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Deadeye

Deadeye

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  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145265#Comment_1145265

    the logic is why is the rng favoring one side so much more

    RNG is not favoring anything. You selected a super tiny sample where you got an unprecise representation. Make a table of your last 1000 hours and you will get a proper result

  • @Cheeki_Beaky_Bird said:

    https://forum.deadbydaylight.com/en/discussion/comment/1144794#Comment_1144794

    Matchmaking is pretty exclusively a problem for survivors, killers can get into games easily with how few of them there are nowadays. I imagine that that's in part BECAUSE of this - people don't really want to spend however long it takes for a trial to end being forced to "play". This is supposed to be a game, that people do for fun, not some kind of sick sport. (Well, the Entity would disagree with me there.)

    Let's put this into the context of a different game. Let's say you where playing CS:GO Wingman - it's a 2v2 mode that takes a while to get through a match of, and has a ranked ladder.

    Now let's imagine that you where a Nova Master - around the midpoint for CS:GO's ranks - and where being pitted (for some unholy reason) against Global Elites - the highest rank bracket.

    Sure, you might learn a little bit once in a blue moon, but for the most part, you're just getting shot in the head repeatedly for a good while. That's time YOU can't get back. You can see the value in being able to concede a game in this sort of situation.

    Now, let's look at it from the other side: Imagine you're the Global Elite player. You play CS:GO like no tomorrow, and... you're bored out of your mind. You aren't being challenged, you don't have any variation between rounds, you're just shooting a guy in the face again, and again, and again. Maybe they even stop playing and just stand still throughout the rounds, so you're just walking across the map to shoot them in the face. Wouldn't you rather an outmatched opponent be able to concede so you can get into a more meaningful game?

    Obviously, DBD and CS:GO are very different games, but the idea still holds, a little bit. We get green ranked killers facing off against Reds, and even Rank 1s, all the time. Many survivor games are just mindless holding M1 with a little bit of excitement for the 1 player that loops the killer.

    You're never going to get back a second of the time you spend holding M1 and occasionally mashing space while your buddy loops some newby. Wouldn't you prefer to get into a new match sooner, and get some excitement?

    Yes, DCing does ruin the game for 4 other players, BUT: You really have to consider that some games are just bad. There's next to nothing to ruin, because there's such a wide skill gap that the two sides are hardly interacting with each other anymore. Do you WANT games like that to force 5 people to sit around doing nothing interesting?

    If we want to get shorter matchmaking times, we have to start taking serious steps into making killer more enticing to play. You're not going to reel in a lot of new killer players if they're getting hammered so hard their kids are going to feel it in half their games.

    That's a typical case of someone that puts his own experience as base to everything. Well, to start with, what else should one start with. But you draw conclusions on a very small amount of information.

    But FYI: Matchmaking is not exclusively a survivor problem. Killers of high to mid rank get easily connected to lobbies. Mid to low rank killers have even worse queues. The amount of low/mid/high/rank survivors is probably not equal to the amount of low/mid/high/rank killers.

    There is a video from OhTofu trying to explain it. Noone knows if this is correct, at least I have not seen any confirmation from dev side (and I guess they would not comment that anyway). But it makes sense at least. The video gives a good explanation of why High rank survivors and low rank killers have huge queue times at the moment.

    https://www.youtube.com/watch?v=_1DNS_alCtQ

    And to your point: are you really arguing that matching against too strong or too weak players is a reason to DC? The game as it is at the moment would be consisting of 50% people DCing! And allowing DCs more regularly is clearly not "making killer more enticing to play". I really don't get your point here. This is seriously not related

  • @Cheeki_Beaky_Bird said:

    https://forum.deadbydaylight.com/en/discussion/comment/1144663#Comment_1144663

    I was more referring to killer, as I said earlier, survivors really have no need to DC in most cases where the game isn't being held hostage because of how quickly they can kill themselves.

    You've somehow gotten the erroneous impression I play a lot of survivor - I occasionally touched it but found holding M1 for a minute+ at a time boring as hell.

    https://forum.deadbydaylight.com/en/discussion/comment/1144664#Comment_1144664

    That's pretty debatable. If a killer where to just stop playing instead of disconnecting, would the survivors be any less screwed? They now need to spend even more time to get out of the trial and back into que. Is that what we want to encourage?

    Yes. They can do a bit objective, grind points as they want by searching chests, doing totems and sabo hooks and take a safety pip. If you don't face a wall while afking. If you DC, they all get some BP, depip and sit in a queue for another 15 minutes. Killer waits 2 minutes (if at all). And you don't keep your offerings. And next week you will also lose your addons

  • @PBsamichShoe said:

    I play mostly survivor seeing as how the lobby always crashes when I try to play killer ever since the dedicated servers for console went down.

    I truly don't understand how people who play killer can complain. The game is inherently built to make the killer superior to the survivors. Even the game's back story with the whole entity thing is biased towards the killer experience. I mean as far as story goes the entity doesn't snatch people up to torment the sadistic killers with a game of cat and mouse.

    When the dedicated servers were up and I was able to play as killer I found it to be every bit as NOT challenging as I would have imagined it to be after having played survivor for like 3k hours.

    As an example when playing as killer I abided by the following self-imposed rules from my experience of what made playing survivor totally NOT fun.

    1. I literally set a timer at the beginning of the match. If I came across any survivors in the first 2 minutes I would not hit them , hook them, or down them. The only circumstance under which I would M1 hit them is if they didn't flee from my presence if they saw me in those first two minutes.
    2. No camping the hook.
    3. No tunneling anyone. After 45 seconds of chasing someone I basically looked for an opportunity to break pursuit. Maybe by going in the direction of where someone was pallet vaulting or if someone popped a gen or if I saw another survivor during the chase.
    4. No basement hooks.

    Even following these rules with no add ons and only one perk I still had to TRY not to kill all survivors or at least get 20k BP at the end of the match.

    I played as every killer except for the following:

    Legion

    Clown

    Demogorgon

    Oni

    Plague

    Spirit

    Huntress

    Leatherface

    The only one out of all the killers I played as that I thought was a bit challenging was the Pig, at least until I figured out how to user her lunge attack properly.

    As a killer even without any add ons or perks you are:

    Invincible

    Faster than survivors and you gain speed the longer you are in pursuit of them

    The only one in the match who can attack

    Know where all the gens are

    Play as survivor for a hundred hours or so and you can easily see how much more challenging it is. The only reason I can see why it is this way is because the devs rely on killers to host the match. The killers wield a lot of power because the game relies on them to be there because the game is asymmetrical. No one cares if survivors complain because it doesn't matter if a survivor rage quits a game but if a killer does then the match is over.

    That's my $.02

    With the current Ruin state I can hardly believe that "not chasing for 2 minutes" is really resulting in a 4k. I'd like to see videos of that. Doing so normally should mean that there are 3 gens finished before you start your first chase.

    And I don't get your "why killers are the superior role". Knowledge of gens is necessary to be playable at all. I mean, how much time do you want to spend searching for gens, while survivors spawn right next to it? And Invincibility / only one being able to attack... I don't know why you list that. Because Jason could be killed in Friday 13th? Just think how ridiculous it would be if survivors could fight back. Like having infinite mobile pallets or unlimited pre-rework DS? I think, the "Power Role" here should be more defined by the killer's ability to definitely end chases. And that is for example not possible if someone really knows how to run Ormond map, because there is one safe jungle gym beneath another.

    The things you list are simply a requirement to get a base. Sure that makes the, the power role in the first place, but that is kinda common sense. What exactly do you want to say with these points? "Take advantage of being invincible"?

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137347#Comment_1137347

    THIS! It's like killers just want survivors to have weak perks. Just learn to counter them. Even after the instaheals nerf I didnt see survivors complain as much. Or after any nerf for that matter.

    This is funny XD like the forum was full of "it is ultra rare it needs to be strong and is now useless" on insta heal nerfs and even toolboxes declared useless even before they are released.

  • First thing: killers are not to blame for the high DS usage. From my experience the camping/tunneling has increased noticeably after the ruin change. (also to @thesuicidefox :) The increased DS usage came along with the DS change, way before the ruin change. It is simply the power of DS that increased the ussage. I don't doubt that increased tunneling also causes a part, but the pickrate increased mainly because of the DS change

    In addtion to that, just as a side note, camping is just that common and successful, because a lot of survivors are really greedy for dem goddamn unhooks. It almost always pays out to stay near the gen. If more survivors would make usage of the minute they have before next state, camping wouldn't be so popular. Killers can be sure that someone is in close proximity of the hook.

    You hate 4 man q? For what reason? If you don't go on comms? And toxic survivor behaviour does not begin with the killer. Already said above, you are quite biased. You complain about the generality of killers, and think the generality of survivors behaves like you? (If you do act like you write). You never see survivors complain? Maybe because you don't click the right threads. I can tell you something different. And you are one of the examples. I also read that you apparently think that 'each' killer wants 4k. This is also not true. But they want less regular 4 escapes. Like you probably want like 50% escape games or chases that last longer than 10 seconds.

    @Zaitsev would be cool, the problem is that this splits the player base and might cause even longer queue times.

  • If they go for a map rework it will be most likely Haddonfield and I guess it will also be a "5 versions" rework.

    As well I think NOED is fine and DS needs conditions to stop the counter (most likely do an unhook or work on a gen, Id add "enter a locker" as well tho). To incoming "killer doesn't need to work for it": does "getting hooked" count as "work for it"? It activates after you failed. But I hope the discussion doesn't break out here, we have enough other threads.

    BHVR called out some perks that are on their list. Like Small game. I hope these will actually be adressed in the next midchapter.

    I'm a bit afraid of Billy addon changes. Also that they add a cooldown on the chainsaw, as cooldowns are pretty common on killer powers right now (as they ruined nurse). The stackable steering addons and charge speed addons also might be nerfed the same way they nerfed Freddy slowdown addons, Spirit charge speed addons and Spirit post phase addons. Which is really not necessary in my opinion. Although I don't play BIlly at all.

    What I am waiting the most for is a bugfix for the lightburn bug on Wraith. It is a game breaker and super unfair. I don't understand how such a bug can persist for so long. Second most desired bugfix is on gas haven, where you drop knee dep into the ground in front of the gas station

  • @bernardo6526 The problem with the key is, it is irrelevant if you find the hatch. Or the survivor. If the survivor has a key, you need to hit him in a distance where you can hit him a second time without him being able to reach the hatch in time. If the survivor is close enough with a key, he has simply escaped.

    And regarding camping punishment... this topic gets old. You will never be able to get a solid solution to this and if this nags you, I'd say add a "20 sec unhookable" timer on freshly hooked survivors. And make flashlights need to charge like the aura ability of keys do. And add a cooldown on crouching. We can discuss that, but it is simply community and that will never change and there will never be a solution to this that does not look silly to everyone that is not behaving like this. I'd rather say, add a base killer ability to stare at hooks without moving. For each 10 seconds face camping, one gen pops and the hook state is increased automatically. That way you don't have to facepalm when survivors prefer Domino Downs over gens. This is not a serious suggestion btw.

    But I also think that Plague is not weak. Great counter to not cleanse. Simply take the infinite Tier 3 Myers while coughing like hell. But I think she is in a good spot and does not need any change. And I agree on addons that should change the playstyle like Myers and Hag has. Just shifting the numbers up and down and in many cases just to make the killer power viable at all is simply boring.

    Regarding the Forever Freddy Build: That was a problem of the perks, not the addons. Addons can be way stronger than that 6% slowdown, while the perks do up to 30% or in late game. And the perks are even stronger on Plague and Legion as they have built in perk triggers for that build. On Freddy Id rather say that the addons were a bait to make survivors waste even more time to wake up. The interaction takes longer after every wakeup and going for the clock also takes at least 20 seconds, before you go on a gen again. How long do you work on gens to get a 20 sec delay by a 6% reduction? It is almost 4 full gens

    Btw Monto can get ez 4k with Clown as well. If you take him as reference, every killer is OP

  • @kate_best_girl you contradict yourself. You say take the knife and DS needs to be nerfed. Pick a point.

    And this is simply your opinion, not everyone's and not the only truth. Take it as slowdown perk. If you don't take the slowdown, you gotta take the NOED. Same on Plague addon for example. If you don't cleanse, you risk to expose your aura all the time. That's why builds are hidden. And if you say "take the knive" btw you can't complain about NOED. Same argumentation on both sides but different outcome? K, cherry picking I guess.

    And not "every experienced killer will take the stun". An experienced killer will read the situation and know if a DS will stop his pressure and flip the coin. And DS takes 120 seconds to deactivate. It triggers twice. And knowing of DS it can affect your gameplay by knowing that you are invulnerable, it is not a wasted perk slot if it does not trigger. If you don't take advantage of that, it is your fault. Btw if one person runs DS or whatever obsession perk, even if noone runs it but the killer has one, the killer needs to play around that for every survivor. The pure existence of the perk in the game affects almost all killer games. I know that the same counts for NOED, just want to make sure you are aware of that effect of DS.

    As summary to this: you just pick whatever you want to see, there is completely no reflection or bigger sight on anything in what you write. It's like when you had to take a body block, you just see that you are injured now, and not that the other survivor is still just injured and not downed, so this scene is a loss for you. And most of your arguments are just randomly thrown in, not even related to each other. Concluding: if you just want to hate NOED, pls don't try to argue that everyone has to agree to your opinion. You got enough arguments back which you just ignore. This is not a base for a discussion

  • Don't forget that they also changed Doctors addons regarding the madness amount that is done by a shock and blast. Expecially the blast addons that now reduce the cooldown is a pretty cool buff

    Edit: although wondering how much cooldown it will be. Not sure if the numbers were shown

  • Btw do pallet addons stack the number you get?

  • @MisterCremaster @otaku4life I think he just doesn't know what memeing means.

    @Groxiverde your example isn't even bannable because it is not playing with the other side. Playing with the other side is stuff like pointing at lockers when another survivor is inside or body blocking so the other survivor is stuck and gets hit, or from killer side for example to juggle the second last survivor until he shows the killer where he saw the last survivors aura. And THAT is bannable for both sides! No discussion. Or the scenario that @RakimSockem described.

  • @toxicmegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141117#Comment_1141117

    That's why i said "except for the licensed ones" i don't assume they will get anything

    I know, I just gave a reason why that might be true

  • Licensed characters don't need fluff by tomes, they have their movies for more "background" info :P

  • Actually I think that people like OP are fine to get banned. If I read that people DC because they go to the toilet...

  • @Carlosylu You are missing the timestamp -25:57 start of the stream :)

    There were no mentionings on the Doc and perk changes because it only covered the new content, not the PTB. And as it was pretty obvious that it was not a live stream, I don't know how old the video was. What confused me was, that Guillaume said "Gearhead takes 2 hits to activate" and the text shown said "3 hits". Not sure if this is a typo or if it IS a change to the PTB.

    And as it was a video with 'unknown age', it is possible that they were not even aware or decided about any changes that need to be done to the PTB (if the PTB even started at that point). If the "3 hits" condition is a change, that could be done also after the video was made as overlay. Although I hope this does not happen, as I think Gearhead is already a weaker information perk.

  • Btw it is not the tunneling that makes the gens go pop. It is the bad chasing that causes it. If you are at the point to have 4 hooks, it is pretty much best if you got 1 kill out of that. Then you have an easier time against the remaining 3 survivors. If you spread them evenly, you simply need at least 2 more chases before you got your first kill. This is no rocket sience

    "If you don't want "gen rushing" to be a thing you have to apply pressure to all of the survivors and generators."

    So what will happen if he doesn't tunnel you and apply pressure to other survivors? You do a gen. So how does that benefit the killer?

  • I want the down vote option back

  • @Mert_MK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140834#Comment_1140834

    The thing is.

    If a Killer is camping someone or tunneling while ignoring the rest, you are forced to rush gens and won't have the time to do totems as well. The other day i was the one being tunneled and barely bought them enough time to finish the last gen but Killer gets rewarded with NOED after and wins by slugging them with it. Most NOED gamers rely on camping/tunneling the first guy they find and hope to get the rest with it since they won't have time to do totems as well.

    ehmmm... no? You can even pick the gens you finish to have the best possible setup for the last gen. And then you can cleanse totems even if the camped guy already died.

    I also don't think that MOST Noed users tunnel as bad as that. I even see enough people that play completely fair without tunneling anyone off the hook, because they know they get some more downs at endgame. It is really not like every single NOED game is the same. I more got the impression that people like to think "if 4 survivors reach endgame, the killer is bad. period" and then blame the NOED

    And actually this is the first "I stomped other team" thread that I cicked into. Is it really that common to make a "counter" thread?

  • @Steve0333 said:

    They wait a while to put new killer/survivor perks in the shrine for obvious business reason. The only thing that gives people incentive to buy new survivors other than liking how they look is the perks they have.

    But people request new stuff for free as soon as possible. I would throw in 'frustration' to speed up desired changes

  • Isn't a great just giving 2% bonus? If you really hit like EVERY great skillcheck, it will be at most 10% (8s), on average per gen I would say more like 6% bonus. I'm not sure if this is really the source of the issue. Because that is not even the effect of a brown toolbox

  • Guess this smells like another "crutch" removed soon"? And then Pop? And then Corrupt Intervention? And to counter that, toolboxes will be nerfed again to oldschool BNPs like "repair 15% of a gen instantly and the toolbox gets depleted"

  • Found that one, not sure about the source and not released, so still the PTB state (if so) and might be changed for release anyway

    https://deadbydaylight.gamepedia.com/Toolboxes#Patch_3.6.0

  • No idea, I was searching for that too. Just a ping to get the thread up again, if someone knows already

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139378#Comment_1139378

    Doctors aura reading isnt a trap or dying state. Its also the FASTEST way to lost tokens other that healing in a nurses range.

    Doctor doesn't have aura reading without the right addon. It is a location notification, no aura. Distorion does not hide you from Rancor or Madness etc

  • Offtopic, but....

    @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139729#Comment_1139729

    Distressing to make tr bigger overcharge for obvious reasons lullaby so if they fail overcharge lullaby stacks for like a 15 percent regression. (And you can do this multiple times) and unnerving presence to make all skillchecks 60% smaller (including overcharge and ds) and for addons new iridescent king would be amazing or the addon that makes random reverse skillchecks. So a reverse smaller with more regression overcharge skillcheck. (AND PEOPLE STILL HIT THESE)

    @ermsy Try as addon also the one that increases the TR while Static Blast is ready (the reverse skillchecks are not really difficult in my opinion). And bring indoor maps offerings because they are small. With double TR addons, in the middle of Hawkins, there is no place outside the TR. Just get to the middle of indoor maps and blast, there you got your targets. After that you don't use your Blast that often to keep up the TR all over the map. Later you can use it again when you think gens are save and you don't know where survivors are, especially late game when you manage to not have 3 ultra spread gens, the lowered TR + Distressing still is big enough to cover all the closer gens. Just don't forget kicking gens to apply Overcharge.

  • @MPUK don't really wanna join your fancy conversation, but you somehow throw in points randomly and biased, I just have to comment to show how tunnel visioned that seems to me.

    "abuse" is not only @ermsy wording, that is quite commonly used in this forum regarding bugs and perks used for an advantage that should not be in place.

    "A scummy survivor tactic? Because they are using a single use perk?" So a single use Mori is fine? And single use is not justifying anything, if it is simply too strong. Initial BNPs were single use and finished a gen instantly. Game breaker. Period. DS is not that strong, but it definitely can flip the coin.

    The argument with queue times: you really want to justify bad perk design with queue times? Keeping survivors in the trial as long as possible because they have to wait longer? Like, all survivors should best escape, the killer can jump from one ######### match to the next without queue time. Really, that are two different topics.

    You make pretty many assumptions on what other people say and are allowed to or not. Just saying. Many post from you are pretty generalizing. Btw there are not only "mains" bitching on the opposing side. There are also survivor mains saying "Instaheals needed to go" and 50/50 players complaining on both sides. Just as example.

    Instaheals were not nerfed because killer mains were crying, they reverted a complete chase, which means, if you commit to the chase, there will be another around 30 seconds gone at least which means there is another gen probably done. If you quit the chase, you just wasted the time that you put into the chase. Same outcome.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139343#Comment_1139343

    Same, I swear I had situations where Distortion tokens were being used up when I was downed, but I'll have to check.

    Ok, apparently they updated the perk text somewhen XD "doesnt activate when in a trap or in dying state"

    But to test I just had a doctor without any aura perks and both ultra rares. Lost two tokens. I thought because of the addon where you see auras on increased madness level, but he had iridiscent queen and king. So #########

  • @Tactless_Ninja said:

    It covers your scratch marks to help you move away from a location easier. It doesn't just block aura.

    Also Sole Survivor already exists as an always on aura blocker.

    I forgot about that o.O I think I have to run it more often now XD

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139315#Comment_1139315

    Correct, I keep mixing those two up XD

    It's not very useful for the downed Survivor, but it's more information. 1 perk is Deerstalker, what are the remaining 3 perks the Killer has?

    No, I mean Distortion is not working while downed. I have to retest, but I think you cannot get stacks consumed when you are down

  • @minehot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139275#Comment_1139275

    For an information perk that barely lasts to tell you what the killer is running, it sure is pretty good perk.

    As ChiTenshion said, you don't wanna waste your stacks. Once you know what the killer has, which can be a very important information, you know what to do to save your stacks. And when to use them on purpose if you need the advantage. And to be honest, killers don't run 4 aura reading perks.

    There are games of course where aura reading perks and addons combine and suck up your stacks pretty fast. There are also like "total information" builds for example to assist Huntress snipe shots. But these games are very rare, and if you balance around that, you would be aura immune in the rest of the games. And you even get a good amount of advantage with your 3 stacks nevertheless, not forgetting about the information you have

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139285#Comment_1139285

    That's where the power of deduction comes in handy. Distortion triggered? These are the most likely culprets:

    • When a Survivor is hooked - BBQ & Chilli
    • When you're healing - Nurse's Calling
    • When a generator has been popped - Rancor
    • When you're downed - Deerstalker
    • When you perform a rush action - I'm All Ears
    • When you enter the basement - Territorial Imperative

    Can also be used to figure out Killer addons but the list starts getting too big.

    One correction: when a gen pops, it is Bitter Murmur. Rancor gives only location, no auras

    Edit: another correction (I think): downed survivors don't make use of Distorion

  • @mutante said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138408#Comment_1138408

    Honestly it's very easy to implement a Glicko-2 based rating system that a lot of competitive games use. There is an article about it and personally I (as a developer) implemented and tested in less than 5 hours.

    I understand why some changes take time, but *if they are going to choose a known mathematical model for the rating system*, it shouldn't be long.

    5 hours to implement into what? A nibbles game? DbD can't really be measured in win/loss/draw. The current emblem system even can't measure skill. And the outcome does mostly not nearly reflect what happened in the game. I'm not sure if the mmr system will be capable of matching you to the correct opponents

  • Exactly. It is an information perk basically. Not an aura immunity perk

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139177#Comment_1139177

    First off, I want to thank you for actually taking the time and patience to write up some civil counter-points. This forum needs more people like you.

    Now onto addressing your actual arguments.

    1) It's core design is to counter tunnelling, that we can't deny. It's supposed to punish a Killer if they pursue a player who was recently unhooked.

    Here is the main reason why I loathe DS on a conceptual level.

    As a killer, if someone is farmed right in front of me and I want to win, I am going to down the farmed person. Not only are they already injured, but they're now 1 hook closer to death. For my objective to be completed in the most efficient way possible I have to target them.

    DS punishes me for doing my job efficiently.

    I think we can all agree that getting camped, farmed, and tunnelled sucks and is generally boring to have happen. But adding in a free-escape perk doesn't fix the main issue as to why these actions happen in the first place.

    2) It unintentionally counters camping. It's not designed to counter camping, but it will help a Survivor to escape from a camped situation.

    Agreed. I only brought this up because I saw other people use this as an argument.

    3) You're looking at this from the wrong angle. You ask "Why should the Killer be punished for Survivor mistakes?", but ignore "Why should the unhooked Survivor be punished for another Survivor's mistake?".

    But that's the thing, survivors shouldn't be seen as singular, they should be seen as a collective.

    A farmer unhooking in the killer's face is harming themselves just as much as the team mate they're dooming. Losing a fellow survivors means there's 1 less person to distract or do gens, drastically reducing everyone else's chance for survival.

    If a survivor is un-safely unhooked, every other survivor is punished because it is their job to work together as a team. If one of them suffers, they all suffer.

    I've already stated how I want communication added in so solo players can better coordinate and allow the game to be better balanced around a team of survivors rather than 4 randoms.

    4) The person who posted that statement is an idiot.

    Yep.

    5) There is a drawback of having to be hooked to activate it (don't know why this is glossed over). A Killer equivalent perk would be MYC.

    Balance changes are needed, and once applied the Locker + DS combo won't be an issue.

    But the "drawback" only activates when the survivor makes a mistake that leads them to getting hooked.

    MYC activates only after the killer has played efficiently. DS activates when the survivor has played poorly.

    6) It punishes the Survivor for doing anything else other than being chased.

    Like I said, this would help fix DS being used in the early game. But after the gates are open it goes right back to punishing the killer for playing efficiently. Because once they are open, what else are you going to do but be chased?

    7) The statement misses some detail. If you can catch the Survivor easily, eat the stun. If not, chase someone else. Eating the stun is a valid option, but only against some Survivors.

    At no point during a game should a player be punished for performing well.

    If the killer manages to find, hit and down a survivor 30 seconds after they were unhooked, why should they then be forced to either give them a free escape or slug them for the remaining 30 seconds?

    I'll admit that slugging them still allows for pressure to be applied on gens and other survivors, but not only is it boring for the survivor, it still isn't as effective as putting them back on hook, since that is the fastest way to both kill survivors and apply pressure.

    There's also the chance that they are running Unbreakable, which completely stunts the killer's game momentum even though they played well.

    8) DS needs some balance changes, most of the community agrees on that.

    At this point I honestly don't know how much of the community even cares at this point. I've seen my fair share of players that seem to be using a version of dbd from an alternate reality, and have little to no understanding of how the game is played.

    Regardless, I hope those that do care are sane enough to agree with this.

    Just to the point with the survivors being seen as collective. I don't understand how this has becoming so popular, but unhooks are done so inefficiently. It is so more common to go for unsecure insta unhooks than to make use of the minute you have before next hook state starts. You can do half a gen and still get there in time. I even see people hop of a gen the second someone gets downed, even if I run Prove Thyself and we could finish the gen in 20 seconds.

    And I think, this behavior somehow has pushed a lot of killers to be at least proxy camping, because they literally know there is someone else near the hook, because it is just the case in 90% I really think camping would not be such a big problem if survivors were not so greedy for saves.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138160#Comment_1138160

    My point isn't being aimed at you directly, but as a general counter to the idea of nerfing DS this way

    as to it being used while working on a gen, its still in the end a 1-off perk that will by you a few seconds if you decide to waste it that way

    "If you decide to waste it like that" is exactly the point. Then it is not an anti tunnel perk anymore, it becomes a mobile pallet with 5 second stun. With new toolboxes that means like free 16% gen progression.

    @Vampire @deadbyhitbox this would not be a good solution. A typical scenario is the hook exchange. Killer hits before and after unhook. Could do the hook exchange now but with your change it would allow to go after the unhhoked and down him. Then get back to the downed saver and hook him, negating the DS of the unhooked.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138150#Comment_1138150

    Not often, but in any case, you're arguing with someone who feels the same as you. I don't think the locker by itself is the problem, it's the fact that it stays active even after you start working on generators. I have no issue with it activating when you grab someone from a locker, personally.

    What comes to my mind on this one is, that we always talk about counterplay. And if slugging is counterplay to DS, that is simply removed by entering lockers.


  • @UrbanEvasionGamer said:

    Of course people are going to compare adrenaline to NOED, they are both endgame perks with "similar" effects.

    The difference is, adrenaline rewards survivors for *completing their objective*.

    NOED rewards killers for *not completing their objective*.

    The perks are so similar that it's impossible to have a discussion about one without the other.

    There is no indication that YOU did complete your objective. You could also get rewarded for doing completely nothing and be carried by the team. And as @ermsy said

    @toxicmegg said:

    adrenaline is one time use so you basically play with 3 perks before endgame. and you might not even get any benefit from it.


    THIS is exactly what describes NOED as well.

    But I also think that Adrenaline is fine. If at all, I would definitely keep the free heal but make it get stacks. One stack for each 20 seconds of being chased, to a max of 5 stacks. For each stack, the sprint burst is active for 1 second once it triggers.

  • @Zamblot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1134925#Comment_1134925

    Ha I definitely did. They didn't take hits or anything and left me to die while working on gens. If they are decent survivors they would've noticed I was being tunneled off hook and saved me but they weren't, and the fact that they then went to bodyblock windows shows that they were awful. Then my hard work worked of FOR THEM and not for me when I did a good job and thus I lost my nice item

    Well, they did not left you to die, they unhooked you twice. And either they got chased as well and doing all the heals and unhooks or they were pretty efficient on gens when you got tunneled off the hooks. Carrying the team is when you do EVERYTHING, not just looping. And you pretty much didn't do everything when you were tunneled.

    To your OP, what do you expect? That multiple survivors can jump through a window at once? Just think about what it would be for killer if multiple survivors that get caught in a small space could just float around like a swarm without body blocking. I think this is just your own personal view on a specific scene, not really looking at the wide change it would bring if they really realized your request.

    And just4fun, cuz of "swarming"

    https://clips.twitch.tv/RoundObeseKittenCharlieBitMe

  • @24Life said:

    You must all be purple ranks. Yes doctor is easy when he's rank 9. I'm rank 1 therfore I play rank 1 doctors. When you guys get to this level let me know how you're opinion changes.

    If you read my post you'll see the doctor I played maximized on his abilities (to a point most killers can't because THEY DON'T AFFECT YOUR SKILL CHECKS). Maybe the capitals will help you read..

    It all plays together. Your single minded and narrow points are moot when it's the entire package I'm talking about.

    SMH..

    Everytime someone brings a good argument, you start flaming like "you lowranks" and "your single minded". Kinda dumps any attempts to discuss with you.

    You claim to be rank 1 and play against red rank killers. FYI ranke mean nothing. I wouldn't call myself a red rank survivor, yet I reach red ranks every season. And the matchmaking rarely gives me red rank killers btw. Also you talk about the "entire package" and still come back to skillchecks all the time. Skillchecks really shouldn't be a problem at true red ranks. And you say you hit 98% of your skillchecks. So the doc even with that build shouldn't be a problem at all. Or do you mean 98% good skillchecks against non docs?

  • @Bardock592 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137146#Comment_1137146

    The 3 hooks on top of second chance perks on top of current gen speed is a deadly combo and leads to boring repetitive gameplay, it's not about the 3 hooks it's about the other stuff overlapping each other and making everything ridiculous even a survivor running is ridiculous at this point, this is me exaggerating about not making survivors able to run but yeah it is pretty much in the survivors hands to do what they desire at this point

    But then I think it would still be the worst idea to go down to 2 hooks per survivor. People complain about gens being done in 5 mins and that should be the solution? I guess not. Adress other points

  • @XGameCenter132 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137893#Comment_1137893

    really? I've been playing for a while and haven't even gotten one

    What??

    You said you want ingame money for playing the game. I said that doesnt pay teh devs work. I don't get you.

    They need to sell stuff or the game will not go on. They need to pay servers, developers for creating new content. Somewhere they got to get the money from. That's why you don't get auric cells for playtime.

    And I said, it is already pretty much that you get iridiscent shards for playtime and most of the characters can be bought with iridiscent shards. Thats's already more than you can ask for in my opinion. Auric cells are just necessary for licensed killers and several cosmetics, because somehow they need to make money

  • @XGameCenter132 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137790#Comment_1137790

    Not for free I just want to have tasks every week that I can get auric cells

    That is literally for free. The devs won't get money for that. That's what I mean with "buy with playtime"

  • For the quite low base price you already get some stuff. That most of the characters can be bought with enough playtime is quite a bonus I think. Are you requesting that the ongoing support to create a new DLC every 3 months should be for free?

  • @Guilty87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1136924#Comment_1136924

    If multiple survivors attempted a save there would be a chance to get the save. Any killer can linger around a hook and stop 1 survivor from saving another or at least it's going to be a hook swap

    Don't know how multiple survivors is an argument to your nerf suggestion. Multiple survivors can still save someone, just one needs to stay hidden, another needs to take the down. The hidden one then needs to BT save while the chainsaw is on cooldown.

    Btw, I even saw BT saves by an injured survivor giving himself styptic before and both get out of the basement. Sure, you need that rare addon to make such a play and that time I saw it, the saver needed to bait a hit because he was healthy before the save. But that was legendary play and would also be removed with your nerf.

    And to add: his chainsaw is loud. You don't need Kinderd to tell everybody "pls go do gens to punish it"

  • And I'm strongly afraid that they will nerf insta chainsaws and stering addons, as these are the only addons really worth using.

    Also smells like consistency. They nerfed the Spirit's post phasing addons so that you need the purple and the green addon combined, to have the same effect like old purple addon had itself. They nerfed the Spirit's activation charge speed addons so that you need the green and the yellow combined to have the same effect like old green addon had itself. They nerfed Freddy's slowdown addons so that you need the purple and the green addon combined, to have the same effect like old purple addon had itself.

    I guess the insta chainsaw will experience the same, although I don't think it is necessary. I don't even see people complain about it. Let's see what happens

  • Billy will definitely be a target soon because he still has not the same amount of rare/uncommon ... addons, and since "consistency" is a point now on dev side the addons will be changed. Which will also change Bubbas addons because he is using some of the same addons. Hopefully they don't touch Billy's basekit like they ruined Nurse's, but since cooldown is quite popular in every killer power (like they added cooldown on Blinks and Static Blast), I'm strongly afraid that they add cooldown after chainsaw usage as well. Or maybe you need to refill gas in your chainsaw or some badword

    Although I don't like to play Billy as I cannot manage to control the first-second-super-turn-speed no matter how often I play him, which you need to master to be a good Billy.

  • @Bardock592 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1136567#Comment_1136567

    Idk man I'm not the only one who thinks that though I'm pretty sure there are tons of people out there who think same high level pros as well not only your average player

    But that would mean "make ebony mori basekit". I mean, come on, which high level pro ever said that?

    But I also agree that the gen rush need to be fixed. There was an idea about the warmup phase that slows gen repair by 50% until the first chase starts. That would help a lot. Or simply don't spawn survivors beneath a gen! In literally every game I need to walk less than a second to start repairing a gen. If the killer is not heading this gen immediately or gets "interrupted" by a chase, the gen is done 80 seconds later. And there are 4 survivors that have a chance to do that, meaning, normally the first 2 gen pops are nothing of a challenge.

  • @Gibberish said:

    I wouldnt say hard, but its definitley too time-consuming.

    There should not be challenges that are impossible to complete in a single match.

    I think this is the kind of request that would kick average and above players in the nuts. In tome 3 there are definitely some grindy challenges, more than last tome level 3 (which was reduced stronger than needed in my opinion). The only thing that is annoying in this level is, that there is a total of "escape 14 trials" challenges, either by hatch, by gate or doesn't matter how.

    I know I play above average with about 25 hours per week. But I think the average is 14 hours a week and there are also a lot of people playing even more than me. And I already managed to finish the level 3 within one week. Also tome 1 level 4 I finished in about 8 days. If all of the challenges were doable in a single game, I would finish them in 3-4 days. And then wait for 2 and a half week for an update.

  • I think most of the effects listed are ok and fair. It just affects a single survivor, so also permanent effects don't impact the game very heavily. Mori for 90 seconds indeed might be a bit strong. But I would say make the cleansing the obsession and exposed for some time, so you know when you are chasing the downable person might be ok. Just compare it to what happens when the totem is not cleansed. Would be a fair trade in my opinion.

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