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Cable2486

Cable2486

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Cable2486
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  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015613#Comment_1015613

    Nope. I think you're thinking of BT. DS only activates for 40 seconds after being unhooked or unhooking yourself. The time doesn't change with lvl. It doesn't prevent slugging at all, either.

    Oops. My bad. It does. Lol. Still, 60 seconds is that long.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011989#Comment_1011989

    "The survivor who uses ds and is unhook will not make gens, they go away from the killer to heal or be cured."

    Thats where you are wrong kiddo

    People who have DS know that they are untouchable for 60 seconds, so they use that time to do gens, and then run away to a locker to force killer to get DSed and prevent him from slugging.

    Nope. I think you're thinking of BT. DS only activates for 40 seconds after being unhooked or unhooking yourself. The time doesn't change with lvl. It doesn't prevent slugging at all, either.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010974#Comment_1010974

    I don't care what was the previous version, I didn't play this game before. Right now its the strongest survivior perk that counters killers playing good, not tunneling. Borrowed Time is also strong perk, but counters only tunneling as its supposed to.

    I think you are deaf at this point, there were many other complaints than "not being able to tunnel"

    Surviviors with DS can do many things unpunished:

    Healing under hook

    Doing gens 10 seconds after unhook

    Bodyblocking saves

    Running DS with Unbreakable and getting free pick up that killer cant do anything about

    Punishing killer for getting multiple downs/hooks

    The fact that you haven't been playing this game long is VERY apparent. DS doesn't guarantee ANY of those things. What does is a killer too scared to pick survivors back up after they've been unhooked. It also doesn't stop tunneling at all. The perk deactivates after use or a 40 second timer expires. So let them get unhooked, tunnel the crap out of them, if you so choose, then drop them and let the timer run out. It's really not that hard. Plus, while they're down, they make great bait to trap would be heros.

    My point is, it isn't anything to fear like it used to be when it could be used indiscriminately, since it had no timers or activation prerequisites aside from being downed, which didn't hurt the survivor unless they failed the check. There are many ways around DS. Slugging, is always a good option as it provides a window of opportunity to lure other survivors, the Doctor is a great natural counter with his power, since it randomly moves the skill check circle around the screen, Trapper's Unnerving Presence cuts down the skill check bar nicely, Dribbling is still fairly effective, and of course Ivory and Ebony Mori's are a natural counter to DS. Don't be afraid of DS, as it's rare to actually have a survivor the that's able to make good use of it , Outside of SWF swarm teams and the occasional dedicated looper. Just be patient about how you do things. 40 seconds isn't that long to wait.

  • @Psypho_Diaz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1012321#Comment_1012321

    NOED doesn't take out skill from the killer. If survivors choose to gen rush and not cleanse totems that's on them. It's ironic most people ask for more objectives to slow the game down when totems are an objective. That's why NOED works best without other hex totems, it puts survivors in a false sense of security forgetting about totems altogether leaving some for NOED to appear.

    Sad thing is, I notice my NOED totem usually activates close to an exit making it easier to find on the way out. I can't count how many times I start cleansing the last totem as a friend is finishing the last gen. I start cleansing a dull and it finishes as a hex. So fulfilling imagining the killer thinking they are about to get one hours only to be let down when they hear the notification.

    That was why it felt so weird to hear it was getting changed. Mixing protective hexes like TOTH and HG made people panic and for get the other totems, which gave NOED some nice protection/distraction. Besides, if you always expect they have it, it won't ever really take you by surprise.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009859#Comment_1009859

    You can only really complain about facecamping. Getting tunneled means nothing if you are running DS, or are good in a chase. I can usually punish any killer trying to tunnel me off the hook, just by running them around for so long my team can finish a lot of gens.

    If anything, getting chased all game is optimal if you are good at looping, because you will know what areas all the pallets have been used at, and can make sure you use them efficiently.

    It is pretty annoying to run a killer for 4-5 gens, just to get hit once with NOED, and die for it though.

    To be fair, as a Killer, getting looped around that long is frustrating, and the feel of said runner getting NOED slugged is extremely satisfying. That said, I'll still likely carry you to the door or hatch, if for no other reason than you absolutely bested me and deserve it. Unless you teabagged me a lot after stuns, and then I'll let you crawl out by yourself. Either way, I'ma still slug ya, given the chance. Lol

  • @thatcarbonfox said:

    Let's see, every day it's the same toxic behavior that doesnt get banned by the devs, dont know how many times it needs to be said, tunneling, and camping are NOT a strat, they are pure toxic behavior and tunneling doesnt have a counter. Before are you tunnelers try and say borrowed time or ds, delaying the inevitable is not a counter

    Actually it's not toxic, it's smart. You just sound like you need some practice looping. Ambushing and divide and conquer tactics, especially picking off the weakened players is the most efficient way to thin the ranks. If you're getting caught in those snares over and over, it's you that needs to ask yourself why. What can YOU do to make it less likely an issue. No Killer in their right mind is just going to let you walk away from a hook, especially if you're injured. It would be the complete antithesis of what they are expected to do as Killers. Just because you don't think it's fair, doesn't mean it's toxic.

    Constant teabagging and flashlight clicking after stuns, face camping and hitting hooked survivors, sending nasty messages, all of these are toxic behaviors when done to excess. Ambushing unwary survivors by setting traps, or patrolling the area around a hooked survivor, or picking off the weak links/injured survivors, especially those that are obviously less skilled at or entirely poor Loopers isn't toxic at all. It's smart, efficient, and exactly what a good hunter would and SHOULD do to bag their prey.

    DS, DH, BT, UE, Breakout, Lithe, SB, BL, BO, and even WOO, are all great ways to break a tunnel, as is stocking up on fireworks during events, or bringing flashlights. As a survivor, it's your job to always be aware of you surroundings. If you're hooked, while you wait, you should be looking for the best escape route, preferably one suited to your current perk set, and understand that rescuers are accepting the risk of getting hit to save you, should it be necessary.

    That you count camping and tunneling as toxic tells me you haven't learned to differentiate good camping from bad, and you probably aren't great in a chase. Getting caught isn't some magical thing the Killers just pull out of their hats. At some level, you made it possible by making a mistake. Fix those mistakes, and you won't get caught. Not getting caught is the easiest and most effective counter to both Tunneling and Camping, two very effective and thus very common tactics.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008516#Comment_1008516

    I know. That's what i said

    I don't have an issue with camping. I know ot's a valid strategy. Mostly because it has a counter. I just don't want that counter weakened

    Camping has several counters, and gen times aren't one of them. The only reasonable way to make Ruin decent again would be to lengthen gen times. The only way to deal with tool box/perk stacks on multiple survivors is to lengthen gen times. Slowing survivors down is the main vehicle by which a killer drives pressure. Currently, there are too many ways to speed up gen times, and not enough ways to effectively slow them down for all survivors vs single or only a couple.

    Discordance used to be a great way to do it, but with six different tool boxes, a plethora of easily obtained add-ons, and multiple stacking perks by which survivors can further buff said boxes, affecting gen times the only reasonable solution, sand deleting/reducing tool boxes and removing stacking from perks like Leader and Prove Thyself.

    Honestly, there is zero need for a saboteur set and a repair set for the tool boxes. One of each rarity, or change them so that saboteur boxes cannot repair, and repair boxes cannot sabotage. But that still doesn't negate the excessive amount of add-ons specifically designed to speed up tool box effects. Some of those need to be gotten rid of, as well. When a single survivor can finish a gen in as much time as 3 without boxes/perks, that's too damned fast and REQUIRES something to change.

    It's part of the reason I play Wraith main. He's one of the only Killers that has a reliable means to detect and throttle gen progress effectively. I would suggest that you play him until you get some of his pink sight-while-cloaked add-ons and just watch the difference between a low rank team and a high rank team in terms of repair speed. Then you'll very likely understand what it is those of us asking for lengthened gen times are talking about.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008522#Comment_1008522

    This would be the most reasonable, balanced and justified nerf ever. There is no reason why it shouldnt happen.

    You mean other then the fact that it's already BEEN nerfed into the ground from it's previous version, and is commonly run alongside Borrowed Time and Dead Hard to further prevent tunneling? There is literally no reason to change this perk from its current form. All I'm hearing is someone whining about not being able to tunnel and immediately re-hook the survivor that was just rescued, which is sad considering I'm a Killer main myself. Besides, the perk is only active for a short time after the rescue, so just chasing them, slugging them, and using them as bait for a trap is much more effective anyway. By the time you've drawn someone else in to heal them, DS should be inactive anyway.

    The whole reason BT, DS, Dead Hard, Breakout exist is are a response to tunneling/repeatedly being carried to the basement or easily camped hooks, in my opinion. Builds with these are half the reason to keep slugging, especially since people don't want to bring Unbreakable since slugging isn't always guaranteed.

  • @Sonzaishinai said:

    I also don't think gen speed should just slowdown

    Survivors should be able to punish a camping killer by burning through the gens before the 2 minute hooktime is over

    If the killer is camping, unless all three of the others are simultaneously (erroneously) trying to rescue that single survivor, then there should be no issue working gens, since the killer isn't pressuring you at all. Ambushing unwitting survivors or 'camping' as you call it, by using a hooked survivor as bait is a valid play. That's why perks like insidious, and killers like Ghostface, Pig, and Wraith even exist. They're ambush killers. Even Spirit and Nurse can be used to long distance ambush. If your team isn't wise enough to keep at least one person working gens while one or two more go for a rescue, then it's not the Killers fault, and they shouldn't be punished for it. As to maps, while many are seemingly too large in scale, the reality is that each killer should ideally have a way to traverse maps quickly enough, while using their unique skill sets to keep pressure up. Killer reworks are a definite must in some cases, but gen times being slowed down isn't really the answer, not wholely, anyway.

    Interactions with items and perks that affect gen times needs to be addressed, such as tool boxes stacking with certain perks, as an example. In my opinion, gen times should be reflective of how many are working on them. Whatever the time is for a solo Survivor to repair a gen on their own, un-added, should be exponentially reflected based upon how many survivors are working a a gen at current. I also think that gen repair perks shouldn't stack with tool boxes save for with special conditions.

  • All this talk about tunneling and camping being "toxic" is ridiculous. Several have already said as much, but what you call 'camping' is generally referred to as ambushing. This means hiding or lying in wait after baiting someone into a behavior such as rescuing survivors on hooks and taking advantage of it. Tunneling is literally chasing the weakest link, which is the smartest way to eliminate a weak target. Some killers will drag things out, but doing so risks the four players that can achieve their goal of escaping simultaneously, while you can only effectively hunt them one at a time, unless you set traps, such as camping gens/hexes/hooks/etc and attacking anyone that comes close. It's literally the smartest way to hunt. And that's what the Killers are doing. They're hunting. Now face camping after a survivor has run you around and/or hitting them on the hook are just unnecessary, and the type of behavior that some people find toxic. Especially if it's clear that they're gloating, such as the more expressive killers that can easily be seen to move their heads and shake them 'no' after downing you. If you've been losing or having a rough time, that's not something that will help your mood.

    Likewise, survivors are absolutely the most toxic, especially with the teabagging after stuns, flicking the flashlight from the exit gates, and that sort of thing. Gloating is toxic, no two ways about it.

  • The issue at play, in my opinion, is that tool boxes should have far fewer uses, fewer types, and overall, should not stack with perks like Prove Thyself, Leader, etc. With even two working on a gen with boxes and just one PT, it DRASTICALLY cuts gen time down to the point where newer killers won't stay with the game, especially with the proposed matchmaking changes. Gen times need lengthening, regression perks need adjustment, and a new perk needs to be made to better defend hex totems. Something akin to trappers spring add-ons. But to the original point, gen times are too generous currently.

  • @survivormain1105 said:

    Keys at least have to be worked for to escape. Mori is way more broken at least the ebony one. Ivory and cypress can stay thr same for all I care. But to be able to hook and then kill instantly is very dumb. Def 4 times.

    First off, survivors have to get downed and hooked TWICE before Ebony or Ivory work at all, meaning that DC Loopers waste more of our time until harsher punishment for DC'ing is enforced. On top of that, maps are still heavily influenced towards looping almost infinitely, and it's not even hard to do. Keys should NEVER spawn in chests, either. Killers can't just randomly gain the ability to kill a survivor without a perk mid-trial, so survivors shouldn't, in a 4v1 situation, be able to randomly find an out for all four of them at once. Even with an Ebony Mori, killers still have to hunt the survivors down, one by one, hooking them once, downing them twice, and only then, FINALLY, can they use the Mori.

    The Hatch, however, spawns once a certain number of gens are done, or a survivor dies and the number of gens is more than the number of survivors, unopened, meaning that if enough gens get done, the hatch will spawn. This means SWF teams with even one Key are absolutely broken, even if the Killer has a Mori. What's worse, is that the survivors not in SWF will commonly use each other to test if a Mori can be used and how many times. If the first hooked is Moried, then they hide, looking in every chest for a key, then escaping once enough gens are down. The hatch spawn requirements, keys and who/how many can use an individual key, and their ability to spawn I'm chests needs to be addressed, as does the murder shack, and palette spawns.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/962752#Comment_962752

    So you think moris are balanced and keys are op? Try playing survivor sometime you'll see how fair moris are.

    I play survivor more often since I play with a friend, actually. I don't have a problem with mori's for the previously stated reasons. All I hear whenever someone cries about mori's is exactly that: crying. Boohoo, you didn't get three chances to 4 v 1 a killer with a high chance that at least one of the survivors is likely to DC after wasting the Killers time and juking them out of a kill, possibly more. Every second spent chasing a player that knows they're going to DC if they get caught because they think it's 'bull' or 'not fair' makes mori's that much more fair, and quite frankly, deserved. As I told a salty survivor the other day, it's really quite simple. Don't cry to me about tunneling, camping, or mori's. At the end of it all, if you got caught, that's on you. You weren't good enough that match and got caught. Given how rare Mori's actually are, it's surprising to me that so many get so upset about them.

  • @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/comment/962120#Comment_962120

    Killers consider hatch cheap cause some survivors that use it for escape.

    Survivors consider moris cheap cause it ends the game/kills survivor when you are not supossed to.

    "When you are not supposed to"? That's out ENTIRE job as Killers. Four of you can split up and tackle your objectives however you like, but were forced to come after you one at a time. Mori's help us level the field by reducing numbers faster and helping to keep the pressure up. Add to that that we STILL have to chase you down TWICE to even use it, and all survivors have to do is use the key ONCE, or find the hatch ONCE, and that's game for EVERYONE, not just one person. We use a Mori, and three people still have a chance. You use a key, and that's game over unless we find it before the rest of your team does. Hatch shouldn't spawn open, and keys should have a skill check that breaks it if failed. Once check for purple, two for pink.

  • @csandman1977 said:

    I hate hex perks in general. I get high risk high reward, but outside of brown and yellow ranks it's all risk no reward.

    Make the perks a little weaker and remove the hex part.

    Ruin - remove great skill checks

    Lullaby - game long 3rd level or no noise notification for 60 seconds after being unhooked. I prefer the first one

    3rd seal - no aura when on hook

    Haunted ground - Survivors are exposed when within a certain range of dull totem. Most of which will spawn near generators

    Devour hope - (my favorite perk) 2 hooks - mangled on hit, 4 hooks - aura blind when injured, 6 hooks - oblivious when injured, 8 hooks, mori when on death hook (not set in stone just ideas)

    Thrill of the hunt - remove scratch marks get 100% more blood points at and of game

    I would just prefer weaker perks that last all game or at last more than 20 seconds

    Those are all really terrible ideas. None of them benefits the killer over the survivors, and most wouldn't even be usable in any meaningful way. First of all, if you're relying on hex perks to help slow the game down, then you need at least perk or power that directly supports using the hexes you're taking in. Second, the idea of them being hexes was always ment to slow progress by adding a second objective.

    In all honesty, I would like to see a new hex/perk that causes obliviousness when interacting with totems or gens in general. In addition, I think TOTH should cause the exposed/exhausted status effects for 10, 20, or 30 seconds after successfully cleansing any totem to the survivor that did so. THAT would balance the risk/reward factor of using hexes. As it stands, TOTH is a nice way to protect totems, to the extent that it lets you know when one is being cleansed, but I think adding in a camouflage hex/perk that makes all totems appear dull and/or considerably darkens their appearance while active would increase the usefulness of all hexes.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/912459#Comment_912459

    They couldn't just increase the hook phase times? Make gens a lot longer and make hook phases so long its not worth camping. Like 10 minutes to die.

    That way killers have to be aggressive and constantly cross the map.

    In my mind, it's not a jump at all to add a mechanic that increases hook time, slowing death progression, since they already dock points for a killer standing too close to a hooked survivor. It should trigger a slow down in the overall time it takes each hook phase to complete, allowing the survivors the chances to complete objectives, saves, etc. However, I think also adding a debuff effect that adds a 1-3 second blindness and deactives their natural lunge for a short time the longer a killer camps would help, as well.

    On the flip side, what JC316 said is also true. Reducing loop abusability (I'm looking at you, murder shack), and adding in a terror/sanity mechanic to prevent excessive chases/killer stalking would balance the game, and take A LOT of the toxicity and irritation out of SWF teams.

    A few games have applied such a mechanic, and I feel it would work well, given the context of this game. Just as the killer would be given a timed mechanic to reduce and prevent camping, so too, should survivors be given a timer when in too close a proximity to the Killers while out of chase. In this case, it's a countdown to a scream/aura flare w/exposed status for 5 to 10 or so seconds, caused by the "horror of being too close to the killer and their actions" kind of thing. It would essentially allow the killer to pinpoint and Chase away stalker/watcher roles on swf teams, or follow/hide & save types, which could promote less tunneling, as well. You could even introduce a new killer perk that allows it, or an insanity status affect like the doctors that isn't permanent, but rather than causing them to scream, drastically increases their chances of failing an activity or causes them to randomly slow down while running to 'breathe'.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/901964#Comment_901964

    I can't take anyone serious who is promoting insidious wraith. That is such a waste of a perk slot on him. You may as well just play ghostface if you wanna attack immediately from stealth.

    Now insidious nurse? I can get behind that, because it actually gives you some new tools to work with, and is super effective at letting her tunnel-mori since you can just sit looking at the hook until someone saves and then teleport straight onto them.

    BTW I still see DS/BT on like 50% of survivors at high ranks. Typically I see 2-3 DS per game, sometimes all 4.

    It doesn't really matter who you choose to take seriously. The fact that Wraith can utilize insidious, the speed boosts available to his add-on sets, and the various stealth activated add-ons that let him track makes him great for mind games, as well as trapping survivors that don't pay attention. Once the survivors figure out you're playing Wraith, they adjust to the bell sounds (unless you're using a clapper add-on), so insidious can add unpredictability to his toolkit. That your only thought is attacking out of stealth tells me how limited your thoughts on Killer builds in general. And I never said they stopped using DS/BT. It just used to be much easier to abuse.

  • @StrodeWins said:

    insidious should be deleted. it is the very antithesis of “ethical gameplay”

    You're playing a game in which killers are trying to murder you, any means necessary. Given that several of the Killers are from horror titles that capitalize on the 'Jump Scare' as a means of terrifying their audience, and you actually have the nerve to say a perk which allows them to do that should be deleted? It's a trade perk. You can use it to set traps for survivors in a number of ways, in exchange for allowing them unimpeded repair time. Granted, it might seem silly for a Wraith to use it, it's an amazingly useful perk for his toolkit. Any situation in which a Wraith can fake a bell ring, then slip into stealth and ambush a survivor is a beyond viable strategy. Yes, it loses pressure, but when you get those annoying savior-types that rescue like clockwork, it's a great way to punish them for being overly predictable.

    Besides, many perks are abused by both sides. Pre-nerf DS, for example. You couldn't even find swf teams that didn't run it in concert with borrowed time on EVERY. SINGLE. MEMBER.

  • @LordTohes said:

    https://forum.deadbydaylight.com/en/discussion/comment/882408#Comment_882408

    It is a game of the year 2016 and just now worry about it? Every change in the game you think it was to improve it? Create a new game with dedicated servers when the players of your main game yelled at it, I think it is certainly a lack of interest in the player.

    https://forum.deadbydaylight.com/en/discussion/comment/882410#Comment_882410

    It makes sense to you a button that says "disconnect" and punish you for using it? I do not say that it is a problem, I say that clearly they only try to blame the players and they are not responsible that if someone disconnects for problem in their game.

    I create a game with many problems and I don't force you to play it, but I punish you if you stop playing it for all the problems that the game has 🤔... vote me for GOTY pls 🤣

    Quite frankly, you sound like an uneducated whiner who DCs a lot. The game has been patched many times, and continues to be. The fa t that it requires intensive programming, given it's being run on three separate systems (PC, PS4, Xbox) and all of the work is released simultaneously across all platforms (usually), you're complaint sounds silly. They have to watch three separate platforms to verify bugs not shared across all platforms, and then prioritize which ones are the most important to fix first. Let's see you do that.

    Next, the ragequit issue is ludicrous, and absolutely REQUIRES some kind of dissuasion to prevent it from ruining others gaming experiences. The devs implemented an auto-counter to catch multiple instances of abuse. It's not just a one time and banned thing, which is what you're making it sound like. The fact the the button is even still in the menu is evidence of that fact. It being there shows they understand that the game isn't perfect and the need to quit mid-trial may arise. What they DON'T want is someone quitting or closing the app over and over when they get pissy over something happening that they don't like. Or those annoying survivors that like to try to run you around as the killer, only to DC when they're team has done enough gens and not been booked near as much as they have. Toxic players that act toxic, then DC are the ones who they strive to stop with this, not someone that quits a match for a legit reason. 9/10 the people quiting mid-match aren't instantly queuing up for another, anyway.

  • @Vetrathene said:

    Its the worst map for killers, its blatantly unfair and imbalanced. Why was it not worked on before badham?

    It's actually not. Not to mention it's a rendering of an actual set, so they can't change it any old way they want just because you want to whine about a few extra windows. As a killer, it's a small map with plenty of cutoff points, making it a great map for Pop-up and ambush killers, especially. It's not imbalanced or unfair - you're just bad, I would assume. The reason badham got reworked was because Freddy got reworked, which gave them an out. Michael got a new cosmetic solely because of his new movie. The original neighborhood from the film was scaled and built into a DbD arena, sure, but they aren't going to change it's looks or take windows out, just because you can't predict movements or cut off survivors intelligently. Grow up.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/860017#Comment_860017

    They don't really help. You leave scratch marks behind while in a chase so that's why you won't lose sight of a survivor. The blood orbs can be as old as 2-3 minutes meaning you may end up looking in spots no survivor has visited for ages.

    Remember the survivor has to already be injured to leave orbs meaning you have blood pools and loud audio noises to find them, the orbs are not a reliable "locating" tool.

    Maybe not, but any killer worth their salt watches for crows. Orbs + flying crows = recent survivor movement. Don't even need Spies for them to be effect tattletales, and as I stated in another response on this thread, there are at least 4-5 perks that erase red scratches or negate them, so that's not an effective measure to follow either. You need to follow the actual survivor and learn to predict their flight paths.

  • @DumpyCrumpet said:

    https://forum.deadbydaylight.com/en/discussion/comment/860017#Comment_860017

    Survivors always bleed. Survivors always grunt while injured unless they have iron will. Using your eyes and ears takes literally so skill whatsoever. Oni has literally no advantage.

    Except that, with either Yui's new perk, or Steve's Babysitter perk, they DON'T always bleed. Add Iron will to that, with UE, Poised, LW, DWM, to the mix, and tracking becomes a pain in the @$$. Honestly, that's likely why the aura reading bits were added, as well as the hemorrhage perk. To balance out the anti-bleed builds that are going to result.

  • @John_Doe said:

    If you don't tunnel you won't get stunned

    Spoken like a whiny survivor main. Newsflash: Survivors don't care if you're tunneling or not - they'll still DS you. They just wait til there's other players around or the gens are done/almost done. It's not a matter of tunneling at all. In fact, if a survivor is wasting their DS on a tunneler, then they aren't a very good survivor to begin with, imo. Of course, judging by your other comments in this thread, you are, in fact, a whiny survivor main. It's standard practice to survey the area after hooking someone, especially when you get those over-the-top MoM hero squads that unfailingly (compulsively) try to rescue their buddies like clockwork.

  • @HaterMcTater said:

    https://forum.deadbydaylight.com/en/discussion/comment/757537#Comment_757537

    Well, like I said, I don't think NOED is game breaking. Just teaches bad habits to anyone playing killer and rewards them for failure. I didn't like DS and MoM was flawed, they taught bad habits to survivors as to "it's okay to be caught because I'll just use DS" or "it's fine the killer found me, I'll just get MoM." That's the same mentality with NOED on killer, that is the issue I have with it. The idea I suggested is to help slow down the game while the game is still active but also make it preventable where survivors can cleanse it's totem. It's a hard perk to balance to any side and no matter someone is going to be left dissatisfied. I hope you understand my view on it, but if not, it's completely fine and you're entitled to your own opinion on the perk and how it should be handled.

    What you call "bad habits" is actually better referred to as a "strategy" or a "backup". Noed is utilized best as a backup against low to mid-tier survivors that try to gen rush or stealth/hide, and is a great perk to punish people that don't do totems after ruin is gone. Your perk would be awesome as a new perk, but like it or not, some will always try to take the easy or frustrating way out and use endgame tactics.

    Besides, if a killer isn't aggressive through the match, and let's gens go off quickly, then the survivors should EXPECT noed, and if they don't, are more then fairly punished. We all had to learn to adjust to the game mechanics when we started, and this is a perk mostly frustrating for gen rushers and new players, but that doesn't mean it's unbalanced or needs changed.

  • @beatddb said:

    Please, don't give up on killer's names.

    You have done it with Ghost Face, instead of using something interesting like "The ghost" or "The stalker" you just went to "The Ghost Face".

    Don't let this happen with the demogorgon, use another name like "The monster", "The creature", etc.

    Please.

    Ummmm.... Maybe you weren't aware, but the name of that killer in pop culture, and even his credits as a licensed entity are actually "Ghost Face". It his official title directly from the Movie series and TV show. It's not some random moniker given by the devs. So if you take issue with it, don't blame the devs - it was never their idea in the first place. It was already his name. Besides, they had to change the costume, and we're only able to get the likeness of his mask, which is what he was named for originally, anyway. Do yourself a favor and watch the Scream movies.

  • Because no one seems to pay attention to the release schedule - we have two more packs due out this year. That last is due in December. Which means we could very easily see another standalone killer to even out the numbers.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/627349#Comment_627349

    It doesnt matter..broken ok makes sense..but if they cleans..free insta heal , she is only able to have some hook pressure if you dont infect someone you took down with purge or m1..at which point shes just old freddy if you dont have corrupt

    The Plague is a study in killer build and mind games. She's fast, ranged, and ment to herd and corner. The issue, I feel, isn't in her power, but her perks. They don't do her any real justice. Same with Ghost Face. They're great to mix with other perks, but as a base kit, they just don't support the powers the way they should.

  • If you really have to complain about the Estates design, then it's not the map that has the problem. This is easily one of the best maps for stealth Survivors to play, not just because of hiding in the reeds, but because of the bamboo walls and mini-mazes offerways to trap and disorient both sides. Not to mention it's one of the only clown-friendly maps strictly BECAUSE of the hidden "walls". I could go on, but I've made my point.

  • Because just about 90% of the matches (At least from my experience) that have involved random survivors end up with A LOT of mistakes.

    This is not even close to true. I'll tell you right now that SWF is no better than solo, simply because they DC after running you around and wasting your time. They know they're about to die, so they run you ragged, then DC, giving their buddies a chance to fix gens. If you don't chase them and let them break off, to hun the others, they just heal up and do it again.

    A SWF team almost always had a designated looper, and 90% of the time, they'll DC when I'm their last down before you get them to their hook. They also tend to like to spam nasty messages after leaving the match, should you do anything not in line with their imagined "game etiquette".

    Of course, there are also the Killers that IMMEDIATELY disconnect in the lobby after making you wait, should survivors show up in groups to purposely avoid SWF. So no, sir, it's not more balanced. Things like window vacuum "latency" and little ticks with certain Killers AND Survivors need to be addressed, if you want some decent balance.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/560727#Comment_560727

    @BismarckCane

    Then they should mention something about it, so I know to expect a huge update. They don't have to be specific, just something like, "There are other classified things within this update that will prepare future updates."

    That's just asking for data miners to spoil potential content. Any developer with half a brain would avoid that, especially after the early Ghost Face leak issues.

  • @Gardenia said:

    https://forum.deadbydaylight.com/en/discussion/comment/553293#Comment_553293

    Not that I don't believe you, but is it possible the devs can pull up statistics of this past 2 weeks so we can have a visual?

    And please, I don't mean to sound a bad way but is it possible we can remain on releasing chapters as 1 Survivor, and 1 killer to keep stuff like this from happening again, this was terrible to experience.... Especially right after the event.

    I know the intent was to keep people engaged, but as we can both see, unfortunately it was counterintuitive lol

    Seriously!? There are two more survivors than killers (one if you're on console). Personally, survivors need a rework on window vault mechanics, particularly during a chase (I'm looking at you, Billy), and penalties to players that don't help others during gameplay should be addressed. I can't tell you how many times killers have been able to hit me after I'm already well through the window. It's like we traded the pallet vacuum for a window vacuum in favor of Killer attacks. Mostly, I think that players that spend too long away from other players, don't help people off hooks, and don't help heal should be docked points and pips, but that's just me.

  • @se05239 said:

    • Map size needs to be reduced overall.
    • Most maps need a revisit to change super safe loops to be less safe.

    If the two above points are handled, the game will be better overall.

    Weaker killer will end up stronger since they can end up at place B faster from point A and their effectiveness in chases will be improved, resulting in shorter chases and more map pressure.

    Less safe loops for sure, but map size doesn't need re-worked, in my opinion. What does need re-worked is the amount of available generators and the distance between their spawn points. Large spaces should make it harder to find gens and travel between them quickly. It would also make better use of perks like corrupt intervention. Totems also need to be spawned more carefully, and, in my personal opinion, more of them. Instead of five, make it 8, and actually HIDE them better. Whether it's making them darker, or smaller, or whatever. Just my thoughts.

  • @AetherBytes said:

    @Cable2486 how the hell did you figure out my Ghostface build?

    It's one of my standard Spirit builds, actually. It works really well with Ghostfaces powers. I just don't worry too much about the chase because it's not as important as the trap. Hell, running Wraiths blood detection perk with Ghost or Pig is pretty good with Nurses/BBQ for a tunnel-stalker build.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/544703#Comment_544703

    https://forum.deadbydaylight.com/en/discussion/comment/544679#Comment_544679

    Yep, calling people baby players isn't mocking in the last. We're all on high horses detached from reality.

    He ment "baby" as in "new". As for the rest of this nonsense, if you want a good character, grind or GTFO. This is the same lazy crap I see in literally EVERY THREAD. You're playing a game ment to be difficult. The devs aren't here to hold your hand.

  • If using it for detection is the only reason you use it, then, quite frankly, you really lack some imagination. Yes it give information, but it's also useful to scatter survivors and play mind games with them. Someone's gets downed, they stop working. Drop the downed, use them as a trap. Mixing it with ruin and haunted ground works great, especially if you run Nurse's calling. Mix it with BBQ to up the mind games and increase detection even more. Everyone is so obsessed with the chase, but no one bothers to think about stalking.

  • Im really excited for ghostface and all the other things that was mentioned in the livestream, but i can't help but be massively dissapointed yet again by the perks they bring to the table, not only did we not get a map, nor a survivor, but not a single good or even decent perk.

    I have to say I don't agree with you at all. Over the past several months, I've seen people comment like this and it just seems to me like you're all missing the point. Most Killers play too directly and only rate killer characters in a singular, very general manner. Freddy as is is a viable character, for example, and can make use of a variety of dify perks, but because people only care about a direct chase, rather than actually say, thinking ahead or predicting movements. If you're playing a Killer without playing 'cat and mouse' then why even play Killer? It's about the build as much as it is the chase. Tremors is hugely useful with a multi hex-totem build like Ruin/Haunted Ground/Thrill of the Hunt. You slow the game down, and have total control of the field. Mixing Tremors with Nurses Calling/BBQ & Chilli/Discordance means there is almost zero chance for them to hide. It's all in the build and application. The chase shouldn't be more than a mind game. If it is, that's how you end up getting looped.

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