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BananaBlooD95

BananaBlooD95

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BananaBlooD95
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  • @Blueberry said:

    Crowd Controls not good enough to be a hex. If you want blocked windows take Bamboozle.

    True it should block the window regardless of the vaulting speed (slow/medium/fast).

  • @PanicSquid said:

    As a killer main, can we not agree on the fact that 1 hook moris were too powerful? Keys are problematic, but that isn't as simple as just changing the hook requirement for moris.

    The devs aren't playing favorites.

    Yeah but having to do 2hooks on each and every survivor just to mori them is lame. Mori are pink offering and should be somewhat useful but as they stand right now they don't save you any time compared to a 3hook and rob you of some perk that activate on hooks (BBQ or PoP for instance).


    I'd have prefer for mori to require something like 6hooks totals before being used. That mean half the survivor are on dead hook anyway.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2083431#Comment_2083431

    I think thats how I feel. Knowing you won against insurmountable odds. It's pretty apparent that there really isn't THAT many good survivors playing. As evidenced by how much easier killer has gotten after specific perk nerfs.

    There's still god survivors that turn this game into a joke and voice comms still make certain killers unplayable, but I almost never see that nowadays. I see other players, even supposedly experienced killers say every killer match is still almost impossible, and I wonder if these killers are just.. not very good but think they are.

    This will sound egotistical. But am I just a way better killer than I thought and a lot of these killers are bad? Or is there THAT big of a difference between player skill in different continents? Because I was always told EU dbd was way sweater, but I've been on it for years and its only gotten easier and easier.

    I've never felt more disconnected from the dbd community as I do currently. People still scream for more survivor nerfs, but at this point all thats needed it killer buffs against SWF really. Solo survivor is by far the worst and least viable its ever been. And 95% of killer matches at ANY rank are one sided stomps.

    I don't even enjoy killer anymore as I never even get tough matches nowadays, at any time of day or week. Even if I do get 1 or 2 insanely good survivors that make me sweat, their teammates will inevitably suck and feed me the game.

    When playing solo Q I don't mind at all if I die. Also I wouldn't like having anywhere above 35-40% chance of survival as that would make surviving unrewarding.


    I never played a full sweat build on survivor because I was confident in my skill alone do to well-> at least a full gen on my own & some progression on an other one, a good minute worth of chase + 2 heals+ is good enough for me as survivor and I feel like I had a good game regardless of the outcome.


    When playing killer it really suck having to face strong survivor perk that require little to no skill (eg: pre nerf DS that could be abused badly) & feel cheated even if I get a 2k because that mean I played really well but on the contrary if I get a 2k but survivor didn't have 16 meta perk I feel it was a really nice game all around.


    As for 4k sometime it's just survivor playing like complete potatoes and sometime it's just you playing really well and survivor not having super strong perk and making 1 or 2 costly mistake.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084259#Comment_2084259

    If the killer is chasing someone around a regressing gen, one of two things is almost certainly true: 1) That gen was regressing for quite a while and the killer already got good value out of their kick, or 2) The killer kicked that gen at a bad time.

    I am well aware of gen regression speeds. All the more reason for the killer to be smart about when they kick gens instead of complaining about tapping. If they're smart, the time investment will be handsomely rewarded, If not, they deserve to lose that time.

    If a gen has been regressing for more than 20-30sec without ruin or 1/2gen poping then survivor are making some huge mistake.


    If you know a survivor is being chase, chance is he was doing a gen not so long ago and unless you're on the complete opposite side of the map or you're above 50% progression on your gen you should take a look.


    Same how when you see a killing using pop and having some easy down next said gen you should let it regress for up to 80s to let the killer leave the area because pop= 80s of regression.


    It's not the killer's fault if survivor play in a selfish matter and even for solo Q you should be punish for doing so, you're in a 4vs1 and even in solo Q if you use your info correctly and play your card's right the killer will have to work to get a 2k+.

  • @scenekiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2083804#Comment_2083804

    Maybe it'd help to actually read what I said instead of assuming things and spouting off uninformed nonsense then, friend. Your responses in this thread are laughable considering you haven't even read anything that isn't supporting your own opinion. Calling me a crybaby when you're the one claiming PTSD over a video game perk? Really? Sounds like a bigger real life issue to me lol.

    https://forum.deadbydaylight.com/en/discussion/comment/2083867#Comment_2083867

    I can understand your point for sure, but what do you propose then?

    A scenario I've been encountering all too often post-DS nerf: you're unhooked, killer immediately comes back and comes after you. You're being chased without a chance to even regroup yourself. Killer puts you into dying state, at this point you've burned through anywhere from 15-30 seconds of DS depending on how good your chase is. Killer leaves to kick a gen or go whack someone really quick, then comes back to you. You're hooked a second time without utilizing DS.

    Maybe this isn't tunneling to you, but it is to a lot of people, and it is a problem.

    AGAIN FOR THOSE WHO CAN'T/WON'T READ: I AM NOT SAYING IT SHOULD GO BACK TO THE WAY IT WAS. I am saying some alternatives should be added in addition to make it better serve it's purpose across the board.-

    You can use the following perk to help you in those situation:

    Boil Over, No Mither, Power Struggle, Second Wind, Soul Guard, Tenacity & Unbreakable


    Your team mate can use those following perk:

    Babysitter, Burrow Time, Breakout, Buckle Up, Desperate Measure, Empathy & For the People


    The only thing is those perk are not super strong or meta.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084111#Comment_2084111

    Why though? If someone is tapping a gen during a chase they're sacrificing distance to avoid regression. It's a calculated risk, not free.

    You should only be kicking a gen if there's a fair amount of progress on it and you are reasonably confident that there are no nearby survivors who will be able to stop the regression. If survivors across the map (for example 20-30 seconds away, as you said) are forced to come to that gen because of the kick, that still could have wasted quite a bit of survivor time, so it might still be a fair decision even against a good team on comms.

    I see no reason to buff kicking gens in any way. For one, I haven't seen any data to suggest high-skill killers need a boost. For two, this would increase the gap between SWF and solo because information on which gens are regressing becomes much more important when killers are systematically kicking more.

    Gen tapping is usually done near loops with a pallet or window & it's worth doing.


    Gen regression is 4 times slower than gen progression (80sec vs 320s). That's what making ruin "so strong" & make kicking useless/barely useful because the regression you put on a gen is negated by the distance survivor make which increase your chasing time.

  • As much as this is QoL improvement, how the ######### did you guys not think about scroll up/down mouse button for that?

  • @Harold_Shipman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2081123#Comment_2081123

    This, plus a grace period of a few seconds would be good. You often don't realise you're going to be tunnelled until a short time after being unhooked, by which time you may have started trying to self heal, with the killer returning to hook shortly after you begin.

    No, you shouldn't heal right after getting unhook and should try to find a hiding place.

  • @Dwight_Fairfield said:

    Its perfectly balanced and what's more its earned for its use. A killer has to catch and hook a survivor to get use out of it. They earned that pop kick.

    Even with Pop kciking a gen is not always the most useful thing to do.


    Personally I'd like to see a usefulness for kicking gen without needing 1 or 2 killer perks.

  • Some of the Badham have different outskirt layout:

    image.png

    But 3 of them at square with the exact same surface area.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082333#Comment_2082333

    Ah yes, because I am supposed to follow all the threads of all people commenting to this post. Oh wait, what did I say?

    https://us.v-cdn.net/6030815/uploads/8T616TCTUD1K/image.png

    Oh that's right, I didnt say in the entire comment section, I didnt say anywhere in the messages. I just said this thread.

    "The game have seen far worst than that and people managed to deal with it and there are far more oppressive perk/add on load out for a 3gen."

    As a doctor main, I have to heavily disagree. This is actually a 3-gen build that has gotten stronger post-rework and there are very little comparisons you can make, as not a single load-out forces you to throw yourself at the opponent for 40 minutes in this game. The only comparison that can be made is hiding as a survivor and not doing any gens ever. "people managed to deal with it" People managed to deal with the old 2016 survivor hiding, so guess we can remove the EGC, right? People managed to deal with it, so lets just bring it back into the game, remove the EGC and torment killers with 40 minutes of survivors just hiding in lockers and refusing to escape.

    "The doctor can't be at 3 place at the same time, 4 survivor can. Once he go pressure one gen, 1 survivor go work on the gen completely at the opposite side of the 3 gen. Get to madness 3 or injure? Go heal with one of your team mate with the two other survivor pressure 2 gen. after 5min you're done."

    Again, not gonna work. You have to go outside, only 1 gen can be pressured at a time at most and everytime you pressure a gen, you get hit. Every 30 seconds, you get madness, forcing you to go out of the radius and letting gens regress. You thinking this takes 5 minutes is laughably ignorant about how this situation works. Gens are at most 16 meters apart in these kind of 3-gens. And going upstairs means going upstairs unnoticed

    "Oh and a third time for good measure: You have gen A,B,C. Gen A and C are the furthest apart. The killer go pressure gen A, survivor work on gen C. Killer go pressure gen C, work on gen A. You get hit, you go heal. You get madness T3, go break it out."

    That's against a normal killer, not a Doctor with Surveillance, Overcharge and Iri queen.

    You have Gen A, B, C. A and B being essentially next to each other while gen C is 3 seconds away. Oh whats this? a survivor at gen C? shock them, give them a charge, kick the gen. Survivor goes back to the gen with a teammate to pressure the gen, Skillcheck comes, Static Charge gets triggered blocking you from hitting the skillcheck, forcing you to miss even if you could hit it causing you to lose 5%, for you to regain this 5%, Doctor has kicked both other gens, injured 2 of your teammates and is now back to your gen where he shocks you, giving you another charge. While your teammates are both injured and in Madness 3, he just forces you off while shocking you into M3, causing 3 gens to be regressing at the same time with only 1 survivor uninjured. Oh, this survivor could be going to gen A upstairs, whoopsies, he got spotted because of Doc's hallucinations that you can see with King. Guess he needs to run away before he could even touch the generator while the other 2 people just got out of madness 3 and are now forced to heal each other.

    All this is already 1 minute of the time on 4 survivors, 1 minute of the generator regressing vanilla(aka, 20% progression gone), all while Doctor has been able to get you back into Madness 3 again if you got even slightly into his TR. So you need to be able to progress the generator for 10 seconds in a row with 2 survivors without Doctor interrupting you for you to GAIN progress in this situation. Which you cannot as you need to approach a generator solo to get rid of Overcharge, which Doctor would already notice due to Surveillance, chasing you off, with 1 person rushing to Gen B to get rid of Overcharge, then all of you triggering Static Charge to get rid of it, but since its 2 people, that means they gain a madness stage for free. Meaning you just use a Static Blast to make 2 of them unable to keep progressing.

    And yet you still think survivors have time to heal up, get out of Madness AND gain progress at the same time? There is no 3 man gen here, so you simply cannot gain progress fast enough. One of the gens is even out of question due to it being a solo gen.

    Essentially: Red gens are 2 man gens, black one is a 1 man gen, the circle is a rough estimate of a 32 meter terror radius on this map.

    https://us.v-cdn.net/6030815/uploads/T0CQYL14XGYE/image.png

    1/4th of that circle(8 meter radius), is the reach of Doctor's shock. To do a succesful heal, as you dont know for certain if this Doc has Nurses or not(he had NOED, which cannot be confirmed), you need to stand outside of the TR to heal up, assuming you just got hit, means 8 seconds. Then you have to meet up with someone to heal up, which can take some time, during the 8 seconds you needed to get out, the gen you worked on has already been kicked and started regressing at 0.268 charges per second. Assuming this is the 2 man gen close to the white van, the only other gen that can be pushed its right around the corner. That's 1 gen regressing, 2 people busy and 2 people about to be hit, shocked and shoo'd away from a gen, at least one of them being forced out. Lets assume even that only people who are injured run out, and that the other uninjured person instantly started working on the gen you got hit off while the other uninjured person rushed to that gen aswell. Doctor has kicked the other gen, also regressing and spots the previous Gen is yellow, goes there to hit another survivor and shock them into Madness 3. Now you only have 1 survivor left to pressure gens while all 3 generators are still regressing, and he doesnt even need to check up on 1 of them due to it being a 1 man gen and he can hear it being worked from outside.

    This situation is near impossible to break, and there is 1 hook inside that 3 gen.

    And you think its 5 minutes at best? I'm sorry, but I really scoff hard at you if you think it's 5 minutes at best, when 1 gen is essentially impossible to push and the other 2 are very easy for Doctor to keep pressure on.

    If you are to post on a particular thread one would expect you to read all comment so you know what have been said (eg: one of the gen being on the second floor of the house) and one would expect you to read the entire comment you quote and reply to (like one of my first comment).


    • Unnerving Presence, Hex: Huntress Lullaby, Distressing & Hex: Ruin. Just those 4 perks would have been worst that what the OP faced.


    • Why do you take the inside gen out of the equation? It's legit THE safest gen & the one that take the longest for the killer to patrol has he have to go up the stairs to push away the survivor. Not only that but he can't shock survivor upstairs when he's downstairs, Statics Blast will work but that's it.


    • I don't know the math & script behind gen spawn but 16m apart is 4second run as a survivor & no map have gen that close except on the very rare occasion where 2 gen are about that distance but there's NEVER a third gen that close.


    • You need to shock to get Madness 3, add patrolling, about 10sec from one gen to the furthest (upstairs in the house) give you enough time to get rid of Madness 3 and touch the gen that will have lost 1/32 or 2.5% (10sec) of it's progression. The only reliable way to get everyone Madness 3 at the same time is Static Blast that has a 60s base CD, snap out take 8 sec. I guess in your scenario everyone just stand still right next to each other waiting to get Madness 3, IDK.


    • There might be no 3man gen but a 2man take 47.06 (47 for short) and regression is -0.25%/second


    • Terror radius of 32m= roughly 800m2, all Badham are above 8 000m2 except one that is 40m2 short of 8km2. Also according to your "On scale drawing" Your 3 gen are more than 3 second apart.


    • Why would you need to go outside of his terror radius to heal or get out of madness 3? Might as well just go in the corner of the map at this point, LOL.


    • The OP never specified (or at least I didn't notice) which version of Badham & all of them have different layout. Also according to your drawing the remaining 4 gen would have been incredibly spread out which, again I don't know the script being gen spanning, but that seem very unlikely.


    I know those 3 dot you added are possible spawn but I'd bet the game wouldn't generate all those 3 gen at the same time. There are still other spawn quite close to those (an other one between school and the house with all you dots + one in the street left left of the L shaped wall with a window that is connected to the school). Anyway you're not the original poster so I can't take those spawn as what OP had in his game so there's no point arguing about that.

    For all I care the house on the right can also have a gen inside + there's a pallet in front of the door and a possible gen in front of it.

  • @BuddhaBing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082044#Comment_2082044

    That was my original thought, but then it could create a situation where a survivor finds the NOED totem after it lights up and starts cleansing it, then when they're almost done, the killer hits someone and the totem relocates.

    I do like that'd it keep in more in line with other perks though and maybe the situation I mentioned wouldn't happen enough to be an issue. It would be pretty rare, now that I think about it.

    How would it be more inline with other perk? It's a hex. All hex are either active at full power or inactive when their respective Hex totem are broken.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082056#Comment_2082056

    I didnt reply to that part because nowhere prior to this moment is there a mention of a house in this thread prior to you talking about it. But I am assuming the 3 gen in question is one upstairs, one next to the house and one on the street(as I didnt see any footage here or pics, I do know general gen spawns on Springwood).

    The Springwood house against a Doctor can be essentially a guaranteed down, once the side wall is broken, that's essentially a 2 gen you cannot work on without giving doctor multiple injures or a down. By the time you can fully heal up, Doctor has access to his shock, which guarantuees a full tier. If you're not close enough to each other, every single survivor will have a charge. Any survivor getting close to you once you touch a generator that has Overcharge on it makes you fully unable to hit that skillcheck. So you have to solo a generator untill Overcharge is gone. Doctor with iri king causes reverse skillchecks and places them randomly on the screen. So if it's a quick hit, you're screwed. Add in that frustration makes it even harder to hit those skillchecks over time.

    So lets break down the maths here:

    You have 1 doctor that takes 3 seconds to kick each generator, hitting anyone that is close and shocking those within range.

    Anyone being injured forces you to heal up, otherwise its a free hook and anyone hooked inside the 3-gen makes it even harder to break.

    2 people working on "the furthest gen" requires 40 seconds of Doctor fully ignoring you, which he does not, thanks to Surveillance. He hits and shocks people, forces you to heal up and get out of madness. Every second spend getting out of madness or healing means a generator regressing. Add in shocks and quick reverse Overcharges that happen in the corner of the screen before you can react, and you have essentially a 3-gen that can take up to 30 minutes to break.

    30 minutes to break a 3-gen that is forced upon you is essentially just as bad as 2016 survivors hiding 30 minutes in lockers once the final gen is done. So why is 1 considered hostage keeping when the other is not?

    image.png

    What are you doing here if you don't bother reading all message let alone read an entire reply? Are you a troll or what?


    The game have seen far worst than that and people managed to deal with it and there are far more oppressive perk/add on load out for a 3gen.


    The doctor can't be at 3 place at the same time, 4 survivor can. Once he go pressure one gen, 1 survivor go work on the gen completely at the opposite side of the 3 gen. Get to madness 3 or injure? Go heal with one of your team mate with the two other survivor pressure 2 gen. after 5min you're done.


    I'll say it again: pressure the 2 gen at the same time the 2 that are the furthest apart. While the killer push survivor away from one gen the other survivor can work on the other gen.


    Oh and a third time for good measure: You have gen A,B,C. Gen A and C are the furthest apart.

    The killer go pressure gen A, survivor work on gen C. Killer go pressure gen C, work on gen A. You get hit, you go heal. You get madness T3, go break it out.

    ----


    If you can't hit the skill check and/or are just too afraid to pressure 2 gen at the same time in a 4 vs 1 then you DESERVE to stay in a ######### 40min games

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2081145#Comment_2081145

    The change they made was extremely good. Pausing it in a chase would be good.

    Personally I'd have DS be usable twice (1 per hook state) and have the timer paused while being chased. I get that some survivors can just do nothing and follow the killer around but if they're doing nothing then that's fine.

    They could make it so you can use it once per hook (so twice in a game) + not leave scratch mark & blood for 5s and I wouldn't mind because it's purpose is to prevent tunneling and survivor won't be able to abuse it.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082057#Comment_2082057

    Its almost like survivors just don't try anymore or something and expect to be let out of the match. If its come to a point where we blame killers for trying to win by being "sweaty", "try-hard", or even blaming them for "holding the game hostage" what's the point of playing killer anymore.

    You make survivor work for their win and they scream your strategy is too strong or it was impossible to win

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082046#Comment_2082046

    this is in reference to the original post at the start. It's a great idea. NOED still keeps it's power, but every time the killer gets a hit, the totem breaks and migrates to a dull totem. So the amount of free downs the killer gets will be tied to how many dull totems survivors get done.

    I have no comment about your post

    That would be a huge nerf to a perk that is only active at the end of the game & if a killer get more than 2 -3 down that mean survivor played badly.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2082018#Comment_2082018

    Didnt you read? I said: "he had iri queen, which, if you try to rush a gen with more than 1 survivor, means you get shocked and forces the Overcharge to trigger."

    You literally cannot hit the skillcheck if you're being shocked.

    "Surveillance doesn't pressure gen" No, but doctor's power does.

    "Like I said, it take time and patience but it's doable" Oh, like "holding the game hostage back in the day by walking around as a survivor hiding in lockers forcing the game to last 2 hours"-doable? Sure. But oh, whats this? Killers complained too much and got the EGC introduced to prevent that situation because 2 hours simply is too long? If a game lasts more than 20 minutes because of a build, it's essentially hostage keeping. The fact that this killer was actually killing was the only reason this game was not being held hostage.

    A 3 gen that takes longer than 10 minutes to break is not doable.

    I did read, you didn't.


    image.png

    Let me explain it again. One person doing the gen upstairs in the house, 1 doing the gen furthest apart from that one and the 2 other survivor resetting (getting rid of madness 3/healing.


    Do I need to write in an other language? Maybe I should write it in 3 different way, maybe you'll understand one. Or maybe you just need to read the entire post before replying and sounding like an ass...

  • @FrenziedRoach said:

    This actually is a pretty decent idea...

    Rewards survivors for doing the totems, helps the solo survivor, but keeps the power of the perk.

    I'd modify it though... have it break the Hex totem, but let the totem migrate to the next available dull totem until they are out. Do that and I'm behind this idea 100 percent.

    Seem like you were talking about my post but I'm not sure...

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2081918#Comment_2081918

    Against a Doctor? No. Especially not with the build he had. You would essentially need perfect timing everytime an overcharge gets along, otherwise you lose 5%, let alone that he had iri queen, which, if you try to rush a gen with more than 1 survivor, means you get shocked and forces the Overcharge to trigger. Then he has surveillance to see which of his 3 gen is being touched so he can instantly go there and chase survivors off again.

    For you to win this, you need to keep a killer at bay from 1 generator for 40 full seconds or for 60 seconds without failing any Overcharge skillcheck. You need to avoid him shocking you, because very shock and meeting with other survivor grants you half a madness point. Once you reach Madness 3, which is quite easy to do in a small area where you have a 3 gen, you need to snap out, in which time, you cannot work on a gen. Add in the fact that Doctor would keep smacking you whenever he can, forcing you to heal or be a free hookstate. Because once you are slugged, you cannot work on a gen.

    To break this 3 gen against this build, you need at least 1 brand new part and prove thyself, all while you force the doctor to "waste" time hooking survivors instead of kicking gens.

    So no, 3 gens are not always doable.

    Overcharge skill check are not that hard to hit & no Hex: Huntress Lullaby. Surveillance doesn't pressure gen and let's be hones on a 3 gen that doesn't change anything since without it you either SEE survivor working on gen or HEAR them.


    Like I said, it take time and patience but it's doable, beside walking up the stairs of the house take away some precious time which give you more time to work on the furthest gen. There were 4 survivor alive, two for healing and 2 pressuring the furthest gen apart and voila.

  • @BuddhaBing said:

    I've been seeing a lot of threads complaining about NOED and had an idea about a potential compromise. So to start things off, I do like the idea of NOED being a "do totems or else perk", but I've seen a lot of people bring up the point that sometimes a particular totem is hidden pretty well and it can be really difficult to find all of them. This is a fair complaint and it feels really bad to have 4 totems completed, but the killer still gets full use of NOED because of that last totem.

    For my idea, NOED would work very similar to how it does now with one major exception. Any time a killer hits someone with NOED active, a dull totem will break. If there are no dull totems remaining, NOED's hex totem will break instead and the perk will be deactivated. Note, this does not stop survivors from destroying the hex totem once it's active, it just limits the amount of hits a killer can get from the perk.

    This change would make it so that as long as survivors put some effort into doing totems, they at least get some reward for it, even if they are not able to find every single totem. It also preserves the intent of NOED as an incentive to get survivors to do totems.

    Maps, Small Game and Detective Hunch all counter well hidden totem but aren't meta perk/item so most survivor skip on them.


    https://youtu.be/ngBKaDQq7kU

    If they are to change totem they should do something like in this video. That way killer don't feel cheated if a totem is done 30second in a match, can't camp totem and will still benefit from their hex after survivor start breaking bones.


    Survivor get to make Hex weaker each totem they break and actually have a second objective worth doing.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2081802#Comment_2081802

    "He basically chose his 3 gen at the start of the match and did nothing but glue himself to it, we all tried to break it at the start."

    Guess you cannot read. If you cannot break a 3-gen from the start of the match because a killer forces it, it's not because the survivors gave him a 3gen. He literally forced it.

    3 gen are doable especially at 4player. it take time & patience but it's not hard. Work on gen, wait till the last second before leaving the gen then come back when he move toward the other one. If he kick the gens it's even better, it give you more time to work on the other one.

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078831#Comment_2078831

    A match lasts for 10 to 15 minutes? That's not true. Red ranks games lasts at maximum 10 minutes, either all gens are done or you kill all of them by that time.

    A reward I want is something that is comparable to the much effort you've put, one that could be scalable to be considered good for both new and players.

    We have Devotion for this, it shows how much you are devoted to this game, our rewards could be multiplied by our devotion level.

    https://www.youtube.com/c/notOtzdarva/videos

    https://www.youtube.com/user/TrU3Ta1ent/videos

    https://www.youtube.com/c/OhTofu/videos

    https://www.youtube.com/c/No0b3/videos


    "Red ranks games lasts at maximum 10 minutes" All content creator that are red rank and 9 out of 10 games last 10min, most are like 12min long.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078899#Comment_2078899

    I dunno, on my 45-inch widescreen I can't read the icons along the side of the screen from my peripheral vision. I have to move my eyes to actually look at them, taking my eyes away from whatever I'm actually doing, and the vertical positioning means it takes longer to read them than when they were horizontal. When they were along the bottom, I didn't have to move my eyes to see when someone got injured or downed, it was immediately apparent without distracting me.

    Seems like you're playing on a 45ince at arm length which is wasteful as the side of the screen will be outside of your vision.


    The new HUD give more info and I find it cleaner but like I said it would be nice if they let us customize it.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078863#Comment_2078863

    uuuugh, I try not to think about that monstrosity... I hate the new HUD so much. -_- Despite having played with it for many, many hours, it is still not as quick and easy to read as the old HUD.

    I apologize to any survivors who I failed to notice were injured or hooked, but those icons are no longer in my peripheral view, so, um, yeah. I can't stay on top of what's going on the way I used to be able to. It's not my fault this game isn't designed for console players.

    They should let us modify the HUD like we want, after all it doesn't give us any advantage. But to say that you don't notice survivor's health state? I play on an ultra wide 34inch and I don't have to move my eyes from the middle of the screen to see there is 1 or more injured survivor.

  • The only old map that have decent, heck even good placement is Lery

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078291#Comment_2078291

    You sound like that people when we had the December calendar event saying that gaining 5k each day was a good reward and everyone who was complaning was ungrateful(yeeees because 5k a day helps a lot! yay!)

    You will gain 250.000 BPs for each side if you reach rank 1. So you can gain 500.000 BPs if you reach rank 1 in both sides, but this is the problem:

    The default we can earn in a match is 32.000 BPs. If we play 8 trials gaining this basic value, we can reach (8 x 32.000) 256.000 BPs. You won't be getting 32k all the time, we can get less or more with WGLF and BBQ and other offerings which boost BPs gain.

    This is the problem I see for me: I can get over 250.000 by playing as Killer with BBQ in less than 1 hour. After A WHOLE MONTH waiting, I get some miserable 250k of points which I can make in less then 1 hour? This makes no sense and doesn't reward people who put effort into the game. You can say it helps people who doesn't play the game all the time, but a game designer needs to think in a way that both veterans & new players get rewarded for their playtime!

    As for the post, I agree that we should receive something extra, because literally getting BPs is not a problem. It's ONE REWARD for each month, and you can get max 12 times per year, why it needs to be so bad? It would make sense if you reach rank 1 it automatically gives the reward for you and then resets, but even so the rewards needs to be better.

    Bruh a match easily last between 10 and 15min, even if you get 50k BP/match you'd have a hard time making 250k in less than 1 hour. Also a huge part of the player base still have ton of character/killer to level up and perk to unlock.


    What do you want? 1M auric cell for being rank 1?

  • @konchok said:

    I really hate people who use whataboutisms. If you have a problem with kek-tech create a forum discussion with just kek-tech. There's no need to bring up j flicks.

    What you're actually trying to do is create a situation where when j flicks are removed you get to complain that BHVR is survivor sided because they haven't removed kek tech. It's so obviously transparent and it annoys me to no end.

    And when you create that forum post, I will call you out on that #########.

    So we can't point out that "What wasn't intended for killer" get patch out faster than actual exploit that are completely bullshit?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078458#Comment_2078458

    Not sure if their audience would be happy with only meme builds in the long run.

    But we'll see.

    I mean the dev don't make money off streamer that much (outside of visibility). If killer leave because their experience is too trash then survivor get longer queue and then survivor will leave because queue are too long and then nobody buy any DLC or skins so the devs don't make money.


    edit: Monto is mostly about meme build in DBD

  • @ClarityOfWill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077836#Comment_2077836

    This. The amount of crying I've seen from other killers since joining the forums has been eye opening. For all the complaining survivors do in game, the amount of bitching here at anything remotely positive towards survivors is shocking. I think the harsh reality is that a lot of killers here simply aren't quite as good at the game as they'd like to believe and have relied too heavily on hard tunnelling someone out the game. Even the mighty SWF which is cried about often, isn't that much of an issue outside of optimal 4 man teams (who aren't even running DS on more than 1 person anyway and for whom the nerf has almost no impact on).

    Based on a lot of replies to any DS topic you could genuinely be forgiven for thinking that equipping old DS granted a survivor godlike powers, with Dwight going Super Saiyan and one punching the killer into oblivion. Personally, outside of competitive, a lot of my games have lost any real challenge or enjoyment. People either kill themselves on hook, DC or the match (outside of the aforementioned coordinated SWF) is just a stompfest. No, I didn't like the abusable side of DS either, but what we have now is equally as ######### for the opposite reasons. If we're going to play the "DS is now a true anti tunnelling perk" card, either buff it so that it genuinely holds that status or address the root issue properly. The idea of delegating such a critical aspect of the game to a paid DLC perk is a piss take.

    I could care less about DS being used twice if the killer tunnel to death, if anything it will encourage the killer to tunnel less as he will eat 2x5s stun + longer chase while the perk won't be abused by those who weren't really tunnel.


    It's one thing to have unbalanced game, it's an other to get beaten by some ######### ass perk that give survivor god like protection for 1min.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078121#Comment_2078121

    Yes. Also streamers might have a less pleasant experience. But then again, they get paid for playing.

    They can go for meme build and not be sweaty: They won't win all game and have super high MMR and they will be entertaining. Think about what Monto is doing.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078191#Comment_2078191

    And would probably end up breaking something completely unrelated in the process because the foundation of this game is THAT messy

    If that's the case then the should just redo it little by little. For Christ sake many games have done this and many more will do. Some devs do care about their player base more than other and guess what? Those games end up lasting longer. The only exception are games that have no competition; they can be ######### and those who really like the gameplay will stay.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078158#Comment_2078158

    I'm not an expert in that field but completely reworking the foundation of a game doesn't sound like an easy task

    All they would need is to redo the sound scrip not the entire game.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078030#Comment_2078030

    How is it difficult? The game is built on spaghetti code where you change one number value from 4 to 5 and suddenly half of the killers in the game can't lunge, it's pretty difficult. It's also wildly inconsistent; I go weeks at a time not encountering it then one day it's every match, hence why it can't be consistently replicated in-studio.

    How do videos help? They show the EXACT steps better than words ever could, that must be taken to get to the issue in question.

    Why don't they redo the code?


    Any person/company who scrip for someone else and receive money would redo their scrip if it's too ######### & create too many problem. Also considering sound bug have been present for a long time and it's quite common I wonder if they really are unable to reproduce the bug or they're just too lazy.

  • @BubbaDredge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077747#Comment_2077747

    The game would be more fun for killers if we could also have the advantages of perks without bringing them. Survivors use items all the time, and I can't make them drop items without Franklin's. How do I get my name on the list of players that want advantages but don't want the "unfun" requirement of using a perk slot?

    The worst part is that some killer are soft countered or completely countered by items. Maps shows traps (Trapper/Hag), flashlight break Hag's trap and can burn Nurse or Wraith.

  • @Tsulan said:

    I enjoyed the MMR test. Playing both sides.

    The only issue i see, is seal team 6 SWF squads that will only get matched against god nurses and spirits that hear a survivor breathe from a mile away. Those players won´t enjoy the game as much as they do right now. Everyone else will love the new MMR.

    You mean those who make the game unfun for other will have a shitter experience with the MMR? Good!


    For real I liked the MMR test

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070990#Comment_2070990

    If survivors are avoiding shreds you're not using his shred correctly. It's like Pyramid Head, you zone survivors and only let it rip when you have an almost guaranteed hit except you can't go through pallets. There's no dodging or mindgaming Demo shreds if you're actually running tiles properly as him which, if you're running them the same way as a standard M1 killer you're already doing it wrong.

    Holding shred slow till you use it or release it, unlike Piramid Head who is only slowed for 1 second or so. Also Unlike PH's power, Shred can't hit survivor on the other side of pallet/window so the timing to hit survivor is shorter. Both their power's cooldown are about the same but PH's is stronger.

  • To set up Demo's portal you lose at least 1 gen, then after 1 use survivor can break your portal and it's not that hard to find.

    Survivor can bait you into shredding into nothing, predictable survivor will get hit and predictable Demo will get baited like any other killer/ability.


    He require set up, his power are just decent and have counterplay and his add on are trash for the most part. He need to be buffed somewhere. Maybe they could give him better add on like:

    -Portat can't be broken (Purple/Pink)-> That might be really strong but if they don't buff him in any other way, I mean why not? Freddy is similar, dosen't need set up but is limited by gen

    Add 1-2 use by portal before survivor can break them (Green) -> That can only help him maintain good map pressure and again he still need some set up unlike all the other killer with good mobility

    --

    Make his feet do less noise->He's a ######### truck ATM. Combined with the undetectable status he get when teleporting that could give him some nice gameplay and survivor can break down portals after one use.

    --

    More Add-ons like Rat's Liver, more movement speed why shreading to give him better anti loop.


    I don't think that would make him too strong and that would give him different gameplay (what add on are supposed to do). If anything you can always debuff an other part of his kit if one add on is too strong or make it so he need to add on to make it worth (like 2 add on like rat's liver)

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077302#Comment_2077302

    I despise Dead Dawg.

    You have to break like 4 walls minimum for the map to be playable

    It balance it out since it's quite a small map and the side opposite to the main building is quite unsafe/deadzone.

  • @Tio_Croc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073455#Comment_2073455

    I agree with everything you wrote, just need to delete everything except the last sentence and only read until the comma.

    NM I quoted the wrong person.


    Anyway it amaze me how people say he's DeathSligner is uncounterable. Block his line of sight, drop a pallet, loops with high wall etc.

  • @Anniehere said:

    https://forum.deadbydaylight.com/en/discussion/comment/2076252#Comment_2076252

    I always used Soul Guard and was able to take a hit afterwards. And i remember that the perk was active for at least 5 seconds after unhooking myself, i relied on it every match.

    Maybe it was a bug? i really don't know.

    If it was a bug more people would have abused it & used the perk. I'm pretty sur it was your team mate having BT which give the exact same effect.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2064665#Comment_2064665

    Then don't just blindly kick gens when theres quite obviously survivors nearby waiting to tap it. Be smart.

    Gen kicking is actually a highly effective tactic IF you use it correctly. Kick gens in situations where you can either protect the gen or guarantee it won't be touched for a certain period without forcing a survivor to go out of their way to tap it.

    Kicking a gen without a dedicated perk or build is futile 99% of the time. It take you something like 3 sec kicking it and less than half a sec to tap it as a survivor. You only kick a gen if you have a dedicated perk or know for sure nobody's around.

  • @PsyQuil77 said:

    As a Killer Main, I ALWAYS kill the snitch first. Makes the game better for everyone.

    If a survivor cuck/body block someone else I will let the survivor being cuck leave the area and chase the mofo to death.

  • @bobspongesweatpants said:

    FYI, 5 gens completed does not mean the game is over. The game is over when everyone escapes or dies. I don't understand this mentality that 5 gens = game over....

    I swear I read in the survivor book that a killer must open the gate and let the survivor leave peacefully once all 5 gen are done.


    I run inner Strength and Small Games with a flashlight. Let me tell you that Trapper's trap, Hag's trap and bones don't last long against me.

  • On my part when someone drop a pallet on my head I do get stun but sometime I slide on the side I was running to, meaning the survivor will likely have to vault the pallet to be safe.


  • @Tio_Croc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073455#Comment_2073455

    I agree with everything you wrote, just need to delete everything except the last sentence and only read until the comma.

    Maybe 1/4 of all loops in the games are too long for DeathSligner to effectively kill someone with his power if the pallet is drop, an other 1/4 are too high, an other 1/4 have short wall but killer like Clown or Doctor can do as good because they shut down pallet and the 1/4 left are unsafe against every killer.


    You as a Deathsligner have not face any decent survivor that know where to crouch to not get hit or how to block line of sight like VS Huntress or Nurse. Also factor in some lag where you harpoon some survivor & on your end you see them vault a window or drop a pallet after you see them get harpoon. That mean a long ass cooldown on your part and 15s+ added to your chase. Beside he's 110% with no mobility. If strong survivor can deal with Nurse who has 1000 times his mobility or Huntress who has 1000 times his range then I can't place him really high.

  • @Dragonshensi said:

    I can’t seem to stun the killer at all anymore. They will have the pallet slam on their freaking head and act like nothing is happening. Just had a match with a Demo and used a pallet on him. Didn’t work at all. I just immediately gave up after that. If pallets aren’t going to work then a crucial defense against a killer is going to make the game unplayable. Fix this ASAP.

    Look like you drop the pallet on me (had a player drop it while I picked up a survivor and abandon after that) but the timing wasn't good.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2073071#Comment_2073071

    That's not what I mean by you needing to get value out of them. In order to make exhaustion perks work, you have to already be a competent looper and in a favorable position. To make balanced landing work, you need to have an elevated area, and use it to get to a loop. Holding W with exhaustion perks won't extend the chase by long. To make lithe work, you need to find a window, if you're not already looping. To get the most out of sprint burst, you want to be sprinting to a loop, at which you must loop. To get the most out of DH, you must be near a loop or in position to DH to a window, so you can extend the loop. They augment your skill., instead of handing you a bushel of power and saying lol good luck with that. Adrenaline is the same situation. Finishing 5 generators takes work. It's adds to your winnings. NOED adds to your losings.

    I can't ever break through the red ranks; I'm always stuck at the border of rank 4 and 5; the moment I'm at rank 5, I'm playing against literal infants. The moment I'm at rank 4, I'm playing against the CIA. But again, the only reason I even play survivor is so I can have romantic moments will Bills and Davids in the corner of the map.

    You running at 150% for 3s with an exhaustion perk. What ever you do with that you gain distance and make the killer lose at least 5sec in chase unless you're running in circle around him. If used properly you can make a killer lose more than 10s.


    You don't need anything for sprint burst. For lithe you need a window OR a pallet, if you can't find either of them maybe you're really bad? Balance landing is a tad harder to trigger but still not hard to activate at least once in chase if you know what to look for. and DH, press E to gain distance, either bait a swing or make it to a pallet/window to make the killer loose a minimum of 5sec. If you run away from pallet/window while being chase then you, as a player, have a problem between the ears. So again I fail to see the validity of your arguments.


    You don't need any particular skill to get some benefit out of those perk and by the time you unlock them you should know how to use them and over time you learn how those skill can make you waste more than 10s in a chase and that's huge if your team isn't wasting time.


    While I've played in 4man swf and communication is a huge boost, having 2 or 3 team mate that get insta down if the killer have an insta down or get destroy by nurse/spirit or huntress still require me to carry them hard by doing 30s+ chase for every hook and doing 2 full gen on my own & more plus totems & heals.


    As a survivor you should consider a victory an escape. If you do 2 gen, 2 heals 2 totem 2 decent chase or more you can consider that a victory even if you die. You are not meant to survive all game and by design it's totally normal, even if you carry hard and you skill is above the killer's skill that you die from time to time.


  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2072783#Comment_2072783

    I definitely wouldn't call corrupt a "crutch" perk, it's just there to help you out regardless of if you play well or not.

    Most of the survivor meta are either earned in some nuanced way, require the killer to do something bad, or have some sort of condition that scales with skill. Adrenaline, for instance, requires you to get 5 generators done. That's your reward for doing objectives. Exhaustion perks require decent positioning. Sprintburst won't help you learn how to loop, but it will help you if you're already a good looper. DS used to be like watered-down survivor NOED, but now it requires the killer to actively hard-tunnel a survivor off of the hook (and down and pick them up in 60 seconds, though). BT requires the killer to be in proximity to the hook, although double calm add-on doctor throws this out of the window. Mettle of Man is an absolute joke but you still have to work for it. All of these require some agency from the survivor's end. Adrenaline especially is incomparable to NOED; the survivor team is rewarded for getting all 5 generators done.

    The other issue with NOED is that it's really not that necessary. It's meant for beginners to use, like a walker to help you get on your feet. But early ranks are already in the killer's favor. It's the higher ranks where it becomes evened out more, and you'll rarely need to use a beginner perk at that point. Might as well run Devour Hope instead.

    Exhaustion perk don't need to get value out of them.

    Sprint burst will give you distance a take away some precious time from the killer if the killer want to chase you.

    DH give you short distance to make it to a pallet window and again make the killer lose lot of time.

    If you can't get value out of lithe maybe you should stop running to the corner of the map, avoid pallet & windows.

    As for balance landing you should have plenty of time in most chase to get to an elevated area and use it.


    As for adrenaline, unless most survivor are playing hide & seek you should have it pop 4 out of 5 games.


    Funny enough I quit playing for about half a year, come back with a brand new account & obviously no perk and got rank 1 playing 60%/40% Solo/SWF with yellow/green/purple rank for the most part and a good red rank from time to time.

  • https://youtu.be/ngBKaDQq7kU

    I'd be happy to see something like this implemented. That would make totem a side objective that is actually worth doing for survivor regardless of what perk there is in the game and would make hex perk overall more fun to use for everyone.

    NOED is ok as it is. If you have 4 survivor alive once all gen are done that mean you had time to do bones so potentially prevent NOED or with 4 survivor you can still find NOED at the end do some nice play and end up with every one leaving. The killer could also force open a gate giving you time pressure and then camp a survivor but at that point can't he just have his ######### kill?!

  • @WiiFitTrainer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1975648#Comment_1975648

    Unless you bring the addon that gives 2 or 3 extra bottles, I feel using the antidote as map mobility is a waste since you'll have to reload more often which ultimately doesn't save you any time.

    Using them at long loops with the tonic, yeah I guess you might hit them a tad faster if they don't leave the loop altogether, but you could also do this with 2 tonics if they stay at the loop to keep them intoxicated longer while you catch up.

    1 Antidote for moving around and up to 3 bottles to end a chase, if you need more than that it's because you need to get better at clown.

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