Avatar

Chewy102

Chewy102

About

Username
Chewy102
Joined
Visits
1,009
Last Active

Comments

  • Breakdown was supposed to have kept the full 3 minute timer.

    Did it not, or is the OP just ranting about nothing?

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167780#Comment_1167780

    @SpaceCoconut

    The answer is yes, and you know why? Because 3 people were on it, and the survivor I was chasing might have been at a very strong loop.

    Now please tell us about what exactly happened in the beginning of that match...

    https://media.giphy.com/media/BgJumFO4ZuV7a/giphy.gif

    From looking at the clip Id say the OP spawned in the mine shaft side of the map and got into a chase within 20-30 seconds. That chase itself likely took 40-50 seconds to land 2 hits, down, and hook. Then odds are the remaining time (another 10-20 seconds) was spent checking the nearby gens mine shaft side or simply walking as a 110% Killer. Finally ending with the clip itself.


    You can see a lot of details in that clip. One Survivor is already hooked and their icon stopped glowing from being put on a hook. That means the Killer won at least 2 chases and landed the hook several seconds before the clip itself. And if this is at 85 seconds in that match it means the Killer got his first hook in about a minute of game start. Pop Goes the Weasel nearly confirms this in fact. It lasts for 60 seconds and at the start of the clip you can see it is roughly 7-9 seconds into its duration putting the first hook at around 1 minute 15 seconds mark. Normally that is a rather good start as Killer because chases at the start of a game always last the longest due to of abundance of pallets/resources and/or stealth options Survivors can use.

    Im likely wrong in a few details but it should be rather close.

  • @[Deleted User] said:

    I think he's fine, that being said, Deathslinger is indeed the only 4.4 m/s killer who is directly countered by a pallet. Excluding those super small loops where you can just wrap around and hit the person, his power is non-lethal on its own.

    Here is what I am talking about:

    • Nurse: Blinks through any object. 3.8 m/s
    • Huntress: Throws Hatchets over pallets, across great distances and through window vaults. 4.4 m/s
    • Hag: Warps to activated locations placed around the map. 4.4 m/s
    • Spirit: Phase walks around pallets, and can use her husk to block a pallet while Phasing. 4.4 m/s
    • Legion (pre-rework): Frenzy allows you to vault pallets and windows. 4.4 m/s
    • Deathslinger: Redeemer lets you Deep Wound survivors, but cannot down a survivor on its own. 4.4 m/s.

    If you ask me, Deathslinger should be 4.6 m/s simply because the power does not directly counter pallets (he also has zero map mobility, unlike Nurse, Hag, and Spirit).

    You don't have Deathslinger's real strength. Line of sight.

    Most all Killers, even Huntress and Demogorgon, can have long moments where they see Survivors but can't interact with them. Other side of a wall, mid loop just out of reach, above/below, and so on. All Killers have those moments. Deathslinger has far less of them.


    If you have half a second of LOS with Deathslinger and good aim, you can harpoon a Survivor. Might not be able to end with a down but you at the very least can wound a lot more Survivors where no other Killer can. Demogorgon is kinda the same. Shred on a Demo allows it to land hits where other Killers can't if he has a straight path. Deathslinger can land hits in ALL of those very same spots and more. If Deathslinger was a 115% Killer, he would be too strong. There would almost be no looping him at all.

  • @Nurgling7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1164064#Comment_1164064

    They should have just never touched Hangman's Trick, then it would actually counter Sabo because you could drop the Survivor, hit the saboteur away and then the hook would be back already.

    Of course, that is why they had to change it.

    It wasn't JUST a counter to sabo. It allowed defensive Killers to actually defend the area of their choice. Old HT made the time it took Trapper to setup worth it. Without old HT, Trapper setting up to defend an area is more or less a waste of time. By the time a single hook or gen is gone from that area, Trapper just doesn't have the time to spend setting up somewhere else.

    Old HT allowed Trapper to not worry about losing hooks. At all! Not talking about sabotage either. Sacrifice destroys hooks as well and old HT helped in that. Old HT preventing hooks being lost by sacrifice was the ONLY REAL REASON HT WAS USED AT ALL!

    Hell. Old HT wasn't even limited to defensive Killers either. Billy, Nurse, Doctor, Clown, ANY Killer could make use of old HT thanks to not losing hooks to sacrifice! It only takes a single lost hook for any reason for a snowball to start one way or the other.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150723#Comment_1150723

    You should upload a clip if it's going through a full wall and report that; as that would definitely be a bug that should be fixed. I assumed you meant when it passes through just the edges of objects; things like rocks and such have square like shapes for hitboxes not the exact pixel for pixel geometry of their forms.

    Still, that is just a bug and still a far leap from the earlier statement.

    I assume he is talking about dedicated server lag where he gets hit after going round a bend on his screen. A lot of people don't understand how internet connections, client side, server side, and the delays between them work.

    Killer actions are dealt client side. If the Killer gets a hit on his screen, it happens instantly for him and can look very far off on the Survivor's screen as the Survivor is told he got hit upwards of 150ms after the fact. This is why you can take damage after going into cover or why Killers look to have 10 foot long hitboxes.


    Just another complaint topic without knowing better. And another check mark for how dedicated servers wasn't a good idea for DbD gameplay due to the higher amount of standard lag compared to P2P.

  • @LetsPlayTogether said:

    There is no immunity. Stop telling these lie every Day.

    DS simply existing is a strength on its own if there is an obsession. Every Survivor has odds of having it and every time the Killer even thinks of picking someone up or opening a locker after even the worst of saves he could be punished for it.

    DS punishes the Killer for doing his own job. That's the same as a Survivor blowing up a gen anyway after hitting 2 skill checks in a row.

  • May I suggest playing Rimworld instead? It's working for me at least in not being overly stressed in every game needing to play near 100% perfect or end up losing over the smallest of or just a single mistake as Killer, if you happen to be playing a viable Killer to start with that has such a chance.


    DbD is a fun game. I enjoyed the majority of my hours in it and even now I find it somewhat fun. But my god has DbD turned into something I actively avoid. There is a want to play DbD but at the same time there is a want to avoid it as well. Maybe it is depression, maybe I lost interest in the game, maybe Im just getting old. Something though is making me want to NOT play DbD even though I clearly have time to do so and find it fun.

    Think it is that playing Killer has became non rewarding and the effort put into playing Killer simply is not worth it anymore. Mostly from the need of near perfect gameplay or feeling my personal skill as Killer meaning little to nothing in how well I do as Killer.

  • @tortrader said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148697#Comment_1148697

    "It was one of my most VITAL perks on Trapper and based my entire build around that fact of being able to reuse hooks no matter what."

    Your fun had to be sacrificed for the greater good of the game.

    Playing Trapper was fun. Plenty of bad games in honest, but it was fun to play as a truly different Killer time to time and Trapper was for all his faults a fun Killer to play as. Was. Without HT, my Trapper is going to struggle a lot. Would love to keep playing all of these varied Killers. But if they aren't viable or if I can't make them viable to where Im not losing every ######### game. Then Im just not going to bother. If that happens to enough Killers, Im just not going to bother playing DbD at all.

    Why should I bother to buy all of the Killers if almost NONE of them are worth playing? I DID buy ALL of the Killers so far (minus Deathslinger) and Im feeling like that money is going to waste when every time I bother to play as a non meta Killer it ends up badly more often than not.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148463#Comment_1148463

    With 2.5 second sabo, you need a little more warning.

    Why did it need changed in the first place? Why remove the hook respawning?! That's why I ran that perk!


    Hangman's Trick wasn't just an anti sabotage perk. It allowed the Killer to reuse hooks broken by a full sacrifice. THAT was the ENTIRE POINT of running Hangman's Trick! It was one of my most VITAL perks on Trapper and based my entire build around that fact of being able to reuse hooks no matter what.

    Setting traps gained more meaning when I could reuse the same areas more often. Time spent setting traps wasn't as wasted and it allowed a Trapper to do what he was built to do. I could find a possible 3/4 gen and lock that ######### down thanks to Hangman's Trick. It allowed me to constantly use the same few hooks and never have to worry about being forced away from that dead zone of traps. My time spent setting up traps was made worth it due to HT.

    Now with HT being made into something effectively worthless (6m is no better than using your own eyes in every case I can think of but a couple for anti sabotage and is 100% worthless for anything else) my Trapper just became extremely weak. HT allowed DEFENSIVE Killers to DEFEND their area! Now, HT is never going to be touched again and people like me have to work even harder to make a painfully slow Killer like Trapper worth playing.

    Might not even bother playing Trapper anymore to be honest. HT did THAT much for him!

  • If they can still bleed, they can still die all the same.

    I really don't care about what items Survivors bring in. It wouldn't change my builds as they are made to support that Killer and should be able to deal with it.

    The only thing a quick swap dies for me is make that Survivor/s a target.


    Flashlight. Highly altruistic. Good odds of me baiting them out of position or I know they will waste time attempting saves.

    Toolbox. High priority target. If I see ANYONE with a toolbox that game they are dead first. Either a saboteur or gen rusher. Either way I want them dead. Most players that do either are weak links anyway.

    Medkit. Ignore them. They will likely be good at looping and will want to be looped. Ignoring them while chasing another Survivor is free pressure as 2 Survivors are not working gens.

    Map. Why should I care about a map as long as I'm not Trapper? If I am Trapper. Then they are a 2nd priority if I intend to make use of my traps.


    The only thing that truly effects me as Killer though. Are map offerings. If I see one of those, I know it isnt going to be a good game. Good odds of a meme game, try hard group, trolls, or something not normal gameplay. This is the only thing i fear as Killer.

    Fog offerings on the other hand. I wish people used more of those. So much more fun in those games if you ask me. And God help the Survivors if I'm a stealth Killer!

  • @TheRockstarKnight said:

    At least for me these past 20 games have all had Keys, Decisive Strike, Dead Hard, and Borrowed Time (all the Rank 1s I've faced all use these three perks). I got 1 Yui with Head On, Dance With Me, and Lithe, and honestly I'll take that because that's more fun than the same [BAD WORD] over and over again.

    Why should people put themselves at a disadvantage? If you can do really well with the same 3 Killers/perks, while others are a gamble, why should you stop using the reliable ones?

    I'm not trying to mock this issue; but it's very much an intentional balance choice to let Killers and perks have wildly varying strengths and power levels, which of course means you're going to see more of the strong and less of the weak.

    Can't say I miss red ranks. Since I stopped playing as much due one thing or another Im stuck in green ranks at the moment simply from not playing more than 1-3 times a week. Just today Survivor perk builds haven't been bad at all, rather varied really. But the toolbox and key spam as been non stop.

    Played 5 games today, ALL of them at least 2 toolboxes with a key in half of those games. Green/purple rank Survivors are making an honest attempt at being tryhard today. Thankfully a good chunk of them have been potatoes and Iv been able to do well. But I know sooner or later Im going to be back in red ranks, and I am going to hate it.


    Killers need Survivors to make mistakes. If they don't. Then there isn't much the majority of Killers can do but maybe earn some BP before the game ends. It's one reason why I don't play nearly as much. My skill as Killer doesn't mean much in how good I do as Killer. Rather sick of earning 20-25K BP games working my ass off to do well and getting told "do better next time" by the game with a black pip.

  • @TAG said:

    Discordance yes, Surveillance no. Surveillance doesn't have any unintentional downside to the aura lasting longer, as far as I am aware.

    Surveillance lasting longer is very much a positive. You can't always be looking at gens to notice if the aura turned yellow right when it happens. Sometimes you will miss it entirely and maybe even forget what gen was marked white to start with on top of that. The aura being yellow a few seconds longer is always going to be a good thing.

    Hell, I am really starting to like Surge + Surveillance combo on some Killers.

    Trapper works well being a defensive Killer wanting to protect and reuse a certain area over and over again. (REALLY going to hate when Hangman's Trick gets changed to remove the hook respawn after sacrifice). Hag could use it as well being another defensive Killer.

  • "Killers kill!" More information at 5 o-clock!

    This is the DbD news on channel 10. Our top story today is that Killers make attempts to KILL people! We are just as stunned as anyone else from this horrible turn of events and wish anyone caught in the mayhem good luck.

    This was the DbD news on channel 10. Stay tuned for Lerry's Anatomy coming up next!

  • Maybe it was a clipping issue for this one from where she was in the middle of a pallet. That pallet could have counted as a wall and thus blocked sounds when paired with the other 2 walls next to it.

    You also have to note that in the 2nd time stamp all other sounds worked rather well. I could CLEARLY hear that Nea running around and even the Claudette was audible once she got even within the same map tile as you.


    There is a sound bug, but I don't think this is it. This looks to be a clipping issue more than anything else. A Survivor clipped into the pallet enough for the game to think she was behind a solid wall, and with pallets being in contact with another wall. The game could have assumed she was behind 2 walls cutting off all sounds as you really shouldn't be hearing through 2 walls. If she had moved away from the pallet then I would be safe to assume her sounds would work again. Her sounds in fact did work properly again once she got away from the pallet after being saved.

  • @Deadeye said:

    The only two aspects in my opinion that are stronger: he can do quick shots, he has a smaller TR. And he has that needle on his gun for aiming assistance.

    Beneath that he is more fun to play than Huntress, but not because he is strong, just because the mechanic is funny.

    @Chewy102 don't know, the ammo thing doesn't really count for me. 5 hatchets are normally enough to down a survivor for an average huntress.

    @ScottJund The instant aiming can be dodged if you constantly look back to see when he instantly raies his arms. You notice that as killer, like it tells you when someone has Dead Hard. As long as he is looking backwards, simply don't shoot, until the survivor runs into an obstacle. It isn't so ez to dodge it. Not saying it is impossible, but you write it as it is impossible to hit that way.

    @Weck true, but the difference here is, that you are talking about ALL killers, and this topic is about two killers that are pretty equal. It is basically just the style that differs.

    What about 2? Or 3?

    Dont have time to detail anything, at work. But a Huntress will be forced to give up on chases or be unable to start them depending on her ammo count. Giving Huntress downtime a Killer cant afford.

    Deathslinger has no such downtime due to ammo. Longer cooldowns, but no downtime where he isnt a threat.

  • Ammo is the biggest reason I can think of at the moment.

    Huntress's biggest weakness if her ammo count. It doesn't matter if you are good at landing hatchets or miss every shot, sooner or later you will run out and need to reload. At a locker. And some maps just don't have lockers anywhere you need them to be. The more open a map, the less lockers there are. Even in maps that have decent locker layouts, you still will have times where you are 100% without a power. Either way a Huntress will be forced to run loops or ignore chases and walk the map more often, as a 110% Killer, slowing her down.

    When a Huntress has ammo, she is better is near every way. But without ammo, she is worse. In my opinion.


    Deathslinger doesn't have that problem. He needs to reload after every shot, but can reload at any moment. He never needs to stop and likely will never stop hunting, chasing, or putting out pressure. Once you learn how to aim and predict well enough to spear at a decent rate, Deathslinger might turn into a "If he sees you, you're dead" type of Killer much like Nurse. Granted Deathslinger is NOT in NO ######### WAY Nurse tier, but he can have that same feeling as if he has line of sight, then odds are he can spear you at any moment if you don't take care to dodge instantly.

  • @ABannedCat said:

    Yeah, its really annoying that I need to charge my blink 2 times my ping longer (because both charge, and release are delayed), to get the same results as before on peer-to-peer. This also causes the odd short post-blink-lunges, because the server thinks says I am still in my blink, while on my screen, I am already building up momentum.

    Hag gets it worse in teleportation if you ask me.

    Having seen it myself, dont play Hag, but iv read and watched Hag players teleport to a trap only to revert back for a frame or 2 then end up at said trap.

    Cant lunge, cant instant hit, and if your ping is 100+ to the server it ruins any momentum you build slowing a 110% Killer even more.


    I can give an example for every single Killer in the game where servers have janked their powers. Some are minor, but EVERY Killer is negatively effected by having their powers server side. And another topic here shows just how Deathslinger is harmed as well.

    His spear spawns off center screen and delayed thanks to server confirmation. A Killer that needs pin point accuracy to land hits, and his weapon is delayed plus has near RNG to it.

    Iv said this too damn many times, but. Why?

  • It really is (should) be a simple thing having Killer powers being client side. There's just no reason making them server side. It has caused several problems one after another.

    Just, WHY?

    The only reason I can think is to sync the visuals of Killer actions to Survivors. Giving Survivors a chance to react to a fast chainsaw, pre charging a hatched round some corner, Nurse blinks in general, ect. Survivors need to have the ability to react to a Killer. That is the ONLY reason to have this! And it just isnt working, it has in fact done harm to gameplay.

    Killer attacks are client side, but Killer powers are server side. Its asinine! Why have one client and the other server? What is the reason behind it? More so.

    Why the hell didnt the devs simply increase the charge time of Killer powerss by 60-100ms instead? It does the exact same thing by giving Survivors time to react, but prevents any and likely all of the problems the server confirmations caused. Not only that. But it wouldn't have ######### the skill of building muscle memory by having Killer power timings be a constant instead of a variable.

  • Dedicated servers.

    Killer powers need server confirmation to use. This adds a delay to using them. Billy, Huntress, Nurse, Demogorgon, ANY Killer that can flutter or partially charge their power has a delay now based on your ping. Making it much harder to get exact charge times to muscle memory as if you ping changes, your muscle memory is worthless.

    Shape and Ghostface get it the worst. They can simply fail to stalk someone right in front of them if the server doesn't allow them. Freddy has issues when snares taking longer than normal to activate. Hag and Trapper need to hold M2 a touch longer in order to finish their traps or cancel them. Clown's bottles feels like jank.

    But yeah. All of this is due to dedicated servers needing to confirm the Killer using his power and the Killer needing to wait for that confirmation before being allowed to use their powers.

  • @avilmask said:

    Huntress is 110 and has lullaby, but she has infinite range and can down people at range.

    Hooker is 110, without lullaby. Can lower his tr when aiming, but gets even slower (not less visible) and have to use addon for it. Limited range, cant down at range, hooked person can break out, can be helped, takes time to reach a hooked person. He have no reason to be 110, with this he needs a secondary ability.

    Huntress needs to reload at lockers, who can be nearby or far away when needed. Has a hefty windup and cooldown time for committing to a toss or canceling it. Moves slower while attempting to toss a hatchet. Needs to charge a toss in order to give it good travel speed.

    Deathslinger can reload at any moment and has infinite ammo. Has a near instant ADS with little to no windup nor cooldown. Can commit to the spear or cancel it without risk. The spear travels at full speed without needing to charge it.


    If you do nothing but look at the negatives you'll only see the bad parts and ignore any possible strengths. Deathslinger doesn't have the extreme range as Huntress but is FAR more forgiving in use and has the added effect of deep wound to stall for time. As long as you can tag someone, even if you eat a stun, that Survivor is out of the game for a while. Opening up you to pressure someone else if the chance shows itself.

    Most people Iv seen playing as Deathslinger just don't bother to use his power nearly as much as they should. To beat on Tru3 for a bit, his recent videos are almost pure complaints about how weak this Killers is. But he isn't using the Killer's power and going for M1s.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1105744#Comment_1105744

    Mid tier means hes weak in dbd..the power disparity is that wide

    Mid tier means the Killer is likely to win or lose. "Weak" is low tier.


    High tier example is Billy. Fast downs plus high mobility equals a Killer that should win more often then he loses.

    Mid tier example is Demogorgon. Flexible aggression with map travel means a Demo should be able to handle what gets tossed at him. Even if a Demo has to put a bit more effort into his gameplay. Pros and cons, wins and loses, give and take.

    Low tier example is Clown. The only thing Clown has is anti looping with gas, but using his gas makes him more prone to looping. Almost nothing to work with outside of bare bones M1 attacks.


    Deathslinger fits into mid tier. Takes some effort to play but should be able to do well with skill. Not a Killer that can defend the entire map, but he should be able to lock down a section of it. Can't bait this Killer to the other side of the map if he can simply spear you from 20m out. Allows a Deathslinger to defend maybe half a given map much better than most other Killers.

    You also can just run to or wait in some normally safe spot. Say a Survivor is above the Killer on a hill. Most Killers have to walk around the hill then chase them. Deathslinger can simply drag their asses down. Ironworks walk ways, same thing. Mother's Dwelling upstairs gen isn't nearly as safe, that entire upper floor really. The portal room gen in Hawkins isn't safe. Haddonfield, ######### HADDONFIELD, isn't safe anymore as Survivors can't just run to the rooftops anymore and point at the Killer.


    Not every Killer needs to be top tier. Top tier shouldn't really be the Killer standard anyway.

  • I agree that 110% is a massive negative, one that forces a large dependence on the Killer's power. Nurse, Spirit, Huntress, Hag, all 110% Killers have a power that make up for their slow move speed.

    Deathbringer. First impressions has me think his power is worth 110% move speed.


    L/T walls. Spear someone through a window, any window, and drag them back for a hit. Long walls same thing, spear them or bait out a dodge. Looping a safe pallet, you should be able to score a hit to wound them rather easy at said pallet or a hit/down if a long wall around it. Even the better loops around main buildings such as Iron Works or Groaning Storehouse isn't exactly safe as it is a window and a lot of long walls.

    I can't say exactly how well Deathslinger will be in tier lists just yet. Not many people on the PTB play legit and almost no one has a proper build on that Killer or even knows yet what a proper build is for him. But my gut says Deathslinger is at least mid tier, a mix of good and bad. Once players learn him better and have builds, he might be viable. Maybe not for the 1% top skilled ranked gameplay, but more than good enough for general play.

  • Doesn't have to the be Killer to break walls. The Entity itself could be used in that animation. Having that section be ripped down by its claws or in one massive smash.


    Odds are though, the animation will be just the Killer jiving it a smack like opening a gate door.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094695#Comment_1094695

    I know these things were happening before. There were complaints before. I just question that all of a sudden it's 10x more common.

    I agree. Knew this bug existed and even had it happen once in my own gameplay a while back. But I also dont remember any complaints about this bug in maybe a year now.

    DC punishments are going to tag a few innocent players here or there. But the VAST majority will be simple DCs pure enough.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091840#Comment_1091840

    I never said they should. All I said was that it's simply not true that the killer in the video played optimally and didn't make any mistakes, as OP and others have suggested.

    I'm saying that those Survivors played far worse. Only 1 of them (David) shown skill in chases but the other 3 played rather poorly.

    There almost isnt a burden of skill on Survivors. As seen they can constantly be downed left and right without needing to be skilled and still escape. Mistake after mistake only to still have another chance after chance.

    Meanwhile if Killer makes 1-2 mistakes the game is almost over. Hyperbole, but close to the truth.

    The burden of skill should be on both Killer and Survivor. Having it only on Killer isnt exactly fair. Survivor mistakes should be costly, but that just isnt the case.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1090581#Comment_1090581

    Skill has more to do with game sense than it does to do with either generators or chases. The survivors were good not because they ran him around a lot, but because they knew how to manage their time and they made the most of it. He also made several significant mistakes - tunneling Claudette was one, slugging every single time Infectious Fright went off and allowing survivors to get up again several times was another. Some of those should have been slugs, but some really should have been hooks.

    As I said, he played well, but he didn't play perfectly. Optimal players don't miss hits, or get surprised by DS, or fail to assume that their opponents are pursuing their objective at all times.

    Why don't Survivors need to play perfectly then?

    Skill is a 2 way street for Killer and Survivor. Asking 1 to be perfect and letting the other half ass isnt fair.

  • @CandyBard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088775#Comment_1088775

    Fair enough. I like the sports analogy, and Ive made my case to them as well, but it just seems really harsh to say that sort of thing. We all know DBD is a game riddled with bugs, so we cant put all the blame on the player, but when it is frequent, I do agree that it usually is a system issue.

    A lot of these fringe cases didnt become public until now, though, because they didnt have the bans in place until recently, so I understand the issue being more prevalent now, but again, the issue isn't one I understand, cause Im on an xbox.

    Describe your technical issue

    Look over that sub forum and you will see crash reports. You will also see how inactive that sub forum is. Now look at the Steam forums, Reddit, anywhere else there is DbD discussion you'll see a lack of legit crash reports.

    There is a serious lack of crash reports when you remember just how buggy DbD is known to be! They exist, don't mistake that. But DbD simply isn't THAT broken!


    All games have a % of its playerbase unable to play it. Those players also just happen to be very rare one in a thousand/million bug or far more likely people with subpar or poor equipment that can't handle DbD. Some folks aren't even telling the truth at all.

    It's harsh. I know it is because I lived through those sports analogies myself being a fat kid. Felt bad, but it made me want to improve myself. Sometimes you gotta take one to the chin in order to learn. And I also learned this in gaming. When I start to see my PC unable to keep up. I start planing upgrades. Saving cash here/there, making a shopping list, budget a build, then simply get that new PC.

    That's life. Do what you can till you can't.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088917#Comment_1088917

    Did you just use not doing 360's against a nurse as a legitimate dig on the Survivors making mistakes? Lmao


    You do know that if you don't attempt something, you'll never get better at it?

    It is Nurse, and Nurse is Nurse. But those Survivors outside of David didn't bother to TRY and dodge her. And to use that David again, he seemingly did what you both thought impossible. He juked a nurse, not once. TWICE! That David earned his excape, that Adam didn't.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088902#Comment_1088902

    Hmm I can't recall...when did the survivors make mistakes and give the killer free pressure?

    Not being able to prolong chases. Not attempting to stealth. Not attempting to 360/juke/dodge a blink. Running standard loops against a Nurse like she is a M1 Killer. Going directly to pallets against a Nurse. Not making use of line of sight. Running in straight lines.

    Yeah, Survivors not being able to survive or not bothering to play around the current Killer tends to count as a mistake.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088745#Comment_1088745

    Lmao you're joking. The man made so many mistakes and you want him to 4k? You are literally joking, if not please explain yourself better than "nurse is the strongest haHA"

    Compared to the Survivors, who made more mistakes? I see a game where a Nurse made some mistakes, but I also see a game where Survivors made a lot more mistakes. You are only looking at the Nurse and not Survivors.


    Yes, that Nurse made a couple of mistakes. Losing the David twice was big, maybe going for a quadruple slug within the first 2 minutes of the game was a bit to much, and he could have been better at landing hits instead of baiting Dead Hard so much. On the other hand though. How many mistakes did those Survivors make?

    Ever think to do a play by play for Survivor mistakes to give them a count? If you bothered to look at BOTH sides of the gameplay you'd see that even though Survivors made by far the most mistakes they still managed to end the game with 2 escapes. They didn't earn those escapes if you ask me.

    That's my point of view. Survivors aren't earning their escapes. They can play horribly and still walk out a gate or jump in a hatch without putting in any real effort for it at all.


    Killers need to earn kills and Survivors should also need to earn escapes. But it Killer takes effort to earning kills, Survivors not so much in getting escapes.

  • @CandyBard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088619#Comment_1088619

    If the game crashes, hes not abandoning his team... thats the game just shutting down despite him doing nothing to prompt it. Why should they be banned for that if they're telling the truth?

    https://forum.deadbydaylight.com/en/discussion/comment/1088626#Comment_1088626

    They probably meant Auric Cells, to be fair. And if not, you could estimate the value of Shards based on the value of AC, by comparing prices of items you can get with both, find a 1$ value in shards based on those comparisons, and then calculate based on that.

    If you aren't able to play a game, you shouldn't be playing the game.


    In sports, someone with an injury or in poor shape is going to hold their team back. So those players aren't allowed to play. Doesn't (shouldn't) mater who you are. If you are holding the team back, you either get better or get out.

    In gaming, someone with a bad PC or poor internet is going to hold back their team. So those players should be treated the same way. You either do your part in having proper equipment like everyone else or you don't get to play.


    Maybe money is better spent put into a better PC instead of a single game when you find yourself having problems playing PC games.

  • @Kungpowa said:

    My question is why do people who play killers think they are entitled to a 4k? Maybe you got outplayed. If its possible to outplay a good player who is playing a killer then that is good gameplay. Maybe you're just not as good as you think you are and aren't capable of a 4k against the type players you went against. Stop acting like just because someone plays a nurse and is good at it that means they are entitled to a 4k, because they are not.

    Let me turn that around.

    Why should Survivors be entitled to an escape? If Killers shouldn't expect to earn a 4 kill game, then Survivors shouldn't expect to have 4 escapes. Stop generalizing Killers. Just look at that one game for example and ask yourself.

    Did they earn those escapes? 1, maybe 2, Survivors was working gens that whole game. Everyone else was bleeding on the ground or in a chase the entire match. Those Survivors couldn't survive for beans yet they still managed to get an easy 2 escapes, almost 3.

    If it had been any other Killer, it would have been a 4 escape. Trapper, Wraith, Huntress, Billy, Demogorgon, Clown, Shape, Ghostface, ANY OTHER KILLER would have NOT done as well as Nurse in that game thanks to basic looping and it would have ended in a near 100% certain 4 man escape.

    Do you honestly think that is a good thing? Do you think that's fair?

  • @BaconyToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072761#Comment_1072761

    Changing gen times based on killer is not really a good idea. What if someone finds a super broken new way to play a killer? Kind of like how Tru3 got Wraith to be semi-viable.

    There's also the problem with knowing exactly what killer it is by gen speed and chance to find a specific low ranking killer.

    THEN you got things like Brand New Part which completes 25% of the generator, not a set amount of time.

    You also have Keys so even if you're doing poorly vs a "low rank killer" you can still win.

    Having generators be consistent and just buffing weak killers/nerfing op killers so they're all on the same level would be the ideal situation.

    I don't care how you attempt to play a Killer. Some of them just aren't going to suddenly be better out of the blue.

    Wraith has no pressure outside of direct contact. You can have some good games with him but you can say the same about Clown. A few cherry picked games doesn't overcome an average. And a Killer that can't pressure anyone outside of direct contact isn't going to do anything to slow multiple Survivors at once, never mind stop them.

    So by the time Wraith downs 1 Survivor, the other 3 have more or less finished a gen each. If they so much as spread the remaining gens out in any way, then Wraith can't sustain what pressure he has. Can't chase more than 1 guy, can't defend more than 1 gen, can't pressure anything but what is right in front of him.


    You can say that same thing for a lot of Killers. But most of those have other ways to apply pressure. Billy has high mobility to travel anywhere ASAP and has a one hit down. Nurse can bypass walls. Huntress has a ranged attack to reach anything she sees. Those are high tier Killers because they don't have to waste as much time per Survivor and can pressure more of them more often.

    Trapper/Hag can lock up entire areas in time to make them dead zones. Ghostface/Shape can stealth about to get closer in mindgames and has a one hit down option if/when needed. Demogorgon can be anywhere on the map through tunnels within seconds and has a super lunge to reduce loops. Pig has both stealth and a time stall through RBTs. Oni gets better mobility than any other Killer in the game with a multi hit one shot. Mid tier Killers have the ability to pressure in a number of ways. Faster loops, map travel, time stalls, or a mix of them

    Then comes low tier Killers, where I rank Wraith a Clown. Wraith has stealth, but nothing else. Cloak is worthless in a loop, isn't a time stall, and even though you do move faster while cloaked it doesn't give any note worthy gains in map travel with how long it takes to go into and out of cloak. Clown is low tier due to almost the same reasons. No map travel, no time stall, and although his gas bottles should help in loops they take time to use that hurts his loops to give almost no gain at all in the end.


    The devs already list all Killers as Easy, Intermediate, or Hard. Those lists are often seen as a joke. But they in fact do put all Killers in a tier list. If you want an easy game and play a high tier Killer, Survivors have an (comparably) easy game. If you want a medium game and play a mid tier Killer, Survivors get a medium difficulty as well. But say you want to suffer and play a low rank Killer, then Survivors get to play on hard mode as well.

    Doesn't have to be purely gen times. Skill checks can be effected and be smaller or bigger based on what tier of Killer it is. High tier Killers have the same skill checks as now. Mid tier gets 15% smaller skill checks. And low tier games could have 30% smaller skill checks by default. That alone could be worth looking into.

  • Gen speed comes down to what Killer it is.


    A high tier Killer. Current gen times are either on par, or can be too slow for Survivors to have a chance. Odds are, a good high tier Killer can kill faster than Survivors can work gens.

    A mid tier Killer. Gen times tend to be in a good spot more often than not. Yes you will have super fast gen times here or there, but you will also have games that the Killer will stomp. It depends on what Killer it is and how skilled everyone is in that game.

    Low tier Killers. Gen times are HORRIBLE! FAR too fast for a low tier Killer to make progress and odds are you wont do much as Killer but lose the game if everyone is of equal skill.


    The question isn't really about gen times. It boils more towards how viable that Killer is. Billy is damned good and gen times might be too slow when against a good Billy. But at the same time Clown is at the other end with gen times being too fast. With how different each Killer plays and how far apart they are from each other in skill potentials, you almost can't have a universal gen time without something being too far one way or the other.


    There is a few ways to deal with this.

    1- Make gens universal like they are now and have Killer tier lists. Some Killers are just going to be better than others. No way around that so if you favor a sub par Killer, prepare to not do all that well on average and lose games.

    2- Make gens times based on the Killer tier. High tier Killers use one set of gen times, Mid tier another, and low tier with its own as well. The devs can figure out what those times are and what Killer belongs in what tier. The community can then play what they want without having certain Killers feel too weak as they would have a handicap,

    3- Make gen times based on each individual Killer. Not going to happen in truth. Too much work but would near make certain that each and every Killer has a "fair" chance to do his job before it's too late.


    I like #2 the most. But I just don't see any of this happening though. Low tier Killers will ALWAYS be low tier because they aren't good enough. Giving them longer gen times would likely prolong their games too much and just drag things out a bit too much.

  • @HP150 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071983#Comment_1071983

    I think his non-shred related addons feeling weak is a product of his portals not feeling good to use, despite them being marketed as Demo's primary gimmick. Fixing his portals will fix his addons.

    Survivors interact with tunnels more than you think. Blindness and exhaustion add-ons for interacting with your tunnels is very much worthless as with using them for tracking, but there is some worth to making Survivors take longer to destroy them.

    You gotta make use of tunnels first to make Survivors want to remove tunnels. Take the videos I posted for example. Yes that wasn't great gameplay from anyone but those Survivors kept going after my tunnels over and over again. Why? No idea for certain. Maybe they seen the tunnels as a threat and wanted them gone. Maybe they just wanted BP. Maybe potatoes being potatoes.

    With decent placement and use Demo tunnels can give him ENTIRE map wide pressure. You can be anywhere at any time. Buff that, and it put him into being overpowered rather fast.

  • @oxygen said:

    I actually wonder how maps are chosen.

    Does it just roll for a specific map, or does it go Realm -> Specific Map? Doing the latter might be more fair for 1-map realms, even if they might make the maps "overrepresented" in its own way 😄

    It was by theme till Huntress or Nurse came out. Each theme had an equal chance to be picked them you got a map from that theme.

    But as Nurse/Huntress only had a single map to their theme, it got picked a LOT and was the most played map by far. Got stale playing the same map so many times. So it was changed to give each map an equal chance.


    When it comes to Badham. 5 maps for it, so 5 chances to play there. Giving Badham the highest odds to be played out of any DbD map.

  • https://youtu.be/wzDzWTfh4iA


    https://youtu.be/4JGS_79PoU8


    As I said, here is a couple of games how I play Demo. Not high skilled gameplay though on my part nor from Survivors, everyone made several mistakes to be honest, but should be good enough to start with to see that Demo isn't just a M1 Killer. Demo needs an aggressive playstyle that has you juggle or be in random spots on the map.

    Feel free to ask questions about why I did what or point out the mistakes.

  • Gotta question if DbD really has that big of a crash problem to delay a DC punishment system.

    Just looked over the bug report and tech support subs and seen some crash reports. The problem for certain exists, but I just don't see it being anything out of the normal. Most any game will have a % of its playerbase unable to play it or have bugs/problems due to any number of reasons. Im not denying that DbD can be a buggy mess and is prone to, lets say, not working too well.

    In just saying that what crash/bug reports Iv seen here, on steam, and reddit should NEVER be an excuse to delay a DC punishment system. Crashing isn't a big enough problem from my POV. And a DC system should be able to detect crashes anyway from DCs to prevent the odd crash from giving time outs and/or bans.

    Hell, you could just make clicking "leave game" and ONLY clicking that count as a proper DC and it would be enough. Cord pulling and alt+F4ing tend to be rather rare compared to just clicking a button and it filters out any/all crashes instantly.


    So either Im blind and aren't seeing the full picture, or there is another reason there isn't a DC punishment system yet. DCs needed to be dealt with LONG ago and it simply ruins the game for everyone else.

  • Gonna sound like an ass, but this topic reads like a "git gud" moment in people playing Demo wrong.


    Shred is for more than direct attacks. If they can dodge it, then bait that dodge and hit with M1. You score a hit either way, win win. Plus Shred allows the Demo to end a LOT of otherwise strong loops near instantly if Survivors don't take risks, that can end badly for them.

    Tunnels are best use for map travel, distractions, AND blocking off pathing. Don't place tunnels right on top of a gen. To easy to see you coming and run too far before you have a chance to chase. Place tunnels in paths from a gen to a nearby loop. Out of sight and on the verge of sound range. Ever time you tunnel, no Survivor will know where you are till they see/hear you. This will cause slight panic and is a distraction. By the time a Survivor does see/hear you you'll be too close and likely start a chase in a good way or with an early hit. If they guess to run too soon, that gives you time or has someone run into you. If they destroy tunnels, that means they wasted time looking for and taking them out. More time for the Demo to hunt.


    As for builds. Demogorgon has INSANE combo potential! Save the Best for Last is simply god tier on him through Shredding the obsession to keep as many stacks as you want. Tracking perks like BBQ, Rancor, Bitter Murmur, and Surveillance lets you apply more pressure with tunnels. Distressing is great for an anti stealth build as Survivors can't judge where you are after tunneling based on the terror radius when it is constantly going on/off.

    Demo's add-ons are also rather useful. Longer Undetectable works for stealth. Faster tunnel travel is great for map pressure. Shred recovery or move speed is simply a game changer. More tunnels isn't that bad at all. Harder to destroy tunnels isn't that great, but does work. The only "bad" add-on is faster recharge rates for tunnel travel. Default recharge rates is perfectly fine as is.

    The Demogorgon is one of those Killers that needs you to play him in his own way. Demo has 2 damned good powers both of who can be used for good effect.


    I got a few days off this week. Might be an idea to fix my recording software and make a few videos about Demogorgon and how I get him to do well and how he deserves a spot in the viable Killer lists.

  • @Tokkern said:

    https://forum.deadbydaylight.com/en/discussion/comment/1056598#Comment_1056598

    Every killer relies on their powers. Moving 110 doesn't make it so. Hag is pathetic against decent survivors for a reason. She can't chase. She has a lot of fun If you deny her power,110 speed chases rock.

    Moving at 110% means the Killer has very little fundamentals. It takes longer to travel, takes longer to chase, takes longer to down. Just being 5% slower doesn't sound like much, but it makes a real difference. Try it yourself. Play Huntress or Spirit without using their powers for a couple of games. Then do it again with a 115% Killer.

    Without that 5% a Killer MUST depend on his power. If that power isn't good, then that Killer isn't either. That's why I don't like slow Killers even if they are among the best in DbD.


    No fundamentals, nothing to fall back on if/when your power fails.

  • YOU have to punish camping Killers! Not the devs, not the game, SURVIVORS!

    Camping it already punished by the game. If the Killer is within 16m of a hooked player and no other Survivor is as well, then that Killer will lose emblem points. That alone is a good punishment as it will keep heavy camping Killers in lower ranks. But if Survivors feed a camping Killer, then YOU are rewarding his camping!


    Yes, we all know how bad it feels to be camped to death. But we all also know that camping tends to be one of the most stupid things a Killer can do against Survivors who know better. Remember. Killer gameplay is based around taking advantage of Survivor mistakes. Getting camped isn't a Survivor mistake, but not punishing camping yourself 100% is.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1048949#Comment_1048949

    Idk about that, with M&A and Infectious Fright Oni snowballs way better than Billy imo.

    Let me put it this way.

    Oni needs to find a Survivor, hit them, and then farm their blood or hit another Survivor to use his power. Either way Oni is a M1 Killer without a power for at least 1-2 minutes in any given game. And once Oni does have his power, it only lasts so long before needing to do it all again. That puts Oni in a spot where he is a M1 Killer without a power for most of the game. Billy on the other hand can use his power from the very start. Able to one shot the first person he sees, maybe even snipe the fool, and then do it again for every other Survivor he finds.

    Oni can snowball if given a chance. The definition of to snowball is starting slow then build up over time. Billy simply says ######### that and goes at full speed skipping the "slow start" outright.


    Oni only snowballs better than Billy because Billy can't snowball at all. Billy starts the game strong and stays strong throughout for non stop slaughter. Oni has to build up to Billy's strength and can't even maintain it for that long.

  • @[Deleted User] said:

    He's fine, you'll get used to it. I can hit a majority of my Demon Strikes on a controller so its p easy. Plus, his snowball potential is crazy we don't want to make him too strong again.

    But with his power being more limited needing to depend on the actions of Survivors, why shouldn't his power be stronger than average?

    Compare Oni to Billy. Billy in my opinion has the better/stronger power. By far, if you want to go into the details. Infinite use, no downtimes, enhanced map travel, and add-ons that can overcome near ANY downsides to name a few. Oni just doesn't compare to Billy in strength. The only thing Oni has over Billy is slight tracking, higher control mid dash, and can one hit down with a basic M1 while active. Tracking isn't much as you can hear wounded Survivors easy enough. Billy has add-ons that give him equal if not better mobility mid chainsaw and add-ons that negate misses or running into objects. That only leaves M1 downs.

    Oni has his place and isn't a bad Killer. Oni just isn't that good from his power is more limited than it needs to be. Look at Plague. She is in the same boat of having a power that depends on Survivor actions and she is seen as a mid tier or worse Killer because of that. And Plague even is able to keep all 4 Survivors broken the entire game, yet still is just mid tier.

  • @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041195#Comment_1041195

    Yes you have to chase, but you chose who to chase. If there is a survivor that is clearly a better looper than you are chaser as a killer, identifying that early on and focusing other survivors will apply more pressure on the survivors and benefit you more overall. You want to get that survivor that is better than you, use the pressure on the other survivors to draw him out into situations where they will not have an easy time. But sure go ahead and chase that survivor with 4k hours while they loop back to back jungle gyms while the generators are all popping.

    You can't know a Survivor is good at looping without being looped by him. You can't know a map tile has a bad loop without seeing it for yourself and having the chase lead to that tile. By the time you figure out you are in a bad chase, even if you started it in your favor, you already spent time in that chase. To break off of that chase you already put time/effort into without having gained anything from it is you choosing to lose the game by wasting your own time.

    So what you are saying, and I may be reading it wrong. Is to spend time finding a Survivor, spend more time to figure out his looping skill and/or the map tiles, and THEN decide to break off the chase only to hope you find another Survivor and hope he isn't good at looping nor is already at a strong loop. If the 2nd Survivor is good at looping, do you break off of him as well?


    Im sorry, but you read like someone who doesn't know jack about Killer gameplay and assumes it is as easy as holding W with an odd M1 click. Or at least someone who never puts any real thought into his gameplay in general. Either way, your replies here reek of bulls***


  • @Colton147 said:

    Kill Your Friends will have to have the ability to earn bloodpoints if removal of Survive With Friends were to be removed - Kill Your Friends will end up becoming a bloodpoint farming simulator (which I wouldn't mind, since bloodpoints are greatly rigged against survivors, as killers earn more bloodpoints).

    Killers need more far more bloodpoints to function though.


    Survivors and Killers both spend BP on perks. That's universal. But add-ons and items are the difference to why Killers need more BP overall. Survivors can either spend BP on items/add-ons or find them in game. Survivors also are able to keep their items/add-ons if they aren't wasted and can survive the game. Killers on the other hand have no option but to spend BP on their add-ons and they are used up no matter what every game.

    So as Killer is earning more BP on average per game, they are spending far more BP per game as well.


    In any case. Im perfectly fine with KYF being able to earn BP. Not going to like how easy someone can farm BP in KYF, but it shouldn't mean much overall as it will still take time to farm anyway. BP farming in KYF would likely take a lot longer if you think about it if they prevent BP offerings and the fact that without a full lobby of 5 BP gains are dreadful.

  • @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041106#Comment_1041106

    Yes, yes you can. And if you extending a chase to were its costing you the match, then you have already lost that chase, as you should have never engaged it. Learn to play smarter and not just blindly chase every survivor you see.

    Yeah, that's how to play Killer. Ignore the Survivors and don't chase them.

    If you don't chase Survivors, you'll never do anything. Sometimes it is better to break off of a chase if they get too much of a head start. Let them run around and do nothing while you pressure someone else. But if all you do is break off of chases, you'll never drain Survivor resources for later. You'll never down/hook enough to kill anyone. You'll lose the game if you don't attempt to kill.


    Stop thinking in black/white and stop assuming you know more than everyone else. It isn't just a single DH use or a single chase. It is multiple DH uses over multiple chases against multiple Survivors. And it is more than just DH as well. Everything adds up into something few Killers stand a chance against.

  • @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040975#Comment_1040975

    If a single pallet or couple seconds added to a chase by DH causes you to lose a chase, you lost that chase before it started. They outplayed you. You can bait out a DH fairly easy, mind game it, If a survivor is so good they are looping you for the 3+ gens, you should have abandoned that chase almost immediately. You need to learn to spot who to chase and who not to chase rather fast at higher ranks or you lost the match already. Its a once per chase use perk with a 40 second cooldown of walking or standing still to recuperate. Dedicated servers screw over DH about half the time.

    It isn't losing a chase, it is extending the chase.

    Using DH for distance often means you can run an extra loop around or reach a pallet you otherwise never would be able to. And once you reach that pallet it often means you will be able to reach the next pallet/window to extend a chase that much longer.

    You can't bait that out. If caught out in the middle of nowhere, yeah you can bait a DH dodge easy enough. But that isn't the same thing.

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040250#Comment_1040250

    I only said over 20k because thats my deadline that I set for myseld as Killer. If I get over 20k I considered that a good enough game. I'm bad at Killer.

    Still feels like crap getting a 20K+ game and being told you lost.

    Yesterday had a perfect example of this. Played Wraith just because and even though it ended with 23K BP, I got a depip. Iv had a 26K BP game end in a black pip. No farming, just being as aggressive as possible in order to do well. But as it was a low tier Killer, I failed to do much. That 23K game had 3 Bronze emblems and a Gold in Chaser.

    High BP games feel nice. But when you end up losing all that effort feels wasted.

  • Demogorgon. I almost never hear people talk about him and the last data gave from the devs said Demo is one of the least used Killers. That's just wrong if you ask me. My little Rawr-gon is one hell of a contender for viable Killer lists.


    Shred is useful for ending loops, and preventing loops. Ending loops is easy enough. Having a super lunge means any long path in a loop gives the Demo odds of landing a hit. You are also able to prevent loops with Shred by being able to land hits BEFORE people reach loops. And if you suspect the Survivor is going to dodge. Let them! Fake a Shred and as they "dodge" they are just being set up for a M1. Shred isn't perfect but it is one hell of a power with utility in hits, mindgames, and loops.

    His tunnels also give the Demo good map pressure. If you know where to place them. Most I seen simply put the tunnel on top of a gen. That's a waste of time and worse than Freddy, but without being able to fake it either. You should be placing tunnels out of sight of gens. Put them in loops Survivors will go to from a gen. So when you travel there, no Survivor can use that loop without running into you. This also herds Survivors towards where you want them right to dead areas of the map. On top of that, there is yet another effect. It keeps Survivors guessing where you are every time you travel by tunnel. "Is he near me, or somewhere else?" Those few seconds of guessing every time yo travel adds up in applying pressure.


    That's just the Demo's base kit. Use Save the Best for Last on him and the Demo becomes a freaking GOD mid/late game! Some tracking perks like Surveillance, BBQ, or Rancor allows you to make better use of his tunnels for more pressure. His add-ons aren't the best but they do work where able.

    I mean #########. Demogorgon is such a good Killer in my opinion that I changed my avatar to him!

  • Take a screencap of post game scores. That will record BP gain, ranks, perks, K/D, Killer, addons/times, and offerings. Other data points are the map, game length, total hook counts (per survivor if able), and gen pop times.

    I might have overlooked something, but the listed data points should be all you need to gather. Anything else is just fluff and will likely be worthless to overall game balance.

1 … 4 5 6 7 8 … 11