the Hook so that either the Killer or the Survivor have to DC).

    So while DC-Penalties are helping a little bit (sadly Survivors can still suicide on first hook and Killers can still go afk in a Corner), increasing the penalty would most likely be bad for the wrong people.

  • Well, if you nerf BL, which was an alternative to Dead Hard, surely they will go for Dead Hard.

    But I guess Dead Hard should first function correctly before thinking about changing it. Because "Press E to be exhausted on the ground" is not that strong of an effect.

  • I would not be surprised if it is bugged and nobody noticed so far, because it is most likely her worst Add On, lol.

  • @Cheers said:

    Distortion, Infectious Fright, Boil over and Diversion.

    Also it wasn’t bugged yesterday, it was a prank for April 1st

    Discordance, not Distortion. Distortion is the Jeff Perk, Discordance is the Legion Perk (which is good btw, so if anyone is missing that and not interested in getting Legion, Discordance is a good option to get).

  • @indieeden7 said:

    He's a pretty good killer, I think the reason why some think he's OP is because the revealing mechanic is pretty bad to say the least.

    "pretty bad" is quite nice.

    His Reveal Mechanic is broken. Just yesterday I had the usual stuff:

    Looking in one direction and starting to reveal Ghostface without actually seeing him.

    Revealing him behind a wall.

    Not being able to reveal him even tho he was right in the open and nothing was blocking Line of Sight.

    Just the usual Trilogy of Bullshit when facing Ghostface.

  • I enjoy playing as Billy more. Even tho, it is more difficult to me, since I have not played him for a month, so it takes some time in a game to get used to it again.

    Regarding playing against, I think a good Billy player is probably the most fun Killer to play against.

  • While I agree, your examples happened 3 months ago and 1 year ago. Seeing that on the first Link, they were not on Dedicated Servers.

    For grabs it can btw. also work that the Survivor is already standing at the Gen. Even works at pallets, I was already running away when the Killer revealed he has eaten a gumo gumo no mi and still put his filthy hands on me and put me on the hook.

    So yeah, it should be fair for both sides, but I highly doubt that this is gonna happen.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188444#Comment_1188444

    It is a lot harder for a killer to recover from their mistakes than survivors. It also depends on the map and the killer as well.

    Well, surely it has a bigger impact if the side where somebody is alone messes up, because nobody can compensate for the mistakes.

    But it is simply a lie (and sadly a common opinion here) that when the Killer makes one tiny mistake they lost, while the Survivors can make multiple big mistakes and they will still win. As Survivor it is important as well to play as perfect as possible, because you never know if your teammates can compensate for your errors. And there will always be situations where one idiot can kill the whole team.

  • Apparently he was unfun for both sides. Survivors, especially new Survivors, were irritated because he was invisible and Killers were frustrated because they need to wait 7 seconds until they are able to hit someone.

    But from quite a lot of Forum Posts, I feel that still a lot of Killers and Survivors dislike Freddy, even tho for different reasons than before.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188462#Comment_1188462

    The devs made a big mistake when they nerfed Ruin. Because for the first time a lot players saw what many of us have been saying for a while now. The devs are biased.

    And instead of listening to our feedback, the devs decided to march full steam ahead.

    I think many veteran players are getting fed up with the game. I hardly see any of them anymore.

    You can't blame them either. We've tried to give the devs good advice on how to improve the game for the better. But of course like usual our ideas get swept under the rug in favor of the status quo (which is perk updates every few months).

    I have not seen much difference since the Ruin-Nerf. In fact, for me it is a little bit more annoying, since I had no problems with Great Skill Checks, but have now problems with leaving a Gen. But overall, the consequences of the Ruin-Nerf are smaller than many people expected.

    And hey, Survivors are now losing their Add Ons when escaping. And this was purely to give something to the Killers, there was no logical thought put into it. So far about "biased".


    @Topic:

    I like the game, but at the moment, I mostly play in the evening with a friend. And this is more socializing than actually playing. In fact, there are two things bothering me with the latest Chapter:

    The Add On Change, because now escaping is even less worth for me. I dont care if I escape or not, but now its just not rewarding, in my opinion.

    And Breakable Walls. When I read about it, I was really interested in the implementation, I thought it could give a strategic aspect to the game. But nope, the implementation is poor, I just hate the Saloon Map when playing Killer and Survivor. As Survivor, the Killer can make mindgameable Structures worthless to use and as Killer I have to break certain walls to have a chance.

    And I feel when the Breakable Walls are implemented into other Maps, I might play less, because it is just a bandaid, but really, really poorly designed.

    What gets me most excited are the Archives (really looking forward to Tome 3) and new Killers, but I hope they will slow down on new releases and start working on the game and dedicate ressources to it so that they only release new Content every 6 months and use the free timeframes for Balance and technical Stuff (mainly Dedicated Servers).

  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/141064/swf-indicator

    SWF use to have an indicator because all the survivor's would spawn in at the same time in the lobby. BHVR got rid of it because SWF didn't like that because the killer would play sweaty and they "weren't having fun". Hate to say like that but the way the game is now, killer's aren't suppose to have fun.

    Thats simply Bullshit. The change happened because the Killer is no longer the Host, but the Lobby is on a Dedicated Server. And even before, people joining at the same time might not have been an SWF.

  • Gameplay-wise, sure. Even tho the effect of Prove Thyself is pretty weak, weak is better than "nothing".

    But BP-wise, WGLF provides more BPs, because the Categories are capped. If the Categories would not be capped, Prove Thyself might even be better than WGLF, at least it would be a Perk which does something besides BP-gain.

  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188320#Comment_1188320

    But that in its self is a key issue. Survivors can make many mistakes and the match goes on. The killer can make one mistake and GG they lost the match.

    This goes both ways around. Killers can also mess up multiple times and still win. And a match can be lost for the Survivors if one of them makes a really stupid move.

    But I know that is nothing people on this forum want to hear.

  • Yes, you can still finish the Challenges and the Tomes. They will not award Rift Fragments anymore, but you can get the BPs, the Lore and the Charms.

  • @DrunkenXSMonkey8456 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185161#Comment_1185161

    Hahaha, you make it sound like stalking as myers is hard lmao. The amount of reward you get from these adds ons compared to the risk is nothing. Stalking doesn't take that long and if you get lucky and they all spawn together you've effectively won as myers. Hiding in a locker?? That's the best counter you can come up with? That's not a counter that's choosing to either ######### or get stalked. I see why this tactic works as you simply deny his ability to stalk. Firstly, that's called toxic play. Second in the big picture. Your letting him kill you at that point. So either way you die and give him the edge.

    Myers add ons need to be reworked. (the ult rares) his adds ons are insanely powerful while not changing anything bout how he plays, look at huntress and her hatches, she loses all but one but it can insta down you. High risk and reward as you need great aim to make it work. Trapper, the self setting traps is actually extremely versatile! As you can set and forget, keep a path blocked as it will reset constantly. But myers? Cool I can down people for days it's just a bit harder to get to that point? And insta mori? Again. I see no downside to that (can't remember if it increases stalk needed tier but if it does...) the extra stalk has a cap since there's only 4 of em, yeah I can see stalking All survivors to be a lil tough, you always get one slippery bugger. Yes in high tier games the survivors would be more aware but all you're doing is slowing it down to the point you should be able to escape by that point. In normal games, he will get to that point. Prob around mid game.

    The stalking isn't hard, nobody on this earth can atest otherwise. To give away such a power ability so easily is op. It doesn't really require any skill to get to. Just luck and being a bit sneaky. And time is something he can buy himself, either by using perks to control gens and build that stalk or by being aggressive. My main issue is with the infinite t3, as waiting it out doesn't become an option. Looping is alot harder due to his longer lunge, overall. He ain't fun to fight.

    Edit: the mori add on I care less about, mainly because outside of infinite t3 it's stupidly risky to do. As yes, you'll get a kill. But then getting the rest is alot harder since they're now hiding plus further stalking isn't gunna be easy. But the infinite t3 is what bothers me and needs changing. You can get it surprisingly quickly. You can prob get it by the time the second gen is done (depending on how quick the survicors are with them and how quick you find survivors. But I'd say 2 minutes is all you really need if you find them decently quickly.

    Infinite t3 grinds the game to a halt, as standard tactics don't work anymore against t3. You have to actively deal with it, slowing the game for everyone, it's just NOED without the hex drawbacks or active condition (why some people take both of these I don't know, how lil faith do you have in yourself???)

    Why do you need so many words, just to show that you have no idea how this game works and why the Achievement for this build is one of the hardest to get?

  • @elvangulley said:

    This is such bs freddy abd doctor players play with skill just like other killers

    I think you can throw a big hammer on their head and Freddy players will still 4K. He is braindead, simple as that.

  • The Killer will just wait there, if the last Survivor gets a chance to attempt escape. And so Deliverance will not change anything. And yes, the Survivor can have DS, and yes, he can have Unbreakable, but it is enough for the Killer to just wait.

    In the end it is only a huge waste of time for both sides.

  • @NoShinyPony said:

    Why do killers lose their add-ons despite 3k'ing or 4k'ing? So that they can't bring the strong stuff every match.

    I guess the line of thought why survivors are now losing their add-ons is similar here. 🤷

    And hey, if you want to keep the batteries on the purple flashlight, bring Ace in the Hole. It now allows you to keep add-ons after escaping.

    Its quite easy to bring the strong Stuff as Killer on a regular basis. Maybe not the strongest Add Ons all the time, but there is no problem at all to use good Add Ons every game with the amount of BPs which Killers can gain.

  • Honestly, a Gold in Gatekeeper is not that difficult anymore, now that the Killer does not get punished that hard for the first Gens being done fast. Before the Change of this Emblem, Gold Gatekeeper was more difficult to get (not impossible tho).

    But since they changed it, if you finish the game with not all Gens being done (or maybe even with Gates not opened), you should be fine.

  • Well, slugging 4 people from the start is the decision of the Killer. But Survivors cannot decide if they want to do Gens or not (at least when they want to escape). The only thing preventing them is the Killer, and if he is not doing that, he cannot expect Survivors to not do Gens. Sure, as Survivor you can run around and get the Killers attention, but personally, I rather stick on Gens instead of annoying the Killer.

    In my opinion, slugging all Survivors right from the Start and pushing Gens in a few minutes are not signs of a good game of DBD.

  • @immortalls96 said:

    Common sense..it is more fair..and before you say something about survivors having more items etc etc, One survivor maxed is all you need..compare that to all the killers and then..you see overall killers have a WAAAAYY bigger bp investment required to keep multiple killers with addons, plus killers sans addons lose most of their potential, meanwhile I only bring items for challanges as they can be farmed in game for free, arnt even necessary, and are reusable even if the addons arnt..

    Killers also... have a ... WAAAYY bigger... BP... Gain.

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1185144#Comment_1185144

    It seems like they said it during a live stream when it first came out. Even if that isn't exactly what they said, they definitely implied that casual play would be more than enough to complete the rift, and it isn't.

    Regardless, the idea that the Rift should be available until the next Rift releases makes more sense. I've only played one other game with a "battle pass" system and that's how it worked.

    They said that with 1 hour per day and the completion of the Challenges, you should be able to get to Tier 70. This is not really possible.

    I am fine with the Rift System how it is currently.

  • This Build is far from OP. It is really hard to get this to work, you have to (almost) fully stalk 4 people with both pink Add Ons. Sure, he can kill everyone then, but it takes a lot of time to do.

    (And you can counter it by jumping into a Locker)

  • "When the rift first came out we were told completing the tomes would be enough to finish the rift." This was never said. You can do basic math to see that the Rift Fragments are nowhere near enough to complete the full Rift.

    Regarding the Grind, not everyone has to finish the Rift. Like, even when not reaching Tier 70, there is quite a lot of Stuff to get for the 1000 Auric Cells (including most of the Auric Cells back).

    And well, Rift Extension... Lets say the Devs give a extension of 5 days now. Then, after 4 days the next guy will show up and wants an extension... Makes no sense at all.

  • The Gen is only highlighted in yellow for 8 seconds instead of 12 seconds. This means, you get more notifications, so if only 1 Survivor is working on a Gen afterwards, you will now about that sooner. Or you will be informed earlier that there are still 2 Survivors on that Gen.

  • @5courseNeal said:

    @TAG That's where they could make the checks more difficult, longer, more penalizing for missing etc.

    The problem is, this will punish newer Survivors but will benefit the good Survivors. If I can spend more time on a Gen because my Teammate is good at hitting Skill Checks, this does hurt the Killer. Killers get their pressure by forcing Survivors into altruistic actions. If someone is on the Hook, another Survivor cannot do a Gen, because they need to go for the rescue.

    But if the hooked Survivor can prolong the Phase OR can even escape on their own (free Deliverance basically), this is a huge part of pressure gone.

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