Deadeye
Deadeye
About
- Username
- Deadeye
- Joined
- Visits
- 3,930
- Last Active
Comments
-
@VRREADY said:
Mories are fine, just the pink morie probably needs to be removed and replaced with a purple one that won’t almost guarantee the killer a 4K
I don’t mind if I get moried if it’s half game or end game just as long as it’s not instant hook Unhook down morie, there’s no chance for the survivor to try, loosing a pip and being punished by the load screens or waiting for your team.
pink morie could even have some kind of timer so it can’t be used till 2 minutes into the game.
Well, that unhook-down-mori insta is esactly what you can do with a green Mori as well. I would do something like "when hatch is spawned, you can mori" or depending on rarity, one or two sacrifices or completed gens earlier. Or a condition "everyone needs to be hooked at least once". And third hook moris as default on all moris. Still strong but gives at least a decent amount of playtime in a match.
-
DBD currently has above 30k average players and the queue times were fine before GF chapter, with about 20k to 16k average players. I don't understand how "player base split" is an argument to queue times. It's not like "all the red rank killers would go for casual mode and noone else"
-
This screenshot is not looking that bad actually, there is just one color difference, you are not that far away from red ranks. And you got almost 30k on a 4 escape. So I think you still got like 7-8 hooks but perfectly spreaded so that everyone survived? As the survivors also have all around 20k there should be a lot of chasing and hooking/unhooking in the game.
-
Why is it even under the condition "not in rift"? I mean, you can buy these cosmetics after the rift as well, so they should "count"
-
@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1207786#Comment_1207786
I still dont understand why DBD peaked in playerbase on april 2019, that was when plague was introduced, wasnt it? I thought demo would have attracted more survivor than plague, it doesnt make sense to me
The peak is May 2019. Ash was released early April and Plague was the chapter before that. In May was only a midchapter patch, containing the Legion rework and EGC.
But I think this is just a random happening and not related to content or something else DBD related. There were just 5 months where peak was above 50k, one of them 62k and one 75k. And when you look at the averages in these months, May 2019 is even the weakest of these 5. Probably the "reason" is even something completely unrelated like first weekend after soccer league finals or during a PUBG server down :P
@Peanits do you know if the team keeps track of these numbers and was maybe partying on the new record? If yes, maybe someone remembers for a possible reason ;)
-
It's not just DBD that would be better if people weren't like that. It's the whole world that would be better. Not a DBD thing ;)
-
@Snowstruck said:
I see a lot of you guys think I meant rank 1s in general. I meant, specifically, a rank 1 nurse main, who knows how to play her and how to play her good. Does that clear up any miscommunications? Sorry :(
Rank 1 isn't low rank. I guess that's what causes the most confusion.
And yeah, click bait posts get the most attention. Like people gettin rich mostly do so by exploiting a mass of others. That's life
-
@Dolls said:
I don't think you should get BP back. You just get free levels.
I think you should be able to exchange 2 for the same color item (at random). Or three for the next color item (at random). Something like that.
Yeah, I would also do something like that. Combine 2 brown identical items to get a random yellow, 2 yellow for a random green. 3 green for a random purple and 4 purple for a random pink
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1209623#Comment_1209623
You haven't seen the guy after her rework because no one plays her.
Hardly anyone plays Nurse.
That's why the OP's accusations are ludicrous. I keep hearing "A good Nurse."
Oh well, I haven't seen them since the rework, there aren't "Good Nurses" and if there are, they aren't played as much anymore.
Good Job devs, we get it.
So your experience is the only thing that counts?
I have seen a few, 80% are crap, 20% beat the **** out of survivors. Especially the ones with double cooldown addons.
And "noone would" is also an assumption based on you only. Do you think people derank from red to yellow if they want to try nurse? I mean, that's most likely why there are 80% crap nurses in my games. High ranks trying to learn. I did that as well, for like 20 games before her rework and did pretty well (and faster than I expected) and after the rework which was way harder. But with double addons I also had pretty decent games, having everything from 0-4k. I'm far away from mastering her though and can't really handle the bugs.
The only thing is, that the learning curve is way higher than before and that makes it not worth the time
-
The keyowrd is consistency. That was already used to change killer addon rarity levels to match other killers (2 ultra rares, 4 rares etc, Myers and Billy/Bubba gonna face this as well soon I guess) and for example power attacks not counting on several perks anymore (for example pig dash, Legion Frenzy).
So killers always lose their addons, Survivors always lose their addons. You could now argue about the main item compared to killer power. Well, yeah, this isn't comparable. Killers can't lose their power. Is this unfair? Not sure, survivors are not really relying on items at all. Some killers are. I think the second reason for this might be balancing, because a team of good survivors bringing 4 good items stacked with good addons have a pretty much increased change of surviving, increasing chances to keep all the items and addons in the game for multiple games. Like 4 commodius toolboxes with spire wool and socket swivels. Or rainbow maps combined with keys.
Can't say how much difference it makes to remove the addons, but I don't miss them too much. Just the very good ones, which is probably good that you cannot spam them anymore
-
@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/1207886#Comment_1207886
You can't even quote yourself properly.
'Killers objective is to kill', now BY YOUR OWN LOGIC it should be a 'survivors job to survive'
The disconnect you have between the 2 is so fascinating, seriously.
lol
"In order to do so"! Survivors skip 2 of their main goals, making no progress to the final step. Killer skips nothing
Do you even want to argue or do you just want to annoy me by any means?
-
I just tried these on the PTB again, also because of the challenge. And I can't get addicted to watching how hardcore inefficient teams can be X-0
-
@HellDescent @ClickyClicky disagree on the dedicated servers, this is mainly killer sided (also stated by the devs in a stream I think). But regarding the changes from the last year... I think you mean this year, or tell me what you mean in detail. But god loops are pretty much an issue since they exist. Gen speed was not discussed this year only, it only became a problem since the "crutch" perk ruin was removed. So there is no evidence to the contrary, here you just have evidence on some cases that the changes done now took years to come.
And regarding bugs? The latest from this year I remember? DS against doctor issues fixed within a week. Momentum loss after fast vault fixed within weeks. Lightburn bug on Wraith fixed after over 6 months. Nurse not being able to blink through the sanctum fixed after months. Several other nurse bugs as well as sound bugs still a thing.
Not trying to point at the devs and yell "survivor sided". They focussed on one side, now switching to other side to get things balanced. Might be the same regarding bugs now. Let's see. I hope. But if you talk about evidence, you need to present some facts rather than spreading opinions and rumors.
-
@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1198827#Comment_1198827
Are you also going to be looking at the strongest killers in the game, who will get even stronger; with this patch? There is already nothing you can do except hide against Spirit, Freddy, Billy, and Oni with his power. Nurse already ignores any looping. You can barely get to the next pallet against a good billy / oni even with connected tiles.
I get that the maps can screw over some of the weaker killers, but that is only if they are not running the perks to deal with pallet loops (which they should be). Nerfing them all just makes the strongest killers able to stomp every solo Q team.
You keep saying "we didn't nerf the number of pallets, we just reduced the number of maze tiles" aka turning jungle gyms into unsafe pallets any killer can bloodlust at.
One thing: If you rely on bloodlust, you will already struggle to get the 4k unless the survivors are moderately inefficient. And they already heavily nerfed the nurse already, and spirit got some changes (with which most apparently are not very happy with). So just a guess, but I think they will take a look
-
Just guessing because I never played console. And an overall quote from another forum that I love, although it is a slightly different game :)
Playing shooter with gamepad is like playing a violin with a sausage
There are more killers where mouse aiming is probably easier, at least Legion and Deathslinger I would add to the list. While survivors have a slightly better control, as they are not fixed to 8 directions movement. I think 360s and wallhugging for example should be easier and more accurate with a gamepad.
-
@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/1207823#Comment_1207823
You're just conflating points I made or misrepresenting them again.
I'll stick with your arguments are bad faith, because I'm just going to have to repeat myself. Your arguing that I'm taking sides when all I'm doing is pointing out THAT'S EXACTLY WHAT YOUR DOING. You need some introspection, that's all I can really finish with.
You play how you want to play, don't expect others to play how you want them to.
'The killer is playing as he is supposed to play and the survivor is not playing as he is supposed to play' lol... just lol.
The survivors are trying to survive against a sweaty killer it sounds like. *Mind Blown*
gg.
I can also just repeat: It is about finishing a dead game. what else should I say?
"Just lol" - Survivors objective is to finish gens and open gates. Killers objective is to kill survivors before tehy do it. Survivors hide, dont do their objectives. Killer TRIES to do his objective for like 15 minutes after occassionally stumbling over a survivor.
-
@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/1207704#Comment_1207704
I think this is getting somewhere.
You admit that if killers are TOO effective, its liable to trigger this behaviour, but its only survivors who are responsible. I think you need to unpack that more.
As a side point, if i'm last survivor and hatch is closed and im not in a position to get to an exit gate quickly and its against a high mobility killer. I'll farm totems/hooks/whatever till game close. You could argue that this is due to 'survivor behaviour' and Im not playing the game the 'way its intended' hell maybe you'd say that Im holding the game hostage (for a short period of time) OR acknowledge that the devs made the decision, to introduce EGC due to killers whining about survivors GENUINELY holding the game hostage.
So, you already got your wish, but it sounds like you want it to be MORE easy for you?
You play how you want to play but don't expect others to play how you want them to play.
I really don't see how the killer can be blamed for survivors doing nothing. You just requested a killer to "not play that good, or the survivors will play crap. Pls mess up some chases on purpose". Or do you think facecamping is totally fine when that survivor just looped the killer for 4 gens?
Last survivor isn't the problem. EGC is up and takes 2 minutes, then the game ends. The problem is, as I already said, 2 survivors holding the game hostage (I know it is not bannable, I'm talking about the lame a** boring match they create).
And this is totally not about "EZ" kills. Just let the devs end the game without escape points for the survivors and hook points for the killer. Just end the game when noone is doing anything because it is boring af. And the comparison is a bit strange. The killer is playing as he is supposed to play and the survivor is not playing as he is supposed to play, but you call it both "play as they want" and just blame the killer
-
@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/1205774#Comment_1205774
The second sentence makes perfect sense if you DIDN'T edit my original post you were replying too. So either you forgot or your arguing in bad faith.
In short, if killers managed their games more effectively then people wouldn't WANT to hide. But what that means is that someone requires to have a sense of agency within themselves. It's much easier to have tribalistic tendencies and blame the 'other' then expect someone in authority to 'fix it' for you.
And I seriously don't think that people will stop hiding. They are afraid of Mori, of infinite Tier 3 Myers or whatever. If they want to escape through the hatch, they gonna hide. And it is not uncommon that the last 2 survivors do that, and this is not based on killer gamestyle, this is the survivors game style. In fact, I'd even say if killers are TOO effective, then this behaviour will happen
-
@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/1205774#Comment_1205774
The second sentence makes perfect sense if you DIDN'T edit my original post you were replying too. So either you forgot or your arguing in bad faith.
In short, if killers managed their games more effectively then people wouldn't WANT to hide. But what that means is that someone requires to have a sense of agency within themselves. It's much easier to have tribalistic tendencies and blame the 'other' then expect someone in authority to 'fix it' for you.
Wait what? You think I literally edited your post? XD Only mods can do that
-
Even if you don't think about the asian origin it doesn't make you a racist. Being a bit educated, knowing about Hitler and history is enough to remember that symbol, doesn't mean you are wearing it.
I understand OP and thought about that as well before anyone told me, but didn't have a serious problem with it. No need to throw accusations around
-
@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1206512#Comment_1206512
"fail again" the only one that failed was u because i didnt call u a survivor main. but nice try tho. in the head on example if it was a 1v1 then yes the killer got out played, if it was a 2v1+ then no it wasnt the killer fault, its the devs in this case for letting survivors and in this case SwFs be over powered.
"I don't care about tunneling, ect" but u do because in that example the killer gets punished for out playing the survivors (farming example). this is a 4v1 where the killer should be stronger then 1 survivor but that isnt the case and has never really been.
"I don't care how you call it"! And I already explained several times what I expect from this perk but seems useless, have a nice one, I'm exhausted. And doesn't lead anywhere
-
@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1205998#Comment_1205998
this is were survivor mains and killer mains disagree, you like most survivor mains believe deserve a second chance for ur bad plays. killers have 1 perk that rewards them for playing bad and that can be taken out before it can even be a option.
im all for DS working as an anti-tunneling perk, id even make the time unlimited untill someone else is hooked or that person starts working on a gen because @ that point the killer isnt tunneling said person.
Fail again, I'm not a survivor main. And when I play survivor I want to have a break, when I use DS. In my scenario, I didn't have the time to get back up again. And yes it is the others fault for what I get the down for. He doesn't just sandbag me, he also ruins my DS. And the argumentation doesn't work. Did the killer do something wrong when getting stunned by Head On? In most cases not because you didn't see survivors enter the locker.
It is a difference if you run into a DS by occassion because 60 seconds is a long time and not everyone plays with an hourglass, and if you go for the survivor right from the hook. It is about the timeframe you need to get back in action, and that is where I say the perk should try to give you that. I don't care about tunneling, second chance or whatever anyone calls any situation, it is just about that timeframe to recover.
-
@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/1206027#Comment_1206027
Man, you are seriously trying to make that definition work for your argument. You need it to fit that exact scenario so that you can be correct.
LEt's say you are. DS should still deactivate. The person unhooking you right in the killer's face is to blame for the easy hook and follow-up chase. You weren't tunneled because the killer took the time to down someone else, then hook that person.
Congrats they didn't ignore the injured person and go straight for you. They downed and hooked that person, then went back after someone who is already injure instead of hunting a healthy survivor whose location is a mystery.
If you play killer, then you know that killers CHOOOSE not to get free hits because they know it's can be used as a distraction and a means to slow them down.
You've tried to warp the term to fit your narrative, but even then it didn't work.
What are you flailing around now? I'm not trying to fit anything, and I even said the term isn't even related to my opinion. Dude, I even heard people call it tunneling when they commit to a chase on someone that has not been hooked yet. People are yelling tunnel when they don't know what to blame else. If you go for me like this then have a nice day. Not worth the energy.
-
@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/1204188#Comment_1204188
You're not being tunneled if someone else was hooked after you were unhooked. You need to learn your terms.
Learn terms... noone uses tunneling correctly, everyone yells tunneler when he just doesn't want to be hooked right in that moment.
Tunneling isn't even hooking someone twice really fast. Tunneling is getting the death hook as soon as possible to get someone out of the game. And the "out of the game" is the critical part to call something tunneling, as well as the fact that killers dodge other survivors and ignore free hits or targets, just to get the other one killed ("tunnel vision", ignoring everything else). Hooking someone the second time, even off the hook, is no tunneling yet. If someone loves to do gens in my face injured, I'm happy to put him on death hook just to tell him "maybe play more stealthy or cautious from now on, or you die". Don't care if he accuses me tunneling then.
And as I said in my last comment, tunneling or not, DS should work in this case. If someone throws his body on the hook for free so that the killer has enough time to go after me again, I still just got off the hook being injuired, no time to heal, no time to hide. Not calling it tunneling
-
@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1205947#Comment_1205947
The points/pip system penalizes survivors for not unhooking. Also theres general human decency in not expecting another human being to spend 2 mins playing hook sim after waiting 7 minutes just to get a game. Some killers are so scummy though they prey on human deceny.
I like how once again you’re so determined to defend your side that you want it left as it is, even though as explained its bad for the games health and ruins the game for a lot of people.
Also once in a while? Lol its the majority of games. If it was once in a while it wouldnt be an issue but these days it seems like 9 out of 10 killers will always stay within a fairly close proximity to the hook.
1st, Yeah right. What I said, but the other half. Unhooking gives everyone the points. Killer as well. But you miss commenting the part where I said, survivors still hate the match while the killer is having pretty much fun
2nd It is not my side. Nice to see another instance of predicting bias go wrong. When I play survivor, I do exactly the above. Noticing the camp, I do gens. Especially when I see others around already. On SWF, we communicate to do gens. When on the hook, I'm hangin there for full 2 minutes, hoping the others get gens done. Also hoping they understand the hook gymnastics as it was in the early days. I don't kobe into the killer's face and give up.
3rd Not my experience. More like 50% on bad days, otherwise less. And as I said: survivor behaviour is triggering that. When playing killer and noticing the first 2-3 unhooks are instant and I still haven't seen the Bill yet, I'm searching for the Bill near the hook on 4th hook. 80% of the time I find him. Other killers "learn" doing so from the first hook and just expect it. Keep on going for rage unhooks and killers keep on camping
-
@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1205004#Comment_1205004
no its not tunneling when a killer chases a survivor in for the hook save and the killer downs the unhooker then downs the saved survivor.
Still thinking that DS should work in this case
-
@Hoodied said:
I'm pretty sure devs have even mentioned camping and being camped.
Also if someone gets camped in my SWF we work on gens instead of get 1 other survivor back that is being camped
Depending on the killer (wouldn't work against insta downers) it sometimes makes sense. Go in for the save with BT to get the hook exchange, so noone is on death hook for another minute. But that really works with SWF to be precise and efficient enough
-
@ClickyClicky said:
Everytime someone says “iTz sUrViVorZ FaUlT, JuSt d0 G3nZ” lets look at how that works shall we?
Survivor 1: Sits there watching rather than playing. Paid for the game, queues for 6-7 mins just to watch their character on hook immobilised. Has to mash space bar for 60 seconds despite having no fun and not being able to play a full game, likely to give up on hook early
Survivors 2,3,4: All hold M1 on gens unopposed. They know the killer is camping so they all hold M1 on gens unopposed. No suspense, no fear, no danger. No chance of having a chase, denied points in all other categories.
Killer: Stares at a character on a hook. Waiting, waiting, waiting for someone else to come.
Do you not see how the game falls apart with camping? Nobody has fun. Hence why it needs more of a fix than just asking 1 person to play an immobilized character for the full 2 minutes and asking the rest to hold M1 for that duration.
Now let's look at the current situation:
Killer camps the hook. Noone working on gens, just swarming the hook, trying desperately to unhook the survivor, most likely just giving a lot of free hits and hook exchanges to the killer. No gen progression, survivors and killer get a lot of points and most likely pip from that, because they all progress in at least half of their emblems.
Then, finally someone dies or survivors manage to solve the situation, having one dead or like 3-4 hooks spread on survivors. 1 minute later the same starts again, most likely with maybe half a gen progress in the meantime or even one gen, and the next unhooking party definitely causing another death, making it almost impossible to finish the last 3 gens with 2 people, heading for the hatch escape. Still everyone claiming to have a crap game because "c4mPIn9 5uxX", only the killer having fun because he gets all he wants: points, kills, pips and an ez game (and probably salt).
So how about eating the crap game once in a while, leaving the killer on a boring crappy game as well while staring at the only survivor he will ever see. And probably letting him face this situation over and over again, so he notices that camping doesn't work anymore, forcing him to play differently. Would solve at least most of the camping issues over time.
-
Just one thing: counting survivor perks, you should run killer games, and not let your own (semi)static builds let influence the pick rate.
@ClickyClicky said:
I disagree about red rank killers being good. Back in the day yeah they did use to be. Used to see some amazing nurses and Huntresses. Now though the red ranks seem barely better than the green ranks. People only play with the overpowered add ons and it seems to be a race to see who can tunnel a survivor out the fastest. None of them can mindgame, hell you see plenty that just go round and round for bloodlust.
But your experience is what we see. Killers actually win most games....yet people here complain because they dont win every single game they play.
did you reach 1700 posts by just flaming and spreading rumours? Can you please point me to one single thread where killers expect to win every game?
-
@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1205473#Comment_1205473
And there we have it once again;
Survivors: “______ is a problem”
killers: “Just bring (insert perk)”
But at the same time...
Killers: ” ______ is a problem”
Survivors: “Just bring (insert perk)”
Killers: “omg ######### that is so ridiculous”
There’s such a hypocrisy here on these forums where survivors are expected to run perks to fix all their problems even though they actually dont have enough perk slots to run them all yet as soon as theres a problem for killers they expect the game to be changed for them.
On the first example you are missing the
Survivors: “omg ######### that is so ridiculous”
But wait, your whole post is exactly this line. Forget it, my bad
-
@itsmyghost said:
https://forum.deadbydaylight.com/en/discussion/comment/1205745#Comment_1205745
By being obsession you are under more risk (I already mentioned high risk / high reward). True, some (killer) obsession perks (Save the Best for Last, Play with Your Food etc) encourage the killer to not actively hunt you down so being obsession wouldn't be so bad at such times. However, other (killer) obsession perks (Rancor, Remember Me etc) put you at great risk.
With that said, DS is indeed a survivor perk so why would I bring killer perks into it? Well, the obsession perks are good and killers tend to run at least one obsession perk. Personally, I like running Rancor and I've seen it used a bunch of times (when I played survivor) so you can see why being obsession would be risky at such times. This is already high risk, right? Well, in my opinion, there's more to the risk factor: the fact that, more often than not, you'll not get to use it, therefore wasting a perk slot.
DS doesn't make you the obsession anymore, nor does it increase the chance. The perk description is not updated.
And I think being the obsession is not that high of a threat anymore. Most perks just favor you as a target probably, but most of the time this just happens and doesn't really trigger the killer to switch targets, rather than he just finds you and is happy to get some effects. Then there are some perks that just switch the obsession with no effect on you, or it makes the killer want to ignore you. Rancor is actually the only dangerous perk.
-
@itsmyghost said:
I'm sorry, but I really disagree with "DS is too powerful". I play both roles.
As survivor, I find myself rarely using DS because it's window is quite short to the point where, unless the killer is a heavy tunneler, I don't get to use it at all. Well, I do sometimes use it in EGC because, at that point, any killer would "tunnel". However, 8/10 matches I don't get to use it so I simply stopped running it.
As killer, I often see people run DS but I almost never get stunned by it and not because they miss it, but because I always go for the unhooker. Even in endgame. Sometimes, I look at the perks and think back on the match and how DS was useless for the survivor(s), but Adrenaline would have helped them or Borrowed or, simply, another perk.
Sure, different people, different playstyles. My point is that, as an obsession perk, it's not a great perk. Obsessions perks, in my opinion, are high risk / high reward. To me, DS is a different kind of high risk to what most would think, I guess: it's a Russian roulette of "will I get to use it in this match OR will I have wasted a perk slot?". More often that not I feel like I wasted a perk slot.
If you use DS only in 2/10 games, then you don't abusively use it like the other half of survivors. Then you actually use it as an anti tunnel perk. And DS is not a regular obsession perk anymore, because it is random who becomes the obsession. The perk text is not corrected
-
@inferjus said:
DS should not activate when 5 gens are done. It's not possible to tunnel when game is coming to its end. Then everything is about securing the last kill, not being toxic and/or using cheap tactic to win the game that is already finished. DS should just force killers to change targets, but when game is ending this is not possible. Also DS is too powerful when combined with BT and when it really discourages to tunnel, it also takes from the killer the chance to secure their last kill. That should not work like that.
Game isn't over when 5th gen is done. Taking advantage of the altruism isn't cheap tactics. And you don't necessarily want to "win", just to get some more action, hooks and points. And during that phase you need DS as well. If the game is over for you, why you even bother about DS? If you want to secure that one kill, just do the hook exchange. Grab 'em, hit 'em, let them get the unhook and take the other one
-
What of it?
-
@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1205750#Comment_1205750
It is a strategy, everbody probably knows. But it stays camping and most considere it a dirty way to play. Nothing new here.
You know that survivors can camp hooks too? That's what causes many killers camping. That's what this post is about
(@LALYTHIA )
-
I would love the Killer Instinct scale and TR decrease addons.
Not sure why the greed blade got nerfed in your changes :P
Aura reading Killer Instinct might be too strong, but taking into account that you don't have an audio cue anymore and lockers / distortion counter it, it might be fair. At least to think about
I always thought about that the Pins should be like that, but due to synergy with Thana slowdown build I think at least the broken one needs to keep the condition. Although you might need to think about how it works with the aura reading addon then.
They removed the increased speed and nerfed cooldown for a reason, pretty sure these changes will not be reverted.
Bleedout still useless
I meant Gen Auras, I think @Almo said in one discussion that not seeing gen auras is a bug I think.
WHAAAAAAAAT?! I would be a Legion main again! Seeing KI stacked on gens and totems?!
-
0 hooks on the second floor
The second floor is super tiny and when the basement spawns there you can even get to that in time, if you didn't grab someone off the gen.
3 pallets in every single hallway and 2 pallets in every room
every single hallway pallet is unsafe, or even deadly. If you try to mindgame them, you're going down. Even Most of the ones in the rooms can be mindgamed (except one or 2).
And with the huge debris everywhere it is impossible to play efficiently as oni and Billy.
You forgot Nurse! LOS blockers everywhere! That's the third of 19 killers that might struggle a bit! And now let's (s)talk about GF, Pig, Wraith, M&A Slinger, Scratched Mirror and Dead Rabbid Myers and mapwide-TR-skillcheck Doctor...
If you dont think this map is survivor sided your not past rank 15.
... same about you I guess. I don't even need to list which arguments you all missed, everyone pointed it out already.
@Angelicus23 said:
The reason why there aren't hooks in the second floor is because you can easily get to the hooks of the stairs of every side. It is also a completely dead zone fully unsecured with no loop around, and there is just a pallet in one room which is unloopable and since this map came to the game I have never seen anyone using it.
Also there can be 2 pallets in the rooms and a lot in the halfways, but the number of secure pallets I can think is just one, which is next to the upside down big portal, next to one of the possible basement spots.
You also have it too hard to find totems because you just can find them by casuality running around, in other maps it's very easy to spot them by distance.
And last and most important argument people repeated here: it's the official most deadly map of the game.
I saw one survivor use it against me. He died XD
-
@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/1204105#Comment_1204105
I love how you edited out the rest of my post.....
If sweaty killers want to whine about not finding hiding survivors that aren't getting points and just waiting for hatch, the fact the go for some people is 'poor killer needs devs help to make things even easier' is telling.
Like what, edit out the pointless flaming?
And I said something to this: It is not the point in this discussion. This is not to address lazy or sweaty killers or ... and I don't even get where you read this "entitled 4k" thing from this post again. But this is about the kind of "taking game hostage" that should be addressed. It is on the survivors side to end the game, all the killer can do is find them. And that is pretty hard if survivors don't do anything. You can't really be serious when you say "the killer doesn't deserve the 4k so it is fine if two 'lazy' survivors just sit in the corner waiting for the other one to die"
I might miss something you want to say, because your second sentence doesn't make sense. Not trying to be the teacher, I'm not english main either, but after an 'if' there should be a 'then'. The second half of the sentence is a bit messed up, not sure if I get that or if you should rephrase it. The quotation for me just contains pointless flaming, not sure what this 'is telling' and I don't find a fact at all.
-
@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1204456#Comment_1204456
in the example in which u gave, no thats not tunneling. BUT someone camping then only targetting the unhooked person is tunneling and thats why theres DS.
So it's not tunneling when the killer just accepts the double down? Don't know but that POV sounds like killer main. Not pointing at you, but I'm pretty sure everyone on the hook will say something different
-
@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1204193#Comment_1204193
but again that isnt tunneling if ur team farms u, other then NoED killers arent rewarded for bad plays unlike survivors. survivors are stacked with seconda chance perks while killers only have 1 which can be taken out before it can be used.
But you spend a perk to be safe to tunneling. Are you currently saying that this is not tunneling? I know it is bad survivor play, but I think the perk should protect a survivor from that situation as well.
-
@Danky said:
https://forum.deadbydaylight.com/en/discussion/comment/1204175#Comment_1204175
u shouldnt be farming a survivor if u cant save or dont have BT. if saver had BT then ur application doesnt apply.
You shoudln't, right. Happens anyway. DS is meant to help on that as well. You can't control what your teammates do. And BT only lasts for 15 seconds, or depending on the killer or perks (for example Huntress or STBFL) or the area where someone is hooked, you can still down pretty quickly. Or take a look at my response to Tarvesh: "As well, hooking the unhooker cancels DS as well, having scratchmarks still lit to go for the tunnel"
You can argue that it is difficult, still the above is super common and DS would be cancelled in the majority of cases, if the killer plays it correctly. Sure it can help in some situations, but I'm pretty sure there will be a lot of frustration, when this would be the final call to DS to make it balanced, and turns out to be that easy to counter
-
@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/1204175#Comment_1204175
So the killer downs the unhooker and leaves them to be healed while chasing down the person who was unhooked instead of getting a guaranteed hook?
I mean.... I guess if they don't like getting hooks...
Might happen on super quickly reacting teams. As I said, this is a common situation and downing the second survivor is not necessarily taking 30 seconds. As well, hooking the unhooker cancels DS as well, having scratchmarks still lit to go for the tunnel
-
@Pigforever said:
https://forum.deadbydaylight.com/en/discussion/143091/noob-teammate
When I play survivor I will not use a key to escape unless the killer has ebony Mori. Maybe that’s why he wouldn’t use it
Never heard that one...
@GreenStar said:
Playing on hawkins against a clown with only 1 david left with me. I have plunderer's instinct which gave me a red key from one of the chests, so I find David and show him the key. He swaps it for his flashlight (I thought that was kinda weird but maybe he wanted to open the hatch so I thought okay why not?). He follows me around and I find the hatch and start teabagging and pointing to it.
This guy just starts teabagging as well and doesn't realise that you can use the key to open the hatch. So I'm dropping the flashlight for him to trade so that I can open it, but he just keeps the key until the clown comes and finds us and kills both of us. I have never been more frustrated as survivor while playing this game. Turns out he was a rank 3 as well
Sounds pretty much like you got trolled
-
@Tarvesh said:
Add in "Decisive Strike deactivates if another survivor is hooked while Decisive Strike is active" and you got yourself a deal.
It's not an anti-tunnel perk if it can still punish the killer for not tunneling.
How is this mentioned so often as "solution"? Here's a super common situation:
Camper/tunneler catches a survivor early enough, hitting him once before unhook, once after. Then goes for the tunnel and downs the second survivor. Goes back to the first one, hooks him, DS cancelled. This change would make DS kinda useless in many situations.
-
@elvangulley said:
Yea every time i get to the last survivor its always the same thing they crouch hide all over the looking for hatch
The last one isn't the problem, killer can go find the hatch first and trigger endgame. The problem is 2 survivors left and both waiting for the other one to die.
@FearedbytheGods said:
Killers whine if survivors hide, killers whine when survivors lead them on chases.
I suspect killers would be happy if survivors would just run in a straight line, out in the open.
In my experience, if your a sweaty killer, survivors hide. If survivors know they can get unhooks without camping and tunneling being a concern, they won't hide, cause they get points.
Then your experience isn't the whole story. This is not about whiney killers that don't wanna search. This is about two survivors waiting for the other one to die. Like taking the game hostage. I know, this is not "Taking hostage" by definition, but it gets close to it and is simply a waste of time. I bet you would also say, with two survivors left, one being trapped by the killer in a corner and not moving anymore, that this is close to taking hostage, although "by definition" the other survivor could simply finish gens, open gate and trigger endgame. Still a stupid and boring move.
So I think both cases should be addressed, although I didn't ever see the second one. But killers not moving for a minute should lose their hitbox, and survivors should get crows when no objective gets done. At what time and which conditions is debatable. And it should be a team thing. If someone is on death hook, he is fine to hide and wait, to probably go for unhooks if needed or whatever. If the rest of the team goes on with gens, totems and whatever, all is fine. Just if noone touches anything. And maybe even a single crow is sufficient. Audio is enough to find them, no 3 crows needed.
-
Nothing forces you to use your power as often as possible. If you need to down, go for that. Still a stack and Thana slows down healing as well. Despite that, Thana has great synergy with the Broken addon. And if people actually heal, you get your slowdown anyway. 18 seconds of healing is 18 seconds less gen progress. And just think of those Selfcare guys :P
-
@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1203279#Comment_1203279
It's something survivors should be doing, yes! I agree with you 100%.
But in reality they don't, I'm not a huge fan of Inner Strength, there's always a limit and if you're with a good team, how many times can you use it?
How many totems are there if you're paired with decent survivors?
At best 2?
1?
How many times do you need to heal during a trial? Multiplied with 32 seconds. Normally I would say once per hook, and a maximum of 2 additional times when you escape a chase. If you heal more often than 4 times a match, then already something is going wrong or the killer is only on you.
This is of course about how you use the perk. If you waste time finding totems and not searching for them when you pass the area anyway, you lose time. Same when you run around to find a save spot to heal, unless you don't want to give the killer an easy down while staying stationary for quite some time, especially when against Sloppy/Thana.
Both perks have their pros and cons, but I think Inner Strength has simply the better odds to being efficient.
Btw Inner Strength counters Coulrophobia, Nurses Calling, BBQ, Dying Light, Sloppy, Thana and Lullaby, in addition all killer addons that have such a slowdown effect (Trapper, Freddy, Wraith, Billy, Bubba, Huntress, Pig, Clown, Legion, Slinger [I know, common only on Freddy, Huntress and Wraith]) as well as Onis power and his aura reading addon while standing in your blood.
-
@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/1203484#Comment_1203484
Not quite. They can make 100's of dollars off of DLC Packs or the non Shard cosmetics. So this is definitely a logical and needed change to help with the grind.
? Sure they lose money if they boost the shards. More free currency
-
The 10m condition on Dwights challenges are crap. It says "hide". If you have to run behind the killer to stay within 10m, the killer just needs to look into your direction for a split second and you are in a chase. I mean, pebbles are TR based, and 32m is something different than 10m. And you don't get pebbles that often. Combining it with the need to escape, while having to waste most of your time hunting the killer...
Better run it with a sabo/breakout/flashlight build to be of any use, or you won't get to the point to be able to escape
-
I want a beach fashion shooting of the top 5 now. I would say top 3 but I voted for spirit

