Dead_by_Gadfly
Dead_by_Gadfly
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@TheOptimiser said:
I'd honestly balance the game so that games are more oriented towards a 3/1 ratio, so that you can feel killers have the POWERFUL role in the match and that survivors need to work HARD in order to get out, and even if they don't, they would often black pip or pip decently even if they die, if they did a reasonable amount of work in that game...
I'd feel it would be more enjoyable on both sides as it is at the moment!
This ^ glad im not alone
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@Koukdw said:
https://forum.deadbydaylight.com/en/discussion/comment/1421932#Comment_1421932
I was just countering the argument that survivor are boosted and killer aren't. Both are boosted. Killer facing boosted survivor with cheap win perks (noed) will win way more than they should.
I agree with that. Just saying even the best killers have ######### games
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I really enjoy playing as legion in their current form
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@Koukdw said:
https://forum.deadbydaylight.com/en/discussion/comment/1421845#Comment_1421845
Thing is red rank killer aren't that good either.
I still see from time to time r1 killer that facecamp one guy and 3 people escape.
Sometimes it bes like that 🤷♂️. Some games rng kills you. Sometimes you f'd up at the beginning and 4 gens pop stupid quick. Regardless of whether it was the killers faukt or he just got screwed tgere are times when camping becomes required
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Its so weird people are having this issue as ive noticed no chznge at all on xbox. Im getting 1 to 3 per blood web and occasionally 0. At this point ive got a couple hundred saved up over almost all killers (30 to 40 each roughly).
On my end it seems 0 and 4 on a bloodweb are outliers with most bloodwebs having 1,2 or 3
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1420655#Comment_1420655
Thats all true, but 80 seconds is just a number, which means not very much in DbD. Like i said, in the early its easy to complete generators for obvious reasons and its much harder to do the same when there are only 3 gens (and maybe even only 2-3 survivors left).
Its crucial to think off an idea how to ballance early and late game without touching the games core concept. Whe should also stop denying that there is no significant difference between those phases. Some changes WILL come in the future, its on us to find solutions and give devs our input, since they will implement something.
Another okayish idea i found is this one by Scott Jund. Unfortunatly it has more flaws like only benefiting the killer which will NEVER be the case since the game is already at a at least ballanced state for killers right now... but its an idea.
Yeah these ideas like Scott's and adding secondary objectives only benefit the killer because the killer role is at a serious disadvantage right now when survivors decide to buckle down and do gens. Thats just an undisputable fact that pretty much everyone that heavily plays both roles agrees with. Late game is already balanced, as long as survivors dont 3 gen themselves its not much of an issue and if they did its on them. Even if they are 3 genned tge killer has to commit to a chase at some point. Even if he doesnt he cant physically be at all 3 gens at once. 80 seconds aint ######### overall.
And the devs are adding in something that sounded like Scott's idea, so it seems they agree theres a problem. Also evidenced by them reducing map size, nerfing tool boxes abd nerfing group gen speeds.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1420886#Comment_1420886
I could totally imagine even a rank 18 Myers playing against brand new players spawning near a gen with a few survivors on it and getting up to tier 3 before they realize what's going on. It would be longer than 10 seconds, but I'm sure 10 seconds isn't an exact number. You could easily do this in 30 seconds depending on the map and spawns.
True but that only explains the first time, not the rest of the match
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Ive never played fnaf
I LOVE the Alien franchise
Snaptrap or whatever his name is fits tge theme of dbd way better than xeno or demo imo.
That said ALL HAIL PINHEAD
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@Cheers said:
It's an add on, I believe it's called Tuft of hair. Reduces your movement speed but makes it so that after stalking for alot longer than usual, you'll have T3 permanently.
Yeah but exposed popped within 10 secs of match, cant do that with tuft
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Pc? Cause that sounds like hacking
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I like how david and gf were just watching like ######### 😂
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@CakeDuty said:
I always end up apologizing to the killer when I go against someone that's clearly new. :/ I always feel extremely bad for possibly ruining a new persons first experience of the game.
Me too, ill also let them hook me so they dont feel like they got completely shat on and so my team gets points
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@CertArn said:
https://forum.deadbydaylight.com/en/discussion/comment/1417997#Comment_1417997
Yeah, best thing to say, right? "You are new, i know better after 2000 hours and that's why my opinion is superior." And you know what? I'm not new. 50 hours is enough of my time investment in one game. I'm new with 5, maybe 10. Also i will never waste 2000 hours on that game. And i will not waste time to watch some streams. If game like this cant give enough feedback to player, it is badly designed. Simple as that. Lets be honest here, this is not MMO, roguelike, flight simulator or any other complex idea of a gameplay. Its simple.
Anyway, i know how this perk work. Don't treat me this way.
Also you should learn how to read.
...it is like talking to a brick wall over here. :-/
I don't have problem with perk, i know how it works, I DON'T KNOW THEY HAVE IT SO I CANT REACT TO IT.
Damn, it is really so hard to understand?
Let me put it this way, following your logic - You guys should always expect someone could sneak behind you and slap your head with baseball bat. You can duck, so you should be ducking all the time to prevent this from happening. And when i finally sneak behind you one day and hit you like that, you cant be mad at me, because you should expect i will do this, so it is your fault for not ducking this one time in the right moment.
I agree, it is like talking to a brickwall as everyone has given you the solution and you're ignoring it. And this game is WAY more complex than youre giving it credit for. The ocean of difference between a 50hr player and a 2000hr player is MASSIVE.
Part of the game is figuring out what perks your opponent is running and playing around them, and for the perks you cant discern knowing when to assume those are going to come into play.
As an example a couple of days ago i was killer, i had 2 dead, 1 on hook in struggle phase and i hooked the 4th survivor for the first time. Gates were open. There was nothing telling me that 4th survivor had deliverance, i just assumed she did because i have more than 50 hours of game experience. So i threw my clown bottles at her feet to inflict exhaustion just incase. And then she used her deliverance, because of my bottles she couldnt use her dead hard and she went right back down. Had i followed your logic and not made that assumption she could have popped off, ran over and unhooked her friend and they both could have got out. The number of times i just assume a survivor has ds is incountable. This is how the game works. If its too difficult for you, maybe dbd isnt for you
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@Elena said:
Borrowed Time grants you the endurance status effect for 15 seconds when you're unhooked in the killer's terror radius (depending if the rescuer has the perk equipped). You have 10/15/20 seconds to mend if you get hit while endurance is active.
Soul Guard also grants you the endurance status effect for 4/6/8 seconds after being healed or having recovered from the dying state (this makes great synergy with Unbreakable). You have 20 seconds to mend if you're hit while endurance is active. Side note: you can fully recover if a hex perk is active.
Keeping the discussion civil, which perk do you think is better? I know the word better is subjective but that's why I'm creating this thread.
Bt is better, but people shouldnt dismiss soul guard as ive seen coordinated groups using it effectively to an annoying degree
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@NuclearBurrito said:
Give him haste in his own gas. Bam, now he has mobility to help with patrolling and stuff.
Behaviour should hire you. Id add he should reload faster as well. Nothing stupid just a slight buff
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@Erk said:
https://forum.deadbydaylight.com/en/discussion/169481/my-way-to-ballance-genspeed-what-do-you-think
The early game problem can be solved with Corrupt Intervention and late game is actually harder if the survivors don't 3 gen themselves.
Exactly
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1420618#Comment_1420618
A perk is not and never should be the solution to game mechanics. I would rather do this change and then nerf/change Corrupt Intervention.
Late game generators take way longer then early game generators, there is no room for discussion, its a fact.
Only if the killer doesnt leave the gens to chase someone.
Base gen speed is 80 seconds regardless of what point in the match your in. Thats a fact.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1420611#Comment_1420611
To simply add a secondary object would just increase the time it takes for survivors to get out of the trial, which would not change genspeed but rather buff the killers in general. If they dont give survivors something for compensation, this is not an ideal solution.
The survivors dont need anything in compensation as right now if they just do gens they can escape (especially if they all split up). Gen speeds ARE a problem, but i agree increasing the gen timers would be boring af. So the next best thing is secondary objectives.
With your solution it just means theres a little more pressure on the survivors in the beginning and a little more on the killer at the end. The killer already has enough even in a 3 gen situation as the gen speeds even in a 3 gen are still a problem
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@OBX said:
Great game. Turn the lights off, put a nice headset on and get immersed in the game. (Until you get creeped out by a cannibal screaming while running at you). I’d probably buy a forest expansion
Yeah its a great game and looking forward to part 2
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Its interesting but i still think secondary objectives is a better way to go since it gives them something else to do. Id also argue that its not just the gens at the beginning that have the potential to go to quick
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Pjnhead
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@NinjaDette1 said:
Half of the day today I had matches that only went against several GhostFace and Huntress users but none of the other killers is this even normal?.
I got a daily for ghostface, maybe a bunch of other peopke did as well
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The slow down seems to make it balanced. Because of that youd still have to break pallets. I like it.
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If they blind you before you finish your pick up animation you dont drop survivor, if they blind you after you oick up the survivor you get stunned and drop them.
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@tactic said:
Even if the killer has no options left, it’s still terribly annoying and unfun for the survivor being camped.
It makes sense that people would be angry and take it out on the killer, it’s still a scummy strategy even if there isn’t much else for them to do
Thats just your opinion. Stay mad i guess 🤷♂️
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Because despite shat people proclaim its a competitive game and competitive peooke can get nasty
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This i think is the best wat to handke it
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@podkall said:
https://forum.deadbydaylight.com/en/discussion/comment/1418758#Comment_1418758
exept I play this game for ~3 years bought couple of DLC's and own a big bunch of perks so no it isn't worth to buy any character that can be obtained through ire
That actually isnt true. Most characters cost 5 bucks. Even working minimum wage youll earn that in less than an hour (in US anyway), earning 9k shards takes WAY longer than an hour. It also takes longer than an hour to earn 150k bps when there isnt a cake event going on. So really the most efficient thing to do is purchase the characters and once you have all the perks teachable use your shards to get bps. Same is all true for cosmetics as well
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Kate is bae 😍
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@NuclearBurrito said:
Let me also remind people that the Legion before his most recent buff was often unable to get a hit in on Survivors in stronger loops.
At the time he was a 125% Killer with a significantly increased vault speed.
They had to buff him to a 130% Killer with an even faster vault speed for him to get hits in reliably under those circumstances.
A Killer that has 120% MS, 40 meter TR and absolutely nothing else would be underpowered.
Which is why i said 120% movement speed AND break pallets twice as fast 😃
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@PrettyFaceKate said:
The skill check is not the way to go. Sometimes, letting go is the right play. Everybody and their mothers asked to reverse the struggle phase mechanic. BHVR: skill checks. It's like they simply want to be contrarian sometimes.
Just miss the skill check 🤷♂️
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1418429#Comment_1418429
While i would love for that mechanic to be implemented wouldn't it be hard for rank 20 survivors?
They need to get better at skill checks anyway. No better way to learn than having your life on the line 😂
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/1418416#Comment_1418416
Id say bump it up to 42 like huntresses humming, don't know about the breaking pallets thing though as the movement speed alone is eliminating the need for all the perks that give bonus movement speed, if we eliminated all the perks that increase action speed then it would be obnoxious in my opinion and easily broken. I genuinely think that this type of killer would have to be handled very delicately to be balanced and fair.
My thinking was 40 meter terror radius and then foot stomps at 48 meters like lullaby.
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@MongolPSR said:
Like how would you balance for that? I think the obvious thing is that their power if they even have one must not help in chase as their movement speed is already so powerful in that department and damn near broken. So help me theory craft a way to make a killer like that work.
We already have examples in game of killers who only show their true strength when they move at a higher movement speed. PWYF Bubba and Windstorm Wraith come to mind. But one requires an add on and the other requires a perk, both also don't always have that movement speed ass both have ways to lose it. Bubba when he hits people and Wraith when he uncloaks.
I've come up with 3 different solutions but I still want to hear what other people think would be a viable way for a killer to run at that movement speed base.
Option #1
A wind up on their basic attack. So my thought process here is that if they are the fastest base movement speed killer in the game they would need a significant draw back that would pull back their actual chase potential. so what if they couldnt just swing at people when they wanted what if they had to charge up their attack? This would give survivors much needed information on what the killer is about to do and would give them time to react. My only issue with this is that if the charge time is too long even if it needs to be that long to be balanced it wont be fun to play as, and might only be frustrating for the killer and will make them not want to play as said killer.
Option #2
They are only 120% in chase, and when not in chase they are 110% or even lower. This idea kind of goes against the idea of the killer having a base movement speed but there are plenty of killers who have fluctuating movement speeds in the game already sooooooo whatevs lets run with it. BHVR seems to try and keep killers within a ballpark range on how fast a killer can get across the map. when in direct comparison killers are not that much faster or slower than one another if you run it like a race, there is obviously faster killers like legion, Nurse, or Spireh but they arent that much faster as they all have drawbacks to their speed. nurse being the slowest base movement speed killer in the game, legion having an obnoxiously long stun time on their feral frenzy, and spireh with her base speed being 110%.
I however am ignoring two killers who completely break this mold, Wraith and Billy. both of them even without add-ons right now can cross the map obnoxiously faster than any other killers in the game. They are outliers and Billy is even seeing a nerf to this area with his overheat system. with this in mind I could see a trade off with the speed being that they are much slower while out of chase.
Option #3
They have to hit a survivor 3 times to down. This option is my least favorite but it is genuenly hard to think of viable ways to make a 120% killer fair and balanced. The way this would work is that the first hit would apply deep wounds with a long timer that only goes down out of chase, the second hit would remove the deep wounds and leave the player in the injured state, then of course the 3rd hit would down the survivor. The only way I can justify this is that the killers chase times are going to be the shortest in the game without applying any powers, perks, or add-ons. this means naturally to balance it out you need to find ways to artificially slow down the killer or extend chases to better line up with the rest of the killers in the game. Again I dont like this option because even with the movement speed it will feel unfair to the player to have to hit someone 3 times even if in reality they are with the pack in down time potential and still maybe even ahead of the pack because of their speed.
Those are the three solutions I have come up with and even then I don't know if any of those or a combination of those would be balanced enough to not make the killer the best in the game automatically. Speed in this game kills, it turns killers who have very little going for them into absolute monsters in practice. That doesnt stop me from wanting to see killers that are out of the box different from the rest of the pack. So what do you think? any ideas? Yay nay?
I think one that moves at 120% speed and breaks pallets twice as fast would be fun but would need a 40 meter TR to balance
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DoNt CaMp GeNs!%$#
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@CertArn said:
Damn, you guys are missing the point.
First of all, where did i write B&C is OP? I guess nowhere. Perk alone is fine.
Second, lockers are not good "advice" just because some random thing (i didn't know about) can be randomly countered. It is not a lottery.
Gameplay expect me to hide from a killer, right? But i can't do this without knowing what to expect. Against LF i know he will have it so i'm more mobile, just like i'm aware of Huntress axes when i run like a madman always trying to stay behind some tree or something.
My point is - I DON'T KNOW WHY I CANNOT HIDE FROM A KILLER.
And on top of that that's why gameplay overall is badly balanced, because devs cannot balance everything with everything. It's impossible. And those perks will pile on giving us more and more broken combos. There is a reason why all red ranked players have similar perks. Buffing or nerfing will not work, because one perk will be replaced with another from this pile.
Maybe i'm low level, and you are on rank 5 or higher, but guess what - you are 10-20% minority here. From my gameplay experience 50% of killers have B&C. On higher levels maybe it is a waste of perk slot, but on lower not. It is unfair.
I don't even have problem with infamous NOED, because when gates are opened players know what to expect.
Always assume the killer has bbq and play around it. Its really that simple. Lots of people here have told you how to counter it. Hide in a licker when they pick someone up, run i to their terror radius if your close, you can also position a gen between you and them and they wont see your aura. We get that youre new, but learning to play around these perks is part of the skills required to get better and bbq isnt going anywhere.
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@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1417711#Comment_1417711
Are you arguing against something I never said? And arguably the only ones that really stack there is Ds + unbreakable, one makes you dangerous to pick up and the other makes you dangerous to leave behind. Maybe bt + deliverance? But its only really DS + unbreakable thats dangerous in my mind.
I litterally only said that if they are gonna make perks strong on their own, they really need to make sure they dont stack to ridiculous degrees. I never said I minded perks being strong on their own. I am a killer main, so I only mentioned those playstyles because I know them. No idea what perk combos beyond the two mentioned that a survivor could run, that would be as insane as those mentioned. Primarily its the "Forever" version, like Dying Light, Thanatopia, Pop/Surge, and something else. All these perks stack and make gen progression insanely slow on some killers, but especially Freddy, since he got add-ons that help as well.
What perk combos do you have in mind thats insane on Survivor. Again, beyond Unbreakable + DS.
No, im arguing that those stacks across 4 survivors is stupid powerful. When you view the game as a 4v1 and theres 4 times each of those across the whole team its a significantly more difficult game. Youre thinking of 1 killer with perk combos im pointing out that theres 4 survivors that all have perks that synergize with eachother. Youre saying that if they made perks any stronger then they shouldnt stack but youre not considering how those things already happen now on survivor side.
Great example is For the People + Soul Guard. Pretty meaningless when only 1 survivor runs those together. Crazy good when 2 run it together while in communication. Absolute hell if all 4 are running it while in communication. Its the same thing when all 4 survivors coordinate their perks to optimize how much havoc they can wreak.
Nobody cares or talks sbout this but will ######### about forever freddy and impossible skill check doc all day.
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@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1417539#Comment_1417539
If they want each perk to be useful on their own, they need to make them unable to stack with other perks otherwise at some points we are gonna end up with some other version of "Forever Freddy", or "Impossible skill-check Doctor"
So? How is that different from 4 survivors running bt, ds, unbreakable and deliverance/dead hard or whatever?
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Meh. I dont think it really fits the theme and the predators powers wouldnt work with this game. Just look at the difference between f13 and Predator tovsee what I mean. Vastly different
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It exists because the entity wants to punish the killers as much as the survivors
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I really like it and think its the most balanced map in the game. Whatever philosophy they used in designing maps for this one they should do more.
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@Erk said:
Basically, at the left bottom of the screen, in the HUD, killers should see broken survivors as injured survivors so that if a survivor has No Mither, the killer won't know about it so it has more chance of No Mither working. Same goes for Deliverance, maybe it could be interesting since you will have to guess "Did someone save him or was that Deliverance ?"
I think this would not be broken and help perks like No Mither.
I can hear an argument for no mither, but all other cases where a person is broken that information is valuable. If i got 2 people in front of me that are injured im going to prioritize the one that isnt broken over the one that is. Its good information and theres nothing wrong with that
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1416644#Comment_1416644
Honestly, rarely should you leave a perk in tier 1. The whole “Discordance is better at T1 than T3” argument is very loose at best. You can be in a chase, Discordance T3 goes off, you’re too distracted to know which gen it is, you down the survivor, and now (due to the extra Discordance time) have a clear idea where other survivors might be (even if they’re no longer on the gen)
This is exactly why i prefer t3
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@TheeHappyDalek said:
https://forum.deadbydaylight.com/en/discussion/comment/1407258#Comment_1407258
So like something to remember when I prestige? Or is there a way to select a lower t? And I welcome and appreciate advice like this so thank you
If you prefer the noise spam yeah youd need to prestige and not ugrade it from t1. If you prefer the longer aura then t3 is what you want.
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Pinhead 😃
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@TheChosen0N3 said:
https://us.v-cdn.net/6030815/uploads/K0EKDFHPSGG6/15939687933336137700693681439228.jpg
Its literally gotton worse and its to the point where I refuse to play this stupid game.....every single killer match (rank 11) I get red ranks and every survivor match (rank 7) I get rank 20-15 teammates......PLEASE FIX THIS GAME
Run Ruin +suirvellance + bbq + M&A. You already know what youre doing with add ons.
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OoO, its awful.
Monstrous Shrine because its beyond useless.
DS should deactivate once a survivor fully heals or interacts with anything, remove the time limit
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Yeah i think so.
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@EpicBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1413949#Comment_1413949
Yeh I think ranking up in general should be harder
100%.
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@EpicBigBrain said:
Seriously, I have bearly played any killer this season but somehow I still manage to be rank 3. Sometimes I occasionally play killer just to get a break from survivor but I why do I have to go against the same people killer mains do. If I had to say personally what rank killer I was, i would say around 6/7, but i cant get over the fact 3 or 4 good games can get you to rank up. I think the should bring back old rank reset. It also annoys me that if you're rank 4 you just go back to rank 5 at reset.
Because ranking up as survivor is super easy, lot of potatoes in reds, makes ranking up as killer easier
