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CheyeneKL

CheyeneKL

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CheyeneKL
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  • My SWF doesn't bother cleansing Ruin half of the time we play against a killer with it equipped. Why? Usually because the killer is garbage at effectively using it. If you spend the whole game in one chase on a single survivor (usually my boyfriend, in our case lmao), you are not getting any value out of ANY gen regression perks, let alone Ruin.

    On the other hand, sometimes getting Ruin has been an absolute priority. You can almost always get at least one or two gens done before you need to find Ruin, if you're a group of good survivors OR in a squad that is communicating well. But even the best survivors are forced to remove Ruin if the killer is good at splitting pressure and... uh... runs Tinkerer, I guess.


    Survivors only really feel pressured to cleanse Ruin if the killer shows that he can use it effectively, or a killer who is unskilled with Ruin gets survivors into a 3 or 4 gen.



    Also, in the same vein, anyone could ask why KILLERS are complaining about the nerf if you don't even seem to need Undying?

  • The thing about the Game that a lot of killer mains seem to not want to acknowledge is that without those safe pallets, there is not much left. Literally only about... 6? vaults on the game, counting the two windows in the downstairs T&L. So you're honestly not left with THAT much looping potential, especially if you're not a good survivor. The pallets HAVE to be safe because it's literally almost the only thing you have on that map. There has to be something to give the survivors the ability to waste at least a little bit of the killer's time in a chase. Is it fun for the killer? Probably not. I myself prefer to have vaults to work with, rather than endless pallets. But that's the way they designed the map, so 🤷🏻‍♀️

  • I've never stream sniped a survivor, but I know a lot of killers do it, so it leaves me very unwilling to put my Twitch link in even just my Steam profile. I tend to make immersive plays fairly often rather than constantly staying around the killer looping, plus being hooked/slugged shows the aura of app my teammates which is rather unfair/inconvenient for them to be put through.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876338#Comment_1876338

    Okay, I'm simply just gonna ignore you. I can already tell that you would never consider changing your opinion.

    You don't like to hear the truth?

  • Second Wind sucks and I can't believe people use it. It's nice that it encourages people to heal others, but Boy, Is It A Bad Perk. I like the other guy's idea that it could be more like a self BT after an unhook. Now, that would be a really worthwhile perk to take in solo queue. Imagine being able to control for crappy farming teammates!

  • Some people are just like that. I play in a 4 man SWF most of the time, and you bet it's my friends who are in trouble for bad plays rather than the killer. I constantly have to holler at them to do this, do that, instead of what their natural instinct might be in a certain situation. My favorite is when someone goes down while trying to unhook someone, and they won't move their nasty little slug body away from the hook instead of just sitting there 🙄 Killer has no reason to leave the hook or even go and hook you if he can keep his eye on you, the hooked person, and whomever is coming to save. LEAVE SO HE HAS TO WORRY ABOUT LOSING THE SLUG!!!


    Most of the people I play with are reasonable when it comes to realizing that their behavior is what caused the killer's behavior, but there are a couple who have embarrassing moments of complete lack of self awareness. And every now and then you get killers who pretend that they did something because of what a survivor did, but in reality it was just uncalled for and they did it because they wanted to lmao

  • When I play killer (and I'm a darn casual as killer, survivor is more my thing) I don't care about DS. If you jump into a locker in front of me, I know what's up and you are getting yanked out of there. I'm not gonna chase unless I absolutely have no clue where anyone else is, but hey, survivor brought the perk, might as well give him some use of it.

    My boyfriend plays killer at rank 1 and is a lot better than me and will often pick up a recently unhooked survivor and say "Well, let's see if you have DS". Kind of sucks for the survivor if they don't, but let's be real, there are plenty of survivors who all but throw themselves at the killer after an unhook without any actual tunneling required.


    ALSO, another thing about DS in end game is that there lies half the usage of the perk... I have friends who basically equip DS as an end game perk. Most killers shamelessly tunnel and camp once the exit gates are powered, and do I blame them? Nope! What else are they gonna do? Let people rescue and escape for free? But survivors have the right to use every possible tool that they have to escape, and DS is one of the few counters to a killer who is desperately focusing on you to make sure you don't make it out alive. I just don't feel bad for killers who perhaps cheesed someone they hadn't caught all game with NOED, and then couldn't successfully finish off the kill because the survivor properly used (not even abused!) a perk that they spent an entire perk slot on.

  • @Liqhtninq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866003#Comment_1866003

    Yeah that was probably why we struggled, ruin was still up due to undying and we aren't the most experienced players who know all totem locations yet. Tinkerer is really strong, probably going to pick it up myself for the weaker killers.

    Tinkerer is a really good perk, even if you can't get to the gen in time as a slower killer, it still gives a lot of information. And yeah, Ruin+Undying is awful to deal with if you can't find all the totem locations. I wasn't a fan of the fact that it is getting nerfed, but I do think it is too powerful against less experienced players so I support the nerf for that reason.

    @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/218541/freddy-with-tinkerer-is-broken

    Don't worry after next patch it will be easier for you. Soon freedy will be nerfed to dirt. There aren't alot of killers left but there are some of us that use the basics ( tinkerer/discordance) to apply pressure and pop as are only slowdown. I'm not a fan of thano or corrupt and everything else either has too many stipulations or has been cried about and nerfed to dirt. lets not add tinkerer to that list or your que times will be even longer please. Your post should say Ruin/undying/tinker on freddy not just tinkerer.

    Bruh

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865777#Comment_1865777

    See, I agree with this. I don't think enough of us that have played a lot of killer confess to how EZ four solos are compared to SWF. Sure sometimes you run into those 4 great randos that play like SWF, but more often you run into SWFs that play like for randos.

    I play when I can. Usually in the evening , and while some games I get my ass kicked, I 4k much more often.

    Sorry for the slight off topic, but your reply is something of an answer to a question I wanted to pose to the forum- how often do you get your butt kicked vs how often you 4k? The other night when my pals and I played, we got a couple of 3-4 man escapes, and one of the killers in the post game chat mentioned how it was the first non potato team that they had gone against that night (around 1-2am when we played, mind you, and all survivors+killer were red ranks) and that he appreciated the challenge even if he only got a single kill, while another one lamented "how poorly he played" and that it was the first non 4k he had gotten all night for his first time ever playing as Spirit.

  • Freddy with the "wow, at least there isn't NOED thrown in there" build (Undying/Ruin/Tinkerer/[BBQ or some other perk, but usually BBQ]) is absurdly powerful. He can consistently get to whatever gen he wants very quickly and chase you off for some powerful gen regression. With other killers, you have a chance to get that gen done if they're across the map, even if they're a high mobility killer like Spirit/Billy/Blight/etc., but against Freddy? Forget about it, if he has nothing better to do he is 100% on the way and will be arriving any second now ✅


    Against a lot of killers, my friends might not even bother cleansing Ruin/Undying (some killers don't benefit too well from it, and some players don't know how to properly apply pressure with it) but against a Freddy? Ruin HAS to go because otherwise, we ain't getting to end game, even if the Freddy is rather low skilled. Ruin/Undying/Tinkerer simply plays too much of the game for him to leave Ruin up.



    Anyways, tirade over. If he has Ruin, he probably has Undying. And if he has Ruin and Undying, he probably has Tinkerer. If I see a Freddy with Ruin, I take the time in the beginning of the match to play REALLY immersive, and get as many totems as I can (or just Ruin, if he doesn't have Undying). Big waste of time for you in the beginning, but you and your team will be glad it is gone by the time you get further into the match and aren't having as much time getting back and finishing the gens he originally chased you off of.

    No ruin + yes Tinkerer Freddy is a lot more bearable. Just split up on gens so that you have a higher chance of being able to finish one, since he can't get to every single gen every single time. If you're confident in chases and know a teammate is nearby and can finish your gen if you get chased off, stay on the gen as long as you can and make sure he sees you for a chase. Otherwise, pay attention to your gen progress and make sure you get the hell out of Dodge before he even starts teleporting so that you have a better chance of hiding from him when he gets there.

  • IDGAF about a killer feeling cheated out of a kill in SOLO QUEUE. If you get hit by DS in a lobby of solo queue players, you most likely 100% deserved it. Most solo queue players are hanging on to the last thread of their life, not getting gen grabbed to use DS LMAOOO

    Lack of players bringing DS in a trial is one of the main reasons I stopped playing solo queue, if I'm being honest. Speaking solely on teamwork, if you're a potato, you owe it to the rest of the team to bring perks that make up for you being a potato. I'm not a potato and I still always make sure I bring "second chance" perks to solo queue because you can't control for the quality of teammates you'll get, even if I myself am confident in how well I may be able to play against a killer.

  • @TotemsCleanser said:

    Honestly don't know, but definitely not Elodie lmao

    Elodie is constantly having the WORST DAY OF HER LIFE lmaooo

  • There are plenty of people playing killer at night, there are just tons more people playing as survivor, too, because that's when everyone is off of work/school. I'm southeast NA and I notice slower queues during the day if it is on a weekend and that's also most likely due to the fact that there are more survivors playing with friends then. Not only are there more 100% survivor mains playing at that time, but more 50/50 killer/survivor mains skipping out on killer games to play as survivor. I NEVER play killer at night unless none of my friends happen to be available, which in that case I just choose to go to bed early. 90% of my killer games are during the day when I happen to be free but my friends aren't yet free.

    Also, FWIW, in my own experience, queue times were nearly the same BEFORE your mentioned changes. There will be different variables per night in how long it takes to get matches, but overall I haven't noticed a difference. Last time I got fairly fast queue times at night was around the Christmas holiday, I believe.

  • This is pretty close to how I feel. I can queue up with one, two, or three red rank friends and get matched with green or yellow teammates and killers. Lately, my red rank SWF have been getting straight green rank killers with the occasional red rank. This is still better than a couple of weeks ago, when we were getting yellow ranks lmfao

    I have no idea what they have in store for the new MMR, but I figure it probably won't be all that different, and it is what it is, LOL

  • @Katie_met said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862014#Comment_1862014

    Well they made it so the aura reading only applies to dull totems which is incredibly useless.

    It's totally not useless..! I've seen it help a lot of random killer streamers in chases. Especially if you get a dull totem spawning next to the pallet in shack.

    Unfortunately, I figure that the dull totem aura reading part of the perk will go when Undying is cleansed. I hope it doesn't, though, because if it does, Undying is completely and utterly nerfed to the ground with this change, tbh.


    Also, I agree with you. But I play SWF almost exclusively and have no issue getting gens done and maybe even leaving Ruin up the entire game. I haven't played too many solo games within the past couple of months, but Ruin/Undying was completely oppressive in a decent portion of those games. Ruin/Undying is just one of those perk combinations that murdered solo queue, and only occasionally made life easier against SWF. I think Corrupt/Pop was and is much more consistent (and is still my least favorite build to go against)

  • @starkiller1286 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861282#Comment_1861282

    They are probably worried the killer would use that info to tunnel someone out of the game.

    This 100%. As soon as I heard about the changes I thought "I hope killers don't see who is about to be dead on hook!" because I KNOW it will one hundred percent lead to tunneling to whittle the game down to 3, 2, 1 survivors. Killers absolutely should be forced to use some short term memory to figure out who would be optimal to tunnel if they want/need to rather than having it handed to them.

    On survivor side, I do support them receiving easier knowledge of who is about to be dead on hook because it is a solo survivor buff. SWF is easy to remember and plan around, while solo is much more difficult to keep track of other survivors.

  • @Axe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858586#Comment_1858586

    It's 5 bloodwebs, and you have 23 killers + 24 survivors if you want to unlock their teachable + you need to grind out more bloodwebs to get those teachable perks on other killers and survivors. helping the grind my ass

    It literally helps with the grind because the current alternative is BHVR simply not giving anything? When you rank up now, you get nothing but the colored number next to your name. Now, you will get some blood points. Starting from rank 20 every month is kind of strange to me after living so long with their old ranking system, but it's meant to keep you playing. 🙂

  • I'm fine with it... they could simply continue not giving a reward at all for ranking up, which, if you play enough, happens anyways.


    Like, I get complaining for things like events, even if I personally don't care to complain. But for something like this...? Weird. You're gonna rank up when playing, regardless. The blood points they're now giving you is just an added bonus. It's literally HELPING with the grind by adding another way to get blood points so like??? 🤔🤔

  • Honestly I just see this as making Undying more consistent. Of course a lot of killer mains aren't gonna get it, but it's the same logic they used for the Ruin change.

    It 100% is a nerf overall, because it takes away the chance to get the "cleanse 4 totems, but the 4th one was finally Undying so you still have to get the 5th one". That is a rare occurrence, judging by the hundreds of matches I've played since the chapter Undying was introduced in, but it does suck for killers that now you are 100% guaranteed to have Undying go first and then Ruin (if that is what you're running).

    It DOES buff other hex perks, though. Devour+Undying is much, much more powerful now.



    Now, I am wondering, is the aura read on dull totems connected to having Undying up, or is it an ongoing facet of the perk simply for bringing it in the match, no matter how quickly it gets cleansed? Aura reading on dull totems can be very powerful in chases and I'd hate to see it go since there is 0% chance that the first hex totem you cleanse WON'T be Undying. It just seems like a pretty pointless part of the perk if it doesn't stay active the entire match as long as the dull totem stands, even after the Undying hex totem is gone. (You simply can cleanse those remaining dull totems to get rid of the aura reveal)

  • Naw just you wait until TheClownIsKing starts schmooving on these fools. It's all fun and games until his runs at you like a freight train with PGTW on the ready


  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854227#Comment_1854227

    adrenaline, the perk that gives you the longest speed burst and a free health state is one of the more fair exhaustion perks? this i need to have explained ngl

    Adrenaline activates ONCE per match, you may never even get to the point where it activates because you and your team have to finish all of your objectives to get to use it (and it may not even be useful for you in the moment, because unlike all other exhaustion perks, you do not get to choose when you use it unless you're the person on the last generator).

    Sure, it's a free heal/pick up and an entire team of injured-into-andrenaline players can be devastating to a killer's hope of winning (unless... hmm... he has NOED or an insta down), but considering the conditions need for it to proc, it's a fairly well balanced perk.

    It's really only an exhaustion perk in the literal sense of the definition (i.e., it causes exhaustion upon activation) rather than the more traditional definition of an exhaustion perk (a perk used to prolong chases), if that makes sense.

  • Nah, EGC was not intended to give killers more kills. It was about giving the game a definitive end that anyone (survivor AND killer) could initiate.

    Your alternative is the gates already being open with no EGC, like how it used to be. The addition of EGC is inherently killer sided and you can open the gate if you want Blood Warden value.


    99'ing gates is a perfectly fine mechanic and I've even had plenty of survivors screw themselves over by 99ing instead of just opening. I've done it a few times myself.

  • Don't chase them, you'll eventually catch them lacking at some point... or you'll never get them at all (unless they're the last survivor without all gens finished and you closed hatch... EGC will take care of them for you then)

    Sometimes a survivor is a lot more skilled than the killer and you will NOT be able to outsmart them in a chase. These survivors are NOT worth your time chasing unless you catch them in a really bad spot.

    Focus on chasing and hooking the weaker members of the team instead of going after the "god looper". You don't have to chase them because there are 3 other teammates to go after who are more than likely less skilled and less willing to be chased. The guy you're talking about WANTS to be chased because he is strong at looping and can waste your time.


    When my boyfriend and I play with our friends, he has that role. He is very good at looping and mentally outplaying the killer. I am an ok looper and the two other friends we play with are boosted red ranks who rarely have long chases because they still don't fully understand looping. They're not even that hard to find, but killers tunnel vision my boyfriend because he makes them mad. He is hard to catch and they don't like that. We would escape many fewer games than we do if they ignored him and instead focused on finding the weaker players.

  • HELL no. It's a cool idea but utterly too killer favored. Sure, hemorrhage is a fairly useless status effect (unless you often rely on tracking blood, which of course comes in handy to every killer once in a while). But changing it in this manner would make many killer perk+add on builds absolutley oppressive for less experienced players. Good luck to the mid level players who can't finish heals because the killer has sloppy+nurse's+BBQ!


    There are way too many perks and add ons that give the hemorrhage effect for it to be a reasonable change. If hemorrhage got changed this way, medkits would have to be incredibly buffed to not be rendered nearly obsolete (due to the fact that it is very common to get interrupted during a heal). Which would then screw killers over who DIDN'T have a hemorrhage effect giving perk/add on equipped.


    If anything, I think it would be a cool hex perk. Not even a normal perk, a HEX perk. You'd otherwise have to give survivors a sort of base self care ability.


    Also, I guarantee that if this was implemented as a base mechanic for the hemorrhage status effect, you'd get players quitting, like people STILL DC for Legion. Nobody enjoys mending and healing simulator and a change like this would be just about the same thing.


    Anyways, I think it would be awesome as a hex perk. Ruin for heals, with maybe a little something else to make it even more worth taking. But definitely not as a base mechanic for the hemorrhage effect.

  • That's a really interesting question that I would also like to know the answer to, lmao

    The answer is probably no, but I'm actually not sure because I don't know if it would work the same way that Stridor/Iron Will/No Mither type stuff works. Your sound level is at 100%, t3 IW reduces it by 100% but Stridor makes you 50% louder or whatever the percentage is, so it halfway cancels IW out instead of your volume staying completely muted.

    I COULD actually see it working that way- making your self unhook attempt success rate 85% instead of the full 100% (which would still basically guarantee an escape by your third try, unless you're extremely unlucky) but I'd love to see someone test it out a few times in a KYF lobby, just to have a definitive answer hahaha

  • Quick question, are you playing on an older xbox/ps4/switch with cross play on? I don't have Head On on my PC account, but when I played Switch, it was very, very difficult to time Head On correctly once I turned on cross play. My friend who currently plays on Switch has trouble getting Head On against PC players, even before they know they have it. I'm not sure what it is but it almost feels like there is an automatic latency for everything you do on console (at least the Nintendo Switch).

    A lot of other interactions have the same issue- I got hit through a lot of vaults on Switch and have no problem making them on PC. I also get hit during the beginning of Sprint Burst instead of dodging a hit like I would on PC. Dead Hard was a complete joke whenever playing on Switch with cross play.


    Anyways, slightly off topic tangent aside, Head On does seem like a tough perk to use against a laggy killer. You're probably better off using it a little early or in completely unexpected moments (someone else runs past your locker in a chase, etc)

  • @noctis129 said:

    "make her so incredibly unfun to go against."

    Fun or unfun doesn't dictate a killer to be reworked. This is a epic fail post.

    Actually that's pretty false, they've basically stated before that fun IS a factor in how they decide to balance the game.

    ______


    Anyways, I personally enjoyed the bug where Spirit could be heard while phasing. It sucked for her sneaking up on people on gens, with BBQ, etc., but I feel like it could easily be changed that if she started her phrasing within a certain radius close to you, THAT'S when you heard her while she was invisible, otherwise she could remain silent while phase walking to you from further away, if that makes sense?

    That way, she could keep her long ranged sneak attacks, but her power would not be as non interactive as it currently is for survivor.

    I think Spirit should still be able to hear while phasing, but I really, really hope that devs consider adding back her own audio cues while phase walking.

  • I play survivor almost exclusively, and I honestly don't know what to think of hit validation. I thought it would solve most issues but I do still have many instances where the killer is very obviously lagging and hits me where I should NOT be hit.


    HOWEVER, I have noticed an uptick in situations where I USED to would have been hit, and instead make it out without a scratch. I have good internet and good ping so it feels good to have that be rewarded now instead of punished. But I do find it surprising how many situations still exist where the laggy killer is rewarded for having crap internet LMAO (and this gets confirmed in post game chats- sometimes the killer openly admits to having garbage tier internet when multiple survivors complain about BS hits LOL)

  • It is what it is. No matter how BHVR changes the game, there will ALWAYS be people who BM. Both sides do it and sometimes even if you didn't do anything to deserve poor treatment, a player will take out the previous game on you. Killer AND survivor.

    Other times... I think people take BM too hard. You might get nodded at by a killer for reasons that aren't at all rude, but that doesn't necessarily mean that you will understand whatever reason he is nodding at you. Same goes for motions and tbagging from survivors- not every single motion from either side is the BM it seems that it is at first. Better to give the benefit of the doubt for your own sanity rather than become completely disturbed by every single thing that a killer or survivor does.

  • I personally don't care if Wraith goes fully invisible, because I wear headphones and can hear his gross nasty disgusting breathing, and I'm a #SprintBurstGamer, but I do hope that for the sake of players who do not play with headphones (some players are unable to, for whatever reason- I myself could not use headphones when I played handheld on the switch due to a faulty audio jack), Wraith isn't completely invisible when he is a certain measure of distance from the survivor. With the right uncloak speed, completely invisible Wraith would be very difficult to avoid a hit from if you're on a gen in a dead zone.

  • @MadLordJack said:

    AFK or semi-AFK builds are ######### miserable to deal with. It's understandable that people get upset by someone refusing to play the game til they have their powerspike.

    Not trying to justify anything, just giving perspective.

    Yeah, no, playing against farming killers or AFK killers who only come out at the end of the game is incredibly boring. No one should feel ashamed for thinking that. If I go against a killer who is acting weird, I just tell the friends I'm playing with to cleanse every single totem and make sure the gate doesn't get opened until we are sure nobody will hit us with Blood Warden, and be careful if they are the obsession. If playing like that is your idea of fun, cool. But you're gonna have to work really hard to have fun at the end of the game with your plan if you couldn't even give a real game for the rest of it.

  • @GamerGirlFeng said:

    Downs 4 survivors and hooks 3 all within 60 seconds... goes for fourth hook still within same 60 seconds.. gets one DS.. loses the game.

    Something doesn't quite add up here.

    Exactly what I was thinking LMAO, I thought he must for sure be a Bubba to get all those downs and hooks and STILL get hit by DS, because I'm having a real hard time imagining ALL of that happening within 60s unless he got a chainsaw down on all 3 of them near a spot with a lot of hooks around. But the perks he mentioned don't look like a Bubba build to me haha

    @Grum_P said:

    https://forum.deadbydaylight.com/en/discussion/comment/1815616#Comment_1815616

    Just so you know the day this game happened I was running an obsession perk. And there were two Neas, one with the spray paint hoodie and the other with a similarly colored outfit. So I couldn't tell if that was the one that I had hooked three hooks ago. The perks I was running were: Make Your Choice, I'm all Ears, Corrupt Intervention, and Save the Best for Last.

    Sounds like you were already willing to risk DS on the other Nea since you say you couldn't tell which was which, which means you would have gotten the exact same result either way since you were unwilling to slug the Neas to wait out the possibility of DS.


    "I hooked a nea, she got unhooked, I downed and hooked three survivors, then caught and downed her, then was promptly DS'd"

    In any case, you would have had to slug for like... probably only a couple of seconds before you could have picked Nea up without an issue, because unless you're playing Bubba, it takes a decent amount of time to down, pick up, carry, and hook 3 different survivors.

    Also, when I run an obsession perk, I always assume that there is DS, too, since there is no way to say for sure that there ISN'T DS.


    It sucks that you lost this game but it definitely was 100% avoidable on your part if you slugged for probably literally only 5-10 seconds maximum.

  • A good portion of survivors either don't play killer, or if they do, don't use Blood Warden enough to know that it shows auras. There are a lot of perks in the game and BW isn't really all that common. Not enough for it to be super common knowledge that you can SEE them.

  • You guys will live. The mori animation is still cool and moris will still be useful.

  • Auto haven is, by far, the worst rework they've done. I was fine with old Autohaven and thought it looked cute enough. I miss the old trees. New auto haven feels very flat and empty- it fits more with the junkyard aesthetic (used to feel like you were on dirt, grass, and other vegetation, but now you're definitely on dirt, concrete, and junk).


    Old Autohaven was nice. I consider new Auto Haven to be the ugliest map in the game (besides the Swamp maps. If the swamp maps get reworked into something beautiful I will buy $30 worth of auric cells right there on the spot LMAO)

  • Nah... they can get better internet LMAO


    Fr tho, I don't really think people with bad connections deserve to be rewarded/compensated for it- they've had their time since dedicated servers were added 😭

  • I can almost write this one off because of Billy chainsaw (#2 BS hitbox in the game after hatchets- when they make sense, they make sense, but I've been hit by some aboslutely disturbing chainsaw downs that should NOT have hit).

    But I played a total of 3 games yesterday and 2 out of the three games had nasty little laggy hits. I got hit by a Pig around a gen and when I went down, I was a couple of character lengths away from her. Next game was a Freddy and while I personally didn't notice any lag (because I was only in one chase with him) every other player in the lobby commented on it, asking if he was VPNing. I guess my chase with him DID start with him smacking at the generator I had already run away from....



    Anyways, nobody in the any of the post game chats believed that hit validation was on.

  • Yeah... I'm not really that worried about the fact that lockers are a partial counter to a killer's power. Victor goes faster than any other killer and can be very difficult to avoid if the person controlling him is good at using his lunge. You can get in a locker to dodge chainsaw attacks, blinks, etc. 10 seconds is fair enough IMO, and if it turns out that it really is useless in most scenarios, then it will get changed or buffed. But at this point? Victor is a pretty strong killer power if you're skilled with him. I think people should give it a chance before they immediately start saying "this isn't enough!!!"

  • It's so annoying. I don't even use flashlights myself but my BF does... and I'm SICK of NOT GETTING FLASH LIGHTSAVED ANYMORE!!! LMAO

    He hasn't gotten the new angle down so things are not going well for him in the flashlight department. The good thing is that I have 50+ flashlights on my Claudette, and I decided to take one and got one of my first flashlight saves the other day. I guess I'm just gonna have to start wearing the flashlight saving pants in the relationship now


    For real though, I really don't understand why they keep tweaking flashlights lately. Are they considered too tough or too easy to use? I wish they'd just reveal the reason they keep messing with them LMAO

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1788355#Comment_1788355

    Yea definitely nerfing his speed would be the best thing to do because currently his insane speed can negate pretty much any loops effect.

    Also you can actually hit ppl in lockers if you just pounce at the locker. Idk if that's a bug or intended.

    Oh wow, I didn't know about that past part. In the PTB lockers just completely countered Victor. I haven't used lockers against him since Twins were added to the live game.

    Victor has a little bit of that Pyramid Head chase disease- you either get hit, or you get hit. Maybe not as bad as pre-nerf PH, but it really is the speed that makes him so oppressive. You don't get away from him until he misses, and good players don't really miss too easily. Also, a decent amount of the time, Victor misses so far that you can't even reach him in time to kick him. In that case, it's better to run away, but he catches up to you so quickly that it barely matters.

  • @Withered8 said:

    Victor is actually insane and i don't know how more people don't see it. He's a demogorgon with a pounce double the range, the ability to go over pallets and windows and low obstacles, 150% movement speed, no terror radious and practically a stealth hunter AND an insanely large hitbox.

    I think the only way to balacne him is nerf his movement speed. Currently if your at a pallet as survivor, you drop it you get hit over it, you don't drop it you don't have enough time to make it around cause he rushes you at 150%.

    Once you get the hang of it, it's not hard to end even the best survivors career and absolutely annialate them as Victor. Nothing stops you.

    Agree. Victor could be in a good place if they just nerfed his speed. Once lockers don't completely counter him, he will be too much. Even now, in situations where you don't have a locker at the ready, you are just heavily struggling to get away from him. Legion is irritating to go against simply because Frenzy is nigh uncounterable in a chase, but at least Legion can't down you in frenzy.

    I've only gone up against bad Twins since they were released, but I had the displeasure of playing against good players in the PTB. Victor was extremely oppressive in a lot of spots. The hitbox for him is surprisingly large. A few players set up chases in a really smart way, with Charlotte completely blocking a resource while Victor chased.


    We're not even gonna talk about how horrifyingly annoying it is to get camped by them, either. If it comes down to 2 survivors, they don't have a fighting chance against a competent killer- at least not from what I've seen so far. Perhaps better counterplay will be developed; I'm not ruling that out. But Victor is definitely extremely difficult to deal with if you don't have a locker nearby.

  • @DoctorMadness said:

    https://forum.deadbydaylight.com/en/discussion/comment/1787150#Comment_1787150

    Thats terrible map design and how is it fair for survivors if their in a dead zone because a gen spawns their and they go down because the only pallet near them is like 40 meters away

    It used to seem that there was maybe one or two gens per match that spawned in dead zones, but last night I played on one of the Autohaven maps (don't remember which ones, one was Yard, I believe) and I was just grateful to have Sprint burst because there were SO many gens next to absolutely nothing worthwhile.

  • @TwistedJoke65 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1784796#Comment_1784796

    Thats what I was thinking. Get blindness for 30/40/60 seconds.

    If I'm being honest I just hate hex perks, cause unless youre wasting a perk slot with undying they get cleansed almost immediately because of dbds shite totem spots

    You just have to make sure you put on a Game, Midwich, Hawkins, or Léry's offering when you run a hex build LMAO

    I'm a totem cleansing FIEND and I still have trouble finding totems on all four of those maps

  • @FFirebrandd said:

    I really really want Behavior to use Thrill of the Hunt's "Tokens per remaining totems" system for other perks that actually like... do useful things. So things maybe like...

    Totemic Speed: Each token gives you +3% movement speed while not in a chase. (max 15%)

    Totemic Hinderance: Each token reduces the speed of repairs by 5%. (max 25%)

    That would give them a perfect way to add perks that are strong early game to patch up the fact that every killer is at their weakest when they first load in that naturally fall off as the game progresses. In addition, that would be a natural middle ground between boom or bust Hex perks and normal always on perks. Also... this gives the Survivors more reasons to cleanse totems.

    This is actually a really cool idea imo

    It makes getting rid of dull totems an actual objective rather than an optional waste of time. A lot of killers dislike NOED (currently one of the main reasons, if not the only reason, to cleanse dull totems) based on the fact that it only helps you at the end of the game (if you even get to there) when they could be using that perk slot for something to help prevent all gens from being finished.

    I'd love to see other people pushing your idea tbh. The smoldering totem is also a good solution for alerting survivors to the fact that they need to cleanse totems, too.

    In any case, it really sounds like a good and worthwhile idea for an addition to the game. In any case, people bring Corrupt Intervention (a perk that lasts a max of 3 minutes) for beginning game slowdown so I definitely think a perk like the one you came up with could see HEAVY usage

  • @TwistedJoke65 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1783727#Comment_1783727

    I love fire up and remember me has been clutch sometimes. And third seal can really screw a team. Except it's a hex. Things like blood favor and third seal I don't think should be hexes, and monstrous shrine should work on ALL hooks, but added benefit to the basement. All the other ones you mentioned, yeah useless

    The Third Seal ABSOLUTELY should be a hex perk. It would be incredibly, INCREDIBLY busted as a non hex perk. (And absolutely miserable to play against in solo queue) The only way I could see it becoming a non hex perk is if it got a time limited blindness affect after each hit (sort of like some killer's add ons with blindness affects) because being blind the whole match is just not workable for how DBD is designed LOL

  • Probably not LOL

    he's not wrong about the goals being the same to rank up... but even as they're the exact same... it may be more difficult for a console player to reach that goal (simply from hooks happening faster) literally just based on the poor performance of their platform. I GUARANTEE every decent console player on switch, ps4, etc., would be better on PC. I was a decently skilled switch player but I was an absolute deadweight once crossplay came out because once I was in a chase with the killer, I couldn't hang and it literally was not my fault haha


    I can see the skill of lots of console players on crossplay, but I DEFINITELY see them have the exact same struggles I had on the switch. Skill can get erased if DBD is having a laggy day on console LMAO

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778352#Comment_1778352

    I'm glad we agree that Bully Squads, at least, are inappropriate. But while I see where you are coming from about other Players purposely lowering their Rank without ill-intent, it still results in the SAME thing. It puts relative newbies, who should be fighting against other Players equal to their Skill, up against those whom they are not yet prepared to deal with. Their less-malign motivation doesn't mean squat to the relative beginners they proceed to curb-stomp. Do you follow? Those people being taken advantage of are now subject to what YOU would call a Sweat-Lord, because they won't be able to deal with it.

    This is a PvP game, where the intent is to match relatively equal Players against one another for the fairest contest possible. Gaming the system to fight people who you know you are better than is no different from me insisting on playing Dodgeball with a bunch of 3rd Graders. It is no fun for them, and cowardly on my part. The proper response to not being able to handle the intensity of playing this game at your own level is to TAKE A BREAK, not go beat up on 3rd Graders.

    Killers do this too, by the way- it's not just an issue with "bully squads". One of the first matches I had when I was new to my PC account+playing with three brand new players (so everyone was brown rank, even though I technically wasn't new to the game myself since I had many hours on the switch version beforehand) was against a PC nurse who just slugged everyone within a minute or two and let them bleed out so that she wouldn't pip. She was brown rank and yet somehow had tier three of every meta nurse perk and was clearly skillful with blinks+understanding of the game.

    I occasionally play with yellow/brown rank friends (good at convincing people to buy and play DBD 😈) and while the majority of low rank killers are truly low level players, there is a surprising amount of obvious smurf accounts. I don't mind it myself because I am a red rank playing with baby ranks (no poor intentions but I personally feel no obligation to not to play with my lower rank friends just because I will undoubtedly be better than the killer IF we get someone at their rank [every now and then we get a killer at my rank- which is fine, even as the squad of babies get wiped off the face of the earth LMAO]) but it is definitely something that happens on both sides.


    I think the only real solution to this is to change matchmaking somehow. Ranks are helpful for matchmaking, but it definitely isn't the best metric. I think hours played should also affect what level you get matched with, along with rank number. This way, purposely de-ranking will no longer affect matchmaking as heavily.

    When higher level players play with lower level players, I also think that the killer level should perhaps be averaged out a bit. I feel bad when I play with another red rank, two green ranks, and then somehow get a yellow rank killer, or even a fresh green rank killer.

  • Console players get mad when you say it but in my opinion, yeah there is a difference between console and pc. My BF and I can guess with like... 95% accuracy when a killer is console. The difference is real and it's noticeable. It's not their fault, either.

    I started playing on the switch, have about 800 hours there. I switched to PC in summer and have about 200 hours on there.

    When I played on switch BEFORE crossplay, I had ZERO issue staying as a rank 1 survivor. As soon as I put crossplay on to play with my pc friends, we of course got red rank pc killers most matches. And even with a full SWF, I could NOT stay rank 1. I struggled to even stay in red ranks because I simply couldn't handle what PC players were dishing out to me. I'm not sure what it's like for ps4 and xbox, but if it is anything like the switch (which is by far, the console with the worst performance when it comes to running DBD) you are simply at too much of a disadvantage. You cannot loop tightly on switch, you have crazy frame drops, and it even feels like you are running slower than you should be (I'm not the only one to feel this way- other switch players regularly complain about this). I constantly got hit through vaults, dead hard was COMPLETELY useless, and you could even get hit at the beginning of your Sprint Burst in ways that NEVER happen to me on PC. This was not related to dedicated servers, either. I regularly play with another friend who is still on the switch and I see her having the same issues.

    As soon as I switched to PC, I had no issues at all staying at rank 1, even without having access to the perks I usually run on my old switch account AND while learning mouse and keyboard after being a controller player. Performance is just so much better on PC compared to console.

    HOWEVER, I do think that console players will catch up to PC now that they have the newest generation of consoles out. I think the biggest thing holding survivors back was the performance. Killers may still have a bit of an issue just because of controller limitations, but I assume they'll also do better. While I do tend to see a higher percentage of good PC players than console players, I HAVE seen plenty of good console players, too. They usually fare better when the killer is console, too, though. And of course- there are potatoes on every platform and I've played with hundreds of horribly awful red rank PC players.


    So to answer your question, if newer consoles weren't out now, I'd say, yes, console players should be considered lower rank by the game's matchmaking system. But with new consoles+better performance, there really won't be anything holding them back and they absolutely should not be scared of crossplay.

  • The thing that annoys me about all these bloodlust posts is that "baby killers NEED something to offset their lack of skill!" but a lot of these people saying this (not saying you're one of them) are also the same people who get mad at bad survivors having "crutch" perks to offset their lack of skill.

    I personally don't enjoy that there is a mechanic that hand holds a killer (regardless of rank) if he can't out mind game you. BL1 is whatever but it's annoying to have long chases cut off because the killer who couldn't catch you at a T&L/unsafe pallet/combination of extremely weak+mind-gameable tiles gets you anyways because he is now ZOOOOOOOMING and can brute force a hit regardless of breaking his ankles with mindgames.

    BL1 can stay, idc, but I think it would interesting if they turned Beast of Prey into the perk for bloodlust, or something like that. Idk I don't really care if bloodlust stays or goes. It's a little annoying as survivor but it is what it is, I get how useful it can be on some maps for some killers

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