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DawnMad

DawnMad

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DawnMad
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  • Doesn't Any Means Necessary need a nerf? It resets pallets, just hold E. Even shack pallet can be reset. It requires no skill and ruins the late game for many killers.

  • Eruption only works on generators you manually kick, like all other "kick a generator" perks. Oppressions is a meh perk, Eruption is even worse. I wouldn't expect much from them.

  • I made a post suggesting a couple buffs for her recently. Mainly, her slowdown needs to be more reliable and her dash needs to be less predictable. Otherwise she is one of my favorite killers.

  • 9 out of 10 games we also have:

    Exhaustion perk on every Survivor

    BT on 2 or more survivors

    DS on at least one survivor

    Iron Will on at least one survivor


    Using strong tools to win isn't specific to killers. It is a competitive game after all so you can't expect anything else from the players.

  • I have a very secret tactic. It requires using a BPS, hitting a generator when you see a survivor and nodding at them.

  • When the MMR system comes ranks will be a reward system. You will get like 500k BP for getting both roles from rank 20 to rank 1. It sucks but better than nothing.

  • Here's my two of my favorite very original outfits:

    I call this "Red Dwight":

    image.png

    And I call this "Yellow Dwight":

    image.png


  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251278#Comment_2251278

    And? EGC (while killersided) was never meant to be a tool to give additional pressure to the Killer. And if they want to have the EGC, they should take some of their precious seconds and open the doors themselves.

    image.png

    EGC doesn't really give any pressure to survivors when they don't even have to start it until they are in danger. A killer leaving the survivors to go all the way to a gate and open it is the same as going to a corner and afk, it can't even be suggested as a strategy.

  • I don't think it's fair. "Killers can open it" isn't a fair argument for it since every single second is precious in the end game. It gives the survivors indefinite time to help their teammates, wait out a killers powerspike or heal and reset while still being able to instantly leave if the killer chases them.

  • @Evilhorst said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251204#Comment_2251204

    I was never trying to suggest that they are always toxic. Its not a binary thing. It sure can be used in a way to be toxic, i think that is undeniable. But of course i also believe camping and tunneling is totally fine to a degree. Noed i just honestly believe is unfair, thats why i do not use it. Other people may think differently.

    The point i was trying to make, that i do get insulted for these things WITHOUT me actually doing it. Like People are just twisting their definitions to make that claim. For example people say you tunneled even though everyone was on death hook before the first kill.

    Noed is definitely an unfair perk, so is tunneling and camping to the survivor receiving it, but none of these are toxic in any way. As long as you are using game features to play the game more efficiently you are not toxic. They may be unfair but that's something that needs to be fixed by the developers, not the players. To be toxic you need to be intentionally abusing other players just for your enjoyment, which can be done in many different ways.

    Those are the kind of people that can't accept that they lost fair and square and try to blame it on anything else other than themselves. If anyone's toxic in that scenario, it's those people. I enjoy getting those kinds of messages since that tells me I managed to annoy a toxic player who likely would have insulted me for losing if I did.

  • Pig's Dash is predictable and easy to outplay by the survivor in most cases. Only in a few spots it's actually effective against good survivors.

    Wraith's Lunge isn't enough to catch survivors in every loop but even in the worst case scenario it lets you catch up to them and force a pallet drop.

  • I don't think it's outdated, I think it was always a problematic perk but just like many other things it took a while for this to be seen.

  • Not surprised at all that most people who hate Spirit don't even play her. I'm neutral with her, I only have a couple problems with her but other than those I find her a very well made killer. But because of those problems, at the moment she isn't very fair to go against.

  • Dude. Camping, tunneling or Noed aren't toxic in the slightest. That's like saying hitting great skillchecks as a survivor is toxic. Do whatever helps you win matches or whatever lets you have more fun from the game.

  • If I'm in Solo Queue, Alert means I expect my team to actually use pallets, which they don't. In SWF my team can just call out where the killer is. If I'm going to run an information perk as a survivor it's always Spine Chill.

  • It's an okay build, I wouldn't use Ruin without Undying and you can do better than Surveillance. Maybe Discordance or Tinkerer.

  • For The People is best used to get a survivor up in a pinch, so Dead Hard would compliment it well to keep yourself safe while doing it. Since you are going to be injured most of the match Iron Will and Resilience are also pretty good choices to bring along.

  • @Andokuky said:

    Ugh, this is one of the worst survivor complaints of all time. The doors are either killer friendly or survivor friendly. There’s no “rework” or “balance” to be had. They are either far enough apart to make it impossible for the killer to stop a survivor from opening one, or they’re close enough that a survivor can’t get one open. This of course assumes only one survivor is left and both the killer and survivor are competent players.

    What survivors want when they say “fix door spawns” is they want a 100% chance to open the door. How is that fair to the killer, lol. There is so much RNG in the game, this is just more of it.

    Also it’s very subjective. I swear when I am alone against a killer, the doors are almost always far enough apart that I can open one. And when I play killer they almost always seem close enough that the last survivor is screwed. Maybe I’m just lucky.

    And since this is only an issue when there’s only one survivor left, this means the killer has killed three survivors, closed the hatch, and in most cases, has stopped you from doing all five gens. And now they’re supposed to just not have a shot to get the fourth survivor?

    What would be balanced is if the doors are far away enough that a survivor can open it by the time the killer goes to the other door and comes back, but close enough that if the killer turns back halfway to the next door they can't open it. 50:50 chance on doors.

  • Haddonfield hasn't been changed for so long because of license issues. I heard a little while ago that they did something with the Halloween license so we may see a Haddonfield rework sometime in the future.

  • No competition. Why should they put more effort than they need to when there is literally no similar game you can turn to.

  • Would be nice to know if I'm getting hit through pallets because of the servers or the killers internet.

  • They are either waiting to taunt the killer or they saw some content creators 99 the gates and they are failing to replicate it. They are throwing but they can't comprehend it since it effects other players and not them.

  • I hate Deathslinger. I respect Pigs. I'm neutral with everyone else.

  • Sure, when a killer DCs it counts it as an escape so this would make sense.

  • Thrilling, Dragon's Grip, Oppression and I'm All Ears need long cooldowns. They could be reduced slightly, maybe make Oppressions and Dragon's Grip 60 seconds like the others, but making them too low could make these perks broken. Think of a match with Thrilling were half the time when you find a generator it is blocked because the killer is abusing it by picking up and dropping, or slugging multiple survivors and picking them up in a way where Thrilling would trigger multiple times. Or a Dragon's Grip with a low cooldown on a 3 gen scenario against a Nurse or a Spirit. Or I'm All Ears on a Pyramid Head and he sees you through walls every time you vault a window.

    Trail of Torment could get a cooldown decrease, it would make the perk stronger which would be nice. Eruption needs a lot more than a cooldown change, it's effect is way too weak for how much setup it requires. Surge's cooldown of 40 seconds is also not really a problem, I think a slight range increase to it would be much more useful.

  • image.png

    Am Dwight main but can't deny the truth.

  • Survivor can just 99 the remaining generators, do them at once and sneak to an exit gate. This is basically the same scenario as closing the hatch instantly but with a lot of time wasted for the killer.

  • 1) Promotes hooking everyone once and tunneling the obsession after the second hook to instantly kill them. That's 1 person down after only 5 hooks. This gets even worse with perks like Nemesis.

    3) It would take a coordinated group of survivors less than a minute to find the key. What you are saying is now the survivors don't even need to bring a key to get a 2 man escape with 2 generators remaining. This is worse than how it is currently.

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2245141#Comment_2245141

    Out of curiosity, which gen protection perks would you recommend on slow M1 killers?

    Corrupt is your best choice by far. It is completely passive and has a huge effect on matches. It makes up for bad spawns, lack of mobility, having to waste time setting up etc.

    Surge is a good choice on M1 killers but unless it's a killer that can catch up or end chases quickly Surge isn't amazing. Many times survivors will run a mile away from the generator after getting hit the first time.

    Ruin + Undying and Pop aren't very good for low mobility killers but they still are good choices if you are planning to dedicate yourself to a single half of the map. This works well on maps like Glenvale where you are better off completely ignoring the half with back to back to back loops.

    Sloppy is an okay choice but it is more of a compliment than anything else. It is good at slowing the game down but it doesn't give you control over the generators unlike the other perks.

  • It's not that simple. So you are saying if a survivor loops the killer around the hooked survivor now the other two are completely free to slam on generators with zero pressure?

    Bubba camping, like any other camping, is only as viable as the survivors make it. If a survivor loops the Bubba around the basement with 3-4 generators nearby, then get hooked there and Bubba camps that part of the map until they are dead, that's that survivors fault for not thinking ahead. If a Bubba just camps a random hook with no pressure, then the survivors are free to slam on gens and escape, leaving the Bubba to depip and get nearly nothing from the match. It's only unfair to the camped survivor, but you can't do much about that. If a killer wants a single person out of the game they will, no matter Bubba or not.

  • It is supposed to work like that, but even a solo rank 1 can get matched to green ranks so the matchmaking is to blame.

  • You don't have to main a killer. I play all the killers myself and if someone asked I would say I'm a Blight main, but in reality he is not even in my top 3 most played in the last few days. Just play a variety of them and have fun.

  • Just had a full team of survivors all running behind me while I hook and unhook instantly for the 20 unhook/protection hit challenge. It got annoying so I slugged them all, ended the game with 4 gens remaining. It's at least bearable when one person does it but making these the first challenge just ruins matches like this.

  • @quazzi76 said:

    Discarded report reasons

    THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT:

    Camping

    Slugging

    Tunneling

    Streamsniping

    Teabagging

    Bodyblocking

    Looping

    GRIEFING: INTENTIONAL GAMEPLAY ABUSE

    • Working with the opposite team to gain an advantage or grief teammates
    • Targeting specific users repeatedly in order to ruin their game experience
    • Holding the game hostage

    Now my problem is that under the 2nd part of griefing - "Targeting" (babysitting /tunneling) specific users repeatedly in order to ruin gameplay not the definition of tunneling babysitting?

    If you can prove the intention is to grief the player then yes, it is an offense. But targeting a survivor to help you win is allowed.

  • So a match against a very weak killer who isn't even good enough to end chases and hasn't pushed you off a generator a single time, how is it surprising that the game ended quickly? This is the equivalent of a killer ending the game with 4-5 generators remaining against a bad team. Do the same to a top tier killer and post that, then you will have a point.

  • Matchmaking sucks, killer is fine. I am on the other end of the deal where I feel really bored with how easy my killer matches have been the last couple weeks.

  • I feel like zombies are the only real issue here. Most killers feel the same to face these days. A Huntress, Deathslinger and Nemesis will be very similar in a short loop and Demogorgon, Blight and Nemesis will be very similar against pallets. If one of them were to feel bad, many other would too.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237809#Comment_2237809

    I don't think any of the killers should have a defined sexuality, but for survivors that ship has definitely sailed, with Felix canonically being a father-to-be and I think David had a girlfriend?

    I wouldn't mind a canonically gay survivor, but it'd have to be written in the same style as all the others.

    Well if they are doing it then sure, an LGBTQ character would be nice. I would have preferred them to stick with the undefined trend though.

  • So you are allowed to bring 2 purple addons to give you a big advantage but when survivors use a pink addon it's a problem? If those survivors were to beat you like that, they still would have if they didn't have the toolboxes and you didn't have the addons. BNP is fine, it's supposed to be strong, it's are a pink addon.

  • Well memes aside, this would be very overpowered. Even great skillchecks were nerfed from +2% progress to +1% progress a while ago. Giving 4% every skillcheck is full on overpowered.

  • As far as I know, none of the killers or survivors are supposed to have a defined sexuality. If you want an LGBTQ character you can just look at the characters we already have, it's all up to your interpretation.

  • @BSVben said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237643#Comment_2237643

    How is that in any way a buff to Bloodwarden? It would be changed to a hex, meaning it can be instantly undone. It also completely eliminates the possibility of anyone dying to the EGC by having it auto-disable when the timer ticks down to 10%.

    99ing gates is a thing, it is very rare a good team will fall victim to Blood Warden. Doing this means if the survivors were to 99 exit gates you would get free downs at the end of the game.

  • I think that Blood Warden idea is actually pretty good, more of a buff than a nerf. It doesn't give an immediate danger like Noed and it can be found and destroyed, it just feels too strong if 1 person is left.

    Others are just straight up nerfs that those perks don't need. They are already last resort, non-meta perks.

  • If you mean like a meme build then it's Skillchecks Blight. If you mean memeing in a match, my favorite is making survivors slug race.

  • The entity was just serving us leftovers in the 4th anniversary. She had to lower the expenses because of budget problems. That's also why she is reusing the same crowns this year, by doing that she could afford this brand new cake!

  • Instead lets combine both to a single button. When you press it you have a chance to be in a Solo Queue team or in a SWF team, and if you are really lucky you sometimes spawn as the entity.

  • Counterforce, Resurgence -> Solid perks, but just shy of being meta.

    Blast Mine, Flashbang -> Some of the best meme perks we got in a while.

    Bite the Bullet, Rookie Spirit -> Okay perks, I will probably never use them.

  • You need to play Wraith to his strengths to do well with him, which is catching up and getting first hits.

    Whenever I'm not using the dirty Devour + Ruin + Undying build, my main build for Wraith is BBQ + Make Your Choice + Surge + Pop. Surge and Pop lets me keep the generators at bay, with his fast catch up using Pop on generators isn't hindering unlike most other killers. Make Your Choice gives him that bit of extra lethality he desperately needs, which combined with BBQ and his mobility makes for a very aggressive playstyle.

  • They don't need to be removed, they need to be implemented better.

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