Cable2486
Cable2486
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@Kbot22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1682023#Comment_1682023
There is no way to tell what kind of perks the killer will bring or how they will play before the match. So how do you counter that again? Those perks become pretty much useless if the killer doesn't slug/have very specific perks.
A big part of it is simply not being overly reliant on your perks to survive. You also have to remember that meta perks exist on both sides of the table. When it comes down to it, calm spirit is useful against multiple killers as well as multiple perks. Distortion is an underutilized perk especially because a player that is good at avoiding detection can save the tokens for end game when they're really needed.
One of the best spells I've ever run across was Urban evasion/distortion/calm spirit/decisive strike. A Claudette ran it against my wraith and I had a hell of a time pinning her down even running BBQ/Iron Maiden/undying/retribution with the all seeing- blood add-on.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1682023#Comment_1682023
Killer only players: I'm so bored of survivors running meta perks like unbreakable, it's so frustrating they run this OP stuff;
Also killer only players: Just run unbreakable or this terrible perk that is actually a hinderance to your team 4head
Bold of you to assume I only play Killer. Suffice it to say, perks are only terrible if you don't understand how to use them. True there are some very situational perks, but if you actually knew how to run them or were running them with an SWF you might have a different opinion.
judging from the way you're speaking though I'd assume you don't run with an SWF that actually delineates team jobs. You sound like the type that the entire team comes together and then hopes for the best for that actually thinking about synergy or how to help one another.
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@TheeclumsyNinja said:
A) now people just die on hook instead
B) que times are much worse at night now
C) dbd is not a game that begs people to play it so they just go to another game and forget about it
D) The core issues are not fixed. Most survivors quit if they’re tunnelled or camped.... lets fix the core issues that make a match completely unbearable, frustrating and annoying.... then punish the people that quit after that.
I just had a match, where i spawned at the shack... went to check the chest and guess whose on his way a guy named “basement bubba” lol he gets me, hooks me and just shakes his head up and down.... so i kill myself anyway.
STOP REWARDING LOW SKILL KILLERS
Played a game recently in which a two man swf dc'ed in tandem with a message sent after that read," You're just a tunneler, so we're DCing to deny you points." Complete with smile emoji and lol at the end.
I hooked on in the basement within the first minute, the other immediately ran to rescue, tried to lure me into a chase, only to have a random unhook with me still right outside the shack. I break chase, and the random has ducked into a locker, leaving the rescue to run alone up the stairs, where I swat them down and go to hunt the rescuer. Leaving them on the stairs, they almost immediately dc'ed alongside their friend who also messaged me in a snit because I didn't continue chasing them after the rescue.
THIS is not rewarding low skill killers. This is punishing people like you that feel entitled to controlling matches. You all complain about killers slugging and taking the game hostage until you bleed out, but you never acknowledge all of you that force killers to play your way or risk losing points/progression/objectives because you dc at the drop of a pin.
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@Sunbreaker7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1682439#Comment_1682439
There's very little point to your argument on suicide hook points when the core of the problem is not the points but the fun factor of a match when killers go up against 3-2 survivors when the first 1-2 hook suicide early into the game with 5-4 gens still up. You know the remaining survivors have zero chance succeeding in fixing gens so now the rest of the game is just hide and seek. It's not fun, simple.
I would argue there's actually even less point to what you're saying. The whole game is literally hide and seek, so saying it's a losing game when the amount of pressure that SHOULD have been on the survivors from the start is suddenly making the game completely unenjoyable is absolutely ridiculous.
The issue with this IS the loss of points for the killers. Survivors may have a harder time with fewer players, but by no means is the game unwinnable with only three players.
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@Sunbreaker7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1682023#Comment_1682023
Infectious fright perk for example will reveal any survivors nearby and with knock out, others wont be around to pick the downed guy up any time soon, so you can snowball with infectious fright until everyone is down if you are lucky.
IF only reveals survivors that scream. Calm Spirit counters it. Breakout + MoM/ DH allows a blocker to assist in the wiggle escape.
I've lost track of how many swf teams have run breakout + UE after burning oak offerings.
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/1682024#Comment_1682024
One problem i see with that is if the killer is actually camping. This allowing them to get a possible 2k most games and still increasing their rank.
That's a fair point. Honestly, redoing how the points are rewarded for certain pips/medals seems the most logical way to stop it from affecting killers via survivor abuse.
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@ImBrakingBike said:
Maybe a surrender system were players can vote to end the game with no penalties on either side?
Now THIS makes sense and is in line with good sportsmanship.
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@HollowsGrief said:
They still need to do something about survivors killing themselves on the hook, there is no difference between d/cing and killing yourself, you screw the killer and your team all the same.
They should award a first hook death with full point values to all medals equal to one survivor.
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@Sunbreaker7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1681853#Comment_1681853
Yes, Killers should do the right thing and hook the downed survivors, but the thing is, there are many who get pleasure from other people's rage and misery so they love nothing more than waste everyone's time by not hooking and keeping the game hostage until everyone bleeds out. I see games like this quite often.
Even without trolls, there's also the well known builds that encourage slugging like the infamous knock out perk paired with some other perks that scream out the survivors nearby and allow the killer to quickly down the entire team and make everyone just wait around for their turn to be hooked, the first one getting downed naturally spends the most time on the ground dying of boredom.
Don't get me wrong, knock out is a fun perk, but it also encourages slug victories which often are the most annoying matches known to survivors.
Yeah....no mither/tenacity or unbreakable/tenacity kinda takes care of that.
So many posts like this go out, and the only thing I can think of is that it's just survivors that either won't or don't want to play perks outside the established meta.
Scream perks? Calm Spirit. Aura reading issues with perks like Undying? Distortion. Seriously, this isn't that hard.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1679651#Comment_1679651
My point I don't believe the graphic in the first place. What the OP talks about and how he talks about it isn't the way any Rank-1 Killer I know speaks to this issue. In short, I think it is all baloney. It is either a Troll just trying to stir the pot, or someone who is passionate about HIS problems and thinks we (and the DEV) will give it more weight if he pretends to be a Rank-1 Killer.
It reads as English not being their first language, but I definitely see what you're saying. It doesn't mitigate the point brought up, though.
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@p1ague said:
https://forum.deadbydaylight.com/en/discussion/comment/1679651#Comment_1679651
But there's the rub, isn't it?
Most commonly, people whining about being the killer here would whine that they got all 4 in the basement and then only got silver medals for chaser or whatever. You should be happy rather than frustrated when they're able to extend the game enough that you have the chance to score.
Normally, I would absolutely agree, as a prolonged trial is almost always in favor of the killer, but here, it never should have made it that far. This type of situation is what frustrates both sides because it annoys the killer due to a perk that has the potential to be massively overpowered, and the Survivors because, for all the effort, they still ended up dead.
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@HEX_MalusGrey said:
It is this exact type of thread why devs don't listen to killer complaint's ................ and i wouldn't listen to this either. Can't realy blame them, sorry. Sure the game has it's issues and can be very frustration but what's worse as a sore loser is a sore winner. You should be proud to still have won the match, yet here you are, crying because the match wasn't fast enough over.
Op aside, Survivors Post the exact same stuff, whining about matches taking too long because the gens take too long to complete so it's boring, or that certain killer perk combinations allow them to be found too easily they can't sneak around and hide forever, etc.
I won't defend the obvious sense of entitlement OP is exuding, but I absolutely understand where OP is coming from when they say they had three in the basement and one person with borrowed time came down and because they all had borrowed time, it turned what was previously an obvious killer sided match into a "go hunt'em all down one by one" because a single perk allowed one survivor to turn the entire tide of the match against the killer in seconds.
Yet when survivors come up against perks like old ruin or pop, they complain CONSTANTLY because the game is no longer in their favor.
The other aspect about this that you might be missing, is that that screenshot is a rank one with all four iridescents. in order to get all four of those iridescent the amount of work a killer has to put in is enormous compared to what a survivor must do. Just to get an iridescent devoted medal, a killer has to make nine separate hook events inside one match.
Moral of the story here whether OP is entitled or not, the fact that one perk on one survivor changed a three-hooked in the basement outcome to a full iridescent metal board because of how much work they had to then put in to what should have been a fast game is the whole point behind the post.
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@ClickyClicky said:
It's been pretty bad for me recently. Undying gone within the first 60 seconds and then Ruin doesn't last much longer. I've ditched it on most killers.
It was good the first week but now that survivors treat totems as a priority and have learned totem spots again it's not that great imo.
The combo is fine. Most of the Survivor meta is skillless trash, yet it only ever seems to get nerfed once it's being abused to nearly a ritual basis.
Looping is only strong 90% of the time because in of infinite jungle gyms or a window that shouldn't be in the killer shack without a breakable wall. It's literally bad map design.
Sneaking with things like UE have had no real active counter without a survivor making a poor mistake or luck, so the aura reading from Undying is absolutely necessary to protect totems, and not waste time relying on whispers to hopefully figure out the general location of a survivor.
Understand that survivor perks are powerful individually. For killer perks to equal most survivors perks run in the meta builds, most have to be paired, meaning two must be used to equal one of yours, and the maps are nearly always in survivors favor; especially the large maps.
It's a four vs one game with no external come lockout. This means even a remotely coordinated team can overcome most killers. This should mean the Killer is overpowered by default, but instead, killers are given ways to play mind games, rattle survivors, or otherwise pop the proverbial survivor balloon, only to have most of the survivors that don't want to have to figure out how to go against the killer and outsmart them wine and cry until the dev's nerf them, which usually results in the survivors complaining that the game is now boring.
The whole point of this is that the survivor is supposed to figure out waste out smart the killer and not die when you nerf all of the killer's ability to screw with the survivors or otherwise outsmart the survivors into the ground so that they're too easy to go up against it means survivors aren't having fun and the killers are having to try too hard, resulting in some of these toxic behaviors that you hate to see like slugging tunneling and camping.
You can't have it both ways.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1670125#Comment_1670125
It's only hostage holding if there is no way for them to leave unless they DC.
That's LITERALLY what OP is saying they're doing. Slugging all and forcing them to wait while they slug everyone else to start hooking. Even as a killer main who only plays survivor with a friend, I find it extremely obnoxious.
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@OBX said:
I’m sorry, but what planet are you guys living on where the #1 priority in a PVP game should be worrying about if the other side is having fun?
new breed of gamers really makes me shake my head.
Actually, You'd be the new breed. This is a GAME. GAMES are ment to be fun for EVERYONE. Not just you. It that EXACT kind of attitude that's lead to the toxic behavior in the first place.
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@LittilAvindar said:
It's one thing to request survivors to go around cleansing all the totems. That's no issue at all. This perk does that by forcing them to go cleanse totems because each cleanse simply transfers the hexes. However, it shouldn't also add the double-whammy of revealing the auras of anyone who either strolls by, or moves to cleanse. It already notifies the killer with an atomic bomb-sized explosion. Thrill of the Hunt, if I recall, already reveals the auras of survivors cleansing totems, but only when they start to cleanse them. I guess nobody even bothered to consider that perk before they just introduced Thrill on crack.
Except Thrill doesn't reveal auras. Without it, the notification noise only plays after a totem is broken, meaning camp it, revealing it to anyone paying attention and lose pressure, or hope the ridiculous spawns are so bad they get immediately cleansed.
Survivors have OoO, Kindred, dark sense, and alert, ALL of which reveal the killers aura. Killers get Nurses, BBQ, Retribution, Iron Maiden, and Infectious Fright. All but retribution and Iron Maiden are distance locked. OoO is the only one NOT distance locked for survivors. As it stands, Undying is just doing what retribution SHOULD have been doing for active totems BEFORE they were cleansed to begin with.
So no.
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@Mister_xD said:
that is actually some critisism i can get behind.
not like most who cry that they cant cheese their chases anymore, you're making a good point there.
See, I wouldn't even mind the cheesing so much, if the power was faster to use and not so easy to read. Mind games SHOULD be part of a killers bag of tricks, just not the only reliable part because their power is super situational.
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@goatslinger said:
Sorry, but if survivors are having a hard time taking these perks out relatively early in the game (besides tinkerer) then I have to disagree with the killer being the brain dead bot in this situation.
Agreed. Too many times I've seen Survivors act like new ruin is old ruin and stop gen progress to track it down. Seems this thread is full of angry try-hard gen rushers.
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The issue with it not being a true anti-tunnel perk books down to one aspect: the timer. It needs to be activated from first unhooking, no matter who does it, and stay active. The caveat is that it can be used only once per match, with Survivors not leaving scratch marks for two seconds.
THEN it would be a true anti tunnel that addresses the issues its current form and your proposed form fail too, such as slugg'n'wait, and continued tunneling after use.
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I don't believe suicide on hook should be punished, if only because I've seen far too many killers try to proxy camp with one on/one loose. It means the person on the hook is forced to hang and wait, knowing the game won't end unless the other surviver abandons them, manages to save them which usually ends poorly, or gets caught. And since they can see the other Survivors aura, it's that much worse.
Make no mistake, I'm a killer main, and it's frustrating, no doubt, but it's not equal to a player trying to loop you after one hook, purposely flashlight clicking and being obnoxious, than DCing when you catch them, wasting your time on purpose. THAT needs a steep punishment.
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The issue I have with Keys is that they can be used by every Survivor, no matter who brought it, to escape. Mori's still require putting the work in to run down a Survivor two separate times and hook them once before it's even usable. Keys are just set on a clock and are even more imbalanced by the forced spawn add-on.
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@Splinterverse said:
https://forum.deadbydaylight.com/en/discussion/comment/1515275#Comment_1515275
You are just a special flower aren't you? My argument is that it is NOT needed. We do not need regressing doors for any reason other than to appease baby killers like you who can't figure out how to get good. How can you be so unable to understand that that is a valid argument? Oh, I know. It doesn't suit your "reality" that you're actually a good killer who keeps losing because of 99'ed doors. Lamest excuse ever. Keep working on it bud. LOL.
You do realize that nothing you say upsets me, right? I'd guess not so much. At this point, it's pretty clear your an idiot, but that much was clear from the get go. Since you live in delusional 'Survivors must have all the control' land, I don't expect you to understand that the issues with matchmaking have ALWAYS been an issue, or that Survivors are, at this point, stronger in nearly every respect than 75% of the Killers that play this game due to the devs coddling them. The ability to open a door as a killer works for BW at ONE gate. If an swf is using comms, which is the majority of the time, one person is all it takes to figure out it's active. Or if you have a designated spotter.
The ability to 99 the doors also pretty much nullifies RM unless there's only one person, which already nullifies it unless the killer finds the hatch first. Since gens haven't been slowed in the least, and BT/DS are almost assured in every match, unless you Kill all of the Survivors before the doors are ever powered, you're looking at trouble.
Then there exists the obvious issue: experienced players assume perks. If a killer opens the door too quickly, an experienced Survivor would be stupid not to as BW. Given experienced Survivors will also have cleansed as many totems as they can, NOED is moot. Being overwhelmed by gen rushers in a swf team and taunted is extremely disheartening for newer players, and just annoying for the rest of us.
But since you're obviously one of those coddled teabagging types, it's no wonder you would insult people and rail against such a proposal to change door mechanics.
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@slunder said:
Killer mains tend to complain about survivor meta when they are the ones that cause it to happen in the first place. This also applies to some survivors, but mostly it is just killers that do this. This does not apply to every killer player.
Here is what they do: they camp and tunnel a survivor to death and then, in such a way that it is impossible for that survivor to escape without decisive strike. Then, the fun build survivor that just wanted to have fun realizes that he does not stand a chance because the killers he goes against will camp and tunnel if they are losing. He used decisive strike and borrowed time, and then the killer mains ask why they get decisive strike to be used unfairly.
But think of it: most survivors run decisive strike and borrowed time to counter tunnelers and campers, not to be a dickhead. Maybe a side effect from decisive is that the survivor that was tunneled last game ends up using DS for countering this, but he ends up using it after 59 seconds. So, this is my message: killer mains, if you ever camp or tunnel, fine, it is in the game, but stop bitching when you realize survivors are using counter perks. Survivors do not want to lose instantly without being able to do anything, which is why they run the perk. I, myself, used to avoid meta perks, but really, after getting those free wins strats killers, I decided to switch to use borrowed or decisive.
If you do not tunnel or camp, then you complaints are legit and you deserve to argue. However, if you are a killer main that tunnels and then cry about survivors using counter-play, then you are just entitled to your victory.
****This post can also be applied to survivors that are t-bagging and stuff like that and then complain about camping, but they are more rare, so yea.****
I.... I REALLY hope you're trolling. Tunneling and Camping thrive BECAUSE of these perks, not in spite of them. Your bias is obvious, but I'll still at least try to explain.
In the case of DS, the original form was HEAVILY abused, so much so that killers began dribbling to avoid it because EVERY Survivor ran it, and it NEVER RAN OUT. That is to say, it was usable every time you got downed. To avoid the hassle, camping became worse in the mid to upper ranks specifically to avoid having to down someone with the perk more than once to avoid the hassle. Tunneling was then made far more common to try and weed out those Survivors that were confirms to be running DS, ostensibly making the match that much easier for the killer.
Borrow time falls into that same problematic area, for the same reasons. The The difference being that either you tunnel them until you hit them twice to down them and get them back on a hook still having to fight DS once you have, but also trying to protect each survivor that you've hooked from being rescued by someone with borrowed time to prevent this whole scenario in the first place. The whole thing wastes the killers time while the rest of the team is working gens.
Especially when you have an SWF team that's on comms with two or more people running borrowed time, and the whole team running decisive strike, That's cause for anyone to want to complain because it's obnoxious to try and go up against.
Until the devs adjust generator times to slow things down, or add an appropriately lengthy second objective outside of totems You're not likely to see anyone stop complaining about the overuse of these perks. That's just reality.
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@Splinterverse said:
https://forum.deadbydaylight.com/en/discussion/comment/1514689#Comment_1514689
LOL. How about you realize that it's NOT needed? You just want it to assist in some failures of your own play. You're so attached to an idea that is truly not needed. Get gud already and post something worth reading. Thanks!
And there it is- my point proven. Go troll someone else. You can't come up with a coherent counter argument, so you devolve to the 'git gud' trope? Your post screams," Oh no, I'm a Survivor main and I don't want things to get easier for the KiLleR!!!!"
It's all this damn handholding nonsense that lets Survivors feel entitled to act smug and do stupid crap like teabag killers at exit gates.
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@Splinterverse said:
https://forum.deadbydaylight.com/en/discussion/comment/1508364#Comment_1508364
I can't believe I have to explain this, but here goes . . .
When a gate is 99, you have two options . . .
- Open it yourself so the countdown continues
- Don't open it, but know that the survivors can leave at any time anyway and now have unlimited time to do so.
Either way, they can escape.
If you don't want them 99ing it OR you have perks to benefit from the open gate, open it.
If you don't want either of those, you can leave the door at 99 and take your chances to get more kills.
Any changes would be too much killer-sided EGC given that it is already killer-sided (gates close together and limited time are killer-sided aspects).
Any time a post starts with,"I can't believe I have to make this", you know it's about to be an nonsensical 'I know better' diatribe.
So how about stepping outside your myopic view and listening? The force out countdown is situational AT BEST. Yes, some perks work with it, but it's a newer mechanic that only really had Freddie's perks in mind. As the game is currently still VERY Survivor sided, it should absolutely be scaled more towards Killers in this regard. If WE open the gate, the other should lock down, leaving only the hatch and the opened gate. It would create the sense of pressure lost by gen-rushing, as well as create a deeper sense of urgency to open the door and prevent the '99' mentality that Red ranks slip into as a tactic.
It should also degrade over time if left unfinished, so that it's not used as a means to juke the killer. WAY to often Survivors 99 it, and the killer nearly stops them from getting out only for them to hit it and get out, but then sit there teabagging as if they did something worthy of being so smug. The ONLY thing you're trying to do here is preserve this absurd notion that Survivors should have ANY sense of control in a game where they're the prey being hunted.
No wonder it's so boring for them. It lacks any discernable challenge with nearly zero sense of fear or suspense.
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@Splinterverse said:
https://forum.deadbydaylight.com/en/discussion/comment/1506950#Comment_1506950
That makes zero sense. If the gate is 99ed, then the survivors could have easily left anyway.
If you are running a perk like Blood Warden, having it open is to your advantage. Either way, if it's open, the clock is ticking and they have to act fast.
You're right. It's DOESN'T make sense to open a gate, giving them a pass by taking away the time it takes to open it by themselves, leaving them to freely run, or go to the other gate for fear of blood warden. Unless you play remember me and blood warden every match JUST to account for that when there are so many better perks that should ensure it never gets that far, it's just not worth it.
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@Waffleyumboy said:
Why do you think they gave killers the option to open exit gates?
It was a half-hearted measure that should have come with the complete disabling of the other gate when done. No one uses the mechanic because it serves no purpose beyond forcing EGC to start. It still leaves an open gate and one that can be opened if the killer chooses to camp or keep watch at the opened one.
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@Splinterverse said:
OP -- just open the gate yourself if you don't want it 99'ed. Easy.
Sure. Just cut the wait out of the way for the Survivors and give them an easy out. 🙄
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@APoipleTurtle said:
Why?
It's just my opinion, but I feel like the Hatch is in a good spot after they gave Killer the ability to close it and introduced the End Game Collapse. Literally the only element of the Hatch that I currently dislike is that the Dull Key specifically (a deceptively common Purple item) is capable of opening it.
No. I literally just lost 3/4 to a ******* key. Far as I'm concerned, it shouldn't spawn AT ALL until there is only one Survivor left. Period.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1479740#Comment_1479740
Took what out? AFAIK being able to see each-others perks was never a part of DBD, but it's a feature on Mobile.
Actually, you used to be able to see what everyone, including the killer was running in the options menu in trial. They took it out because swf teams would look at the killers perks and adjust.
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@ZFennecFox said:
I know that's the only way you can bring it on to the same level as SWF's. That or you could add a layer to the lobby that let's survivors see each others perks.
Yeah.....they took that out for a reason.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/173667/survivors-should-be-locked-too
This is going to end tragically if the hack to see the killers loadout and killer is still around, however I think that got removed a few weeks ago.
But yea survivors just shouldn't be able to quickswitch, I wouldn't ask for a lock, as I like customising survivors in lobby, but more of a "can't switch when 15 seconds are left" kinda thing.
That really wouldn't work, given that the read countdown begins at 15/14 seconds. It needs to go straight to the offering screen, or lock perks. I don't really care if you can switch characters or cosmetics, but perks/add-ons/offerings should be locked on both sides once the lobby is entered, or just axe the lobby all together.
Besides, removing the lobby removes the glitch AND lobby dodging Killers. With the DC punishment in place, it should keep DC dodging to a minimum, too.
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@Mtom912 said:
tunneling may seem good in concept, but it actually is a terrible strategy, if a killer is tunneling a survivor off hook, that would also normally mean they are near the hook at all times, so they are not pressuring gens, that means the other 3 survivors can safely do gens, and 1 occasionally save while 2 continue to do gens, add in BT and DS that should be 5 gens done
In the early game that's true, but one Survivor must always disengage to rescue, absent a lucky self-rescue, and unless you're geared towards doing so, it's almost never a good ideas to try and escape the hook yourself. If the rescuer isn't running BT, then it's better to slug and pursue the rescuer for at least one hit. The slug usually forces at least one other Survivor off gen to help heal, so it's a nice little snowball effect in the short term.
It absolutely makes sense to tunnel, particularly in the case of a week looper or a strong one that's given you trouble. Taking either out is bound to make things a lot easier on the Killer as a whole. That's nuts simple hunting mentality. Pick off the weak and the defenders as soon as possible. It's the soundest strategy towards a win.
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Of we're going pure perk, than discordance. It doesn't really on synergy with other perks/add-ons to make it effective. It can operate on its own.
Whispers, on the other hand, is particularly effective with AOE killers like the Doc, because it doesn't really require you to look around much. Hear the whisper, blast away. Less chance to waste your blast and force a wait over cool down. That said, I actually find they work well together because, as many have stated, they work best in beginning/end game, respectively. Running either with BBQ and Iron maiden is a nasty no-hide pressure combo on nearly any killer.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1463611#Comment_1463611
Huh? It's the best exhaustion perk in the game, and definitely the most annoying to go against when it's used well. Dead hard is a close second. But dead hard won't help you against 1 shot killers, can get countered by exhaustion add-ons, and doesn't work to dodge hits sometimes.
I love using it to work on a gen in the killers face while they chase people nearby, and if they ever swap to me well i'm off to safety and then so is my teammate.
It's the most genrush friendly exhaustion perk, is incredible for escaping the basement, great for making hook / flashlight saves that would otherwise be impossible, it can be used to disarm hag traps safely, etc etc.
The only drawback is having to walk around, though you can pair it with fixated.
-OR-
You could conversely use you're head and realize that any exhaustion perk counter will also disable it, crawl or flashlight hag traps instead of run over them and set them off which more often then not screws your team over, etc. It's easily countered with we'll set traps, and is absolutely terrible anywhere but open areas.
So no, not so much.
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@GodNap said:
https://forum.deadbydaylight.com/en/discussion/166936/nobody-wants-to-play-as-a-killer
in high ranks you just need more game knowledge and most importantly good perks, if you have bad perks you already lost (not as survivor tho)
"Not as Survivor though"
That's the whole issue. Survivors are able to cover for each other to a pretty substantial extent in terms of new/poor teammates, bad perks, etc. Killers don't have that luxury.
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@xBEATDOWNSx said:
Uhh I'm red rank on Xbox. I do pretty well. Well enough to stay between rank 1and 2 consistently. I'll even post streams to prove it to you.
It all comes down to your actual skill level and ability to not only think on your feet but adapt to what it is happening.
Sure you'll still lose games. Hell I had a few games yesterday where I took 1 kill it I was lucky but that will happen regardless.
Don't give up if you do bad. Don't feel disheartened. Just try again with a different killer or a different build.
You'll get there.
See that's the problem though. Survivors get there so easily, it becomes EXTREMELY clear who's an actual red Rank and who's an SWF primary player. Killers don't have the option. There's no team support, it's just you, usually against sweaty little bullies yelling about how you're supposedly a terrible killer if you use nearly ANY mechanic to your advantage they don't have a perk to block. It's ludicrous.
New killer players aren't going to stay long in an environment like that. It's not enjoyable. Meanwhile, the devs support this nonsense by making comments like,"people complain about sitting still and holding a button down for 40+ seconds." The entire idea is to build suspense and tension. The mentality on display doesn't belong in a horror/suspense game like this.
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@Ascended4Head said:
I've been playing this game since 2016 and have seen balance on both sides. A year or two ago, I would get to red rank with both killer and survivor. The last 18 months have been nothing but continual survivor nerfs and the continual decline of any type of skill needed by killer to 4k during matches.
This recent patch where tons of dead zones are now on maps, and you really can't do anything as survivor, should not surprise anyone that has followed the updates or have come on these forums. For months anyone with an opinion that this game is not survivor sided has been bashed or banned from posting on here. I see 10x more posts and people getting attacked if they say anything about survivor no longer being fun or issues with the current balance. The mods have really turned this forum into a cesspool of people who have created an alternate reality of the balance of the game. The mods also seem to turn a blind eye to anyone attacking someone who argues for survivor balance. This has obviously created more of an echo chamber.
4-5 months ago escape ratios were released. Which showed overwhelmingly that this game was killer sided. To my disbelief, people still argued that even though all killers at red ranks have over a 50 percent kill ratio, some over 70 percent, that this game was still survivor sided.
Through your "balance" you have made this game just awful to play on survivor side. You have taken out the mind games. You've destroyed any type of critical thinking in the chase for killer. You've released a killer who completely destroys any resemblance of balance in a chase by giving that killer a long range gun. This game is overwhelmingly killer sided. To state otherwise is to deny reality.
I keep hearing about how killer got a few balance patches to nurse and ruin. Please. Look at the list that shows survivor nerfs compared to killer nerfs, you'll see that the list is 10x lengthier. Nobody should be surprised that this has become run in straight line simulator. We are living the meme. Expect even more nerfs to survivor in the future. They won't be done until every 10k hour lunchbox is able to 4k with ease.
I'm not sure what game it is you've been playing, but you're either trolling or very disillusioned. The Devs just adjusted gen times from 28 sec complete with four Survivors, to 36 sec. However, PT got a big buff and toolboxes are almost all essentially Brand New Parts. They completely ignored the fact the PT synergy with items and numbers was the biggest issue. All of these 'nerfs' you talk about just get ironed out in the same patch, so it's never really been a nerf.
These map changes are FINALLY addressing abusable tiles that waste Killers time, and the dead zones should finally prove once and for all that most supposed 'red rank' survivors can't maintain without an swf team and easily abused mechanics to lean on. At NO point should the power ever be in the survivors hands so much that the Killer MUST spam Mori's and camp/tunnel/slug because they have no choice if they want even a 2k. Red Rank Killers are MUCH rarer then Survivors, and that's because it takes actual skill to get there.
Killers don't have teams of four to lean on. Killers can't instantly stop certain behaviors, like team swarming to rescue, or multiple teammates blocking to keep players from getting downed. They do everything BY THEMSELVES. Survivors should be on edge. They should be looking over their shoulder. This crap where survivors feel so safe they can teabag, flashlight click, gesture, and otherwise act smug is a direct result of coddling survivors.
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@BigBrainMegMain said:
They did.
It's called a DC Penalty
Stop acting like you're entitled to 4ks each game
You're missing the point - only one of the two abusing to the DC is being punished. More often then not, it's a swf team, and one find the hatch, so the other just DCs or Sacs and let the last go free with no ability to stop them, and no punishment for abusing it. It would be better if they would lock out outsides comes and had in-game coms that the Killer could hear within proximity, like FT13 has. It would make it WAY more fair for killers, and put stress back into the game for all these Survivors that claim it's too boring. That, and a punishment for not completing all Totems as a second objective that prevents escaping.
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@SurviveByDaylight said:
It’s one escape. I mean.... talk about survivors being privileged this sounds pretty privileged thinking you deserve all 4K. I just Got into an argument with my friend over this and we want to enjoy the game together but we have opposing views on this game. I don’t think anyone has a right to anything in this game. You gotta think about it from a solo perspective too. I can’t be responsible for my other 3 teammates so I don’t know why there wouldn’t be an alternate escape if I did really well but my teammates got their butts kicked leaving the last guy to do 2/3/4/5 gens. That’s not fun nor is it possible. Ppl don’t like the idea of slugging the 3rd guy so 4th guy doesn’t escape well... Maybe rework the key so it spawns in a random chest every game but can only be used if your last alive or once all gens are done? And keep the hatch closed the whole game? They need to get rid of Mori’s. I don’t understand why survivors aren’t allowed to enjoy the game too. By enjoy the game I mean do more than hold down one button the entire game to escape. And here killers get to stay in the entire game racking up 20-30K bloodpoints every game going on chases, sweating balls, I don’t think the games slow enough tbh. And you can blame that on Mori’s and gen speed. Keys not really. Survivors still have to do all the work. Also killers walk around the map a lot so they can find hatch easily. Possibly before the last survivor does and just hook the 3rd guy near it. I’m pretty sure killers can stomp on the hatch before survivors get the prompt to exit through it (happens every time I’m standing on hatch with the killer he gets to stomp on it but I never get to hop in)
Wow...you take shots at this person for sounding privileged while complaining about Mori's? Mori's are the only sure way to punish swf and sweaty gen rushers. Plus you're playing a game where a killer doesn't actually do any of the really killing without a special item or add-on, which are consumed upon use, but all Survivors get to keep they're items, ALL toolboxes are essentially just Brand New parts that get refilled every match, and NOTHING has been done about the Repair speed perk to item synergy, even though Killer perk synergy has been screw six ways to Sunday? Get real.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1176954#Comment_1176954
I don't care what they are, they are still very frustrating for players, especially at lower ranks. Farming hurts nobody. Huge difference.
Those "tactics" cause more frustration than any farming. So my comment is that Peanits explanation holds no water. As for your childish response about whining, you may want to take a look around as I'm known to play killer and advocate for changes to help equalize SWF. The difference is I'm a mature person who realizes this is a game and toxic tactics are not healthy in any game.
Kids these days, they don't know how to discuss things, nor have any sense of sportsmanship.
Also, farming takes away from those of us that want to play and earn our points normally. It's not something we should have to waste our time trying to weight our for be punished with delays because we DC'ed so we can play as intended.
As for your supposed advocacy, as well as peanuts comments, it's obvious you're biased. It doesn't matter if you like those things - they already have overwhelming counter-play. It's simply whining to come to a game where the Survivors are ment to be stalked and then complain that the Killers are doing whatever it takes (which is far more effort then should be required) to do what's ment for their role.
As it stands, even the emblem system fails to reflect their very title in terms of what's awarded most points, and their claims that they try to balance it for a 50% kill rate is just plain pandering to a Survivor base that doesn't want to actually have to TRY to survive and escape. It's the Survivors that should have the hardest time, not the other way around, especially given that a predominant number among the Killers are supernatural in nature, this defying conventional strength, ability, and understanding. Why this is so hard to understand is beyond me, but it paints a pretty obvious laziness and general unwillingness by the Survivor community to actually put really effort forth to complete their objectives. It's why so many 'red rank' holders are terrible solo.
If you want sportsmanship, you came to the wrong game.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1176954#Comment_1176954
I don't care what they are, they are still very frustrating for players, especially at lower ranks. Farming hurts nobody. Huge difference.
Those "tactics" cause more frustration than any farming. So my comment is that Peanits explanation holds no water. As for your childish response about whining, you may want to take a look around as I'm known to play killer and advocate for changes to help equalize SWF. The difference is I'm a mature person who realizes this is a game and toxic tactics are not healthy in any game.
Kids these days, they don't know how to discuss things, nor have any sense of sportsmanship.
I honestly expected a better answer then that flimsy response. You're playing a game about Killers stalking and murdering innocent people randomly thrust into an alien environment with no information, and even less hope. At no point should they feel emboldened to act like they've got the upper hand. Tactics like slugging, Tunneling, and camping should not only be expected, but utilized to their fullest. Most of the Killers are known for stalking and tormenting their victims. Period.
As for 'toxic' behavior, that's hilarious coming from someone whining like you have been and calling people children. Toxic behavior is abusive by nature. If you don't like it, ask the devs to fix the imbalances so killers don't have to rely on only those tactics to succeed.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1176533#Comment_1176533
So does camping, tunneling and slugging as an overall plan, but you're ok with that.
Look, glad we got 1.5, but don't use such a lame excuse for not going 2. Just say that you don't want to ruin the fun of the grind.
Quit whining. Those are tactics adopted because Survivors haven't been curbed appropriately. Toolboxes are still a problem, as is synergy with repair speed perks. Combined with the inability for what should be a terrifying, overwhelmingly powerful Killer to effectively stop/punish three to four ostensibly normal human 20 somethings from acting like smug fools, it's a lousy experience for we Killers to feel powerless the way we do now.
Their trying to give us something because of what's happening outside, so stop complaining.
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@ALostPuppy said:
Idk what else you'd want about Wraith other than he desperately needs a buff. Yellow windstorm as base kit when... Literally everybody's been asking for a buff for him for the past 2 years because without a windstorm add-on he's abysmal. He's basically Man With Stick without it because he's so slow. Even with add-ons he's not good at all but he's passable. If you get a quick down he can be alright, he excels at the "Down, hook, repeat" formula.
Wraith is best boi. Also, if you have to rely on Windstorm add-ons to make him decent, the problem is you, not Wraith. As a Wraith main, I speak to this.
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/1143971#Comment_1143971
The thing is i purposely buffed them to make them feel more appealing to use and break the meta.
No Mither is still a one hit down and with Thanatophobia being back in the meta it's a good thing to buff it a little.
As for Déjà Vu, it would mostly help to visualize if the others survivors are 3genning the team and where you could get healed if you are injured and don't use any heal perk or Bond.
https://forum.deadbydaylight.com/en/discussion/comment/1144081#Comment_1144081
Thank you <3
The thing with Prove Thyself is it was good before the Ruin change but is now a way for SWF to abuse the fact that after the Ruin change, the generators are getting powered faster. I used it before for the BP and stopped running it as i know how it feels to see 3 gens pop before your first hook as killer. I actually witnessed a bug a lot lately that when 4 survivors are working on a gen and pop it too fast, the remaining number of gens to work on still says 5 until a second generator is completed. It shows that even the game can't register that gen being completed as it was too fast.
I like this idea of removing the great skillchecks when using it !
The issue you're overlooking is item and team synergy. Several of these changes would make dealing with multiple carriers nightmarish beyond compare. Add to that the current array of items and you're giving several perks near 100% buffs. That's not even in the arena of fair, and is broken to say the least.
Breaking/changing the meta can't be done by overpowering perks. It's a matter of creating equal risk to use. The current meta for Survivors is the way it is because the utility/versatility has very little counterplay. You have to add stronger counters to existing plays before you can buff numbers like this or you add to the problem.
It's nice to attempt to incentivize some perks with buffs, but it doesn't change that fact that the meta exists more because there isn't an active counter. Most of the perks would need a reactive, immediate means to shut down exhaustion perks, but they would need a gamble to make them fair.
Currently, Billy, Nurse, Legion, Spirit, Oni, Demo, Cannibal, Wraith, and Pig all lack an ability with potential to reactively/pre-emptively shut down exhaustion outside of the Demos Mindbreaker, which is unreliable without a fast Killer using an early repair detection-type perk or add-on.
If you want to change the meta, you need to create reasons to use other perks that don't further damage the already skewed balance. That means creating effective, reactive counters to low-risk perks and plays, and introducing higher risk offsets and punsihments to combat easily abused mechanics.
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@Onyx_Blue said:
@Cable2486 not hearing the terror radius ON THE EDGE of it is a bug. You'll be literally on the edge of the 32/40m and you can't hear it. I know this because I have versed Infectious Fright killers and screamed even though I couldn't hear the heartbeat. Plus I have used Stakeout and Diversion recently (not in the same build) and seen the perk activating even though I am not hearing any heartbeat.
That could definitely be a bug, or it could be a perk like M&A or DD. Also depends on the Killer, as IF still works at the stock TR distance of Killers using perks to hide their TR. That means IF will work on Killers like Myers and Ghostface while their radius because it's based on their active radius, regardless of whether or not you can hear it. This is because bot being able to hear it due to perks that hide the radius don't negate it's range.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1143949#Comment_1143949
And especially since they probably screamed the first time, so the killer already knows he's around, a cooldown wouldn't help the killer forget the survivor was there. If he didn't run away after screaming, then it's his own damn fault for sticking around when someone else got downed right after and he was still there to scream AGAIN.
∆ This exactly.
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Yeeaaaahhh..... No. Not only are the percentages too high for most of them, but most of these would make going against a SWF team an absolute nightmare. Solo play would benefit from some of them, but No Mither should have a buff in bold points, but to reduce noise that much would take the risk away from it, which would in tern make using a buffer perk like Calm Spirit or Iron Will useless, and even more situational then they are. Deja Vu absolutely doesn't need to reveal in progress gens, as that would only serve to increase gen rushing problems, and the changes on you made to Lightweight and Technician don't follow the theme of the perk, or make any realistic sense.
@Peasant said:
I'll be honest most of these look like fairly reasonable quality of life changes. The only one I have any issue with is Adrenaline but I can see why you suggested that change.
There is nothing 'reasonable' about those percentages. QOL changes don't massively slant odds in one sides favor like these would.
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@Onyx_Blue said:
@johnmwarner you're kidding, right?
DS locker tech is not something a killer works around. You either eat a DS that will most likely cripple your momentum; leave them alone, which is basically accepting they get a free pass for 60 seconds; or waste time trying to bait them out the locker as to down them and slug them to stop them being an annoying pest.
Infectious Fright has counterplay to it, yes, but like I said, it is abusable with certain mechanics. Plus, the way it works atm, you don't know the killer has it unless you scream or are very near to someone who screams. So, chances are, vs a killer in my list, you would scream, most likely go down, and then be a slug with the rest while the cheapest piece of play pans out. If you manage to recover from that (Unbreakable, picked-up etc) you will now know they have it and will be able to counter it. Also, there's a bug in the game where you're inside the terror radius but there is no audio of it at all (I hope this is a bug and not an intended function); so you may think you're countering it, but actually, NOPE!
If you're in the terror radius and not hearing it, you're probably suffering from the Oblivious status. And while I respect your opinion, I disagree with it having a cool down. Due to it requiring people to be close when it's in play, unless you've stacked perks like M&A or Distressing to give it a realistic chance at catching other Survivors(unless you're using a stealth Killer and manage a hit), it's not a realistic or worthwhile change. It'd be the epitome of a nerf for no reason other than it displeasing some players.
As for 'abusing' the skill, if you're able to use it to locate Survivors, then it's simply working as intended. It's not abuse to be able to cause Survivors to scream with a hit, unless you intend to call the Doctor's power an abuse of game mechanics for doing exactly what it was designed for.
That's what I don't understand about your argument; IF is a more limited static burst that any killer can use, but it's very situational. It's not OP, and it really isn't abuse just because a killer uses it to locate you by hitting someone else, especially when it doesn't reveal aura.
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@kate_best_girl said:
Im sorry but its not a punishment on survivors for not doing totems its literally just a reward for a killer who performs bad. Its only a clutch perk made for 1k end game face camps and thats really it. If it stopped being a hex and actually took effort and something for the killer to activate it it would be great but all it does is give you a kill for free :/ I keep seeing people say "Well just cleanse totems!" Okay well I'd like to present the argument of when someone jumps into a locker with DS just open the locker! It gets rid of DS and you don't have to wait 60 seconds to chase that survivor again! Both wasting time to cleanse totems on a chance the killer is running a perk is a huge waste of time and could cost you a game same as a locker DS could so why is one perfectly fine but the other is a huge detrimental problem that the entire community must rally against?
Oh it absolutely IS a punishment on Survivors for not doing totems. So much so that it's become an unspoken requirement to do them. Besides, you can normally tell who's using it by their game play, so it's really your own fault if you get caught by it.
Add to that the new hex perk being brought in with Deathslinger, and it's pretty clear that protecting totems is more paramount now, then ever BECAUSE people cleanse in prep for NOED.
From the sounds of it, you're one of those angry gen-rushers that gets annoyed because you hid the whole match only to get caught by NOED and left behind/camped, which sucks, but can be countered easily. It's not even smart to play that way, since it punishes you by taking away one of your emblems completely if you never encountered the Killer during a trial, but I digress.
As has been stated in other comments in this thread, NOED is a second chance perk for Killers, particularly against SWF teams. There are maps like Lampkin Lane that have excessively abused locations that make it nearly impossible to get a downed Survivor to a hook without IG or Agitation. Survivors that know this abuse it to force Killers to leave them and lose a hook, or waste time and lose gens.
Perks like NOED help to deal with time wasting tactics like this, gen rushing, and rescue squads that use exhaustion perks and body blocking to escape and deny kills. Why do you think slugging, tunneling, camping, and Mori's are abused so frequently? Survivor bias has forced Killers to adapt in order to have a chance. When was the last time you actually saw a red ranked Killer? We're few and far between, and it takes forever to get there, yet there are red ranks Survivors in practically every match now. Perks like NOED are essential to try and keep a balance, lacking as it usually is.