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CaulDrohn

CaulDrohn

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CaulDrohn
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  • @Hopesfall said:

    I guess people forget how useless he was after gens were done. People could unhook in your face even without BT and you're just standing there like an idiot as they escape. You have to sit there and wait for them to fall asleep, while they gain like 100m of distance towards the gate.. THEN you MIGHT be able to get a hit if they don't reach a window or pallet.

    ORRR

    You get body blocked by awake survivors that you can't hit. Truly remarkable.

    He was utter trash late game.

    Exactly! It's astonishing how old Freddy get's glorified in this forum, when he was just a plain bad experience for both sides!

  • @TheeclumsyNinja said:

    Ive noticed q times going from like 15 seconds to sometimes over a minute the last week or so....

    Wonder how far player numbers have dropped and what they would need to be to get their butt in gear and balance some of craziest killers and perks in the game. This 4 or 5 perk balancing (unnoticeable balances at that) is not gonna cute it. If they want to impact things they need to shake the game up. They dont touch the super strong meta perks... (unless its killer)... but tech needed a buff cause new players lol

    There are a few weak perks on both sides that wouldnt break the game if they got a buff but i would definitely throw in my builds to make the game fun again.

    Ive been playing for a year now and im already getting close to hanging it up because it hasnt changed at all in that year gameplay wise... other then breakable walls... one more f-in thing for the killer to do.

    I have zero faith in this dev team, even when they have good ideas they some how mess it up. Hit validation and mmr as a recent example.

    This blight serum is just a recent example of their complete lack of understand of their own game and community... why? Cause its useless lol once its active you cant do ANYTHING but use it. How is that helpful for a killer? Lol cool you get a 2 second speed boost but you can’t swing immediately so it hurts you more then it helps in 95% of scenarios

    For the killer queues to go up, there are two possibilities:

    1.) Fewer survivors to fill the lobbies, so e.g. they quit playing the game. They have no reason to, bc the recent patch did not impact them badly. Only as a protest bc. of the lame-ass event, that would be plausible, but still that should be normalized with the bloodhunt, no one wanst to miss that.

    2.) More players playing killer. Highly plausible, since killers get more BP per trial on average, esp. with bloodhunt.

    The most plausible cause for an increase in killer queue times is regular survivor players switching to killer for getting more BP during the event. A decrease in killer players bc of unrequested killer perk nerfs would certainly NOT increase the times, but DECREASE it since there would be less "competition" for the lobbies.

    So please, first think your claims through, before using flawed logic to push your agenda. That just makes you look stupid.

  • @GhostyyBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1684210#Comment_1684210

    Relax.

    I was talking about ruin and Pop. Don't those like not work with each other?

    Ruin totally prevents Pop, thats right. But thats only as long as ruin stays active. Since ruin will be destroyed in most of the games eventually, you have some sort of second gen defense line in Pop. These two together work reasonably well with high mobility killers, Freddy for example.

  • @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

    Do you really want to tell us that we are better off without the penalties?

    A) If they are determined to get out of the game, then yes, require them to kill themselves on the hook instead of instant DC! At least this way the killer will waste some time for hooking, and the survivor needs some time for unhook attempts, so if you are close enough you can even deny them their self sacrifice.

    B) Why, can you explain your reasoning here? Because players still DC and have to wait for the next game? Which role? My killer queues were all fast yesterday evening / night, like they were all the time. Survivor queues I didn't test yesterday. In my region, in the evening/night, there are far more survivors than killers playing, thats why queues for surv. are longer. The penalties might actually improve the times, since survivors DCing will now have to wait, reducing the amout of survivors for which a killer has to be found by a little. Sure killers DC as well, it depends which side DCs more even with penalties.

    C) What does this have to do with penalties at all, I don't understand it.

    D) I really would like to contest the point that most survivors DC bc of unfun practices of the killer. Many DC bc of petty reasons, something they deem "unfun" even if it is perfectly fine (facing certain killers, perks, maps, addons, killer ignoring them, killer not ignoring them ...). Some DC bc the feel tunneled / camped even though they weren't, or the killer had good reasons to. For example, if someone gets unhooked and the killer comes back to the hook, many will claim this is (proxy) camping and / or tunneling, totally ignoring the possibility that maybe the killer just did not have any other target yet. Esp. when the survivors get unhooked when the TR is nearly gone or just vanished. If the killer has some intel / idea on other survivors location, of course he may proceed there. But if he doesn't, it's usually best to return to a hook. If then the rescuer plays scaredy cat and just hides instead of taking the aggro away from the unhooked, what else should the killer do than "tunneling" the unhooked one? Even for legit Camping / tunneling, it's part of the game, acknoweldged a hundredfold by devs and community managers. Just endure it, shrug it off, go into the next trial or quit the game for now. DC is certainly not the right way. There is no easy solution to "fix" this unfun aspects (tunneling / camping): If there was, it would already have been fixed, giving how this is a constant complaint over the years. They tried something in the very first PTB, it went awful (survivors abused the hell out of the mechanic), so the devs swore not to ever try to punish this "unfun" playstyles again.

    Last but not least, if you want to "STOP REWARDING LOW SKILL KILLERS", killing yourself on the hook against such a low skill killer is a fundamental wrong approach.

  • @Aneurysm said:

    It's just what I'd change predator to

    You become obsessed with one survivor

    Any movement by the obsession leaves scratch marks

    I know this was posted weeks ago, but I think that's a really brilliant and simple change :).

  • I switched out Ruin+Undying for Pop+Tinkerer on my Blight, bc Undying was so often destroyed first with Ruin destroyed not much later. I don't know why, but I feel I'm consistantly cursed whenever I play with or against hexes. When I use hexes, I feel they are mostly destroyed early before having any real effect (like recent Unduying+Ruin), and when I play against them, I get hit by Devour Hope even though I already destroyed 4 out of 5 totems using Detective's hunch. Just super unlucky most of the time.

  • I guess you addressed the wrong person ^^. Although I read the post about Voldemort as a killer, as far as I know I didn't write anything into the thread. So it's certainly not my idea ;).

  • I can really see an increase in hacking in the recent time in my matches. In the last two months I encountered three survivors clearly hacking, two as a killer and one as survivor. Before that, I never recognized one since starting the game some years ago (joined a few weeks before old freddy was added).

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676926#Comment_1676926

    It’s still not whataboutism. Leaving out the imo doesn’t change the fact that it’s still inviting discourse about what others view as more unfun. If people don’t want people bringing up other unfun things don’t claim that something is the most unfun. Say “I believe this is bad for the game and unfun.” Then if someone brings up something else it’s whataboutism.

    Nobody asked for other unfun stuff! The poster wrote about OoO being most unfun when playing trapper in HIS OPINION. The replier totally ignored anything about that, but just wrote "but what about moris" (paraphrased).

    If the replier had wrote something like "Yes OoO sucks against trapper, but in general moris are more unfun, imo.", that would be totally fine! But that didn't happen, all the replier answered was "memento mori, iri hatches and infinites want to talk with you". Totally ignoring/disregarding anything the poster wrote, bc the mentioned stuff is obviously so much more unfun (guessing the intention here).

    Honestly I don't care if it's a legit whataboutism or not, it looked like one for me, thats why I wrote that back. Fell free to continue nit-picking whether it's whataboutism or not, but I couldn't care less and won't engage in this any further. I think I made my point clear enough.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675378#Comment_1675378

    I don’t think you know what whataboutism is. The phrase “most unfun thing in the game” means bringing up other unfun things one believes to be more unfun is valid and not whataboutism. Like I know Scott Jund said whataboutism is bad. That doesn’t make everything whataboutism.

    "most unfun thing in the game *imo*" at least quote it right. It was clearly about a personal opinion, so retorting "but what about moris" serves no purpose other than making a fuss about other unfun stuff ...

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675340#Comment_1675340

    memento mori, iri hatches and infinites want to talk with you

    Nice whataboutism. the thread is about OoO, or by extension, survivor perks. Bringing mori, killer addons and map layout into the discussion serves no purpose here.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673833#Comment_1673833

    It will light up, sort of a poor man's Spine Chill, but it is still a lot better than them seeing the Aura big as daylight. I love using the 3rd Seal on a Maniac Myers. When I play Spooky Myers I love OoO even more since I can see their aura and they can't see mine.

    More like a poor mans premonition, since it will light up depending on your view, not the killers.

  • @MadLordJack said:

    So, even ignoring the fact that WB are greedy and there would be an enormous amount of legal hoops to juml through... We are talking about the guy who can kill anyone he sees with no restriction? In a world where mages only use wands because they are lazy and can totally do all the same stuff without them, as stated by the creator of said world herself?

    Seriously, what would stop good old Voldy from just... Stupefying everyone? Using the imperious Curse? Maybe a bit of Sectumsempra? Or some good old fashioned killing curses? I know the entity is powerful, but Voldemort would have to be neutered so much he... Wouldn't be scary. Oh, wow, a racia- I mean, magical supremacist who can barely do magic.

    It's the Xenomorph issue. The character is just too strong to be scary.

    Edit: also, the Cruciatus Curse was illegal, but not Sectumsempra? Wierd, wierd laws.

    Sectumsempra was invented by Snape and possibly not used by anone else excpet him (and the one time harry did it without knowing what it does). I guess it was just not widespread enough / too new to be considered a forbidden curse. You can bet the forbidden curses were already hundreds of years old and caused some serious issues in magical conflicts, so they were deemed unforgivable.

  • @DetailedDetriment said:

    If you don't get at least 1 kill is Spirit in any match, it shows the player has little knowledge of the game. Spirit is the second easiest killer to play in the game, and if she bas Stridor, then it's essentially impossible to "mindgame" her.

    Who is the easiest, if I may ask?

    Also, all this absolute terms "no skill required", "always 4k", "not at least one kill, you must be bad", is utter BS, sorry. Of course she may be easier to play than other killers. But you also face survivors with different skillsets. Against 4 randoms, sure you can dominate them. But against a well organzied team (does not even have to be swf), it's no shame to lose even when playing Spirit. Sure you can 4k these games as well, but you will have to sweat more for it. It's far from "no skill required" then, probably no 4k, you maybe even get out without killing anyone (when you want to play fair instead of tunneling someone out). That does not make you bad, you were just not as lucky.

  • @Godot said:

    Spirit never takes skill. I can't think of ONE game that I didn't get 3k+ in as Spirit.

    I had quite some games I did not do well with her. Obviously I do not have any skill. But according to you, she also requires no skill to be good. So I should have done good with her. I cannot have less skill than none, right? So how does that all add up, could you please enlighten me?

  • How come nobody mentioned that it's actually Fungoose playing there, one of the best / well known educational DbD Streamers out there, not some random player.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1670824#Comment_1670824

    About average, that's what BHVR said on tome 1

    I play more survivor, but somewhat between 60-65%. I'm not sure if it makes that much of a difference if you play killer or survivor, because you always need to get as close to the 10 minutes as possible, too less or too much is both bad. Don't forget queue times between games, it is better to spend the time in game rather than in lobby.

    Of course depending on killer/survivor queue time differences, but if it is the same, then having 4 games lasting 8 minutes +3m queue would be the roughly the same like 3 games lasting 12m + 3m queue. 32m of XP playtime for 44m total gametime vs 30m of XP playtime for 45m total gametime

    Unless I get gen rushed / perform too bad, my games are usually longer than 10 mintues as a killer, more like between 15 and 20 minutes. So you could say i "waste" some minutes with every killer game. The survivor games tend to be shorter, be it bc gens are flying or I'm killed and not the last one. The queue for survivor is longer for me, thats right, so maybe I'm coming out the same either way.

  • @HEX_MalusGrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1670038#Comment_1670038

    This sure sounds like as if the survivors are always close to you dancing behind your back ...

    Not necessarily, but it sure helps more when the survs are cocky.

    When you get to a nearly finished gen that multiple survivors are working on, of course they will try to finish this while you are distracted. You cannot chase all at once. Injuring and / or slugging would work as well, but only if you can find all survivors nearby. With TT, you can just safely pick someone up when you are sure the gen is currently not occupied. So even when the remaining survivors beeline to the gen again, they cannot do a thing. In this situation, without TT, you make to make a decision: either hook someone and lose the gen or protect the gen but let the slugged crawl away and be picked up. With TT (not on CD) you can have both, hooking a survivor and still be able to protect the gen from being finished. With an additional Pop right after the gen gets unblocked, it's even better. No other killer perk allows you this, thats why I think TT is way stronger than BBQ. If only it didn't have a CD ...

  • @GreyBigfoot said:

    I've made it to level 70 on every rift released so far, and the grind has progressively gotten worse. In fact, I kind of regret doing this Rift and the last, but did it anyway to keep my record.

    The biggest appeal in my opinion is getting all your Auric Cells back (in fact, I only paid for the 1st Rift, and have done all subsequent from the same Auric Cells). The outfits are nice but usually there's only one or two I care about.

    Some ideas I have to decrease the grind:

    Increase the daily XP bonus - keeps the need to play every day, but still makes things easier

    Daily Rituals give 1-2 Rift fragments

    Randomly generated simple challenges - kind of like Daily Rituals

    I had no problems reaching Tier 70 with rift 2 and 3. But for rift 1 and 4 I did not get it in time and hat to buy some tiers with auric cells, since i wanted the Tier 70 item.

  • And 138h in 70 days, about 2h per day, in certainly not "average" play. Sure the rift can be finished by just playing enough, but that takes dedication, not some playing every other day. So if the Devs aim is really that average play will get you to Tier 70, they failed it thoroughly, at least for this tome.

    Out of curiosity, did you play more survivor in this 138 hours? Bc I would think it's a little easier to tier up as survivor, just bc. you can get out of the game earlier. The killer always has to wait for the last survivor(s). Since you will only get awarded XP up to around 10 minutes, every minute above that is practically waisted, Xp-vise. I play more killer than survivor, if you played more survivor that might explain why you managed to finish all tiers where I didn't even though we should have roughly the same play time. Or maybe I played something like 120 hours. Is there are way to look this up?

  • @HEX_MalusGrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669267#Comment_1669267

    Are you sure about that?

    Because as far as i know thrilling only stalls gens that are currently NOT being worked on and it does so only for 16 seconds. Otherwise it gives you the info what gen is not blocked. So when the gen is being worked on and about to pop, thrilling does nothing to prevent that. That's what tinkerer is for. It tells you what gen is about to pop so you can go and shush survivers away. Either to down + pop or let ruin do it's magic.

    Could be a matter of taste but sadly, getting double BP is more worth as very situational advantages.

    Sure, if the survs do not get disturbed the gen won't be blocked. Thats why you actively chase them away and THEN pick a survivor up. Think about the situation that you get to a nearly finished gen with possibly multiple survs there and you manage to down one. You cannot afford to hook the downed one normally, bc the time you need for hooking, other survs may finish the gen. With TT you can prevent this and you can hook the surv without fear. And when you have Pop in store, you likely can directly use it on the blocked gen after a few additional seconds.

    Yes, double BP is the reason I also run BBQ over TT. But apart from that, I find the info from TT way more reliable than BBQ (often I do not see any auras the whole game), and that "situational advantage" is not as rare as it may seem. It's really relieving if you know the gen is blocked and cannot be finished, while you hook someone, so you will be guaranteed to use Pop on it. So satisfying.

  • @Deadeye said:

    For the 100th time: The rift is designed for the average player across all players they have. I got all tomes to rift 70 without problems and also downcalculating was always looking fine to get tier 70 done within the 2h/day average.

    In detail for this tome: I needed 138 hours (including queue times etc) and I had 6 complete rifts of rewards left in lv4 when I reached tier 70. I think the tomes have always been fine

    The average player will be able to get to tier 70? I hardly doubt that. Maybe with the tomes 2 and 3, but not with this one. Why do I doubt that? Because I play the game literally daily for at 2 hours, sometimes way more. That's hardly "only" average. But still, I was not able to get all tiers even though I finished all challenges. Maybe I was to effective with the challenges, don't know. But I would expect an average player to play significantly less than me, and when I did not get all tiers, there's no way they would have.

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669205#Comment_1669205

    Does it though? I thought calm spirit completely counters infectious and doctor's static in terms of revealing position.

    It should totally counter it, yeah.

  • @HEX_MalusGrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1666423#Comment_1666423

    This, but swap pop for tinkerer. I had this build too but the issue is that in the heat of the game i often ended up running up to a gen for kicking but forgot that ruin is still active. Thrilling tremors + Tinkerer however are a great info perk combo. Additionally with undying you have a solid pickup-build that will give you constant info about where everybody is.

    Thrilling tremors can be swapped for BBQ. If you get the info on what gens they are sitting upon pickip or hooking makes no difference, but BBQ gives you the extra BP.

    Thrilling gives you additional stalling which can be crucial to keeping a gen from pop while you are carrying a surv to a hook, BBQ cannot do this. It helped me more often than it hindered me in aplpying Pop to a gen.

  • @Doctor_Grizz said:

    I wish they changed it a little bit, make it like Diversion and Stakeout (Basically getting more tokens when in the terror radius). People would propably use it for once, at least i would use it.

    Yes, that would make a really nice change. Maybe also increasing the tokens to 4, similar to Stakeout. I would probably also buff Stakeout so you start the game with 4 tokens instead of having to "farm" them first. That would make both Distortion and Stakeout very much alike.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667268#Comment_1667268

    Not true. Distortion does not consume multiple tokens on a single totem cleanse. It's a weird interaction. One Distortion token per cleanse. 100% verified with my team

    I guess thats because Undying shows the aura for a few seconds instead of all the time when you are near the totem. As long as you stay close enough to the totem, it shouldn't trigger the aura reveal again.

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665722#Comment_1665722

    The "pretend to give you hatch or door" play definitely is scummy. I had a killer down me as the last survivor after they'd closed the hatch, carry me to a door, let me wiggle off, then downed me again as soon as the door was opened, just to hook me near the exit. The tease is completely unneccesary -- if you want the 4K, just take it when you have it and don't prolong things.

    Dropping someone near hatch, waiting for them to crawl to it and then closing it in their face, that is scummy, yeah. But allowing you some last objective points before killing you off, possibly even letting you finish the corresponding daily in the process, what is wrong about that? You think the killer teased you, but maybe he just wanted to be nice without giving up his 4k.

    If you never expect any mercy from the killer, you cannot be disappointed / teased, so when they are actually nice it will be a welcome surprise.

  • First of al, do not overcommit to chases, even when they are already broken. You have one fountain by default now. Use Apple addons for even more fountains. You can use her red addon for seeing them vomiting.

    Apart from that, equip perks which punish the survs more when they do not cleanse:

    Infectious Fright - Reveals their location in TR, if you hear someone scream and you see they are in a bad spot, slug the current and chase the other. They may still get away, but chances are they need another pallet for that, so you can destroy it.

    Tinkerer - Tells you were a gen is about to be finished, and you are Undetectable on top. If the refuse to cleanse, they should be easy downs. Discordance and Surveilance could work similar, although you do not get Undetecable.

    Enduring / Bambozzle / Play with your food - Can help you down broken survs faster, but I would assume gen control is needed more.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1666423#Comment_1666423

    Pop is completely overkill, your benefit more from a tracking perk. Best ones for spirit are probably stridor, Nurse's, whispers. And in my opinion thrilling tremors is awful and I'd rather use BBQ. It's especially better for high mobility killers.

    Imo TT works way better for finding new targets then BBQ does. Nearly all survivors know how to avoid being revealed by BBQ, but only few bother to play around TT. It synergizes nicely with Pop for far away gens. Sure, if you chase the survs away from a nearly finished gen and then pick one up, it will be blocked so you cannot imidiately pop it. But it will also prevent the survs from finishing this particular gen while you are carrying one to the hook. I had many occasions where this 15s stall prevented the gen form being finished, so I could pop it with just 5s or so waiting time. I would run TT+Pop over BBQ+Pop on all my killers, if it weren't for those sweet BP bonus BBQ is giving me.

  • @Xayrlen said:

    If you think that bots or survivor's shells will stop DC's or help overall with the game: you are wrong. It's like implementing bots or singleplayer to a multiplayer game when game is bleeding it's community because how bad it is. It's not about covering DC's with punishment or something else, but about figuring reasons why people are pushed to DC. Developers need to focus on fixing game balance and bugs instead, and only then implementing something like that.

    Players DC over the pettiest reasons. Didn't hit DS - DC. First downed so no Deliverance - DC. Killer they do not want to face - DC. Killer playing them out - DC. Sure there are "legitimate" reasons for DC, but I would argue the DC's just out of bad spirit are far more prevalent. This type of DCs cannot be fixed, they do not have a technical cause, but just the mindset of the player.

    @Aven_Fallen said:

    Agreed to what @Xayrlen wrote. First of all, BHVR should remove/rework the obvious things which make Killers or Survivors DC, stuff like Iri Head, Moris, bad Map Design (looking at Ormond or Haddonfield here) or simply Bugs like the Hill-Bug. So that the number of players who DC out of frustration is lowered. Sure, there will be the Killer who DCs when two Gens got done before he got a Hook because they think they already lost and there will be the Survivors who DC against a fair-playing Clown. This cannot be avoided.

    But at least the DCs because of the imbalanced things in this game can be lowered.

    When it comes to Bots, I hope I never see them ingame. It would actually remove more fun than playing a 3v1 because of a DC or getting kicked out of a Match because the Killer DCed. I dont care if a Bot fills up the DCed Survivors Spot, the Bot will most likely not be really helpful and it is lost anyway. And I dont care about going on to play against a Bot Killer, because I play a Multiplayer game to play against other players which human intelligence. And not some, probably weak, AI.

    The only benefit of Bots would be for Killers, since they get to farm more points of them. But if that is really a reason to put time and effort into creating Bots... I think there are more important things to do.

    I guess no one's thinking of a bot replacing a killer. It's always gotta be a DCing survivor replaced by bot. I would actually use this bot as a placeholder for another real player, similar to other games like Rocket League. That means, if one survivor DCs, a bot automatically enters and continues with the game. If the person DCing starts a new lobby, they will automatically be put back into the trial they just left, as long as the trial is still running. This way, players with a crash would have a chance to rejoin the game if they are fast enough. And salty players refusing to join again have to wait for the trial to finish until they can enter a new one, similar to a short-time ban. We could even think about a means to let other players fill in, if they are willing to enter an already running match. The fill-ins could take over all BP and Emblem Points earned by the DCed player, but would never lose a pip. They could also get an additional BP bonus, like 5k, for joining late.

  • @kingoftheirish1992 said:

    After going up against a lag switch squad and seeing ozt video where he said your tired of people saying fix the game to hell with your game. No point in reporting anyone because you want every ones money even if there cheating. You can nobody then cry about people who wish for a better game. I'm not the only one who has wasted too much time and money for y'all to not care the state of the game and yes this anger is in the moment but I took a break from the game to just see you anti cheat is so low end anyone could bypass it. People are going to say how do I know it was a lag switch? Getting near a survivor in the open for them to teleport to a loop or chase them off a heal for them to be right back on top of them when the ping was green in lobby is a dead give away. I'm not telling you to fix your game I'm asking you to upgrade it because it getting really old to just expect the bs.

    Your point about them not banning bc they want their money does not make any sense. On the contrary, a banned cheater may even buy the game again, so you get net more whan banning the cheaters.

  • @ZCerebrate said:

    https://forum.deadbydaylight.com/en/discussion/196261/how-to-fix-99-ing-the-exit-gates

    The exit gates should regress naturally down to 25%/50%/75% as noted by the lights on the gate. It would no longer be possible to "fully" prep the gate just to avoid Blood Warden. There could also be a buff to Remember Me or Blood Warden directly that allows the gate regression to go all the way down to 0% instead of being stopped at each of the "checkpoints".

    Yep, regressing gates should be the way to go, the checkpoints do make sense as well. If any, Remember Me should remove the regression checkpoints. Bloodwarden should imo always activate when you hook someone after gates are powered, but it's on standby until a gate gets opened.

  • @CosmicParagon said:

    Remove the aura reading for totems. It is unnecessary and just makes the perk a strictly better ToTH. As a benefit, this change would force killers to use ToTH if they want the same effect, thus forcing them to use ALL of their perk slots to make it work, 3 of which are easily broken hexes.

    Your "fix" does not change the core issue of the combo at all. The main reason for frustration is Tinkerer allowing the killer to chasing the survivors away from nearly finished gens, giving ruin much value. Unduying is just there to make ruin more reliable. Sure the survivors can all search for totems before touching a gen, then the aura would be the issue. But I doubt that this happens frequently.

  • @Withered8 said:

    We all know this is literally the new killer meta combo, im pretty sure 4/5 killers i have now run it (very origional and creative builds btw), but do people not realise the effects that it's going to have on the game? It WILL get nerfed, sooner or later. It's literally inevitable. Ruin is going down the exact same path of last time. The devs will notice that ruin and undying is literally in every game and build and they will end up changing ruin again literally putting the game balance back a whole year, when in reality, the problem is rather undying and tinkerer. If you think that this combo is not busted, allow me to explain. Playing blight, billy, nurse, oni, freddy or anyone with decent movement speed? Well all you need to do with this perk combo is use ur power to get to a gen whenever tinkerer props, force the survivors off the gen and maybe get a down and the gen is already down halfway. Literally the only way to counter this is either spend years searching for the totems and wasting huge amounts of time or coming in a tournament level swf and pumping out the gens as insane speeds (which how much fun is that really? Who wants to hold m1 all game/). I'm just dissapointed with this because the new ruin is actually a decent perk but these other two perks have completely broken it. Till they change it guess we gotta just be gen jockeys and suck it up?

    Why does it have to be ruin that gets eventually nerfed?Ruin / Unduying alone is not that much of an issue, when the killer does not get informed which gens about to pop, the problematic perk in this combo is Tinkerer! So I say lets nerf Tinkerer again just for a bit. E.g. give it a moderate cooldown (30s) or let it only proc again when the gen regressed to less then 70%, that would give a minimum of 5% buffer for the survivors to touch the gen again without triggering tinkerer again.

    Or you could, you know, try to play around tinkerer. Leave the gen early after tinkerer should have triggered to hide. So when the killer chases to the gen, he does not find anyone and waists time, he maybe even dropped a chase for that. Jump back on the gen when he's gone, if you repair over the 75% threshold again, rince and repeat. As long as you are not found, you will either get the gen done eventually or at least waste much of the killers time. Use Spine Chill for extra sneakiness.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661648#Comment_1661648

    Maybe it should start as soon as the last gen is done so they have 3 mins to escape.EGC does need to pressure people.

    Yeah, something like this. It's similar when the hatch gets closed, then the last remaining also has to open a gate with a 2 min timer. So having 3 minutes when all gens were done sounds fair enough. Although I had some games where I fought against the whole survivor team even after all gens were finished for way longer than 3 minutes, with many hook swaps. That wouldn't be possible anymore.

    in EGC Comment by CaulDrohn
  • EGC timer slowing down on downed / hooked is perfectly fine and reasonable. 99'ing the gates to not trigger EGC untill all can run out, thats the actual issue here. As of now, in many games the gates are only opened when the outome is already decided, so EGC literally does nothing. Just making the timer always two minutes does not change much about that. It might even encourage the survivors to leave the gates closed more often.

    Instead of making EGC deadlier, you need to make 99'ing the gate less effective, so it is a greater risk to leave the gates closed. Regressing exit gates were proposed often to solve / mitigate this, that would totally remove the option to 99 a gate. Another option would be that the lever has to be put down first in order to continue the opening process, removing the option to just tap a 99% gate to open it, you would at least have to put the lever down fully. I would prefer the first solution.

    in EGC Comment by CaulDrohn
  • The epitome of helping others even at their own cost would be For The People. Every build under this premise should include this.

    You can help the others escape and increase the risk for you even further with Baby Sitter.

    No one left behind's sole purpose is to get the others out, so you should take this as well.

    Lastly, Leader only applies to the teams action, but not your actions, so that would be the forth perk.

  • @ClickyClicky said:

    Record and report. It takes a while but the two I saw have been banned.

    Good advice about the ping, didn't think about checking it.

  • Ok, thats another type of hacker ... i would say a "real" one. My "hackers" are only faciliating some kind of lag switch, it seems.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656672#Comment_1656672

    He specifically mentions in one of his streams that he thinks Plague was the last 'unique' killer. I believe he omitted them because he believes those killers are indeed unique.

    He states half of them have rehashed powers, so about 10. So which 10 should that be?

    Billy / Bubba? They both mave a chainsaw that can insta down, but play fundamentally different. Whatever, they use the same weapon, so the latter (Bubba) has to be a rehash, right? (Why don't we just treat all killers with a knife as similar, so GF, Pig, Legion, Clown and Trapper are all the same! /s)

    Myers/GF - Ok, both stalk to get the survivors exposed, so I thats a valid rehash complaint, imo.

    Billy/Oni - Both with High mobilty and Insta-Down, but Oni has to collect blood orbs for that. Lets be lenient and consider this a rehash as well.

    Huntress/DS - Both are slower and ranged attack killers, but that it with the similarities. But whatever, rehash!

    Nightmare / Clown - Not mentioned by poster, but they are similar in chase, with both slowing survivors down. But thats only when Freddy uses snares, and his teleport is totally ignored. Whatever, rehash (of Clowns power, since Freddies rework was later)!

    Demo/PH - Demos shred and PH power can be used similarly in a chase, so PH has to be a rehash. How else should I get to the 10 killers the poster mentioned, right?

    Trapper/Hag - Both have traps! It's ireelevant that hag can place them directly without having to pick them up, her traps do not damage and she can tp to them.

    Legion / Blight - Both can run fast!

    Spirit / Plague - They are both female!

    There, half the rooster is a blatant rip-off /s.

    But seriously, claiming the half uses a rehashed power is utter BS! Yes there are some killers more similar to each other than others, but thats mile away from half of the killers. Just because two killers can run fast or have insta-down does not make them a rip off of each other!

  • His complaint about "rehashed killer powers" seems very biased. He implies that every killer after hag has some kind of similarity with existing ones. But then totally omits very unique killers like spirit, plague and legion. No word about Pig, Demo, PH either. Maybe I understood that wrong. But having more then 20 killers, of course there will be similarities. Comparing Billy/Bubby, Myers/GF, BIlly/Oni, Huntress/DS is perfectly fine, but comparing Clown to Huntress, for real? Freddy "another trap based killer", so what? HE plays fundamentally different to Trapper and Hag. If anything he should have compared Freddy to Clown. Claiming that Blight is just another Billy is also absurd, what a way to dimish the very unique and creative pinballing movement.

  • @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651606#Comment_1651606

    Very true, i'm kind of stumped that people have this reaction regarding the Deathslinger because quite frankly, we have a better and more lethal ranged killer when compared to this hunter, our Huntress. And well, the problems people point out with him can be replicated with her as well. Not identical but very similar to a degree where I have to ask, well if he is such an issue to face why have we not heard of similar arguments when comparing this killer to the Huntress?

    Not saying the Huntress should be nerfed as well, she's fine as is though could use a tune up with her aim precision and hatchet hitbox haha. Small things though, I can work with what we have and so can a majority of Huntress players. Maybe comparing the Deathslinger and the Huntress isn't a good argument, perhaps I am overlooking something, but I can't help but make that comparison in my head.

    Overall, Deathslinger is okay but it takes a bit of work using his power just to land a basic attack unlike the Cannibal or the Shape, and his chase power though good is not enough to manage his major weakness in mobility and generator defense without supporting his kit with perks like Save The Best For Last. Definitely mid tier, but not top tier in my opinion.

    Huntress cannot throw a hatchet instantly, and her winding up can be heard and reacted to. She also cannot hit imidiately after putting her hatchet down. If you get hit during a vault, it's usually bc you messed up and/or the huntress outplayed you. The chases feel much more engaging, because there are situations were you have the adventage (in high loops), and situations where the huntress has (open field). It feels like an even playing field.

    That's not so much the case against DS, bc his insta-aim, insta-shoot and no cooldown on canceling his power skew the playing field hard into his favor. It's not so much about what you can do to prevent being hit anymore, but whether the DS hits his shoots or not. You are at the "mercy" of the DS slingers skill, which can make the chases either unsatisfying (if you escape DS just bc he is bad and does not hit his shots) or frustrating (bc the DS hits every shot with little you can do about it).

    Of course there are exceptions, unfun chases against a huntress and fun chases against DS, but on average I feel it's no stretch to say that being chased by a huntress is preferred by many to being chased by a DS, just because the chases are much more enjoyable with the former one.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651562#Comment_1651562

    I feel like Thrill is fine with notifications.

    Think about it Thrill is the totem defence perk. It slows down the cleansing speed and gives you a notification saying “come here quick and defend the totem”.

    The aura reading can be easier to miss than the noise notification if you’re not looking in that direction.

    Undyings totem aura reading isn’t that crazy. Its not that much different to Thrill. Unless you mean the passive aura reading you get when a survivor runs past a totem in a jungle gym, maybe if you really wanted to nerf the perk you could change it to a killer instinct effect instead. Or just reduce the 6 seconds down to 4.

    I think people are overreacting with Undying. Nobody has complained about Undying and any other totem yet. The problem is specifically with Ruin and its “always active” effect. Nerfing Undying wont change that unless you put limits on how often Undying can respawn a totem which isn’t really fair.

    I can see both sides of the argument. Undying/Ruin sounds like a nasty combo solo......but then its nasty because survivors dont do totems. I have games where I cleanse 4 and still die to NOED because nobody else can be bothered to do a totem. If I play 2 man swf we both take out a dull totem early on, so undying could only ever respawn a totem once.

    Solo survivors could do with more information on totems I feel. If not a counter than just a noise notification which lets them know one has been taken out. At the same time they do need to put more effort in, you can only hold their hands so much before they need to stop being lazy and just take out any dull totems they come across. Its only 14 seconds. If every survivor played like this then NOED would be effectively dead as a perk but they just refuse to do them.

    I wonder if it would be crazy to buff Undying. So that you lose 5/4/3 tokens rather than all of them when a totem is cleansed. In return for reducing the aura and changing Ruin. On some of the outdoor maps considering theres only 5 totems and usually easy to find reducing them all can feel a little harsh since you’re taking 2 perks just for totems of which are there only 5 and only take 14 seconds to take out. Maybe with Devour not so much with lullaby or third seal.

    Yep, Thrill is totem defence, and showing the aura of survivors near totems suits Thrill better than Undying, imo. For Undying it's just a random effect i misinterpreted quite some times (thought a group of survivors all had OoO, when they were just near a totem). I guess when Undying would also show dull totems in white, it wouldn't be as surprising when auras are shown all of a sudden. Apart from the randomness, I really feel Undying is strong enough that it does not need any additional auras. That's why I said it could be added to Thrill instead, where it would give you a way to detect whether survs just tapped the totem and then shied away, so you do not have to walk all the way to it.

    A totem counter would be good, yeah, but I would add it to small game instead of giving it as base kit.

    I think it's fine that stacks are not kept, that shouldn't be changed. If you really need your totem to stay acitve, you gotta take Thrill with you. That would also benefit from Undying.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651460#Comment_1651460

    If you remove the aura reading then off the top of my head Undying becomes the only perk in the game that’s worthless by itself.

    Even Thrill has a secondary effect of more bloodpoints and wasting a little bit of time if survivors do destroy totems.

    Ok, thats right. How about it would show you all dull totems with a white aura, so you would know where every totem is located. I just feel the current aura is too much and better fits to Thrill.

  • Tunneling from start to finish is just brainless, I give you that. But when a killer changes midgame from a fair to a tunneling approach to get the match back under control, thats clearly a strategic use of it.

  • @catnip18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1650275#Comment_1650275

    Your whataboutism is as strong as your comment is irrelevant to the thread.

    https://forum.deadbydaylight.com/en/discussion/194944/dont-nerf-undying-ruin-combo-it-is-healthy

    I really like the combo together, the only thing I think should be changed is a minor nerf to undying, i feel like it does too much. Either make it so it only shows auras while they breaking totems, or only shows auras around hex totems not all totems. Even when playing killer it feels like way too much info to have if the totem placements are lucky

    I agree with your slight nerf. Since you do not see normal totems, seeing an aura out of the blue gets me confused every now and then. I would even say, remove the aura from Undying and give it to Thrill instead, bc Thrill is the hex dedicated to totem protection. This wouldn't hurt Undying too much, since the hex swap mechanic is the main reason to run it. And it would give thrill a nice buff.

  • What about the four "eye" perks:

    Dark Sense

    Deja Vu

    Kindred

    Object of Obsession

    The goal would be to always work on one of the gens highlighted by Deja Vu, so you deny the killer any 3-gen scenario :).

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1638795#Comment_1638795

    Demo is also one of the worst killers in the game, and he has something DS lacks: mobility.

    He's about mid tier, but not one of the worst. He is not as easy to play as other killers, you gotta make good decisions with his portals and when to use shred. Yes the portals give him mobility, but placing portals is time comsuming and can be detrimental if you place one at the wrong time. DS is only deadlier than Demo in a chase bc. he can insta-scope/insta-shoot and the shots are too fast to react; Demo's shred cannot be be activated instantly, and a survivor can dodge it. That makes for way more enjoyable chases, and a competent Demo player will still be able to down you fast.

  • Strange, should have been counted towards it.

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