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Chrisko

Chrisko

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Chrisko
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  • I wish the survivors weren't so vanilla. The killers have specific unique powers. The survivor gets 3 new perks (usually crap) but nothing specific to a survivor and ONLY that survivor. Survivors are like outfits with no advantage to playing any specific survivor.

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291640#Comment_1291640

    I read it. It just doesn't make sense to award points for doing nothing. If you struggle and get points I understand that, but not just getting points for not struggling.

    Also this is like 20 days old, it's a bit late to be replying lol

    I am only not struggling because I am no longer allowed to struggle per BEHAVIOR's change. That is the point. Survivors don't get as many points as killers generally and now there are even less. If this post is too stale for you, then don't reply.

    I am assuming that you are a killer main because of your profile pic. I would think that all players in the game would want to keep others interested in the game (on both sides). Taking away points from survivors is going in the wrong direction. I certainly would not want behavior to make a change that reduced killer's bloodpoints by 900 for every game.

  • @SpiritLover1133 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291710#Comment_1291710

    who the heck escapes through the hatch?? Dude, learn how to loop the killer and escape with your teammates through the exit gates

    Solo Q. If you knew how randos play in the solo q, you wouldn't be asking me that question.

  • @SpiritLover1133 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1291657#Comment_1291657

    Dude im sorry but you sound NOOB AF.

    you should be confident in running the killer and not be scared and hide from them.

    Learning how to loop and be smart during chases will increase your survival rate by 100%.

    Translation...Spirit has nothing to contribute to the discussion regarding the hatch.

  • Why I believe the hatch currently favors the Killer:

    1. Killer has faster movement speed (sometimes a lot faster depending on killer).
    2. As the killer you get to move easily around the map with no worry and look for the hatch. Once the hatch spawns, there is a higher chance that the killer will run across it before the final survivor does.
    3. The survivor has to worry about the killer finding them so they can't move freely (especially when they are the last one).
    4. Killer gets FREE time (from the initial death hook) to look for the hatch or get to the hatch without it opening in order to close it.

    What advantage does the survivor have?

  • @Huff said:

    I'm not saying that survivors are necessarily rolling in survival BP, but honestly some people act like they're going to be losing loads of BP every game off this one change. Sure it might make you lose some BP, but those situations are only the ones where there's no point to struggling and the game is going to end anyway. At that point, it's at the killer's expense. If you want to be earning survival points off more than just escaping that's fine, but the answer isn't to allow survivors points at the cost of having the killer sit there for no reason.

    If you would have read the second sentence of the post, I said..."WHY NOT AWARD THE POINTS anyway while still ending the game???" You don't "waste the killer's time" if you award the max struggle points and end the game. it's a win-win.

  • @BigBrainMegMain said:

    It's a system that rewards the veterans for buying and grinding for everything once the new DLC release and isn't so kind to new players.

    Rewarding Veteran players is great! But well, it's not so beginner friendly and in a way I think it's okay but...

    I don't know what else to add. We can't just hand everything to beginners. Hm...

    The veterans didn't have 21 Survivors and 19 killers when they started. Do you want new players to play this game? Grinding is not a GOOD thing for any players. The solution is not to "hand everything to beginners". No one is advocating for that extreme position. Just because veterans had to grind does not mean that it is good for the game. What is good about grinding? The answer is somewhere in the middle of the current situation and the the "give it all" position you alluded to.

  • @Majora said:

    survivors are using program undetectable by EAC to block killers from matching with them why they not getting banned for it?

    This gives big advantage, they can tell who the killer is before the match starts, and block them if they think they are too good to beat. Slowing down matchmaking times. I don't know what program it is called but i have heard a few use it.

    Can dev's plz respond or punish the cheaters?

    Until killers are not able to see the names of the survivors in the lobby, I have no problem with it. BEHAVIOR is being hypocritical by letting Killers see survivors names WHILE not permitting survivors from seeing the killer's name. It's ridiculous to say that survivors will dodge a killer BUT the same is not also true regarding killers.

  • @Nurgling7 said:

    Killers seeing Survivors names isnt an issue unless you have a really obnoxious name or have already given the killer a reason to remember you.

    ????

    If the killer sees the names of the survivors then they can lobby dodge. If there is no issue (as you say), then let the survivors see the killer's name...because there is no issue...according to your logic. Oh wait...BEHAVIOR has said that survivors can't see killers names because they don't want the survivors to be able to lobby dodge.

  • @Reinami said:

    As both killer and survivor i find it absolute bullshit. Happens in a good chunk of my games. When someone does it, either because they don't like the killer or they don't like that they were first downed. It completely ruins the game, basically guarantees the killer will win, and also makes the killer lucky to black pip. It's bad for everyone in the game and there is no excuse to not treat it the same as a D/C

    Remaining survivors should get sizable Blood points for other survivor suicides. Preferrably more based on how early the suicide occurs. I would argue that DCs need to give more BPs than the mere 600 they get now. Preferrably more points in early game than late game. The impact on the remaining team is much worse the earlier that the suicide or DC happens.

  • @BigTimeGamer said:

    Nobody, survivor main or killer, no matter how biased, would EVER think SWF and Solo are comparable

    but its BHVR so, ya know...

    If BEHAVIOR considers SWF and Solo results the same (SWF having not any significant advantage) ...then why not take all the perks that SWF on comms inherently get by being able to communicate to each other and make them basekit for every survivor. Using their reasoning, this should have no effect on solo survival rate. Right BEHAVIOR??

  • @Mat_Sella said:

    We need to give killers more of a reason to hook, no killer is ever going to want to hook the third survivor if they know it immediately puts the last remaining survivor at an advantage

    That is a great point Mat.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268130#Comment_1268130

    My point was that you suggested an item that could only be used in one state of the game. This cannot exist. You could argue that keys can't be used till hatch is spawned but still, hatch is guaranteed to be spawned, exit gates aren't guaranteed to be powered. Even without escaping with a key you can use it to read auras. This idea could get away at max as a toolbox add-on that says "you can use toolbox on the exit gates, lose the ability of repairing a generator with this toolbox", maybe that could work.

    That's a great suggestion...as an add-on for the tool box. It has a trade off and disappears after each game. Not bad Claudette.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268324#Comment_1268324

    You do realize the Killer can't pick you out of jumping into the trap? if you were healthy, you could literally tank a hit as it opens, then jump in.

    So I can make the argument that it is fine. Because it opening a 'few seconds earlier' would basically skew it wildly into Survivor favor.

    Right now, it's about as close to 50/50 as we are going to get. You just want it to open sooner to guarantee your escape.


    Final thoughts...

    Regarding your saying "Because it [hatch] opening a 'few seconds earlier' would basically skew it wildly into Survivor favor"

    Why I believe the hatch currently favors the Killer:

    1. Killer has faster movement speed (sometimes a lot faster depending on killer).
    2. As the killer you get to move easily around the map with no worry and look for the hatch. Once the hatch spawns, there is a higher chance that the killer will run across it before the final survivor does.
    3. The survivor has to worry about the killer finding them so they can't move freely (especially when they are the last one).
    4. Killer gets FREE time (from the initial death hook) to look for the hatch or get to the hatch without it opening in order to close it.

    And yes...I do agree with you that I "just want it to open sooner to guarantee my escape." because I would escape more if the hatch were open sooner. AND I would escape less once it is closed.

    As soon as the Killer and I are moving around looking for the hatch, If I get to the hatch first, I should not have to wait for an animation to complete and have Mr. Killer beating me on the head.

    Whomever gets to the hatch first wins the hatch. THAT is BALANCE! Not wild survivor favor.


    Great discussion! Thanks Entity While I do disagree with you on some points I do respect your points and opinion.

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268268#Comment_1268268

    You're asking for a change that makes the hatch more Survivor-biased so you can have more escapes. It's balanced how it is; both sides have to hunt for it equally.

    So you're being absurd by asking for a change that makes it, without a doubt, favor Survivors. It goes from 'I found the hatch, now will the Killer be able to find me before it opens?' to 'I found the hatch, I get out.'

    This suggestion is nothing but 'Please let me win more'.

    As it stands, the hunt for the hatch currently favors the killer in several ways. See the orig post for the list.

    I have had many matches where i found the hatch first but it was not yet open (btw the death animation and hatch opening) I had to sit there and watch the killer walk over to the hatch, wait for it to open and then close it.

    I found the hatch before the killer but because the hatch doesn't open until after the complete sacrifice animation is done, all advantage goes to the killer.

    Not to mention the EGC is killer sided...and the gate spawn is usually killer sided (too close to one another)

    So i believe that the argument could be made for the hatch opening a few secs sooner.

  • Jason is OP! He needs a nerf immediately before release.

  • @Entity_Hugs said:

    Why not make the hatch open when the second Survivor is dead? I mean, the third MIGHT get hooked, so it should open as soon as possible so people can escape. It's so unfair that the Killer can hunt for the hatch. It should be invisible to the Killer, and he should never be able to close it.

    In fact, it should just spawn at the start of the match, open, with a bright yellow beam of light telling Survivors where it is. Then they can use it if they feel the Killer is 'playing unfair'. Because it's already unfair that Killers can camp and tunnel (even through there's no objective definition for these words) and it's also unfair that they can hatch-hunt when hooking the third Survivor. So just make it always open from the start.

    This would be the most fair.

    (This post was written totally by a Killer Main. I uninstall the game if I even click on playing Survivor. So you can trust me to not be biased. Signed: Me, Totally A Killer Main)

    There is a difference of maybe 5 seconds between when the entity death animation starts for the next-to-last survivor (on hook) and when the hatch opens.

    5 seconds faster for hatch is not absurd...just everything else in Entity's post.

    I would guess that any suggestion which addresses a survivor issue would be viewed as absurd to Entity.

  • @BigBubs said:

    It's fine the way it is.

    ...Says the person playing killer (who has all the advantages currently regarding the hatch). I understand why you would think so...

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1268159#Comment_1268159

    I'm sorry but until SWF is changed (It won't be), you have to take any idea and put it against people in a Sweat With Friends group, because they will use it.

    To ignore fully half the game because you think it's rare (It's not. I run into SWFs for half the matches I play each day) is to have no idea how balance works. You can't ignore half the game and go 'It's fine because I don't care'.

    So no, having yet ANOTHER way for Survivors to speed up the game is bad. To think otherwise is to just want an easier win instead of game balance.

    Last I checked you get 1 slot for an item. So if someone opts for a 2 second advantage in opening a gate, they can't also opt for a 2 second advantage with a toolbox.

    So answer this question for me because I don't see how your argument makes sense...

    If (2 people bring a gate opener and 2 bring a toolbox) VS (4 people bringing toolboxes), how is the game being sped up?? What you lose in generator repair speed you MAY get if you are opening a gate at the end. 1 survivor can't speed up gen repair and open a gate faster with only 1 item. You have to chose what to bring.

  • @Entity_Hugs said:

    I have to disagree.

    Games are already 5 minutes or less with a good team working together, so I feel pressured to camp since even one unhook is upwards of a third of the match wasted. Which then gets me badmouthed for not playing by the 'rules'.

    Adding yet another way to speed up the game would just make the pressure worse.

    Ahhh The "Good team working together" argument. I play solo Queue and the play is just about the exact opposite. But hey...give me comms in solo play or a SWF group and I will agree that I probably won't use an item to open a gate faster. Until then, in solo Queue...the "Well coordinated good team" unicorn that you speak of is extremely rare.

    Hell...Behavior won't even allow us to see ranks anymore of the survivors we are playing with. Also everyone has a private profile so I can't see how many hours in the game they have. In Solo Queue we go in blind and sometimes I am matched up with higher ranks and sometimes I am stuck with rank 16 and 18s. While rank is relatively meaningless, there is a difference btw rank 5,6,7 play and rank 16,17,18 play.

    So yea...sometimes it is good to have an item that "speeds up the game" when paired with low ranked survivors who are making every mistake.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239279#Comment_1239279

    Fun fact the entity didn't make the trapdoor so technically she doesn't want it but can't remove it. But still, in order for the item to be used you need to find hatch or have add-ons. The keys have aura read, the maps have object aura reads, the medkits heal, the toolboxes complete the objective faster, the flashlights and the firecrackers are used to stun the killer. You don't need anything more or less. All of the items have use even if the gens aren't done with a few exceptions (medkits against plague are almost impossible to be used, no mither and the broken status effect)

    ????

    You can do a gen without a toolbox. You can heal someone or yourself without a medkit. Yet these items exist...

    You stated the toolboxes do gens faster..the medkits heal people faster and these are in your words OK. BUT you think there is no need for an item to open gates faster? That somehow is going too far and unnecessary. You contradict yourself.

    With your thinking...Why do we need anymore new killers or survivors...or any new maps...

    Consider your point taken that you don't consider any new items to be necessary. Some of us would like some NEW THINGS in the game that address specific situations...I understand that you don't think it's necessary. I completely disagree!

  • @CLAUDETTEINABUSH said:

    Been suggested a lot in the forums at the past and my opinion stays the same.

    The entity doesn't want to make survivor's trials really easy or hard, so it gives em the necessary. Imagine the survivors being a poor person and the entity a wealthy person, the entity will give them a fork and some soup, they don't want to make it easy, but not impossible.

    Now gameplay wise, I believe that simply it shouldn't exist because:

    1st, add-ons? Toolboxes have charges and speed, an item that opens doors faster wouldn't have great add-ons.

    2nd, too situational. You actually need to either finish 5 gens or the hatch to be closed in order to be viable, too situational to be added.

    3d, it's not necessary. Survivors have plenty of items they don't need another one.

    All of this are my opinion, feel free to argue :3

    The entity allows the key to open the hatch after the killer has closed it.

    Regarding your #3d point. As a solo queue survivor with over 1,800 hours in the game, i can say that the situation regarding the doors being too close and me being the last survivor has come up in probably 15-20% of my matches. An additional 2 seconds on the door from an item is the difference between escape and an easy kill for the killer.

  • @Peanits said:

    There is Wake Up!, for what it's worth. I don't think it would be a game changer, since Wake Up! is pretty rarely used as is.

    Just because there is a perk doesn't mean that there shouldn't be an item that does the same thing or stacks...There are already perks that do what other items do. I could make the case then that we don't need

    1. med kits because we already have self-care.
    2. sabateur tool box because we have sabateur perk
  • It's situational...

    1. When you are the last survivor and
    2. the exit gates have spawned relatively close together and
    3. the killer is playing ping pong between the gates and
    4. the hatch is closed and
    5. the EGC timer is running down

    This is a fairly common scenario...it would be nice to have some option other than "i'm Fu@k%d"

  • @Reborn2020 said:

    What is your player id?

    What is your question that the playerid will answer? Here is a screenshot of my profile if that helps.

    image.png


  • @Gamekeeper said:

    Do you survivor mains really like going against only billy, spirit, freddy and nurse? Do ya'll really want 0 different killers to fight or?

    I was exploring a balance whereas the DSlinger has to reload at some point in exchange for some buffs to help him with map pressure and not penalize him so much for missed shots. There is only 1 other ranged killer. DSlinger makes 2. Not sure that a reload changes him to some other type of killer.

  • @InTheBushes321 said:

    https://forum.deadbydaylight.com/en/discussion/138364/deathslinger-needs-a-nerf

    Okay, you're probably bad then.

    First of all, Deathslinger (hereafter DS) 's power is way worse than Huntresses. The projectile is way harder to aim, and the hitbox is bugged to #########. There are YouTube videos of people shooting someone center mass and nothing happening all over the place, and that ######### happens to me several times, every time I play him.

    Also, because of the recoil and reload, it's easier to lose sight of your target. You are almost always reloading mid-chase, whereas Huntress has usually finished chase when she reloads.

    He is hard countered by mid-long loops, and some small loops. Huntress just hits over them. Any situation where you can hit with DS at a loop, Huntress can hit and down. He usually can't.

    Also, survivors have way more control over his power than him. His power is useless at Max range, and even mid range if there's an object in the way.

    So yeah. Huntress is much better than DS; you're just wrong if you say otherwise. He is piss-easy to go against, and if you're losing a lot, you are playing incorrectly. He doesn't need a nerf; he's already crap.

    I love how people immediately say you're bad when you make a point that they don't agree with.

    You say "He is hard countered by mid-long loops, and some small loops."

    My experience playing him.

    Small - mid loops (also known as UNSAFE loops) Slinger chases then M1 (which is why survivors avoid these loops) the survivor.

    Mid-long loops - Slinger shoots across pallet or through window or over obstacle.

    Long loops - Slinger shoots once around the short side

    The point is that he NEVER runs out of shots so he never has to break chase.

    He disrupts loops much like Huntress BUT at some point SHE has to reload. She has to decide to become an M1 killer or reload.

    If he had to reload, what would want to buff him with to compensate? Faster movement, less penalty after each shot?

  • @BulletsNonstop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121557#Comment_1121557

    What is “winning” anyways? Is it the ability to survive? Or getting max bloodpoints in every category? Most of the time I’d say survivors are losing either way so.... 😂 killers do RAKE in the points as they have a lot more means of obtaining points. So why should they be able to slay all 4 consistently if surviving seems to be one of the categories that make it worth it to play survivor for points? I go in, if I die I look at the scoreboard and I see killers HOARDING points .... it’s like #########... idk about that. Unless the killer is just really bad, but it seems to be too damn easy to rack up fat amounts of points as a killer. So excuse me if I want to actually survive to get that 5K at the end 😂

    I still wonder why survivors don't get as many points as killers...also why they max out points in categories. Survivors should get the additional points (even if the emblem only counts the first 8000 or so).

  • @BulletsNonstop said:

    are all of you for real? So much anger and hostility. You guys do realize this game genre shouldn’t be this way. It’s a survival game and it’s supposed to be just for fun but these guys put a competitive twist on it when there shouldn’t be. Battle pass shouldn’t be thing. This whole ranking system is nonsense too 😂 it should not be that serious. Even with perks and everything else this type of genre isn’t built for this kind of competitive aggression and hostility over perks and ranking.

    Bullets...The game for survivors relies on 4 people working together. If one person is not doing something toward the survivor goals, then the burden is greater for the other 3 survivors. I am not saying everyone has to become a Monto level survivor. The post is about Potato players who don't work on survivor goals.

  • @PrettyFaceKate said:

    Do you think potato survivors spend their time in the forum and reading resources, or they just play the game?

    I would be surprised if they do either. They may have a spot behind a bookshelf in the corner where they crouch down and read...

  • @NursesBootie said:

    He's a good killer in chases and against solos, i agree. He's trash at map pressure tho.

    I agree with you and Oicimau that he has trouble with map pressure. I would be ok with a buff there.

  • @NICK714 said:

    you are rank 10 , right?

    Currently Rank 4 survivor but have been Rank 1. Did you have something relevant to say or just trolling.

  • @Babyyy_Boyy said:

    what do you guys think? I’m currently stuck in between and can’t tell or decide what he needs. I’d say nerf.

    NERF.

    Currently: Huntress is 110%, Deathslinger is 115%

    Huntress has to reload and can't just keep firing harpoons like DSlinger. it's difficult to break chase when Dslinger never has to break off to reload. He either spears you or gets closer while the survivor is taking evasive action (not running directly away) then M1. He never has to break off.

  • @leyzyman said:

    Is this what dbd is supposed to be like...

    I've been thinking about this in the back of my mind for a while. The way we are treated by the devs just isnt right. It's their game, yes. But if they want to sell their product, they should listen to us.

    Think about it, before flashlights were needed a while ago, insta-blinds were a thing. It took a Developer getting humiliated on stream to get them changed.

    Let's look at these problems we are facing now due to game mechanics:

    For survivors: killers that are tunneling and camping them on the hook. Making the enjoyment of others nearly impossible because they die on hook 1 from no one being able to rescue. The fact that slugging is so rampant; I understand when there are survivors nearby or the generators are close, but when people are slugging and doing 1 hooks, that isnt really a fair thing. Some survivors are even so toxic, they attack their fellow survivors and ruin their games; purposely blowing up gens, dropping all pallets, sandbagging, purposely leading killers to them, ect.. The problem with moris being strong enough to cut survivors down a hook state.

    For killers: Survivors are running rampant with the gen times, as it is possible (I've had it happen) to get a gen done before the game can recognize it. Meanwhile, the killer is still walking to that part of the map. People constantly t-bagging at the killer and harassing them. All the 2nd chance perks being attacked can make you (at best case scenario) swing 17 times per survivor for 3 survivor (I did calculations in another post a while ago. I can make a post explaining my math later if requested). If you want a 4k, it is almost mandatory to slug. Sometimes, having a 4k game and not popping. Rampant swf games.

    There are a lit more problems like bugs, exploits, wait times, ect.. I just dont want this to last forever.

    Why is it that these things just keep running rampant, and either 1 thing gets fixed or they add a perk to fix it, and inevitably change it later to not fix it? From what I've witnessed, the devs refuse to change and listen, on top of not knowing their own game

    Humans are like this. They have ideas of what should be done. They want their product the way they want it. But, they wont listen to most ideas that aren't easy bandaid-fixes.

    Remember earlier I mentioned that it took a dev getting humiliated on stream for an issue to be fixed? How bad do you have to be at your OWN GAME to get decimated that badly. And with more options, it just keeps getting out of hand.

    I challenge the main devs of the game. Each make a rank 10 and a rank 1 accounts. Give all perks and all items with all addons. Play both sides, and so some solo and some swf games. Do not say "hey, we are testing by playing games" and go in blind. Use new accounts. You do not "play for fun" but play to pip. You want to win.

    You will face anything. It could be a killer who is friendly, is farming, or facecamps you. It could be survivors that are clueless or are coordinated. You could get teammates who are good, terrible, or evil. By the end of the day, you will see everything currently wrong in this game.

    Why am I doing this, and probably gonna get in trouble: because I love the game's idea. It is such a blast, but the way it is treated it is destined to fail. And obviously, the devs dont see eye to eye.

    I am not talking to people like @Peanits, I mean the higher ups. The people who make the call on this game. They NEED to see how bad this game is on both ends. They need to experience the 20-30 minute cue times as a solo survivor. They need to see how bad 150 ping really is. They need to have 3 gens go off after 1 chase. They need to feel how as a rank 10 killer, you still face off against red ranks.They need to suffer like us, and understand what we mean all the time.

    Chickens LAY eggs...people LIE in beds.

    Lay means "to place something down flat," while lie means "to be in a flat position on a surface."

    -- just saying

  • @Ardjet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1126173#Comment_1126173

    It´s meant to be that way, for many obvious reasons. So in short, you are not mistaken, but it´s intended.

    What are the many obvious reasons?

    Thanks for the reply...

  • @Actionjacksn said:

    I agree that matchmaking is not at its very best nowadays, but is it gets worse over time still? I mean... i got very unbalanced matches with killer in the last wee.... months, but as i see it is getting wrose, did you notice it or its just me? For example here is an average match of mines... ofc i barely pull any kill if playing nice.

    https://us.v-cdn.net/6030815/uploads/577/HRHA93TORK4B.png

    Dude. Fix your post (assuming english is your first language)..."Is matchmaking GETTING even worse" . If you're going to post something, at least fix the heading.

  • Why do survivors get less points than killers?

    Has behavior ever addressed this?

    Am i mistaken?

  • @brokedownpalace said:

    For how long? 30 seconds? 5 minutes? How many times have you previously disconnected?

    I got disconnected once and got a 5 minute ban timer.

  • @emptyCups said:

    I'm tired I really am of being bullied and taunted by these toxic survivors who have infinate magic power over killers.

    Facing people 15 ranks away from me. 3 minute gens are done I only have one hook... screw this. I watch this guy on the hook and they dead hard and tank hits for saves and even if I outplay them and pull the next guy off its Decisive strike again ! Its sprint burst and adrenaline again. Heals heals heals mindless scooby doo loops around a hay bale and I cant run stab puke or hatchet anyone because like a superhuman they dodge every wind up. They tbag past every throw

    I sweat and I sweat and follow every youtube I win chases faster I use ultra rare add ons i slug I tunnel i camp i play dirty oh so ######### dirty. I practice shots in kyf

    2 healthstates with 4 perks and a tool each that instantly heal someone who already has 3 hookk lives and I'm suppose to kill people who can literally waste an entire minute circling an haybail.

    i tape my tv for hatchet sights

    Theres no end to these second chance perks and saves.

    I set timers for hooks. I poor over every inch of these forums and the wiki and memorized perks.

    There is no horror anymore.

    There is no balance.

    Loops are frustrating, gens fly.

    I've got 2k-3k hours since launch longtime player longtime payer and I'm out.

    Your survivors ques just got alittle bit longer

    RIP Emptycups...

  • @Pulsar said:

    Sabo got buffed.

    It takes ~2.5 seconds to sabo a hook. Therefore, you can fully sabo a hook in the time it takes for a Killer to recover from an attack.

    As for my personal opinion, I'm not sure if these changes are healthy.

    Do you all think these upcoming changes (toolboxes, losing add-ons, walls and sabo) will be worse for solo players and encourage survivors to team up in SWF groups?

  • @Dr_Loomis said:

    I'm not having a fit over a computer game, they're not that important to me. Just things to waste time.

    I'm just remaking that it's now customary for this game to bring out simply the worst kind of players.

    It's like on Friday 13th when we had those morons exploit a glitch and get on top of the house, or gang up on Jason and all dance about. More 'megaLOLz!'.

    I just find it disheartening that this game is being spoilt. But I've gone on about this too much.

    It's happening, move on etc.

    GAMER CREDO FOR DBD:

    Survivors are NOT entitled to anything from killers...

    Killers are NOT entitled to anything from survivors.

    Equip any perks, items...tbag...slug...camp...whatever you like. Anything else a person ascribes to their competitors is a road to disappointment. "Toxic play" is just a BS concept that give people a perceived justification to complain.

    Just play the game and don't worry about anything else my friend.

  • @johnmwarner said:

    All this video proves if that players who can only hold M1 and do gens but have zero looping skill will lose

    I agree

    We all see players in roles that are amazing

    Examples:

    Survivors who can loop for days, 360 and escape the killer...nail great skill checks, dodge hatchets constantly

    Sniper huntresses...killer billies etc...

    The answer is to work hard at those skills and roles until you get great at them.

    The answer is NOT to want to change the game to make up for an under-developed skill.

  • @gemjas said:

    Reading these makes me believe that literal children wrote it. Like, below the age of 14. I wouldn't worry too much about it.

    Clearly these children are in possession of a mature game and can't handle the results of certain strategies. Isn't minecraft still available for these children. I am a survivor main and have been target by killers and malicious survivor play as well as just poor solo teams...

    Advice: disappointment is a human condition. Move on and be the best player you can. At the end of the day it's just a game. Try to be above it all.

  • @Rezolushun said:

    I’ve played both Survivor and Killer so I know exactly how OP talking on coms can be. I use to main killer until my games tonight. I literally just uninstalled the game due to SWF group’s toxicity. I’m not saying all groups are toxic but the game is just easier for them.

    Is there a way to include the killer into the communication? Or once the group enters the match they can no longer communicate? I’m one person VS four people constantly updating each other on my whereabouts.

    I know because my matches as survivor with friends went like this...”Hey, it’s Ghostface so be alert. Ok he’s on me now get to a gen. He left me and headed your way.” Etc...

    We all escaped with the greatest of ease. He got a single hook.

    I hate what this game has become. Maybe one day I’ll be back but for now. Farewell to the fog.

    I am a survivor main and when i play with swf groups, i insist on NO comms whatsoever as a condition for playing. That is not how the game is currently balanced and it is unfair toward killers. I would urge all other survivor players to do the same.

  • @TheLegendDyl4n1 said:

    THIS IS THE 5TH GAME IN A ROW WHERE I AM A RANK 6-7 SURVIVOR AND I HAVE GOTTEN A RANK 1-3 KILLER, WITH AT LEAST ONE OTHER SURVIVOR BEING RANK 14-16, AND ONE RED RANK SURVIVOR, I AM A SOLO SURVIVOR AND ITS IMPOSSIBLE TO RANK UP WITH THIS BSSSSSSSS!!!!!!!!

    If the devs just remove players ranking numbers from the end screen lobby (so players can't see other players ranks), then the issue will be solved right? ;)

    Isn't that what behavior mentioned doing?

  • @AshleyWB said:

    Ok it was kinda Clickbait but this is your chance to share some creative ideas for new items.

    I'm gonna list a few suggestions. See if you can think of a use which could fit into dbd.

    Glowsticks - A throwable source of light emitting a small hum of light within a small radius. Any survivors within a 6m radius of a glowstick is highlighted to all survivors within 42m.

    Energy Drink - A quenching can of FogZü energy drink which increases haste by 3% for 40 seconds but due to it's high sugar content causes exhaustion for 2 minutes.

    Heal spray - An item which enables you to activate a heal over time action which works when not running. Takes 30 seconds for a heal. Status effects which slow down healing still slow down the time taken to heal. 1 Time use.

    Megaphone - Bringing this item into the match enables the player to broadcast your voice channel to the killer within a 62 meter radius. Distance determines the loudness of communication. Can be muted by the killer.

    Motion Sensor - A killer item which can highlight the location of survivors within a 24m cone, this only works on survivors that are actively moving around.

    Lock and Chains - A killer item which enables you to quickly lock up lockers rendering them unusable for the duration of the match. If a survivor is in the locker while you lock it up you will grab the survivor as if you pulled them out.

    Tracking dart - Killer item which you can use on a survivor to track their location every 20 seconds.

    Entity Vines - A killer item which can be placed in loops to reduce the speed of survivors traversing the same loop. Can be destroyed.

    Scroll of Truth - Reveals 4 possible spawns for the hatch to you and the killer for all players. If the hatch has spawned the scroll of Truth still highlights the auras of the possible spawns.

    Lucky Golden Coin - A glimmering coin said to have fell from the sky generations ago, it was passed down to you to use when the time come. Bringing this coin into a match fills you with good fortune. All great skill check zones are 2% bigger and personal luck is increased by 3%.

    Cursed Coin of Evil Eye - A sentient coin infused with the deepest of evil itself. Bringing this coin into a match causes the player to have a greatly reduced FoV, Vaults blocked off upon use (player only) and sinister whispers to be heard for the duration of the match. Grants +10%xp bonus on use.

    Stick of Gratitude - A chunky stick you can bring into a match which you can drop and give to the killer to applaud them for being a good sport.

    Celebratory Confetti - An item which celebrates the end of the match. Can only be used within an exit gate. A replacement to teabagging which also rewards the survivor using the confetti a bonus 15 Bloodpoint bonus each time they use it.

    Forbidden Stake - A killer item which freezes all survivors in place within an exit gate. The first survivor you strike will be instantly downed and Moriable. Upon the Mori animation finishing the remaining survivors will thaw and therefore free to move. If you kill a survivor by this means you will steal half of their Bloodpoint total for that match as a post match bonus. (Teaches the survivors to not get cocky at exit gates and penalises them for that, would still leave behind a husk if the survivor DC's)

    Crystal Beads - A placeable bead which emits a delicate metallic light (think prism stones). An item used by survivors to track areas of interest, find their way through the fog or to spam at the killer at the exit gates to make the final stare off less intimidating. Last all match and emits random colours.

    Anyone think of any similar ideas and suggestions.

    This is just for fun, don't try to justify balance behind any ideas.

    How about an item that lets you open an exit gate without the gate lights lighting?...so the killer does not know you have started opening the gates...

  • @xChrisx said:

    Is easy yes, but in swf, in solo Is a nightmare. Have to deal with randoms Is something that makes me mad

    Agreed, as well as other solo survivor headaches such as dcs, suicides, survivors sandbagging by running the killer into other survivors to get them caught (like the person that posted the orig thread)... not to mention that killers almost always get more bloodpoints and don't have to rely on others during the game. They are just really different experiences (killer vs survivor)

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/990261#Comment_990261

    With 4-5 gens left to complete on your own you don't deserve even a chance for an escape

    The real reason there will always be a hatch is because it takes 4 survivors to every 1 killer in order to even play a match. That makes survivors 80% more important to the game than the killer. Bhvr will always give some hope of escape to survivors REGARDLESS of whether it is "fair", "deserved", "free" or "entitled". It's just the reality of keeping the player base interested in playing the game.

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