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ChiSoxFan11

ChiSoxFan11

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  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2544057#Comment_2544057

    That’s completely wrong. Counterforce is not a good perk, Otz timed all the perks and found using counterforce was almost as inefficient as no perks!

    Correct. However, he also showed in that video that two survivors, on a map in Badham that isn't one of the "Totems spawn in ridiculously easy to see locations", could be all broken in barely over 2 minutes. Using a Rainbow Map, they could get rid of all 5 in under a minute and a half, and using Detective's Hunch was not much above that time.

    For the complaints about Old Undying -- and I'm not saying it was perfect -- the people who claimed it was this horrible, not able to be countered, unstoppable perk that needed to be changed? Well, they either didn't want to look for totems, didn't want to learn totem spawns around maps, or didn't want to use up a perk slot or bring an item to help.

    Since the devs already acknowledged when they changed Undying that doing any of these things was "too much" for 4 survivors on a team to handle, my guess is that an unlimited Hex in the Boon totems that the killer can't counter, but only waste time breaking over and over again, I'm sure that, showing that they've learned from that mistake (and the lengthy feedback from the PTB that making them a renewable map resource has the potential to be completely broken), won't let that hit the live game (and they will make them a one-time, if-they're-broken-they're-gone resource like Killer hexes are).

    Right? 🤔

  • Killer times take a few minutes during the day/early afternoon. As I move into later afternoon, they speed up and become pretty much instant from that time all the way into the early morning hours (usually until 3-4 AM, sometimes later). Games come so fast, I can't even buy something in the bloodweb before I'm in an immediate lobby again. I rarely find myself waiting too long to play killer if that's my choice.

    I play survivor more at night, when I have someone to SWF with, but when I play solo, it's usually in the morning, and the wait times aren't bad, sometimes even instant. It's the reverse of killer, as the later in the afternoon it goes, the longer the times go. The survivor wait times during those times aren't what they once were before crossplay was added, but they still are long enough for me to hit the restroom, grab a snack and drink, and get back to my lobby and find I'm/we're still waiting for a match.

  • I don't play Devour much, but when I do, I'm always amazed that the totem stays up to begin with. It's one of the best thought-out perks from the killer side -- requiring a killer to move away from hooks to even get the tokens, and easily removable if the survivors bother to ever seek out totems in a game. Very high risk, but great reward on the rare occasions it works.

    When I play survivor, and I notice a killer who is being particularly conscious of moving away from the hook immediately (even if I'm pretty sure they know someone else is near), I always keep DH in the back of mind as something they might be running. If it's a high mobility killer, I'm usually even more suspect. In any case, not pounding out gens like your actual life depending on it and looking for the totems on the map if the easiest counter, and many times I or someone on my team has easily broken the totem before it could even pick up that 3rd stack, and we didn't know it was even a threat until we saw it in the endgame screen.

    As killer, I've just shook my head at how awful the DH totem spawn in a given match was -- only to wonder later, as I'm reaping it's benefits, why it wasn't cleansed. The totem has literally spawned right next to a gen in clear sight in a match before, only for survivors to completely ignore it to rush onto the next gen ASAP, and then start dying later. It's the perfect punishment for the "gen rush" you can see in a match.

    And as someone said, it's a fun perk all around. Fun to play when it actually works as killer, and fun as survivor actually, since when you finally know it's a thing, it adds an immediacy to everything that you rarely see in the gameplay.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2537617#Comment_2537617

    Well with the growing numbers of DC and suicides i have seen the last weeks, i don´t think that many players are still enjoying the game...

    And yes i´m looking at peak numbers per day and we went from 100k to 60k in 3 months. The average players doesn´t mean the playerbase is growing.

    You can have an average player of 20k with a peak around 70k or you can have an average player of 30k with a peak at 35k. The more active game is the one with the higher peak, meaning that during the day, more unique players have played.

    Except that's not the current peak numbers -- those peak numbers in September were just short of 83,000, not 60,000. Those numbers are also increased from August's totals, and are the 3rd-highest in the game's history.

    Again, if you want to use numbers to illustrate something, that's fine -- but they need to be accurate.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/284882/people-are-overreacting-to-the-new-changes

    Nah, we will pretty much all leave before they do that. Honestly i have enough of DbD and BHVR. I have played this game for 4 years and i´m pretty much done, i will uninstall soon as did all my friends.

    We all have been around for year and we are all bored of the choices the devs have made. We have seen this game going downhill in an unstoppable bad design decisions loop and we can´t bear it anymore.

    With all the changes made in the last patch and the one to come, i don4t think many players will stay as it´s not fun at all to play this game, as a killer and as a survivor, especially in soloQ and duoQ.

    I have just checked steamcharts and DbD has lost half its PC playerbase in 3 months...

    What charts are you looking at? This one?

    An ongoing analysis of Steam's player numbers, seeing what's been played the most.

    That's ... not an accurate depiction of the numbers. If you're comparing the current average player base to the peak numbers during the most-hyped DLC release in the game's history, then you're comparing apples and oranges. The average players number has actually increased from the average the month of the DLC (though it's down from July's total), and while the peak player numbers have declined from June's all-time record for the game, the current peak numbers for the month just finished, September -- as well as the average players number for that month -- are the 4th-highest and 2nd-highest respectively the game has ever had since release. If people are leaving the game in droves, then they're being replaced by equal numbers of people playing the game.

    This isn't meant to be a BHVR shill post either -- that's simply the numbers. I've played the game for a year and a half, and while I've been massively disappointed by a lot that's happened (poor optimization, buggy releases, balance issues, etc.), I've also seen a lot of positive things happen in the game as well. The game is not perfect, but there's still more good than bad to be found in it -- or at least that's my opinion (which yours can be different -- no harm in that).

    I'm sorry if you don't enjoy the game -- if you and your friends don't, then not playing is the right answer. But a lot of people are clearly still enjoying it -- misrepresenting the numbers for a narrative isn't useful.

  • @zeplore said:

    Pair this with the other iri that reduces the amount of jigsaw boxes by 2.

    That's not going to be a thing anymore. That add-on was Amanda's Letter, which is being changed with this upcoming patch. The aura reading is going to 16 meters from 12, but the boxes will remain at 4 and not be reduced.

  • I love playing with him. The ranged attack is a nice feature, and even needing to use it 3 times (unless you get some Zombie assistance along the way) to get someone down with it has turned out to be less of a hindrance than I would have thought originally. The attack is nice to eat through pallets, those unexpected moments when a Zombie actually downs someone are pure gold, and I love yelling "Punch to the Head!" every time I whack someone with his basic attack, particularly fun with STBFL on him.

    Overall, while he might not be S-tier, he's fun to play, and the X-factor of the Zombies give him a unique part of his kit that no other killer has. I've definitely enjoyed using him.

  • Otzdarva, along with friends, tested it with Scorpionz, a highly-regarded Pig player. To simulate the add-on, the survivors all were willingly downed, trapped, and then healed and returned to their initial spawn points, then everyone played out the matches accordingly.

    One test, the other add-on that was run gave Scorpionz an additonal trap -- that match ended with a multi-person escape, I believe, with the consensus being that it didn't really add as much early-game pressure as one might like, while having no traps once the party hats came off meant a complete loss of slow-down pressure available mid-match. For a subsequent test, Scorpionz ran Rules Set No. 2 (disabling the ability of survivors to see the Jigsaw boxes unless a generator is completed) -- that match, that combo seemed to work much more effectively as actual slowdown.

    I would guess that, as many things are in this game, the add-on -- particularly the last combo -- will be far more effective against solo or partial teams (who won't be able to coordinate whether or not to work on gens or remove the traps) and far less effective against full SWF groups (who will be able to coordinate their actions). As a Pig player myself who doesn't hold onto traps until the middle, I'll be interested in trying it out, and I'll reserve my own judgement for when I see if it gives enough slowdown to warrant running it.

  • I got mine 2 days ago on console, so it was working for me then.

  • I don't know what Bizarro world exists where survivors never escape and every round ends in an easy 4K, but I definitely don't live in it. 🤣

    I played almost 6 hours of survivor two nights ago with members of my regular SWF, and we had so many escapes and realtively easy matches, the night devolved into us embracing the memes and playing as a "Sandbag Steve" group (everyone wearing the Scoops Ahoy outfits, and multiple members of the group intentionally sandbagging one another throughout our matches). Even then, we ran into some farming killers (who apparently thought we were hilarious) and others who, despite our attempts at self-sabotage, still couldn't get more than a 1-2K at best when we didn't all escape anyway. We all pipped up so much over the course of the night, it was ridiculous. My solo survivor rounds since SBMM went into affect have been relatively successful as well -- escapes in about half my matches (maybe more), with teammates that are largely my caliber -- sometimes better, and some occasional potatoes mixed in. There HAVE been slaughters where everyone dies ugly, but far more matches where it's been stress-free escapes with little to no danger of a loss.

    As a contrast, my killer rounds since SBMM have gone about the same as they had beforehand. I've seemingly gotten easier lobbies with the killers I rarely play/need practice with, but the ones I have put the more time into and do the best with, the lobbies are definitely challenging, and while I can still get a 3-4K if I play well, I'm just as likely to walk out with the 0-1-2K if I make mistakes. There have been a few glitches here and there where it seems the SBMM used a dartboard to give me my opponents (either ones too good for the killer I was playing, others too inexperienced for a killer I'm good with), but overall, there hasn't felt like there's been a huge imbalance there either.

    For context, even though Ranks technically should mean nothing now (and honestly were not the measuring stick then either, so far as skill went), I was a Rank 1 killer and Rank 4 survivor when SBMM went live officially, and I've moved back to Iridescent 3 at killer and to Gold 1 survivor (with less time played at the latter) since, so my experiences should be a reasonable example of what may be going on. Whenever I see the claims of "Every match I play as killer I get 0K" or "Every match I play as survivor ends in a 4K" or "Every match I'm getting is against Nurse/Spirit/Blight or a 4-man SWF sweat squad", I am completely skeptical -- as I believe that to be no more than hyperbole and exaggeration to try and push an agenda, or you're at some strange level of SBMM that the majority of the player base simply isn't experiencing. (I'm not saying that there isn't some aberrations occurring with some people's experiences -- only that thread titles like this one, and other similar ones I've seen on the forums, simply aren't representative of the larger situation with the game).

    ETA: escape/kill rates during that survivor stretch I referenced:

    Match 1: Escaped. 2 escape from team vs. a Pyramid Head (3rd would have made it out if they could have remembered where the door was, lol -- caught at the exit at the EGC).

    Match 2: Escaped. 3 teammates died against an Oni.

    Match 3: Escaped. 2 escape and 2 dead against a Blight.

    Match 4: Died. 2 escape and 2 dead against a Hag. Considering I spent the entire match trying to use a flashlight I'm completely inept with, my death came as a surprise to no one, as I played terribly ineffectively trying to use it. 🤣

    Match 5: Escaped. 3 person escape vs. a Huntress via hatch escape with a key we plundered out of a chest. 🙄

    Match 6: Mercy Hatch escape. Everyone else slaughtered by an Oni on Midwich. Honestly, we all played so poorly, we deserved to die miserably, lol. 🤣

    Match 7: Died. 1st match as part of the "Sandbag With Friends As Steve" experiment. 1 escape vs. a Hag. Spent almost the entire match trying to camp pallets for the 4 stuns in a match Rift challenge, so I clearly wasn't playing optimally. Played against a fellow streamer who thought the Scoops Steve Squad was hilarious.

    Match 8: Escaped. 3 escape and 1 dead against a Huntress, but the 1 dead let themselves be sacrificed at the end, and the Huntress started farming halfway through the match when they realized we were sandbagging each other, lol.

    Match 9: All 4 dead against a Trapper in our 3rd "Sandbag With Steve" match. Still got down to 1 gen left and nearly pulled it out. Against another streamer who also thought the Scoops Squad was hilarious. 😉

    Match 10: All 4 dead against a Legion. This is when the sandbagging each other gameplay began to lose its luster, lol. 😅

    Match 11: 4 person Escape against a Ghostface. We went back to playing seriously at this point.

    Match 12: All 4 dead against a Freddy. Got him down to 1 gen, but we just couldn't finish it off.

    My overall escape rate: 7 out of 12 matches, or 58%. If you eliminated the "Sandbagging on purpose matches", the rate was 6 out of 8, or 75% escape rate on my end. During those non-sandbag matches where we were clearly hurting our chances of winning on purpose (sometimes working to our advantage, other times not, so those wouldn't be "serious" data), members of the team escaped 15 out of a possible 32 times, just 1 escape away from the magic "goal" of a 50% escape rate (and it would have been 50% if our teammate hadn't lost sight of the exit in that very first match). We saw no Spirits or Nurses. No facecamping, I don't remember any tunneling, and nothing amiss from what I usually experience. Played one solo round since then against a Deathslinger and escaped, along with one other (the Deathslinger got his 2 kills from NOED, otherwise, the gens were done so fast, it would have been an easy 4-person escape otherwise).

    That's a very small sample size, obviously, but since I referenced my own experiences, I wanted to actually go back into detail to see if I was misremembering the night.

  • Lucky Break, especially when combined with Iron Will (a super-strong perk by itself) is ridiculously strong. When I play killer, I'm happy beyond belief that so few people seem to realize that. I actually ran into a Claudette on the Game map a night ago running that combo, and it took one pallet stun for her to vanish into the ether like it was nothing.

  • Unfortunately, the people who are exhibiting "toxic" behavior in the game, from either side, either aren't going to read this post, or if they are, they won't answer here. I do appreciate your asking the questions though, and anyone who addresses toxicity in the community and wants to have a dialogue about it is worthy of respect. 👍️

    My guess would be what some have pointed out already -- people have a bad experience heaped onto them, but instead of moving past it, they retaliate against the next group/individual they run across in an attempt to get a measure of "justice" or "revenge". But this accomplishes nothing but to continue the cycle of unsportsmanlike behavior unfortunately. FWIW, I play 50/50 and have seen some pretty shameful behaviors in-game before, but I will say that my own experiences haven't seen an uptick in my matches in BM'ing on either side lately any more than I'd seen before.

    I played a match late last night/early morning after being curbstomped in a ridiculous run of matches where I was, for lack of a better word, getting gen-rushed so fast, it was ridiculous. I finally altered my Pig build, slapped on NOED (which I NEVER run) and Blood Warden and prepared to "punish" the next team that rushed out the gens so fast. I ended up on Red Forest, found two people on a gen ... and they immediately moved to Boop me (my Pig rules have always been, you boop, you live, no matter what). I took a deep breath, took the boops, and the farming began. I found the other two survivors who Booped as well. The gens all were done, I led the Steve to my NOED totem to break (not hitting anyone, since I didn't want to think I was "turning" on them), they let me get some hooks in, and then I opened the gates and they all conga-line walked out the gate, me right behind them.

    They, like me, were all on console, so I messaged one. They were Gold/Iridescent Levels like myself and a 4-person team, and talking to the one I did, they were shocked when they saw the build and presumably realized how easy it would have been for me to ambush them and 4K at the end but didn't. I explained why the build was there, but that my heart wasn't into it, and that when I play against memesters like them, it makes up for every flashlight-clicking, teabagging, classless winner I might go against in other matches. They remarked that the game needs more wholesomeness in it, which I wholeheartedly agreed. It was a sign that, even though it sometimes feels like toxicity is everywhere, there ARE plenty of people who play the game that aren't like that at all -- and when you run into them, it reminds you why you play the game you do. 😊

  • I'm not trying to question other people's experiences by saying this, but I don't know what servers all this constant face-camping is coming from. I've probably put in 15-20 hours of survivor since Thursday night knocking out Rift challenges, and I rank into zero face-camping killers, either as a solo or part of a SWF team over that time. There were the occasional tunnelers, granted, but they were nowhere near the norm (and most that did were punished with the gens flying and 3-person escapes -- if some of the people who were tunneled out in those instances had been running DS, they would have likeky escaped as well). Since SBMM was implemented, I've seen no real change in the behavior of my opponents when I'm playing survivor.

    Again, just my own experience. In a year and a half of playing the game and the stupid number of hours I've accumulated, I can count the number of games I was face-camped (outside of EGC) on my fingers and toes, with a couple of appendages left over. Saying it happens almost every game sounds like hyperbole, to be frank.

  • I play on PS5, crossplay enabled. I play a LOT due to current life situations, so I can often put in 30 hours+ a week, playing around 50/50 on the split. I have played at nearly every hour of the day -- I'll play in the late mornings/early afternoon, late afternoon/night time, and sometimes really early morning into sunrise, so I feel like I get the complete experience.

    I used to get instant killer queues pretty much every time of the day until the console issues really got worse in the last several months. When I game was unplayable on most consoles after the RE update, things changed somewhat, but I saw a LOT less PS players than I did before. Even now, PS killers are far more rare than crossplay ones (who I assume are usually PC). I see far fewer console players playing against me as survivor (or with me, when I solo survivor) than I did before as well.

    Currently, if I want to play killer in the early afternoon, wait times actually exist, though I've never come anywhere close to 30 minutes plus -- at MOST, I've waited 5-10 minutes during that time (survivor queues during those times are pretty instant). As I move into late afternoon, survivor becomes a wait and killer turns into pretty much an instant match -- that lasts through until mid-morning (3 AM or so), when the waits slowly start reverting back. I was playing at 5 AM my time this morning (I'm in the CT zone, NA) and I was waiting that 5-10 minutes again, while solo survivor was almost instant. FWIW, once I got past that 3 AM time, the survivors I ran into tended to be all 3-4 person teams, and REALLY good (my SBMM ranking should be giving me good opponents, so nothing strange there, but I've always noticed that the toughest competition I go against as either killer or survivor usually starts happening after midnight). The "casuals" aren't probably the ones playing once it gets to a certain hour.

    I've heard stories about ridiculous wait times, but my experience hasn't see it -- again, just my own experiences and their context.

  • Played another 3 hours tonight as killer, both with killers I rarely play and as ones I play all the time and do very well with. Pretty much instant queues every match regardless of who I used, so my experience is still pretty constant.

  • @Xpljesus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506386#Comment_2506386

    Had an 8 minute queue as killer at 11pm UK, yet to have one under 1:30 - My survivor queues are always instant

    I wonder how much of that is region-based. 🤔 I have a friend who plays on the European servers, and we've talked before about how different the experiences can be.

  • Otzdarva might believe that The Spirit is one of the most powerful killers, or that there are certain mechanics in her kit or add-ons that could stand to be changed -- but I could probably guess that he'd think your suggestion to be able to opt out of matches with things you don't like is absolutely a ridiculous one, so you might not want to keep throwing his name around in an attempt to give your ludicrous suggestion credibility.

    (And for the record, as survivor, I don't mind facing Spirits because I know they'll be a challenge, and when I/we escape, it's satisfying, and I rarely play Spirit when I play killer).

  • I'd love to know what region these killer times run 30 minutes. Playing multiple afternoons/nights this week, I ran into 5-10 minutes wait times during the afternoon (which mirrored what I'd seen prior to SBMM being implemented) and pretty much instant games once it got to the 6:30-7 PM time frame, continuing with instant games throughout the night and into early morning. Solo Survivor wait times were pretty short during the day, but got longer during the evening/night, though it did feel like the longest waits weren't as long as they were prior to SBMM. So while other people's experiences may vary, I haven't seen a dramatic difference one way or the other. 🤷‍♂️

  • As killer, I'll smack an AFK player and move along. If said AFK player stays that way long enough to get crows, the next time I end up next to them I'll hook them so as to not listen to the sound notifications. If they end up getting to crows stage again after the inevitable unhook, then that's plenty of leeway I've given them, and out of the match they go. I'll usually give hatch/door to someone if I know they've had to deal with a 3 v. 1 the whole match.

    As survivor, if the killer is AFK, then it's do the gens and leave. I'll look for totems to try and avoid the depip, but once it's time to go, I go -- I've seen the AFK/NOED/Blood Warden play before, and I have no desire to lose because someone had to taunt an "AFK" killer. If they truly were AFK, then there's no reason to prolong the match -- I move on to the next game ASAP.

  • Anyone who boops me -- unless you've acted like a tool in the match at some point -- gets a pass and lives, whether it's the beginning, middle, or end of a match. A lot of times, it's the last survivor who does it looking for mercy, and it gets them a hatch/door. Sometimes, it's an entire team doing it at the beginning of a match, and everyone ends up in a farming match. It's fun for me either way -- I've been a Rank 1 killer and get enough sweat in enough of my "regular" matches that a casual, "fun" game isn't going to make me lose any sleep. I don't fault Pigs who don't go along with the meme -- my own code with Piggy is just that: mine. When I play survivor, I don't expect a Pig I face to honor any booping, though it's always a great surprise and a lot of fun when they do.

    The only thing that peeves me about it is when someone fake boops, whether it's a survivor to me or the Pig to me (or a teammate) as a survivor. I once had a Feng who faked a snoot boop only to drop a pallet on my head instead and teabag me afterwards -- her death was especially sweet, lol. 😂

  • @Grandpa_Crack_Pipe said:

    DCing after their totem gets cleansed in the first few minutes?

    I had my Ruin and Undying cleansed in the first 30 seconds but I still kept trucking on, sheesh.

    Exactly. Totems spawns are, on the whole, usually pretty awful that I'm genuinely surprised when they're NOT cleansed within the first minute of the match, lol. I just assume the worst, and if my totems actually make it past 60 seconds into a match, I almost consider that a win in itself.

  • When I play killer, I love going to Dead Dawg. As others have pointed out, if you avoid chasing in the saloon and don't worry about the gen up top too much, there are plenty of easily defensible gen locations. It's a small map (3rd smallest by tiles, IIRC), it has great totem spawns if you run Hex builds, and there are very few pallets that are safe on the map. I usually do really well on the map as killer -- my friend who I SWF with claims it's a great survivor map, but I have to always point out to him that we die more often than not when we go there, lol. 🤔

    FWIW, Otzdarva -- who knows just a little bit about playing killer -- did a video ranking all maps from best to worst from the killer perspective. He had Dead Dawg as the #1 map for killers, even ahead of all of the indoor maps.

  • While I still play a lot of The Pig, I always played a few other killers I enjoyed (Doctor, Trapper, Wraith, Freddy mainly). During the SBMM testing (and since it's been introduced), I've really been playing a variety of other killers I wanted to learn, practice with, and get better with, and I've been enjoying the experience. I've played a LOT of Demogorgon lately, along with Nemesis, and I've dabbled with Huntress. I've been able to practice my Nurse, and I've even gotten in some of the first rounds I've ever played as Leatherface and Hillbilly.

    Other than a couple of killers I NEVER play (Twins, Trickster, Deathslinger), I've played multiple rounds with pretty much everyone on the roster of late, though I still consider myself a Pig "main" (and try to still play her more than anyone else). I've definitely enjoyed the variety of late, though.

  • There's definitely a difference between perks I like because they're fun -- and those that are almost a necessity to keep a game competitive (Ruin, Pop, etc.). If we're looking at "fun" over "necessity", mine would be:

    1) Devour Hope -- a powerful game-changer, made even better since the change to Undying. It's a great "Oh, crap" moment for survivors when they realize you have it, and the race is on to find the totem. Playing survivor, it's also fun (IMO) to go against as well.

    2) Make Your Choice -- I've come to love this perk on Wraith, who can punish altruism with this. I'm stunned at how many exposed survivors I find healing someone right under hook when they know already I'm running this, lol.

    3) Save The Best For Last -- Getting to 8 stacks is SO satisfying. The cooldown reduction is incredibly underrated, and I'd run it on every killer if I could. The ones I do, I love having it on.

    4) Starstruck/Agitation -- I have to put these together, since running the first means I'm almost certainly running the 2nd. It's only a good combo on certain killers (I run it on Doctor with double Calm add-ons to make that TR huge), but when you get that one-shot from that exposed survivor, it's so satisfying.

    5) Hex: Haunted Ground -- It has the potential to be really devastating or do absolutely nothing, but when it goes off and you're on the heels on a healthy survivor, that's such a great feeling. It has a little of the DH "Oh, crap" feeling when you're a survivor and it goes off, so that alone makes it fun.

    6) Blood Warden -- I almost never run it, but just for that one survivor you kill that was teabagging you in the exit gate, it's completely worth it and so much fun.

    7 (Tie) -- Hex: Huntress Lullaby/ Hoarder -- Lullaby is another very situational perk, only good on some builds and some killers (Doctor!). It's hard to keep it up, but if you're playing an oppressive Doctor build and you get to 5 stacks, the sounds of missed skill checks all around the map is incredibly satisfying. Hoarder, especially coupled with Franklin's Demise, can be so much fun. I've played Ghostface rounds running them together, and the constant info I'm getting while in stealth, allowing me to stalk or down people out of nowhere is a blast. Played it during a KYF once (where everyone was bringing in chest offerings and Ranger med-kits) was one of the funniest games I've ever had -- since we were all in the same chat, hearing them keep asking, "How does he keep knowing where I am?" was hilarious!

  • My favorite happened when I was still pretty inexperienced with killer. I was sitting somewhere around Rank 8-9 back then, facing off against what turned out afterwards to be an all-Red Rank, 4-person SWF lobby.

    I was playing Myers on a corn map, and I couldn't do anything right. It took longer than I wanted to get to Tier 2, I ended up in chase with an Ace who ran me silly. Every pallet he dropped was a teabag or a finger point from him. Whatever I tried didn't work, and the gens were flying. I tried chasing one of the two Claudettes, and it was the same thing -- teabagging and pointing at every opportunity (I had brief chases with every survivor at some point, and it was bags and taunting from all 4 at one point), By the time it got to 1 gen left, I was near an exit gate near the killer shack -- and relatively close to the Pig Tree -- and i was just so tilted, I gave up. I stood by the exit gate and waited for the last gen to finish. Ace, who was injured, kept circling around near me, along with the one Claudette, both still teabagging and the like. Last gen popped, I opened the exit gate and waited. Instead of leaving, the Ace approached me, still teabagging away furiously. I had stalked some towards Tier 3, but I used him standing in front of me to get more stalk, until I was just about ready to pop it.

    The whole time, I'm saying out loud, "Leave already! Why won't you all just leave?" Finally, the Ace got close enough for me to take a swing, he misjudged where he was, and I actually downed him. The Claudette had a flashlight and tried to blind me, but she was too late to get the angle. I carried Ace as far back into the map and away from the open gate as I could, to a hook near the Pig Tree. And I sat there and waited. I don't camp, but I'm not letting the guy who bagged me all match get out at this point..

    The teabagging Claudette with the flashlight had followed us, and she started to try and move in for the unhook -- and I popped my Tier 3. Down she went in one hit, and I left her slugged and waited. I caught sight of the other Claudette moving in through the corn and in the wide-open and I downed her. Left the two slugs on the ground near my hooked Ace and waited to see if I could catch sight of the last survivor, a David, as the Ace went into 2nd stage. I finally saw the David, chased him away from the slugs, and then eventually downed him as well. No kobes, and no Unbreakables. A match where I had completely given up, a match where I opened the door and stood motionless just simply waiting for them to leave so I could go to the next game -- ended up the sweetest 4K I've ever had, simply because BM'ing me was more important than actually escaping for this group of survivors.

    If I never do anything else in this game, I'll remember that match for how satisfying it ended up being -- and as a reminder to myself to never give up, because you never know when one mistake on the other side can snowball, turning a certain loss into a win.

  • As someone who, when they play survivor, seems to be inevitably drawn to going down near the basement and hooked there ... it's perfectly fine.

    As others have pointed out, it's supposed to be a dangerous area to avoid, There are numerous tiles on the map that the killer needs to avoid if possible because of their strength -- the basement is the guaranteed area that works as the opposite (and that can even be a contradiction, as if it's in the killer shack, the shack tile itself can be a very strong area for a survivor).

    It's fine. The only thing that should be changed is the aesthetic, making each basement more "unique" for the corresponding map. But gameplay wise, there's no pressing reason to change it.

  • "Then we have the norm for killer perks. No activation conditions, no drawbacks, powerful effects"

    When someone reads a comment like this, it's getting harder to tell if the poster is trolling, trying to be sarcastic/funny, completely blissfully unaware of anything actually involved with playing killer -- or all of the above. 🙄

    Let's see ... some of the most commonly run, powerful killer perks. Pop Goes the Weasel -- requires the killer to actually down and hook someone and get to a gen in time to get the "powerful" effect (an effect that can be mitigated if there isn't a gen worth popping nearby). Hex:Ruin -- no activation condition, but no benefit if the killer isn't actively pressuring survivors off of gens, and a HUGE drawback in it being able to be removed by cleansing the totem (which can happen instantaneously considering the mostly terrible totem spawn locations). BBQ -- requires the hooking of a survivor, and it has the drawback of survivors knowing the multiple ways of countering it, plus the inability of low mobility killers to take advantage of it. Thrilling Tremors -- requires downing a survivor and other survivors not simply letting up on their gen when a player gets picked up, plus the drawback of a cooldown. Devour Hope -- requires hooking of survivors and allowing safe rescues, plus the drawback of that pesky totem problem. And so on.

    There ARE killer perks that fit your description -- Corrupt Intervention and Lethal Pursuer for example -- but there are as many survivor perks that you can say the same things about. Unbreakable's activation condition requires the survivor to "fail" and be downed -- then simply be left on the ground. Sprint Burst requires only to be not exhausted, and it comes with zero drawback. Iron Will -- a super-powerful perk -- again requires the survivor to "fail" by being injured, then has no drawback and a super-powerful effect. Spine Chill simply exists and helps completely counter stealth killers. Much like the killer perks, we could go on here as well.

    There are perks on both sides that are powerful and useful, and those that have way too many activation conditions or limitations to make them useful. Pretending it affects one side of the player experience but doesn't the other is simply ... wrong.

  • I'm not a fan of the map due to its large size, but I still do well enough on it, even when playing killers whose mobility isn't the best.

    The main building can be insanely strong, but if I'm chasing a survivor that looks like they know how to run it -- I simply abandon the chase and pressure someplace else. I'll pressure someone working on the gen up there if I can, but if that gen gets done (and good teams usually work on it since it's a centrally located gen), then anyone running to the building can do so. I won't sink my time there.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2435478#Comment_2435478

    Well, I guess you just don't understand the point I'm trying to make. As simple as I try to explain, you still completely miss the point and keep repeating the same thing. If you think a hatch escape can't be better for survivors than 4k, then there is not much to discuss. Your point of view is that of a single survivor, mine is that of a whole team, that's the core difference.

    https://forum.deadbydaylight.com/en/discussion/comment/2435501#Comment_2435501

    Was that against a potato killer who didn't patrol the gens? Really, is there any actual footage of such a game? I'd like to see it myself, because I've never seen anything similar in a real game.

    How is your viewpoint of your entire team? Your whole argument is that someone else should die so you can get a hatch, rather than make any attempt to save them. Do you honestly think that your fellow teammates -- especially if you're all solos -- are somehow viewing their game as a "win" while they're hanging on a hook watching you teabag at them at a distance to tell them to die already so you can escape, or is it more likely that they're cursing you under their breath wondering why you're not attempting a rescue?

    You say that a hatch escape is better for the "survivors" -- note your use of the plural. It's not -- it's better for the singular survivor -- in your examples in your first post, that's YOU -- who's getting the hatch, not for everyone else who is dying in order for that to happen.

    If the killer is actively looking for you while your teammate is down or hooked, and they've left the area of the hook/slug, you have the opportunity to rescue them, but you want them to just die so you can escape. If you rescue and if that killer isn't camping, by the time they go back to the hook, you and your rescuer could easily go in separate directions -- the killer can't chase you both if you do that. YOU could lead the killer as far away from the hatch as possible, sacrificing yourself so that the teammate you rescue gets the hatch instead of you (a hatch that, if you've "signaled" them as you said, they'll know too where it's located at then). Would you make that sacrifice, giving up an escape so that your teammate got it instead? The "team" by your definition is still getting a win -- is that something you would actually do? You've equated YOUR escape as a win for your team, when in reality, it shouldn't matter which member of the team escapes to separate that 3K from that 4K, but judging how you view the actions of the teammates who falsely believe you'll actually be willing to help them -- your thinking they're worthy of a wasted report for "working with the killer" for their simply wanting their teammates to be altruistic -- my guess is that such a sacrifice wouldn't be in your plans.

    You also make the assumption that a rescue is impossible when only two survivors are left and that a 4K is inevitable -- that's a complete falsehood. If the killer is camping, then I could buy that. But if they're not and you're actually smart about trying to make a rescue, or if someone is running Iron Will, or if someone is good at looping the killer, or if the killer has wandered far enough from the hook, then the 4K is far from inevitable. My friend and I -- as just a two person SWF group -- played recently against a Rank 1 Demo. We were the last 2, he had a key. At various points, I was slugged then hooked, then he was slugged -- the Demo left both times to look for the other one of us. My friend with the key could have abandoned me to look for hatch and gotten an easy escape, but he came and got the rescue for me. I found the hatch when my teammate was downed afterwards -- instead of letting him die and camping the hatch, I waited the Demo out until he left my friend he'd slugged to look for me, then picked him up off of the ground, and we BOTH got safely through the hatch. Amazing what can happen when you don't abandon your teammates, no?

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2435432#Comment_2435432

    Ok, let's try again. What happens if I actually go for the unhook and save the teammate? Now the killer knows where both of us are and he kills us both. It's a guaranteed 4k. Or, we just recycle to the same situation where one survivor is on hook and the other one is free. So it's either the same kind of situation all over again, but one hook state less, or 4k, ie the lowest kind of loss for survivors. 2 escapes are not possible without keys, we don't consider those.

    What happens if the hooked one actually dies early, or the slugged one does not lead the killer to the remaining survivor? Well, now there is a fair chance of one escape.

    You see? 0 escapes vs 1 escape. Which is better for the team? Your problem is that you don't think about the team at all, you think only about your own personal escape, while I'm trying to explain it from the team's point of view. For the team as a whole it's much better to get one escape instead of no escapes, and you are leading the game to sure 0 escape end, thus working against your team and actually cooperating with the killer, giving him a major victory of 4k instead of "petty victory" with 3k. Therefore the one who is refusing to die in this scenario is the selfish one, who puts his own interests above his team's.

    I know exactly how team play works. Most of my survivor gameplay is as part of a SWF group, where we don't let teammates die if there's any chance of rescuing them, even if we put ourselves at risk. How you somehow are getting "you only care about your personal escape" when I stated that I will do exactly the opposite rather than sit on hatch is remarkable in its lack of awareness. 🤔

    But like I said, play how you want. The huge majority of people you play with won't appreciate your playstyle, but the game does reward people who play with your mindset (hence the number of complaints you'll see about the player who does nothing the whole game and somehow gets hatch, or the people who key out and leave their other teammates behind). As killer, I've gotten far more 4K's from people leaving their teammates to die on hook then I have because they came to rescue someone I was nowhere near (again, a camping killer is a different story).

    And maybe you can explain how a 3K is a "petty victory"? If you think there's really any difference between a 3K with a hatch escape (either by chance or through mercy) and a 4K when you play killer -- then that's a telling statement there.

    But back to your initial point -- that it's a reportable offense -- I suspect no one here is going to support that line of thinking (no developer or mod would endorse it, I'm certain). If you're clogging up the report function with that reasoning, then I hope the autoban feature that the devs hinted at will have someone reviewing those reports -- and issuing out warnings to people who make meritless reports.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2435280#Comment_2435280

    You completely ignored what I said in OP. It's impossible for both survivors to escape at this point, and saving will just let the killer know where both survivors are, so that he can kill both. It will always lead to 4k, unless of course you count on killer giving you hatch. The only chance for 3k (2k is impossible) is one survivor escaping through the hatch, and to achieve that the other one has to die. So denying one escape to the team and giving the killer full 4k just to "retaliate" your teammate for being more lucky is one of the most selfish things in this game. You think in egoistic "I escape or I die" pattern, not in "my team can achieve one escape instead of none".

    I didn't ignore what you said. You are presumably leaving a teammate to die on hook while you camp the hatch so you can escape, or leave a recovered teammate on the ground to do the same. Unless the killer is actively camping the hook or a slugged survivor -- which you say nothing about in your initial post -- then if that killer is presumably searching for you while your teammate is downed/on the hook, you're willingly letting them die in order to try and secure your escape rather than rescue them. That's absolutely putting your survival over theirs, and is completely against the concept of team play (if the killer is camping the hook or a slug, that would be a different story, but since you didn't differentiate, then the inference is that you view no difference between the two instances).

    And in your situation, I have gone to pick someone up that was slugged, or pulled someone off a hook, even if it meant I was risking not getting the hatch myself. In some of those instances, the killer went back after that person and I got the hatch anyway. In some, we both died. In some, my teammate got the hatch instead of myself, and I was fine with that since I actually tried. And I've actually been rewarded in that situation before with BOTH of us escaping -- as my teammate actually had a key I didn't know about, and we BOTH ended up getting out the hatch after I made the rescue (and, more frustrating, I've been left to die on hook after finding a key during the match -- and spectating afterwards the killer finishing off the hatch camper who could have saved us both if they'd actually tried).

    There's no selfish retaliation in your teammates expecting you to help them the same way they presumably should help you if it was YOU dying on first hook or recovered on the ground, with no killer in sight. The fact that you can't see that shows that you clearly put your survival ahead of your teammates, which is fine -- play how you want. Just don't expect to get much sympathy from your fellow teammates, or to get any support for the ridiculous notion that it's somehow "working with the killer".

  • When I play killer, I tend to give a lot of hatches/doors to the last survivor. But, when the next to last survivor is dying on hook, I go far enough away to allow a chance for a safe rescue, and the other survivor is waiting it out to get the hatch and lets their teammate die? I go out of my way to try and punish that by denying that escape. Just saying.

    When I play survivor as a solo, there's nothing more frustrating than being on my first hook or recovered on the ground and waiting for the rescue that, eventually, I realize is never coming. Why anyone would think that their survival should trump another player's survival in the game they're playing as part of a TEAM is a head-scratcher.

  • I played against a Laurie last night running Object and Sole Survivor -- but who WASN'T running DS. 😲

    It felt like I'd just seen Bigfoot.

  • So far, so good. I've played somewhere around 12-13 hours as killer, and 4-5 hours or so as survivor (a handful of solo matches, and a stretch as part of a 3-person SWF). I wanted to play more killer since I guessed if MMR was working correctly, it would show up in the matches I had playing killers I know I struggle with, or that I never play.

    Out of all of these matches, I've honestly only had a couple from the killer side that were routs in either direction (the ones I lost were because I played poorly or the survivors simply played much better, and the ones that were routs in my favor all centered around a catastrophic mistake someone made that caused a match to snowball quickly into a win). As a survivor, one solo match was a disaster, but that was largely owing to a player who DC'ed after being downed first -- the rest were all competitive. In most games, no matter the result, things tended to not be decided until near the end, with either side having a legitimate chance to win.

    The nice thing on my end has been playing with killers I simply don't play -- normally because I don't have the hours in them of practice to be really good with them, and at my rank, practicing with someone new simply isn't an option. Those matches have gone great, giving me ample opportunities to make a mistake here and there and not get punished by 5 gens done in 5 minutes or less.

    I'm not discounting other people's experiences with it so far -- this is just my personal experience, which has been more positive than not.

  • Scratched Mirror Myers, or Jump Scare Myers as he is known as well, works when the Myers player uses the Scratched Mirror add-on (usually with the Boyfriend's Memo add-on to slightly increase the lunge length in Tier 1). When using the Scratched Mirror, the Myers cannot advance past Tier 1, no matter how much they stalk. But while stalking, they can see auras of survivors when they're within 32 meters.

    The tradeoff for the wallhacks is that you'll be VERY slow (but still faster than survivors), but you have the ability to sneak up very effectively with your lack of a Terror Radius. Most people who play Scratched Mirror do so for the meme -- it's great for scaring survivors (hence the Jump Scare name), but it can still be an effective build in the right situations. Almost everyone who runs the build uses a map offering to send themselves to an indoor map, as an outdoor map pretty much can destroy the build against anything resembling decent survivors.

    It's a fun way to replicate the Halloween movie experience in-game. It's one of the few times you can get startled playing DBD, and it's a lot of fun to go against as a survivor as well, IMO.

  • I played killer for 5 hours+ tonight -- and arguably, it was the most fun I've had in a while.

    I came into the night 1 pip away from Rank 1, and I'm used to playing a handful of killers I'm comfortable with at Red Ranks. If I try a meme build, or I try to practice with someone I need work with, it usually turns into a round of Generator Speedrun Simulator. Tonight, however, was nothing like that.

    The toughest team I arguably went against was when I played Pig, who in theory, I should have the toughest competition against. I ended up with a safety pip and a 1K that I honestly didn't play well in, and the survivors did play very well. That said, a late comeback on my end nearly netted me another kill.

    I didn't play a single killer more than once, and I played a number of killers I'd put on the shelf or rarely play because I need to get better with them: Pyramid Head, Nemesis, Legion, Plague, Nurse, and Clown all got dusted off and I actually had FUN with all of them. The survivors I went against seemed to all be near my skill levels with those killers (particularly noticeable with Nurse, who I have always struggled mightily with). The killers I do play more often -- Wraith, Trapper, and Doctor were more hit and miss (Wraith had the toughest survivors, while the Trapper and Doctor games were huge snowball matches that fell apart quickly for the teams). Demogorgon, Ghostface, and Hag matches were hard fought and competitive. Only a Huntress match seemed to be off, as I almost never play her and don't do well with her when I do, but I had what I thought were opponents well beyond my skill level there (which ironically happened with me and Huntress the last time MMR was tested).

    I had a lot of 3K's/4K's, but other than the aforementioned Trapper and Doctor matches, all of them were hard fought and could have honestly gone either way if not for one key play or two here and there. Other than the match I played as Huntress and the Trapper/Doctor slaughters, no match ever felt like it was either unwinnable or that it was a lock to win. I pipped up in the huge majority of my matches, and more importantly, got in much needed practice with killers I don't normally play, all while doing so with arguably the least stress I've had playing killer in a long time.

    One person's experience in one night of testing may not be the same as what others are experiencing, but for me, there was far more good than bad with MMR in my first night of experiencing it during this test. I'm looking forward to seeing if tomorrow brings more of the same (as well as how survivor goes for me), and how things go with the killers I play with some regularity (Freddy and The Shape) as well as those I don't (like The Blight and Leatherface).

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2418543#Comment_2418543

    Welp goes to show that you shouldn't try to make everything look realistic in a game

    Did a quick Google search and found this:

    aura change.jpg


  • Without any warning, they rolled out an update last year where aura of everything -- generators, survivors on hooks, survivors and killers when someone had an aura reading perk of some type -- looked more "realistic", but everything was MUCH harder to see. I had games as a survivor where I could barely see a teammate hooked across the map, and BBQ was a great example of a perk affected, as survivors across the map blended into their surroundings. It was almost universally panned by players, and BHVR rolled it back to what it was and is now shortly afterwards. No one had asked for auras to be changed -- but yet, they did, and made a non-problem into one.

  • The biggest problem for me with a change like this isn't even whether it creates an infinite, makes the map worse or better, etc. It's literally a perfect example of how BHVR seems to sink time into things that NO ONE is asking for over the numerous things that large numbers of people DO want to see addressed.

    I reminds me of the aura change they made (and rolled back) some time ago. No one was asking for that, but they utilized some form of staff hours by someone to change something (and in that case, made it into something no one wanted, ironically).

    The "death room" was only a problem for the one-in-a-million game that a killer tried to troll someone by going AFK then trapping everyone inside (which usually happened only when survivors tried to troll the killer themselves, as is seen in a couple of the videos out there on YT). Anyone with any common sense knew not to enter the room in a situation like that -- my friend and I had it happen once, we did the gens ASAP, and got out just as fast (and the killer was running NOED, Bamboozle, and BW as expected, and got no points or kills because no one in the match was brain-dead).

    Other than those extremely rare cases, the room was a dead area of the map, but the fact that someone -- or several someones -- took actual time to rework the map (even if it took literally only 5 minutes to do by removing that one wall) is time (yep, even if it was only 5 minutes, it's still time) that they could have worked on something that would be far better to invest work time into. Like rebalancing Spirit. Or fixing the "silent on the ground" bug. Or updating one of the hundreds of useless perks on both sides. Or reworking a busted add-on like Clown's Pinky Finger. Or balancing solo survivor and finding an answer to the thorny issue of that experience vs. SWF. Or addressing actual problem maps like RPD or Haddonfield. Or literally ANYTHING else. But no -- some of their time and effort is sunk into a change like this.

    The inability to make simple prioritizing decisions like this just boggle my mind with this company. As someone who used to sell real estate, they're like the clients looking at a house who are worried about what wall they could put a flat screen on -- while ignoring the fact that termites are completely eating away at the structure around them. 🤦‍♂️

  • Playing at Red Ranks, I'm usually running Ruin/Undying along with Surveillance. The 4th perk is usually BBQ, more for BP bonuses than the aura reading, but STBFL or Sloppy -- or maybe Enduring/Brutal (since you'll be chewing through pallets) -- are all solid 4th perks as well.

    Pig needs slowdown -- her stealth is the worst of that category by far, and using it too much can cost you too much time you can't afford to lose -- so I go with Ruin and try to push people off of gens. I usually run Combat Straps and the Video Tape -- her best add-ons, IMO. Getting a quick down and a trap on someone's head before the first gen pops is ideal. The plan with the build is to allow Ruin to slow gens down, the traps should be providing more slowdown, whether they are active or not, and Surveillance allows you to know where people are headed back onto gens so you can apply pressure there.

    The build's weakness is when the totems are both gone in less than a minute -- shockingly too often, unfortunately (but Ruin is THE best slowdown perk to play) -- but the traps can sometimes be enough stall on their own. If you get anything resembling decent totem spawns, or can get multiple traps on early, forcing survivors into a position where they can't look for totems because their RBT is ticking away, then gen progress can come to a complete halt in the middle of the match (usually after the 1st gen or two has popped).

    It's not foolproof by any means, but I've made it to Rank 1 multiple times and held my own with the build. There's more than one way to play her, but I'm most comfortable with that strategy, drawing the game out and leaving survivors with impossible choices to make (can't do gens r go for a rescue because of an active trap, can't do gens because Ruin keeps regressing them and they're being chased off, can't do totems because people are getting downed or people are trapped, etc.).

  • I play 50/50 (give or take) survivor/killer. I've been Rank 1 multiple times at the latter. Is it fun playing killer at Red Rank? Yes -- but that comes with a caveat.

    I play on console, so that's a hindrance in itself with certain killers. I almost never play Nurse and am not good with her, and I pretty much never play Spirit, Blight, or Oni (who I consider all higher-tier). Most of my killer rounds revolve around mid-to-lower tier killers, Pig my primary one. I do play a decent bit of Doctor, Wraith, Freddy, Trapper, and Myers. Practicing with others (like Demo and Huntress) to try and have more variety.

    At Rank 1 last night, this was pretty much the experience. Wanted to try a "fun" experimental Wraith build, revolving around Dark Devotion, Furtive Chase, and the The Beast - Soot add-on (which has the Wraith have a TR even when cloaked). The idea was a build where I might completely confuse the survivors, having a TR when I shouldn't but somehow not having one when I wasn't. Would it work? I at least wanted to try something that wasn't "meta" and have a little fun -- no slowdown perks in this build!

    Three matches of that, and I'd had enough. One match, the survivors had all 5 gens done in less than 4 minutes (a team with toolboxes and BNP's that literally started out on three-to-four separate gens). A second match didn't go a lot better, and the third featured more of the same, with a map offering for The Game and teabagging galore after playing "Pallet Breaking Simulator". So much for having fun -- if it wasn't for a quick wait in the lobby, it would have been miserable,

    So -- back to the same old, same old. Played Hag with slowdown perks and got a random Midwich offering which I imagine was a miserable experience for the survivors and slaughtered the group. Ruin and Undying and double Calm-Add-ons for a Doctor round, Ruin/Undying for a Pig round on the Temple where I had to play around a key and hatch offering, and the same old Trapper build I run (Corrupt, STBFL, Sloppy, and Pop) that ended with me slugging down 4 people with 1 gen left after multiple people stepped on traps near the main building on Red Forest.

    Did I have fun in those games? Far more than I did the Wraith games I tried to be cute and play a "fun" build, but they were definitely more "sweaty". Experimentation at Red Rank isn't something a lot of people can afford to do. I do have fun playing killer, but it's when I'm not deviating from the same, powerful builds (or stagnant builds tailored for certain killers), because I know the survivors I'm going against, far more often than not, are running the very best "meta" perks that they can as well, and they're not going to be giving me time to breathe (nor do I expect them to).

    That's not EVERY match, obviously -- I get the occasional survivors who want to meme with me as Piggie, and the occasional 4-solo team that's not well coordinated, or SWF groups that are being carried by that fact and who don't play optimally. But Red Rank killer is more stressful by far than playing Red Rank at survivor (which I do, both as a solo and as part of a SWF). It still is fun, but the frustration level -- especially when trying to practice a new killer or one that you need work with -- can be off the charts more often than not.

    Again, your experience will vary. You might be a Rank 1 killer who 4K's playing nothing but Monstrous Shrine, and -- well -- great for you, but that I'd argue is not the norm. I play a lot of hours a week (probably close to 15+ on both sides), so my games do run the gamut. Hence, it's still "fun" for me, though I'd love for the game to allow me at that Rank to try new builds or different things without expecting games to be over with before I even get a chance to see how those new things are going to work. That would be more fun, but it's not really a great option (for me, at least), with most of the teams I end up against (who simply need to be mildly competent to put all kinds of pressure on a killer running a meme build).

  • For that glorious 20 seconds that it stays up before the survivor that spawned in front of it in the wide-open cleanses it, it's the best perk in the game.

  • @KingFrost said:

    I just want a game with 4 megs with a pig mask, and me as Pig. Is that so much to ask for? IS IT?! Meg is free. Pig Mask is free. The math is THERE DAMMIT.

    Haven't actually run into a survivor with the mask yet, though.

    I've played a few rounds as Meg with the mask. but not against the Pig, as well as a few rounds against Megs wearing it (though not all 4 at once). No Boops as of yet.

    Though, as a Pig main, I was thoroughly disgusted by the Pig we faced tonight. Camped the 1st person while in stealth by the hook, then tunneled them right afterwards. After that person and the Ash both DC'ed -- neither was with our friend and I, but randoms -- the Pig STILL stealth camped my friend on the hook at 3 gens left, then after leaving me slugged and hooking my friend for their death hook, they crouched at me for a while as if they were going to allow a Boop, picked me up, let me wiggle off ... only to slug me right back down when I did Boop, then they hooked me and slashed at me on the hook just for added BM.

    Utter trash sportsmanship by that player. They were under no obligation to accept booping, but they didn't need to bother to fake it, especially when they played the way they did the entire match (one in which my buddy and I used cakes as well -- smh).

  • Thrilling Tremors, Tinkerer, and Surveillance (if it wasn't bugged) are all better info perks on most killers I play.

    BBQ will give you two types of info, and one of those is potentially unreliable. The auras of the people you do see are far enough away, that unless you're playing a super-speedy killer, by the time you get to that general area, the survivor could easily be far away (and even with a speedy killer, you still might be facing a stealthy survivor that'll be able to dodge you). If you don't see auras, that MIGHT tell you people are near, but where that "near" is, you won't know -- and that could also be misleading, as survivors could be in lockers or hiding behind a gen.

    TT will identify exactly where survivors are on a generator and where you need to go next (especially useful is you're running PGTW). The drawbacks are the cooldown and that survivors can play around it by letting up on a gen when someone gets downed to avoid highlighting their gen, but it's arguably more valuable knowing where a gen is being worked than where someone is Urban Evading in a corner far away somewhere with BBQ.

    Tinkerer gives you the heads-up as to where a gen is getting finished soon, and being able to halt a nearly finished gen can be really powerful. It's 1000X better than BBQ when you're running a killer with Ruin (if it stays up) or Pop to turn nearly-done gens into useless ones in a hurry. In those situations, I've watched gens that triggered Tinkerer go back to nothing and never get finished.

    Surveillance is underrated, especially on stealth killers and definitely when you're running Ruin (again, if the totem can actually stay up for more than 30 seconds, lol). I run a lot of Ruin on The Pig, and I've chased multiple survivors off of a gen, watched the gen go white then turn yellow after I left it (confirming that the 2nd survivor had returned to it while I chased/injured/downed the 1st), then snuck back in stealth to yank that survivor off of it. It's also useful in endgame, if you're protecting a 3-gen, to tell what gen survivors are trying to finish.

  • @Lord_Mallard said:

    Thanks for all the responses thus far, I see the point that Franklin's is just not good for a hit and run, I think I'll replace it with corrupt intervention to prevent early game gen's popping off.

    I'm a little surprised at Pop being recommended, I've tried it on Wraith but I keep finding I can't find the generator in time to actually pop it

    Running a perk like BBQ or Thrilling Tremors will give you the info as to what generator is being worked on and where you need to go to use Pop, in my experience.

    The build I've been using on Wraith has been Corrupt (to stall the early game a little), Pop (for gen regression), Make Your Choice, and BBQ. MYC is the key component -- after you get a hook and get away from it (optimally to chase survivors off of another gen and Pop it), someone will get a rescue and be exposed. As Wraith, you can get back to the hook quickly to down the rescuer in one shot and start the cycle again. You have to pay close attention to the scream to make sure the rescuer is someone at full health -- if they're not and you're in a chase with someone else who's injured, then it's better to commit to where you're at. That said, it's amazing how many times I go back and catch the healthy MYC target healing someone right under hook for an easy down.

    I'll run the Bone Clapper to alter the bell sounds and a movement speed add-on. If you run the Coxcombed Clapper (silent bell) and the All-Seeing add-on (aura readings within 12 meters when cloaked), it's an even more ridiculously oppressive build. Even without running those two add-ons, I do really well against Red Ranks with this loadout. Survivors who are really good loopers and know how to utilize pallets and strong tiles to waste time while their teammates pound out gens are this killer's weakness, but most teams can get crushed in a hurry if they're careless.

  • @Moisette said:

    I had a match yesterday with a Michael who somehow crept up on me despite me panning the camera around while doing a gen. He wasn't there and then he was. How did he get there so fast? It honestly startled me. He also downed me and hooked me and acted like he was going to face camp me, but he left. It was honestly unsettling with him just staring at me xD

    I remember waking up and hopping on DBD while half asleep and my first match was against a Michael and he just yanked me off the gen. Woke me up instantly. He ended up giving me hatch too, which was nice of him.

    The game isn't scary to me because I've been a horror addict my whole life. The stealth killers do startle me, though. Especially Michael.

    Yep. Nothing in the game quite like a Myers jump scaring you.

    https://www.youtube.com/watch?v=BbRBJQxbcfA&list=UUODC_RYe0z8yDnIFlmW-TmA&index=7&ab_channel=GeriatricGaming


  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399404#Comment_2399404

    I spawned in once as Deathslinger and I stared at my lighthouse hex.

    I shot at it out of frustration, but I laughed so hard

    I've had that map with the same totem spawn and spawned right next to it as well and did the same (though as Pig, all I could do was oink in frustration, lol).

    That particular spawn is pretty inexcusable on a map that underwent a rework -- meaning someone involved looked at it and said, "Yeah -- nothing could possibly be wrong with putting it here.". It rivals the old Asylum spawn that was right in the middle of the wide-open for worst in the game.

  • Totems spawns are fine, especially on the reworked maps. Don't believe me? If I wasn't running Small Game, I never would have found this well-hidden gem: 🤣

    https://www.youtube.com/watch?v=6zNhnyt2lqg&list=UUODC_RYe0z8yDnIFlmW-TmA&ab_channel=GeriatricGaming


  • I have close to 500 of the recent cakes spread out over survivor and killer (2/3 or so are on survivors).

    I'm only using the cakes on survivors when I'm playing with at least one member of my SWF group. The match I had last night where the Dwight worked with the killer to get me killed (they had Bond, and led the killer right to me where I was hiding next to the gen I'd been working on) pointing me out and teabagging over me when I got downed) was a perfect example of why I don't trust random teammates. Giving a loser like that any BP bonus? Hell, no.

    As far as killer goes, I'm reluctant to use them as well. I'm already getting extra BP if it's a killer I'm running BBQ on someone anyway. The last time I used a cake as killer -- on a killer I don't play often and am still trying to learn -- I got a 4-person SWF, all running BNP Commodius Toolboxes, who finished the gens so fast, you would have thought their actual lives depended on it (this was during the event, and it was a full 5-cake lobby). I got a few hooks, but the gens were still done in less than 5 minutes, I can't imagine anyone pipped up, and the BP totals were atrocious all around for everyone. But hey -- they did teabag me in the exit, so that was ... worth the essentially wasted cake offerings? Yeah -- no thanks.

    I tried to play Pig during the event using a cake/BPS and tried to signal I was willing to farm in lobbies where there were 5 offerings -- the few times I tried to do so, not only was no one interested, but multiple times, I was greeted with BM'ing and the like (so those matches tended to go badly for the survivors, lol). I might have gotten one lobby that did so (and everyone likely pipped, and we all got monster BP totals). Why anyone would be overly antagonistic in that situation, I have no idea (if you don't want to farm, that's fine -- play out the match normally then), but enough times of that killed any desire I had as killer to spread any BP love. (Not that I saw that a lot during the event as survivor, either -- we saw more camping and tunneling in 5-cake lobbies in that short period of the event than I'd seen in the entire year prior combined).

  • When I'm playing survivor against the Pig: The key is in the 4th box, every single time. (All joking aside, the last 4 RBT's that I've ended up wearing were all in the last box -- it's become a running joke in my survivor rounds against Pigs). That said, I've yet to die to an RBT in over a year playing the game. Unless the Pig is running Tampered Timer/Crate of Gears, there's easily enough time to search the boxes, unless you're incredibly unlucky to have the killer chasing someone in the vicinity of a box you need to search.

    When I play the Pig (which is often): the RBT's come off on the 1st box like clockwork. They're off so fast, I almost think that I forgot to trap someone before hooking them, lol. I get the very rare occasion where I get a trap to go off without using anything to affect the timer, but that's usually when the survivor trapped has done something risky, like working on a gen with an active trap (yes, I've watched that happen). Even on the occasions I run TT/COG, head pops are still not a guarantee.

    I tried the TT/Jigsaw's Sketch for comparison to the TT/COG combo -- I've yet to get a head pop with it, though your experience may vary. If I want a RBT to trigger, the TT/COG seems to work better for me.

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