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Chatkovski

Chatkovski

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Chatkovski
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  • For my part, but this is only my experience in red rank, it seems to me that disconnections and suicides are much more common. And yes, also in these ranks camping and tunneling are not uncommon at all. A disconnection, a suicide, a killer camping or tunneling, it's almost systematic.

    I've been playing a lot less for a few weeks now. Usually, I'm disgusted from the first game, so I close it.

    The survivors are starting to get really... exhausted, and I understand them.

  • While you are on the Hook, or while another Survivor is on the hook, Camaraderie activates.

    If another Survivor is within 16 metres of your Hook, the Phase timer is paused for 30 seconds.

    Any Survivor within 16 metres of your Hook gains a 5/6/7 % Haste Status Effect.

    If you are within 16 metres of the Hook, the Phase timer is paused for 30 seconds.

    While you are within 16 metres of the Hook, gain a 5/6/7 % Haste Status Effect.

    For now, I have this. Applying the same treatment as Kindred seems to be consensus, I add a little bonus.

  • Yes, it is possible, when it should not. Sorry for that BabyDweet. I advise you to shorten this game according to your abilities, and to wait in a new lobby hoping to have more fun.

    Welcome to the fog.

  • Franklin's Demise.

    It's extremely tempting to do as a survivor, because the sound effects are as delicious as they are very annoying for the killer, we know that. It's provocation. That's why we shouldn't show the slightest sign of annoyance and ignore these probably very self-assured survivors (and they might be right), and take them by surprise on occasion. Don't forget that they are there when you pick up a survivor, and that they have flashlights...

    I'm not going to make friends, but I think it deserves an equally trolling limitation. I'm thinking about the fact that light bulbs can... burn out, and this follows a probability law (Poisson distribution ?).

    A number of "clicks" should be guaranteed in a use considered normal, acceptable (this number would be displayed on the item, decreasing with each click), then beyond... the bulb should burn out randomly, the probability increasing with the number of clicks, rendering the lamp permanently unusable, exhausted. This should calm all survivors, without completely banning the practice. I can already imagine an animation of flashlights burning in front of a killer: that would be really delicious too.

  • There is nothing wrong with it, and it is true for almost any killer, but especially for killers who can instadown.

    I even suggest you add a small variable costing almost nothing for a killer camping: use NOED. What should the survivors do (assuming they immediately know the killer is camping): fix the generators, or search and destroy the totems?

    And soon we will see campers who also know how to use Undying, it will be a real pleasure.

  • Toxicity is a matter of behavior. Which is very funny and ironic to say here.

    No perk is toxic. No survivors, killers, items, addons, or offerings are toxic. You may disagree, think it's too strong... But you can't say it's toxic. These are mechanics very clearly instituted by the game.

    Where I can consider a notion of toxicity is in behavior. Things that are happening, but not really planned or requested. A killer adept at camping or tunneling. A survivor adept at 360, t-bag or harassment with a flashlight...

    If, in my opinion, there are certain things that have a real and much more significant impact on the game, all of this can be studied in terms of toxicity.

  • A not very versatile build, never directly useful to the team. In some ways it's very risky.

    There are currently 1,581,580 different builds possible for survivors, soon to be 1,837,620. And yet we still see pretty much the same thing...

    And when the survivors use DS, BT, DH... it's problematic. When they use something else, including two rarely used perks, that's still a problem.

    Sorry, survivors don't randomly use the less powerful perks available just to diversify and please the killers. Yes, everyone is looking to make useful builds: unfortunately, very few are.

  • @Peanits said:

    Probably not the answer you're looking for, but as long as they need to be. If the killer is struggling and not able to catch someone all match, I would rather that match be quick and over with ASAP (~5 minutes) so everyone can move on to a closer match.

    If it's a close match, I find 10 minutes is a sweet spot. 10 minute close matches are intense and have a lot of action, rarely a dull moment or downtime. You're always in a chase, downed, hooked, doing a gen or going for a save. The killer is in a chase pretty much the whole time.

    Longer matches can be okay sometimes too, but at some point I want to get off Mr. Bones' Wild Ride.

    But in any case, I don't think there's a single magic number that's best for every match.

    Yes, there are quick games where the killer is in trouble. I believe I read that you are currently thinking about solving this with an Early Game Collapse concept. Proof that in reality, you are not fatalistic and are looking for solutions in order to standardize the duration of the games as well as possible.

    But there are also other too fast games where most of the survivors are never in chase, downed, hooked, or going for a save and where the killer is almost never in chase...

    When do you also plan to think and bring a real solution to the camping, or should the survivors expect always worse with this Early Game Collapse, and already have worse with a new Hex perk that does not help at all? Do you also prefer that the camped survivor makes sure to shorten his sad game as much as possible, without disconnecting of course, in order to get a more interesting one?

  • The ideal build against the smart and difficult "strategies" that any killer can use. I recommend this to all survivors, no reason for it to go wrong.

  • The killers are supposed to initiate the chases, not just sit there and wait after a single survivor is hooked.

  • Killers camp because they have so little faith in themselves or have such an accurate appraisal of their deplorable skill that they feel this is the best way to maximize the number of survivors they will kill.

    2k minimum while camping, which is balance, is not uncommon. It's viable, so killers do it, when they deserve 0k.

  • No, sorry. If you're on the hook, you're probably forced to just watch yourself die. Otherwise, we advise you to be bored just as much by repairing the generators without any fear of the killer (since he is camping). And since nothing changes, this is not at all problematic, of course. GLHF.

  • Campers. Because nobody really plays.

  • I notice the effort, but indeed, it is not just by creating a formula that the result necessarily correct.

    Why these variables, why these coefficients, why these ratings? Ultimately, it is an elaborate opinion, but very personal.

    While it's usually only limited to one variable per killer, I prefer the average of many different player ratings, with the official data.

  • If you are the survivor concerned, I advise you to make sure to cut short this uninteresting game in order to move on to the next one. Otherwise, do whatever you want. There is no point in fighting these highly skilled killers.

  • Once again, justifying your own actions so much... You don't really seem comfortable with your own decisions, and your morals. And someone's morals are judged by their ability to almost never derive from them.

    For me, camping is characterized by the deterrent effect, which prevents the survivor from being unhooked. We talk about tunneling once the survivor is off the hook. Borrowed Time is not an anti-camping perk, it's an anti-tunneling perk, it just depends on another survivor.

    When a Survivor is unhooked while you're nearby, and that Survivor walks towards you, you may think for a moment and suspect that he has the effect of Borrowed Time, and decide not to hit him. Same goes for DS, all it takes is a little memory and thinking: hit it, it's always less generator repair, and wasted time for the survivors.

    Normally, you are only allowed one mistake each time. If you decide to hit a survivor with the Borrowed Time effect, you have to remember who has the perk, and don't hit again in the future and take the opportunity to hit the other survivor. Same thing for DS (and it is therefore better to eat a DS in the early game, rather than be surprised once the exit doors open...).

    I have no problem with "tunneling" as long as the survivors have enough tools to deal with it. It becomes more questionable when a killer decides to ignore all of the other survivors (although that would have been a better decision, strategy not to ignore them), only to interact with one survivor. This is partly the problem with camping as well.

    From memory, I see only one perk actually acting on the camping. It's Camaraderie, and it's really useless.

    Finally, it is a little strange that these perks comfort you in behaviors / strategies when their goal is precisely to prevent that. If something bothers you about these perks, denounce it, but don't act in a way that specifically justifies the existence and effectiveness of these perks... DS is pretty debated right now, if that can give you any reassurance, a change is predictable.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503294#Comment_1503294

    This would render killer perks like Franklin's and Lightborn useless so that's not going to happen.

    It is precisely the killers' ability to see the items brought in by the survivors that makes these perks far too powerful. Against 2, 3 or 4 survivors deciding to play a magnificent flashlight with nice addons, at random to complete a damn challenge, what happens if the killer decides to use Lightborn? Several items and addons to throw away at the start of the game. It was an excellent decision, without any risk. It is totally unbalanced and unfair.

    No, they will not be useless, their usefulness will only be random. Exactly like Slippery Meat, Small Game, Calm Spirit... and so many others like now Borrowed Time against Freddy or Pyramid Head... Soon, a killer who makes Spine Chill and/or Iron Will useless, I'm soothsayer.

  • The killers should not see the survivors in the lobby, at least their items. Fixed easily.

  • I think... after nerfing medkit addons, after rendering toolboxes almost useless, after having useless flashlights as soon as more than one survivor uses it because the killer can see the items brought and use a broken perk, before the keys become useless, and when we're still waiting for the Moris to end: that's definitely a no.

  • From what I personally understand, the Prestige automatically teaches the survivor's perks to all other survivors.

    For example, if I have a Dwight Prestige 2, all other survivors will have Prove Thyself, Leader, and Bond Tier 2, automatically, no need to get them in the bloodwebs ?

    It's interesting, it can reduce the grind, makes the Prestige more interesting. This can be in addition to how teachable perks work now, or completely replace the way you get them (which makes a big difference).

  • Because the developers approve. They think it's an interesting part of the gameplay, when it's not interesting to anyone except a few killers who want grief.

    I don't think they have dared on the PC version yet, but on mobile, when loading, you may get a message: if a killer is camping, abandon your teammate and repair generators! - lol.

    They have totally given up even if the indignation of the players returns every day on this forum, since the beginning of the game.

  • I understand. But your expectations make me think of the ultimate skins in LoL, these skins cost around 23€ (sorry, that's my currency).

    This legendary skin in DBD, whose expectations are similar to the work done on ultimate skins in LoL, costs 12 or 13€ currently.

    Overall, and according to the developers of LoL: players prefer more polished skins, even if it means paying more (because yes, you are asking a lot of work just for skins). And you ? Are you willing to pay significantly more for a "truly" legendary skin in DBD ?

  • I have already spoken about this. To summarize, currently: either the notion of hostage taking is not defined correctly and/or it is dishonest, or hostage taking simply does not exist in reality, or it is possible for any survivor to correctly argue that the hostage-taking was never his intention.

    Use Whispers, and/or Iron Maiden. Hate the game, not the players.

  • I personally don't like this new look either.

    To the characters, it looks like retro-futuristic holograms. It's pretty, but it's not the vibe of DBD at all.

  • A risk is something that can be reduced. A killer deciding to camp, definitively, refusing to chase an approaching survivor... definitively blocks the situation, and risk reduction is impossible for the survivors.

    Forcing everyone to no longer have interaction with the other, having a killer doing nothing, survivors who only repair without any fear, and a survivor passing the whole game on the hook... does not seem satisfactory to me.

    For various reasons, I ruled out this possibility for a long time. This is an exception (grab is possible almost everywhere, but... not there). However, there is already a tacit logic: survivors seem to be able to be grabbed when they are alone, when they perform an action alone. When someone uses a window, a pallet, a locker, opens a chest, a door, repairs a generator... But not when they perform an action with another survivor, as when they heal another survivor. Maybe I'm wrong, but I don't think I've seen this before. Maybe it's technically possible, but in reality: it never happens. And then, even if it is not a very strong argument: it is coherent, the survivor would cling to the other, so he cannot be grabbed.

    Another reason was: you have to keep the possibility of the killer being punitive in such a situation. However, it is still possible. Even without the ability to grab, the killer can still punish by hitting. Maybe I'm wrong, but if the survivor off the hook has a little moment of invulnerability during the action, it is not the case for the other survivor. He can still be hit. If not, it should be. The camping will therefore remain potentially very punitive for an injured survivor, or against a killer with the ability to instadown, otherwise the survivor will only be injured. It's still punitive, but less.

    One argument in favor of this: Make Your Choice exists. More punitive in duration, but making the equivalent of a grab impossible... if the killer is camping. So why the grab on the hook, so free?

    In short, it is an interesting idea worth considering. Very far from my usual radicality, this is a small change that can ultimately have good properties without causing too many harmful consequences.

  • When I look at the official statistics and the dennisreep rating, I logically conclude that the Pig is an underestimated killer. Moderately powerful, but not popular. For me, two problematic things:

    • activation of traps when a generator is completely repaired.
    • the random deactivation of traps.

    This activation is a problem for solo players (who are a majority) who cannot coordinate, decide on a strategy. The slowdown effect is enormous and amplifies snowballing. Deactivation is frustrating for everyone. This may be on the first try as well as the last, or not at all. Same thing: potential snowballing, totally random.

    In short, it's a bit all or nothing with the Pig, and that may be partly what makes her an unloved killer. She ultimately has no control over the traps.

    More killer interaction with his power? Maybe give it the possibility to activate any trap anytime can be interesting, maybe give the possibility to choose where the key is hidden... Traps that can hurt and put in dying state (new addon?) but don't kill?

    On the survivor side, perhaps an increasing difficulty in deactivating traps. More time if it is the first, less if it is the second, the third... Or perhaps offer the possibility to the survivors to sacrifice something for additional time if the trap is activated (a second survivor sabotaging the trap, like waking up with Freddy)...

    Anyway, I think we have to smooth out the Pig's potential a bit.

  • According to the wiki, 11 chests are possible. There are probably at least 10 different spawn positions for the chests on each map (excluding the basement), so no problem to have 11 chests.

  • And those of Hillbilly too. With the thanks and love of the people with a low connection and who cannot switch so easily between PTB and the current version. <3

  • The Clown surely deserves a rework. Its power is redundant, not very original... throwing gas bottles that "intoxicate", that's all. It's not even laughing gas! And if the effect is real for the survivors (we no longer see anything, we cough, we no longer advance...), the experience is not very rich for the killer.

    Developers should take care of it seriously, not just make a few balancing adjustments.

    The universe of the clown is ultimately limitless, and is very interesting in horror. I am convinced that the developers would very much like to work on it, for something much more signed, rich, funny, disturbing... With the Clown, it is really possible to think something else entirely, or to keep the gas going, to add something else, and completely rework the addons in order to vary the experience. I imagine very well gas of different colors for different effects, at least.

  • I agree to answer the question if someone gives me a copy of this rulebook, signed and approved by the representative committee of survivors.

  • Yes, do this. Show your true face, admit that camping is essentially about ruining someone's game, show that camping is mostly about grief than strategy. You will serve me greatly. And of course don't forget to use Moris and totally OP addons.

  • I do not understand either. The Huntress cannot carry an infinite amount of hatchets. Such limit already exists.

    The Huntess needs above all some adjustments in these addons and maybe a little freshness. The instadown, for now, could have a distance condition. Since this new Leatherface, an addon (or maybe even basekit ?) allowing to directly recover the hatchet having hit a survivor when the Huntress picks up this survivor does not seem to me uninteresting and inconsistent either.

    These proposed changes seem to make you lose all connection to reality.

  • For me, the killers should not have the possibility of seeing the items brought by the survivors, and thus appropriately choose a perk whose effectiveness will be totally guaranteed.

    This solves the problem easily, is more consistent, and is fairer. Seriously, balancing should absolutely not be based on this.

    I have another example: 4 solo players (the majority of the games) not specially mastering the flashlight, each deciding to use this item (why not?). How is it fair that the killer can be guaranteed to annihilate 4 items and addons? Survivors must now fight in the lobby to decide who is the only person allowed to bring a flashlight?

  • This was the subject of a beta experiment in which I participated (as a survivor). I have not read any official feedback about it, but my feeling was that it pushed to play much more stealth, and that it increased the imbalances between the killers (the strongest were very strong, the weakest very weak). If the experience was interesting, it was less fun. Small additional note: it was also without items or addons, for survivors and killers.

    This was before a lot of changes, before new killers, with the old Nurse, the old Spirit, maybe the old Freddy (?), before the map modifications...

    If that can help determine which things are problematic outside perks, items and addons by "isolating the variables", it is not really desirable in my opinion.

  • It is normal for a player to make the best use of what is available to him, that he is "smart", but this in no way constitutes an argument in favor of the existence of the actions that are allowed to him.

    I can easily find situations where using an insta-heal was the best decision possible. Did that imply that nothing should change? No.

    I can easily find situations where using a Mori was the best decision possible. Does this imply that nothing should change? No.

    It's the same for camping, worse: it's not even an item, an addon, an offering, or even a perk. My opinion does not change: camping needs serious restrictions. Just like loopings have also been restricted, for example.

  • filter2.jpg

    Indeed, it is very appreciable. Mine is rather light, but the difference is visible. (the darker bands are without filter, of course)

    That said, all this also depends on the settings of your screen, some may have less or more brightness than you, and do not really see what you see...

  • If DS is an anti-tunnel perk, the current definition of the tunnel is probably: being carried by the killer less than a minute after being unhooked.

    If DS is not an anti-tunnel perk: there is no problem.

    And this video and this reflection are quite funny. In less than a minute, the killer succeeds in completely turning the game over to his advantage, even in simply finishing the game (when there are still 2 generators to repair), and there is no doubt that this survivor was again in a dying state a few seconds later, and this did not change the outcome of the game. But the problem is DS. Ok, why not...

  • Hi !

    puts on his killer costume

    Tunneling is a legitimate strategy totally in tune with the role of the killer: it optimizes its goal, to kill. In addition, in the rules, this is not banned. So I don't see any problem, I don't understand what you're complaining about.

    takes off his killer costume

    You probably can't even ask for a refund... I am really sorry. I advise you to remember this for the next time you want to buy a skin.

    1. cages prevent anything working with hooks
    2. Moris work with hooks
    3. cages prevent Moris.

    Q.E.D.

    And nothing prevents PH from using the hooks if he wants to use perks – or an offering – working with the hooks.

  • I don't really understand the logic of having a Rabbit Legion. The Clown being a clown, his disguise is consistent. But I see this, it makes me laugh, so why not.

    21730e73cde525ea72357518cec9fc50.jpg


  • Yes. Live for the 4th anniversary, at 1:02:20.

  • "First gen gone in 17 seconds ..." but no survivor escapes. (the rest of the title was missing)

    The first generator is always the simplest and generally the fastest to repair. Shroud of Binding. Three Brand New Parts (misused). "59-second DS". Result: 4k.

    Where is the problem? 1k missing? 2 generators repaired, is that too much? Should all items, addons and offerings from survivors have no impact?

    Or perhaps we can all finally accept and affirm that a short repair time for the first generator does not have as much influence on the outcome of a game. If not, if this is so problematic: why is no survivor able to escape despite this heresy of the first generator repaired in just 17 seconds?

    With the first generator repaired in 17 seconds, I obviously expected to see 4 escapes at the end. I'm disappointed.

    Finally, with good matchmaking and considering that 2k means a balanced game, this killer deserves to meet survivors who manage to repair their first generator even faster. And these survivors deserve to meet a much weaker killer.

  • Need retroactive goals based on disconnections (fewer generators to repair),

    or bot replacing a disconnected player.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1332517#Comment_1332517

    https://forum.deadbydaylight.com/en/discussion/comment/1332478#Comment_1332478

    Here’s the difference, a killer has to down a survivor twice to use a mori agajnst then, correct?

    How many gens does a team of survivors have to do to use a key? ZERO. A survivor could literally crouch and hide in lockers for 10 minutes while the rest of their teams dies, the killer could close the hatch, and the survivor could use the key. Aside from crows drawing attention, a survivor could quite literally stand in one spot not moving until the hatch spawned and still use a key. You’re telling me a killer can AFK for 10 minutes and still mori someone?

    You say it: the Mori indeed reduces the difficulty of the objective of the killer. The key too.

    Surviving by hiding all the time that 3 other survivors die (so the killer is far from being to complain) is far from doing absolutely nothing. I invite you to try. Camping and tunneling are legitimate strategies, even with a Mori, not taking a risk by having a key in order to escape by the hatch is just as legitimate.

    Yes, the key is an advantage. Here, it allows a single survivor to escape, if he survives the longest and finds the hatch. It doesn't seem so unfair to me knowing that the killer has already killed 3 other survivors. Why would the killer necessarily deserve 4k if the 3 other survivors have already been killed? Do all the survivors necessarily deserve to escape if they have repaired 5 generators?

    The Mori is useful against any survivor, all the time, allows a huge snowball unlike a key, is invisible in the lobby unlike a key. And unlike Mori, a key can be lost because of a perk that the killer can choose to use specifically if he sees a key...

    For me, it's incomparable, and certainly not in favor of the key.

  • @Iceman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1332415#Comment_1332415

    There's a counter to Moris. Don't get hook. I played plenty of games a survivor where my team

    1. Never got hooked in order to get mori
    2. Got hooked but didn't get capture by the killer again.

    Besides, I personally see it as fun challenge when a killer brings a more. It's kind of like going against infinite Myers. And if you happen to get down, so be it. Move on to the the next match.

    I can't believe you are serious in saying this, especially when everyone knows that in a chase situation, the killer always ends up catching the survivor, unless the killer decides to abandon the chase because he believes that it is too long. Add to that the pseudo-legitimate strategies, and the use of Mori is guaranteed.

    Next time I read a killer complaining about the keys, I would tell him: just prevent the generators from being repaired, the survivors can only die. I see lots of killers preventing any generator from being repaired.

  • Killers do not hesitate to dodge supposed SWFs, keys, Blendettes, flashlights, even tool boxes... The killers choose their game, the survivors too. Fair.

    I agree with the Moris and keys nerf. Agree that the secret offerings are really secret, and agree that the items, nicknames, Steam profile are also secret.

  • I have already approved of this idea, with the same arguments.

    But today concerning Oni, I propose rather than healing actions (to be healed, or sutured, even perhaps when using a Styptic Agent, an Anti-Haemorrhagic Syringe, Inner Strength or Second Wind...) block the creation of blood orbs.

  • Huge fake news. Everyone here knows that this game is deeply on the survivor side.

    It's nasty to make people believe that it is possible to make a single kill in this game, especially in such conditions.

  • Slugging doesn't bother me in the middle of a game.

    The issue is at the end of the game when the killer has the upper hand and completely snowballing. There are two survivors, the game is over, but the killer wants to ensure 4k.

    It happened to me yesterday, we managed to raise the other one alternately, but it lasted for nothing because it was impossible to complete the repair of all the necessary generators. It only lasted because the killer refused to take the risk that the last survivor escaped through the hatch. Long and totally uninteresting for everyone.

    Now I stop healing myself and I wait. If the last survivor comes to heal me, I move to prevent it. I have no choice if I don't want to waste my time.

    Yes, a suicide option if you are dying and only 2 survivors are left would be appreciated.

  • No. To raise the discussion, I allow myself to use as many arguments as some people who seem very convincing, so none.

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