Avatar

CheyeneKL

CheyeneKL

About

Username
CheyeneKL
Joined
Visits
784
Last Active

Comments

  • Oh I'm not the only one to have been having funky matchmaking? I got some yellow teammates and killers while swfing with my red rank boyfriend (I'm red rank, too). It was a thonker for sure. I also got more green and purple ranks than usual

  • @Aneurysm said:

    I would love to have my perks back but you know what Sony are like -_-

    Yeah, I hear you guys are stuck with playing on console. It makes sense to me that xbox and playstation aren't willing to do cross platform progression- they just had next generation consoles come out and it would be bad business for them to do so. Unfortunate considering there are a decent amount of console players who want to switch to PC :/

  • They basically already did that when they had the DS stun glitch for several weeks a couple of months ago. That was present in the live version of the game for a much longer time than just a weekend, and I'm sure they gathered data on it despite the fact that it was a glitch. You know what happened those several weeks? You got tunneled by any killer who was lucky enough to have the glitch, if it was convenient for them, which, spoiler alert, it often was.

    I rarely use DS but I was on the Switch version of DBD at the time and I HAD to have it to compete with crossplay PC killers. I quite vividly remember many, many matches where I got tunneled relentlessly by Myers, Spirit, etc., after unhook and through DS, and there was nothing I could do about it even with other survivors trying to take chase. There were plenty of nice killers who played politely, at least to the point of actually caring about not making a player's game last 3 minutes by tunneling them to death, but I saw a much larger number of killers who literally did not care about any of that and were perfectly happy to tunnel to their heart's content because DS was a nonissue.


    We also still can see killers tunneling whenever there is no obsession in a match, which happened in a lot of matches my BF and I played until he started bringing DS again. (We're both rank 1, btw, and I personally find DS to be a pretty rare perk nowadays- I rarely see other survivors bringing it)


    What I honestly can't get over with this whole Blood Lust weekend test debacle is how I used to see TONS of threads advocating for test weeks/weekends where devs could change how certain perks work, or disable perk combos, etc. And now that they're actually doing something like that, everyone wants to pitch a huge fit over it, just because the first thing they're testing happens to be an outdated killer mechanic. Players should be grateful that they're testing it on live servers instead of just straight up removing it or changing it like they often do with other controversial things.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760433#Comment_1760433

    Well, you have better IQ for sure. Record a video playing surv. I want to see how many times you escape

    Yeah, I'm curious about this guy's rank hahaha

  • Man people are taking this the wrong way. I personally don't have it happen often but there ARE matches where the killer spawns very oddly close to you. I've had a few games where I've spawned IN the killer's terror radius, no walking or moving required from either side, and it was always a huge surprise. One time my boyfriend spawned in on Rancid Abattoir in a terror radius and within literally 5 seconds, a Bubba was on him.

    And it's definitely weird when you hear the terror radius within seconds of being able to move. Walking 5m towards the center shouldn't be enough to put you in the terror radius in the beginning of the game, it's not normally how the spawning in goes.


    Anyways, I personally don't really find it a problem, because it very, very rarely happens to me, but I imagine I'd be very frustrated if it happened to me as often as you say it is happening to you.

  • @landromat said:

    Hoarder seems like a terrible perk

    NOT FOR BASEMENT BUBBA!

  • Idk why people are so mad at this post, I'm a survivor main who doesn't tbag (unless it was asked for... you play dirty and then still get finessed you BET I'm tbagging you)

    Every now and then my bf and I will run into a killer that just gets absolutely finessed by us. By the end of the game he has nothing, and if he downs one of us, we MIGHT get facecamped. It's usually just funny to us and we both know the vibe. I'd face camp someone who single handedly ruined my game by pallet saving, flashlight saving, etc., all game, all while tbagging at every chance, too LMAO


    The only time it gets annoying is when there genuinely is no counter to the face camp (Bubba comes to mind). Most of the time, a set of survivors can pull off a save, even with the faciest of face camps.

  • Nope. I'm relatively in favor of the DC penalty on the live version, but it absolutely has no place in the PTB. If you run into game breaking/game ruining glitches (on a player test build... where it can be very common to run into glitches) you should not be punished for DCing. They want to encourage people to play the PTB, not discourage it.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1740161#Comment_1740161

    The Survivor just need to be at 25% wiggle progress when the Killer walks though a pallet.

    ... so just go down on a pallet and if the Killer slugs you for too long they'll pick you up with 25%+ automatic wiggle progress because of Flip Flop and be on a pallet.

    Unless they have UB, does it not take at least 7 seconds to get to 25% recovery? I was under the impression that recovery in the dying state was quite a bit slower than healing in the injured state (50% slower, I believe)

    A survivor would have to dedicate a few perk slots to making this work for them, which doesn't seem like it would be common outside of a few survivors who were like, hell yeah, I'm gonna run this build that I will only get to use once out of a dozen or so games!

    Just feels like a really situational sort of perk, but I guess I could stand to be proven wrong on that 🙂

  • I mean... doesn't the killer have to wall past a pallet for Power Struggle to work? It sounds OP at first glance but once you think about it, it seems completely situational to the point that I barely can imagine it ever being useful.


    I haven't gotten to play the PTB yet though so perhaps there is more to PS than it looks to me?


    EDIT: Just realized that the killer will be between a rock and a hard place if he downs someone at a pallet and you have a teammate nearby to try for the pallet save

  • I would have no problem playing in a 4 man SWF with double battery purple flashlights, and I would have no problem with a killer playing the way you did LOL


    If anything, I'd be disturbed with my team for all going down like that. But if they are messing around then they have to know that they're probably gonna get clowned right back on by the killer, provided that he is competent.


    Honestly, when a killer BMs me for finessing him when he finally does catch me, I find it funny rather than toxic. My boyfriend is really good at running the killer (he t-bags, too LMAO, to keep the killer on him) and when he gets caught he very often gets face camped. He just laughs about it. You get what you give and that's the nature of the game. I don't even think I consider what you did to be toxic LOL

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1713152#Comment_1713152

    Read above. Breakable walls are a killer only mechanic while pallets are a choice to use for survivor or for a killer to break bar a few safe pallet exceptions.

    He was talking about safe pallets- pallets that you are forced to break to continue a chase, if a survivor drops it. That's why it's a fair comparison- to pre-dropped safe pallets only. (Typical pallets- not so much!)

    Both breakable walls and pallets take 2.6 seconds to break. The biggest difference is that you have a little more catch up time with a breakable wall, due to the fact that you are not directly following the survivor- the wall is always at least slightly off from the vault. If you factored in a possible pallet stun (3 seconds) from a god pallet, however, the time taken to catch up from a (god pallet stun+forced pallet break) is probably about the same as a (breakable wall break+catch up time).

    It's not about "are these things exactly the same?". They both serve virtually the same purpose- give the survivor distance and time in a chase IF the resource is available. The way I see it, BHVR replaced the mindgameable pallets in the Storehouse with the equivalent of a pre-dropped safe pallet- a god window that a killer can neutralize before anyone even has a chance to utilize it. The problem that I see with it is that the killer can just preemptively turn the building into something of a deadzone right from the start of the match.


    Also- forgive me if I'm wrong, but I thought you were arguing from a killer's perspective, like most people on the forum tend to do.

    If you're talking more about it from a survivor POV, you're not wrong. It's overall a nerf for survivors and a buff for killers. If the killer spawns near main building and immediately breaks the wall, then that building is much less useful for survivors. As survivor, I enjoy having the god window available. But it sucks when I pull up to the Storehouse in a chase and all I have are the moderately decent vaults because the wall was pre-broken and there are no longer any pallets to reset bloodlust or mindgame for a little extra time in a chase.

    I also definitely agree that pre-redesign Groaning Storehouse was more fair for both sides. While the window is powerful before the wall is broken, a killer can very, very easily turn the main building into a weak spot for survivors. I don't think that they should have removed both pallets- it would have been better to keep one of them and perhaps make the one pallet slightly less safe if possible IMO


    But I'm also honestly expecting them to release a survivor with a perk relating to breakable walls. With more and more maps recieving breakable walls, I could easily foresee a breakable wall perk becoming meta if it is effective enough. Something that either allows survivors to rebuild breakable walls, or to break walls themselves.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1712972#Comment_1712972

    This discussion is not about pallets but the implementation of breakable walls and our opinion on them.

    And? His comparison was valid enough. Breakable walls ARE quite similar to pre-dropped god pallets. I fail to see how pallets are not at least partially related to a discussion like this- especially when you consider that at least on the Groaning Storehouse map, pallets were removed in favor of allowing an annoyingly good window to return for at least one chase (if the wall isn't already broken by the time a survivor is using the window). It's not whataboutism or off topic to compare something to another thing like it.


    Personally, I'm fine with breakable walls being the replacement for doorways that balanced old annoying vaults. It's a happy medium between the old solid walls that used to be there, and the doorways that recently replaced the solid walls. With the exception of the upstairs of Ironworks of Misery, most of the breakable walls aren't even that out of the way/much of a time waster, if you find yourself in the area before a chase is initiated. Perhaps BHVR thought the vault nerfs went slightly too far and decided that it would be a good chance for them to implement one of their favorite new mechanics.

    I will say that I'm not sure how I feel about the removal of pallets in favor of breakable walls+good windows. Not sure if that makes games easier or harder for low level players (killer and survivor wise). Either way, Groaning Storehouse is the only map I can think of that had that happen to it, so perhaps they're not really headed that way overall.

  • I think there is a larger base of PC players with superior skills. It's not entirely the fault of console players- they're running a much lower quality game. Speaking from experience, it is literally impossible to run tight loops on the Switch, for example. I've watched one of my Switch friends run and (when I've played on Switch instead of PC) I've watched MYSELF run from various streamers' perspectives- no matter how hard you try to run close to a wall, you simply cannot due to frame drops and lower fps overall, I believe. I've even noticed myself get hit through vaults and pallet drops more often on Switch against PC vs when I play PC against PC. You can forget about getting a fast vault on a difficult window- the best you'll get is a crusty medium vault in most cases, no matter how hard you try.

    It's hard to explain but if you ever get the chance, give controller on ps4/xbox/switch a try. You'll see what I mean.


    Now, there are some players who seem to be able to overcome this difficulty. Either that or they have incredibly good game sense and are able to consistently call out killer mind games. But the majority of games I have- the console survivors are utterly outmatched by PC killers. Something I also personally believe with my whole heart is that a large portion of console players could literally become so much better overnight if they were able to switch from console to PC, even if they kept controller as their input. It was true with me- I constantly got shambled in chases despite a fairly decent amount of good game sense and knowledge. But as soon as I dropped Switch (after completing the last Rift pass, haha), I immediately noticed myself holding my own in chases much better than before, and all that changed was that I switched to PC.

  • Nope, absolutely not. They're incredibly different games. I enjoy both but Phasmophobia is 100% more boring and one-dimensional than DBD. Is it more scary? Without a doubt. But once you have played enough hours in the game, despite the fact that it does retain some of the fear factor, it does get quite boring. I haven't played the game in over a week at this point, and that's after my friends and I morphed our playtime of it into "Phasmophobia Battle Royale". (Bring only the default stuff and some extra flashlights, once everyone and everything is in the house, nobody is allowed to leave until there is one person alive)

  • I wasn't around for the last event. I honestly am happy with this event, though. I enjoy events that don't require a ton of grind and you can just log in every day and be done with it.


    If we got a grind-y event we would definitely have people complaining about it if they weren't able to dedicate enough time to finish it. I'm more than happy to get not only discounted skins, but also thousands of shards that you aren't limited to using on some set item.


    But that's just my onion 🌰

  • Tenacity is unironically one of my favorite perks LOL


    Love pairing it with UB for the faster recovery rate while my slug self is just booking it to the closest survivor to get picked up. Also really good at wasting just a tiny bit more of the killers time or making sure I get under that pallet so that someone can either pallet save me, or yet again waste the killer's time a bit more as he looks around for someone trying to pallet save hahaa

  • Unfortunately, you're going to get those matches where you're up against people who are ranked higher AND more skilled than you. Match making IS a mess right now.

    My recommendation to killers who find themselves in higher ranked lobbies than they should be is to try to pick out the weakest links first. It's often the immersive players that you don't find immediately. The players that show themselves to you right away are the ones you often don't want to chase too long. If you catch them in a bad spot, go ahead and dedicate some time to trying to down them, especially if you have absolutely no clue of the whereabouts of anyone else. But if you quickly figure out that you will NOT be catching a player who outclasses you in skill, it's more than ok to give up on them and look for someone else. If you're a low rank killer, you can still dismantle a team with only one or two really good players on it. Survivor side is team based and a rank 1 sicko is gonna have a hard time escaping against a low rank killer if his team isn't useful.

    When I play with my boyfriend and our lesser skilled friends, killers often make the mistake of chasing him instead of virtually anyone else on the team. They get mad about how they can't catch him. You WILL catch them in the end if you tear down the rest of the team first. He wants to be chased, he is better at running than a lot of killers are at chasing, and he will waste a lot of time. In the meantime, players who can't run a killer longer than 20 seconds are sitting on gens. Find them and hook them instead if you can.


    If you get a high rank team with all good players... honestly... I don't know what to tell you. It's a real issue with the game right now. My friends and I are red and purple ranks and we got 2 DCs in a row last night. When we looked at the ranks, one was 12, the other was 15. We felt so sorry for the killers.

  • @Volfawott said:

    Honestly the Adam cosmetic and never stop slashing Frank is legitimate the only thing I care about on this Rift.

    Please don't do my girl Feng this dirty when it's her turn

    I hadn't even thought about how Feng hasn't gotten her own Tome yet... now I have even more in life to loo forward to LOL

    Hope she gets a cute dress instead of something gamer-y

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1701229#Comment_1701229

    considering how buggy it is on pc and stadia im entirely for waiting for the bugs to be ironed out

    Yeah, I heard that you can either lose all the friends on your list, or a bunch of data, bla bla bla etc. Definitely had a feeling that something like that COULD happen... and was ready to avoid that hahaha

    The only issue is that I know it can take BHVR a while to smoke out all the bugs with certain problems every now and then 😓 hope it goes quickly!

  • Oof, I was hoping for something more firm about Switch cross progression 😔 I fully expected that I'd get to play my P3 Feng with every perk in September but it looks like I could be waiting a good long while to get back with her 😩

    Waiting to have all the kinks and issues ironed out in cross platform progression issues is definitely okay with me, though. I'll just keep serving Blendette realness on PC with the free perks in the meantime LMAO

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1698762#Comment_1698762

    Well, it's like @Aven_Fallen said. Pig has a very dedicated cult following who actually understand her VERY well. It also helps that we have Scorpionz to boost that stat.

    That being said though, her add-on pool is one of, if not THE, worst in the game.

    90% of the time I get a farming killer, it's a Pig. So these stats are also ignoring the fact that, for some reason, there are apparently tons of Pig mains who love to farm LMAOOOO

  • @Vegitossgss said:

    HOW DO I GET MORE BLOODPOINTS

    I'm dying LMFAOOOOOO

  • I hope it's a bug! His terror radius is a little annoying but I greatly enjoy it regardless.

    I've been noticing some weird stuff with other sounds (a lot of survivors screams are stifled even without Calm Spirit) in just the few games I've played since the update, so I'm thinking a lot of audio got messed up and will be fixed back up eventually

  • I'm kind of sad about it. It lost a lot of its charm and defining features that differentiated it from the other maps. Someone mentioned that it looks plastic- I thought that was a funny description because I thought the new MacMillan looked like it was built as a miniature set, haha.

    There are a lot of cool changes, and overall I'm in favor of what they did, I just really wish they'd bring back the blue hue. Devs took away the moonlight offerings because they wanted to be able to mess with map lighting more without worrying about what the moonlight offerings would do, but all I'm seeing from their reworked and newer maps is the same stuff, tbh. Not hating on their design team- they're obviously very talented and the game IS beautiful- I just wish they weren't taking the maps in a direction where it's becoming pretty homogenized. MacMillan does NOT look THAT different from Badham now as far as lighting and ambience goes, at least in my opinion. Badham is slightly darker and that's about all I can think of.

  • Idk if it was just one map variation specific, but on Badham, they severely nerfed the picket fence vault. It now has a random stupid opening in it LOL

  • This is a long story because I'm STILL upset a week later.


    I played a match with my boyfriend on Grim Pantry. The other two players were console Claudettes. It's usually a toss up whether Claudettes will be complete sickos or AWFUL players. We took our chances and went ahead and readied up instead of backing out.

    My boyfriend takes the first chase, which is awesome because he was the obsession so everyone could see that he was being chased. I started and finished a gen by the time he gets hooked, and Ghostface comes running over to me as soon as my gen is finished.

    I lead him on a chase that takes LITERALLY 3 minutes. Near the end of the chase I'm just kind of wondering why he hasn't left me yet. Haunted Grounds even got cleansed in the middle of my chase while I was injured, and he STILL didn't try to go and find someone else to Maximize Value.

    Finally, I go down. I look at the gen count, expecting to see 2 or maybe even just 1 gen left to do.

    4. It was 4. FOUR gens left after I ran the killer for three whole minutes- the longest chase of my entire career. No wonder Ghostface never left the chase LMAO

    I was TIGHT. With my boyfriend's chase and my own chase, there was literally no reason for there to be ANY gens left. I even stayed in one single area in my chase. These bum rat Claudettes hadn't heard a terror radius for ages and they still didn't do anything except get my boyfriend off the hook seconds before struggle phase, heal him, and then cleanse Haunted Grounds.

    To my BF's credit, a gen popped a moment or so after I got hooked. He ended up getting tunneled out of the game as I started and finished another gen SOLO, BY MYSELF, WITH NO CLAUDETTES AFTER THEY UNHOOKED ME. Shout out to the Claudette that farmed him off the hook with We're Gonna Farm You Forever and DIDN'T take a protection hit or a chase when Ghostface came back to the hook a few seconds later.

    Soon enough, after my BF is out of the game, one of the Claudettes get found and hooked. I was near by her and started working on a gen instead of farming her immediately. Might as well get some work done since Y'ALL OBVIOUSLY ARE ALLERGIC TO MECHANICAL WORK. Before she's too close to struggle, her friend shows up out of nowhere to grab her. I guess they thought I wasn't gonna get her. Ghostface of course shows back up at the hook very shortly afterwards, and exposes me on the generator that I almost had finished. I lead him on ANOTHER long chase, across the entire map and then some. It still took those stupid Blendettes almost a full minute to finish the gen that I had at 90% right where I left them.


    Eventually Ghostface drops the chase on me, for whatever reason. I work some more on another gen but don't get to finish it. I don't remember what happens between then and when I unhooked one of the other Claudettes, but I went down over the unhook after a short chase. In the middle of my chase, I ran past a HEALTHY Claudette. Bla bla bla, I get hooked for second phase. I look in the distance towards their auras, and see them jump into hatch. Ghostface smacks me on the hook as he realizes that they found a key in the trial and escaped with it.


    The End.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690449#Comment_1690449

    If you dont know it's there, it's a free stun. Baiting it is the only thing you can do, and sometimes that doesnt work. I'm not saying its op, just a poorly designed perk without much counter play.

    But it totally DOES has counterplay??? It's one of those perks that surprises you in the beginning, and then you can play around it the rest of the match fine because you know at least one person has it. Most games I've played in the past with a head on user gets like... 2 head ons, max, as long as the killer is decent. Most people are incapable of not getting baited into misusing head on.

  • People probably think it's up next for a rework.

    I personally think Azarov is coming soon for a rework, but Haddonfield is definitely sadly getting one soon, I'm sure. It's my favorite map (very unenjoyable to play on as killer... but I main survivor and don't really care about the fact that there are maps that favor either side, depending on which map it is. It is what it is. If Ormond gets a rework I won't be crying- that map is borderline boring and while I wouldn't call it UGLY... it's not the easiest on the eyes) and I hope that when they rework it, they don't butcher it or make it ugly lmfao

    It's obviously a very annoying map for killer, but I really love the blue tones and the appearance of it with the cute houses and pretty foliage. Hope BHVR keeps the exact same vibe when they eventually rework it because I know MacMillan is a lot less blue 😔

  • @Xpljesus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689138#Comment_1689138

    Pretty good point about the Odd Bulb, what kind of iridescent addon makes your item worse?

    Exactly! The trade off for 12% shorter flashlight life (a full second off of an 8 second yellow) is 25% longer blinds... which is I think about half a second? Not really worth it when you consider most killers can still track while blind if they're decent players. Obviously, the insta blind effect it apparently used to have (before my time!) was overpowered, but at this point... it's a crappy add on that should be green or purple at best. I avoid it on my bloodweb and I never put it on flashlights. It deserves a look at tbh

  • @Ryan489x said:

    I can think of 2 situations.

    First I was playing as a trapper and was hit from the side by Head On. and got stuck in a corner next to generator. my game was basically over, all I could do is swing my weapon, I couldn't move at all. Free win for the survivors right there.

    Second just yesterday played against a pyramid head that did nothing but slug us all. yeah we did gens or a least I did once I figured out what was going on but it didn't help. someone would heal the person up they would come to where we were and he'd follow them and slug you. There was not one attempt made to put people on hooks, he just stood there and watched us all bleed out.

    I wonder if that's the same Pyramid Head my friends and I went up against once LOL

    Not too long after crossplay became enabled, my BF, two friends and I played together. BF and killer were PC, the rest of us were on Switch with like... 15 fps LOOOOL

    Our two friends were baby survivors but we got a purple rank killer. We got Haddonfield (no offering) and I thought the PH was protesting the map by going around slugging everyone instead of playing normally. It got pretty close to a 4 man slug a couple of times throughout the match but he wasn't quite able to pull it off. Eventually, we got all the gens finished and he has no hooks... because all he will do is slug.

    After the gates are powered, he downs my BF again and then commits to hooking him... in the basement. He stood camping at the top but I ran in for the save with BT. I ended up getting downed just short of the exit gate area. Without even thinking about it or paying attention, he picked me up... and my BF jumped out from behind a tree with a flashlight save LOL

    The killer DC'd right then and there and proceeded to hurl insults at my BF in the post game chat. I was just so surprised that he was mad enough to DC and then get rude in the chat- I would have never guessed he was taking the match seriously by the way he only slugged up until end game.

  • I don't DC on the offering screen against moris unless it's been a constant barrage of them all night. At that point, I'm not done playing the game, but I AM done with playing against moris.

    I wouldn't have such a big issue with moris if it wasn't for the fact that most killers play a certain way when they do have a mori on. Nobody enjoys getting proxy camped and tunneled to die before they even have 2k BPs after waiting for a match. Nobody likes 1st hook moris either, even if they don't get tunneled off hook. If you're cool and just use moris as a way to stop a match from spinning out of control for you as killer, that's alright by me. But 95% of the time... it's a tunnel fest regardless of how many survivors are alive or how many gens are left.

    The only counter to moris are

    1. Don't get caught.

    2. Don't get caught again, or

    3. DC as soon as the offering doesn't flip over LMAO

  • @Mr.FlexOG said:

    I'm just here to speak for every killer out there and list out our grievances with both the game and the survivor player base and explain why killers contribute to the way the game is.

    1. ) SWF on Comms.

    Whether or not they are sweaty or relaxing listening to jpop and talking about their favorite street fighter mains as they play, the simple ability to relay information to a team mate is game breaking no matter what map and what killer is in play. For some killers it completely shuts their may power down such as Pig, Trapper, Hag and so forth. Nothing will ever get done about it and every single killer knows it. It is the only detection perk you need and it makes the game unfun for killers. The fact that suriviors have this advantage makes killers dislike survivors in general as negetvity bias leads us to remember the worst SWF bully squads we faced when we were new to the game and not the code of conduct following solos that never BM and play altruistic to keep the game fun. Whether people are going full detective and relaying everything to their team or if they are giving casual call outs, it's simply too much.

    2.) Map offerings with SWF on Comms.

    This one must be it's own separate point as I must stress the bullshit of being sent to Haddonfields or Coldwinds or Ormond. Not only do players get to come into a game with a unified strategy plus the unfair advantage of comms but they also get the set the map the go to maximize their advantage. These maps make hidding from the killer a piece of cake which is already easy for survivors to do but to then make it so that they can make sure they get the best possible map to see where the killer is and then hide from them is far too potent. Even in a four kill scenario, these games are never fun. I mean never. No one has fun on these maps as they are just terrible.

    3.) Map RNG.

    Do you like having a god loop right next to a shack and a very strong loop. Do you like it when those loops are also connected to very strong loops by a few meters? Do you like having to chase for 3 generators because the map RNG made it so the survivors are never more than 5 meters away from a safe loop? What you don't? Okay cross your fingers.

    These are the reasons why killers take strong perks. Because there are many games where you will jump into the game and WISH you had them. Games that are unbearable and where a win can only be achieved through sweat and meta perks. If you want the game to be more fun. You will ask for these things to be changed too.

    1. The game will die if SWF gets nerfed to the ground. Sorry. Plenty of people still play solo or partial SWF so you can have easy clap games. Most SWF groups aren't good at the game, anyways. I'd wager that you've gone against TONS of 4 man SWFs that you washed even with them all being on Discord. But for what it's worth, I personally feel like the SWF issue will get a little bit better once match making gets tweaked.


    2. There are maps that are survivor sided, and maps that are killer sided. Take a Sacrificial Ward. Burning a SW offering is a guess, but the cool thing is that as killer, you have a much better idea of whether you're about to be taken to a map you dislike than survivors do. Survivors can't see if the killer is a Doctor about to take them to the Game to burn their own SW offering. But you can either recognize a group from the past OR take a look at their names and cosmetics and get a pretty good idea.


    3. So? Map RNG is map RNG. It can go great for survivors OR killers. I've had plenty of matches where the map was ridiculously killer favored in what tiles spawned. It is what it is. The matches where there are a couple of connecting good loops makes up for the matches where you get a map majorly made up of dead space, weak tiles, weak pallet spawns while also having the minimum pallet spawn number, etc.

    This is NOT officially a competitive game. I wish people would acknowledge that and swallow their losses. Sometimes it's you, sometimes it's being outclassed by the other players, and sometimes it's the RNG. You can be mad all you want about any of those options, but when it comes to RNG you just have to hold that. It's not like you haven't gotten matches where the map spawn logic wasn't heavily in your favor. It can go either way. It's healthier for you to realize that not every game is going to be a showcase of pure skill- if someone doesn't like that they're playing the wrong game. RNG is a built in part of the game and helps keep it fresh. And even though I have gotten screwed over by unfavorable RNG many, many times in the past, I still wouldn't change that aspect for anything, because it keeps the game even more interesting.

  • Everyone here is definitely under rating Lightborn. It's a niche perk that still honestly doesn't deserve to be taken over other perks, but if you see a lobby with 4 flashlight Claudettes, it seems like a no brainer pick.


    I don't think much of anyone will ask for a Lightborn nerf but I personally think it would be interesting if they buffed the Odd Bulb add on to be the only add on that worked against Lightborn (not as if they didn't have Lightborn- just as if they had old Lightborn). It's a crappy add on that doesn't deserve the iridescent status it currently has LMAO

  • @MrLimonka said:

    It's a joke, just like every single other luck offering or luck perk.

    Luck ONLY affects self unhooking. Not even chests. Just use deliverance if you want to unhook yourself

    Is that actually true? I always thought so, but then I started second guessing myself when I was thinking about Ace's perks. He has that goofy luck based perk and I started wondering if it was supposed to go hand in hand with his chest searching perk in order to give better chances of getting a cooler item with nicer add ons.

  • I honestly just figured that they never changed the difficulty ratings for them after their reworks LOL

    Pre-rework Freddy and Doctor were definitely difficult to play successfully in comparison to how much easier they are now.

  • @KasumiFox said:

    Taking a break from all the serious discussions on here: What crazy skin would you want to see on a killer or a survivor. For me, I'd like to see Spirit in a Magical Girl outfit. I'd also like to see the Demogorgon with a top hat. I know these are ridiculous, but I'm just having fun.

    It is a shame that Demogorgon is a licensed character and can't really get too much in the way of skins. He's one of my favorite killers cause he is so funny and cute, and I'd love to see him with a variety of hats that he could wear LOL

  • It takes a bit of time to pick up a survivor. It follows that dropping a survivor would also take a bit of time

  • Ok. Cool story bro.

    I'm assuming it's a troll but so many killers mains really think this way so I have no idea. Game doesn't revolve around a single player's idea of fun, you know?


    You wouldn't have gotten 4 Iridescent emblems or as many blood points if you ended the game in the basement, btw. How about you acknowledge your own mistake in not just grabbing the last survivor as he went down to unhook? You were in the perfect position to camp basement just right so that you could get an unhook grab. I think it's totally awesome that the survivors capitalized on your mistakes and got to use their perks that were literally MADE for these exact situations, even if they weren't able to mount a comeback against you and actually win.

  • @TheMonadoBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1679538#Comment_1679538

    Tru3 and Puppers get hacked constantly. Puppers I'm sure accidentally showed his ID on stream once, so hackers have free reign over his account basically, but yeah even though I actually support DC penalties the amount of support they give streamers and THEIR OWN FOG WHISPERERS is very insulting. No QoL adjustments for their streams, no compensation for this awful and insanely easy to hack system, sad really.

    I presume they fix their DC penalty issues ASAP, though, right?

    I personally don't really feel that it's BHVR's responsibility to make it up to streamers affected by abuse of their system by hackers... it's not 100% their fault past the fact that their DC system is exploitable, which they do disable when exploits are found & abused. It would be nice if they gave a little something to Fog Whisperers as a "sorry this happened to you!" but imo... while they're to blame for their system security holes, they're not the people hacking or responsible for the hackers who abuse it. It sucks because Tru3 and Puppers most likely lose a bit of income they could be generating in the time that they have hacked ban timers, but I don't think they're entitled to anything further than an extremely quick response from BHVR, which they absolutely deserve to have.

    I support the DC penalty too but I definitely feel like they need to do some major work on it if they haven't already. Perhaps they could just make the absolute maximum for even repeated DCs only be about 5-10 minutes, or something like that.


    P.S. do you main Shulk in smash or do you solely play the Xenoblade games?

  • @Hoodied said:

    Can't wait to see Tru3 get the 42 hour ban for not dcing once again

    Why is it always Tru3 who gets hit with it? LMAO

  • Forgive me if I'm misunderstanding your post, but it seems weird to me that you're complaining about high rank survivors and then about de-ranking or de-pipping. If you don't want to play against survivors who are above your skill level, why would you be upset about de-pipping? 🤔 that's the game working to get you back in a spot where you have a better chance to go up against survivors that are around your skill level.


    FWIW, most purple rank survivors are not what I would consider good at the game. After a rank reset, sure, you probably have a bunch of sickos in purple. But for the most part, high survivor rank doesn't mean much considering how easy it can be to rank up as survivor.

  • @Dwight_Fairfield said:

    I don't understand why so many killers use it. 95% of the time it gets taken out early along with ruin. Killers are wasting two perk slots just to try and get ruin to last, IMO.

    But even for those games where it doesn't do anything, I've had plenty of games where it 100% won the game for the killer, without a doubt. Totem builds are always risky but I guess someone would have to keep track of their games to see how useful the build actually is for something that takes up 2 perks.

    Ruin+Undying is still an early game time waster if you're good at going from gen to gen or can get an early down and then go harass people on gens. Either survivors choose to dedicate the first minute or so of the game to searching for totems (Depending on the killer, I will always search for Ruin+Undying before I commit to a gen- I've found that to be most optimal in many of my games) or they pick and stick to a gen that they might get pulled away from before it finishes, and have all their work dissapear into the wind.

    Eventually we'll reach a point where a lot of killers realize that while R+U is a great build, it's not for every killer. R+U is awesome for high mobility killers who can defend gens and totems but I wouldn't run it on somehow like Clown, for instance. You need to be very capable of convincing survivors to leave their gens while Ruin is up. Corrupt+Pop is still a better build for a lot of killers, IMO.

    ____


    As for the main topic at hand, I agree that Undying is completely fine. I'm a 100% survivor main currently and I really don't think there is anything wrong with a perk that has a high chance of being destroyed within a minute into the game. Totem perks SHOULD be toxic- it's literally in the survivors hands to be able to take out your perk. Undying's usefulness would be incredibly nerfed if the aura reading part was taken out, too.


    At this point, I think I'd actually be mad if Undying had anything changed about the aura reveal aspect. You can wait until the killer is in a chase to cleanse a totem and if he catches sight of your aura from Undying, it either causes him to break chase on a survivor (who may not have long before he goes down anyway) or he loses the totem. I really enjoy the moments in games where I pull a killer off a survivor he is chasing down because he is nervous about losing one of his totems.

    In any case, Undying can and should be gone before it gets to a point in the match where the aura reveal greatly matters.

    Spine Chill is still a really good perk to counteract Undying, too, imo. Commit to the cleanse if you can, or run away if SC shows the killer is 100% coming to clap you.

  • @Kolonite gosh THANK YOU, I've argued with multiple people about their new favorite buzzword so many times before. Everyone is obsessed with that word without even ever having looked up the actual definition. To them it means "I complained about thing. You bring up other thing [in relevant fashion]. WHATABOUTISM!!!" LOL

  • If they say it's boring then they must be lying cause they're still playing the game for fun lmaooo

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/197485/killer-tier-list-on-how-well-they-can-hook-camp

    Bro michael is way better at camping hooks, here's why. If he is too far he gets a free down, if he is too close he grabs you, if you try to hook fake he can just stalk you. Either way you gonna go down if the michael knows what he is doing.

    For legal purposes please do not try to use this post as evidence on why to nerf myers

    This is what happened to me against a Myers once. Once he finally caught me after I led him on a very long chase- he hooked me in a dead zone and he never went more than a couple of meters away from the hook so that he could immediately come back, ignore the unhooker, and then down and re-hook me all without BT being able to activate. I had no DS or exhaustion perk that was usable in the situation I was put in.

    (And then in the post game chat when I [POLITELY] asked out of genuine curiosity why he tunneled me out of the game before he could get any use of his perks [I was the obsession and he had multiple obsession perks that depended on keeping the obsession alive] he had the audacity to say that I didn't know what tunneling was and that he took me out because I was a horrible looper LOL)

    Anyways, I digress. Myers is definitely a better hook camper than at least Pig, Ghostface, and perhaps even Wraith, though.

  • I honestly don't think you'll get a better answer than what @ABannedCat gave you. The game is incredibly different from what it was in the beginning. Even in the last year there have been multiple changes that quite greatly nerf survivors (not that they weren't necessary!).

    I might be able to lead a killer on a very long chase before I go down, even on a map that had good RNG for the killer as far as tile and pallet spawns go, but if I get hooked next to a used pallet gym, some rocks, and a complete deadzone, there's a good chance you've got me back on the hook within a few seconds if you decide that you're gonna come back to the hook to try to re-down me every single time someone saves me.

  • I think Otz is great but I hope devs completely ignore his patch ideas LOL


    NOED is completely and 100% fine where it is. Literally has brainless counterplay that any survivor can do.

    A bad killer leaves you plenty of time to cleanse totems, and a killer who rolls over you so that you feel like you have no chance to do totems- well, I wouldn't call a NOED proc undeserved for them. Either way, making sure you cleanse totems or familiarize yourself with totem spawn locations so that you can cleanse NOED when it procs isn't tough. Less experienced players obviously are at a disadvantage here but that's part of the game. I just don't think NOED is horribly unfair as a totem perk, even for how incredibly annoying it is when it activates. I've had dozens and dozens of game wins "stolen" from me by NOED and I still don't think it's a perk that really needs changing. If anything at all, maybe there could be a noise notification at the hex totem location for survivors after either 2 minutes of it being activated or revealed. That gives killers a little bit of pressure to go check on the totem (thus taking them away from the survivor they might be camping or the gates, etc) and gives a little bit of help to players who are completely clueless about where the totems spawn, without it just completely going away at 2 minutes like some people have recommended as a change. But IMO, NOED is fine where it is.


    I also have not run into any particular issues with Undying's aura reveal. Neither in solo nor SWF. But that's my experience and maybe others have found it to be incredibly overpowered. Perhaps the aura reveal could be kept where it is for when you actually touch the totem, and have the aura reveal shortened for when you just pass by one without touching it. I'm not sure why people have complained about Undying's aura reveal unless they have trouble running loops that have a totem in the same area? I haven't played a killer game with Undying equipped to know exactly how it behaves.


    As for DS, I do NOT support it deactivating in lockers as that is currently the only counterplay to killers tunneling for a mori or as PH if he has you tormented lmaooo

    Slugging is also the most boring part of the game and I 100% do not blame survivors for coming up with a way to ensure that they get to use their ONE TIME USE perk to either avoid getting hooked again, or getting slugged for a minute. DS is probably the strongest perk in the game for survivors, but it still was retrofitted to be viewed as an anti-tunneling perk, anyways. If a survivor plays well he won't even need to use it, otherwise it's insurance that he won't be ushered out of the game within a couple of minutes whether the killer actually tunneled him or his teammates just suck and fed him back to the killer within seconds of unhooking. Regardless, I do support a change of having it deactivate upon working on generators, but y'all want it gutted and I'm not for it.

  • OP, you're a king for doing that LOL


    @bubbabrotha said:

    In the risk of sounding incredibly biased, he probably didn't know what he was doing was bad. And you made his game miserable. You could of taught him that that is a bad thing to do, but instead you became as bad as him. Ill punish spammers in MK by spamming myself, then ill tell them "hey, you shouldn't do that, its ineffective" and ill show them how to play. You could've helped him, and instead added to the problem.

    OP said the killer was clearly experienced at the game, but only just decent and not a great killer.

    I have to respectfully disagree with you here that the killer didn't know what he was doing, especially when he himself apparently used the word "tunneling" to describe what he did to the baby Meg. You don't use common lingo without knowing how the general playerbase tends to feel about it. Even if you stay away completely from social media involving the game, by the time you hit green ranks, you've been in enough post game chats to know what killer behaviors upset survivors the most.

    And what was OP even supposed to do? He can't show a killer how to play killer when he himself is playing survivor. They're opposite roles. He basically did what you said, anyways- explaining WHY he bullied him after he saw him bully & tunnel the Meg out of the game for no reason other than her being bad and an easy kill. I don't really feel any sympathy for a killer who bullies a bad survivor and then, in the same game, gets bullied in return by a better survivor- at that point it's a well-deserved taste of his own medicine. If OP made the killer's game miserable, it's cause the killer made the Meg's game miserable.

    There's no guarantee that the killer would have even stuck around to say a single word in the post game chat for the OP to say "no no tunneling babby survivor bad!", so he did what he could with the tools he had. A lot of people who play like that also happen to be the same type of people who don't learn a lesson until someone teaches it to them in the hard way, which is basically what OP went for here. IDK, I support him in it and don't really think he was wrong for doing it. It's not like he did it without reason, you know?

1 … 6 7 8 9 10 … 13