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Deadman316

Deadman316

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Deadman316
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  • Not true, I changed self care and gen repair to Triangle and throwing pallets/vaulting to Circle. I'm not sure what you're doing over there, but those two don't have to be on the same button.

  • What system are you on? I'm on PS4 and am able to change my whole button layout.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191446#Comment_1191446

    https://forum.deadbydaylight.com/en/discussion/comment/1191458#Comment_1191458

    I had a game recently as Ghostface on Iron Works with at least a 3 man SWF (they all had the same clan tag). The Ash was trying very hard all game to get my attention, and he was a VERY good looper, but I still got the 3k almost a 4k because I played smart. I went for the other 3 survivors, who were not nearly as good as Ash was at loops. I would also not chase him around the god loop. I did once only because all 4 of them were there so I knew I could do at least 1 loop before they all found a gen, and I ended up catching Kate who wasn't paying attention. I slowly widdled them down and kill both Kate and Jake when they had 1 gen left. They finished the last gen, and I chased Ash around shack. I played it smart and forced him around the one side before I broke the pallet, he made it to another nearby pallet which I did the same thing and tricked him into back tracking enough then breaking the pallet so he couldn't get distance. I ended up killing him and almost caught Steve before he ran out the gate.

    I played smart, avoided the god loop all game, went for the weaker targets, and walked out with a 3k. Had I chased Ash all game like most killers would, I wouldn't have even gotten one kill. Had I not forced him to vault the god loop window to get him away from a gen, I wouldn't have had time to catch Kate and kill her.

    @designator is completely correct. Knowing when to break chase and do something else is a HUGE part of being a good killer, and it will win you games.

    All of you whiny, privileged killers need to read this, it's laid out for you on what to if you're looped.

  • Ummm, you know you change your buttons in the controller option?

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191995#Comment_1191995

    Heres a build for you to try that works on pretty much every killer.

    Pop

    Thrilling

    Knock out

    Sloppy

    Yep, there are still ways to slow down gens. I'd add Tantraphobia(?) as well that's good to use. Ruin was a bad nerf, but using these should cover it.

  • @kijugangster said:

    Thanks for all the answers guys. You've answered my questions. I think I will give this game a try. Even if I will exceed 2 hours gametime to refund it, I don't think 6$ is a super wasted money :)

    Do you think getting any dlc is necessary(for perks or killers/survivors) or am I good to go with base game?

    I use base game, though I did buy Halloween and the Clown/Kate pack (to have Kate) when they were on sale. I won't buy anymore Behavior created characters because they should be free IMO, but the licensed characters I'd consider. Ultimately, it depends on which perks you want to run. There's a Dead by Daylight wiki (type that in a search bar and it will come up) that's very descriptive with what each character perk does, check it out when you get a chance.

  • If you can phase out the toxic people in this community, you'll enjoy it. The rest of us are pretty cool to talk to and run trials with.

  • As a survivor, this infuriates me to no end. So many times have I vaulted over and took 3 steps, only to have the killer record a successful hit. I wish the devs would hold back on nerfs and patch this up instead.

  • @Eradik said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191670#Comment_1191670

    Why cant they do something about keys? It's a free escape when a killer plays great!

    Because with keys, you still have a good 10-15 minutes before the hatch even becomes an option. If you can't make anything happen during that time, then you should work on being a better killer.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191525#Comment_1191525

    Yeah bloodlust is unfair and often times is abused just like god loops.Both needs to go

    Fair enough.

  • @Eradik said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191551#Comment_1191551

    If you need god loops like this to survive, maybe you're not that good of a survivor?

    Or maybe you're not that good of a killer to adjust to make it to your advantage?

  • @OniWantsYourMacaroni said:

    Like i said,maps with god loops already have more than enough strong paletts and windows for survivors to work with

    Tell me a valid reason why those loops are fair.

    https://forum.deadbydaylight.com/en/discussion/comment/1191246#Comment_1191246

    Sure, if you can tell me a reason why bloodlust is fair. You may not like certain things in the game and even if things the devs implement doesn't work as planned (I've said before that some of their concepts are good, but the executions are terrible), there are counters to everything that you believe is unfair and in other cases, you just got to have good skill to get the advantage. Complaining only shows your weaknesses.

  • Listen, if a killer chases a survivor and they start to use the "God loops", then that's on the killer. They should go find an easier target. Just because things don't go your way as a killer, it should be taken away. Why don't the devs just make a wide open space map and let you killers slug everybody so you can stop whining and shut up. The game offers environments that are taken advantage of by both survivor and killer and in the games I play, I win and I lose. If you're constantly losing as killer, either get better or play survivor. Enough of the whining because you can't adjust to make your skill better.

  • @emptyCups said:

    Mori should be buffed to be first down no hooks. And be base kit on 3nd hook.

    Keys should be removed

    I'm not sorry, 4 survivors with 4 second chance perks and a life saving item each under the new sabo 2 second meta.

    Killers are weak af and it's hard enough as is on most to even get a single kill. Most moris are wasted- exspensive- rare to obtain- and easily countered-if the players dont just DC.

    I disagree with this. Killers are not weak, I've been in trials where killers have won and trials where killers have dominated without the use of the Ebony. People that make this assumption should just admit that they're not good killers and that's why they use Ebony Mori. And before someone says "well you can say the same about survivors with keys", that is false. Remember, the time it takes to get to hatch option is long and a lot can happen during that time, so even if a weak survivor just hides the whole match, one or two things will happen, they will have to search for the hatch and/or they will come across the killer and die.

  • Not happy with gate time? Just run Remember Me and be done with it.

  • I'd say it's probably because they're having a bad session. Maybe they've been picked on a lot, been the obsession a lot, tunneled, etc. Add some of these things up and it can create a frustrating experience.

  • And also, are the survivors just supposed to sit and let you kill them? Would that make you killers feel better? Getting upset because Dead Hard extends chases? Dead Hard makes survivors feel comfortable when injured, oh yeah, because there are so many other perks that do the same, lol. You killers are a whiny bunch.

  • Let's see, rework Monitor & Abuse, BBQ, NOED, Sloppy Butcher, Thrilling Tremors, Gearhead, Insidious, Pop Goes The Weasel and all of Ghostface perks. They're too strong!


    See, I can do this too :)

  • I play just about every day, but only do like 4 matches (I play survivor at night mostly, so I wait up to 15-20 mins for matches). It's not as fun as it used to be though, they really screwed up the matchmaking process. Along with terrible killers purposely deranking to get victories against lower ranked survivors, it might just be a matter of time before the number of players decrease.

  • This is really a thing? From what I can tell, killers do fine with it. Anything to give you all an extra advantage to be better, yes?

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1188639#Comment_1188639

    It was a suggestion. Adding those Overcharge like skillchecks who can hit anyone, it's not that hard with the progress bar.

    Making it kinda like a Totem and Thrill making it longer as well as giving you a warning that someone is opening it could work as well.

    They at least have to try something, because the current form is bullsh**.

    It's good man, sorry if my response came off brash, I was offering a rebuttal. All suggestions are good with me. My main thing is to bridge the time gap between a killer using the Ebony vs. a survivor with a Key so that everyone can have a fair chance.

  • There are some good people in this community, but are overshadowed by the toxic posters that most likely hit hooked survivors. On the DC topic, the concept is nice, but the execution is poor. Rockstar does a pretty good job with GTA online's penalty system. If you get reported after a few times, you're sent to some kinda bad behavior lobby for a while. Behavior should do something similar, a gamer that has multiple DCs in a short period of time should be penalized for 24 hours. I think this would be the best way to do this, instead of instantly penalizing people who are pretty much collateral damage by being caught in the fishnet. I hate that you can lose your items if the match disconnects as it starts too, that shouldn't happen at all.

  • @MrDardon said:

    Ivory Mori:

    • After hooking all Survivors at least once, you can kill one Survivor with your own hands.

    Ebony Mori:

    • After hooking all Survivors at least once, you can kill all Survivors with your own hands.

    Dull Key:

    • It takes 16 seconds to open the hatch.
    • During that time you will be faced with 4 difficult skill checks.
    • Failing a skill check will deplete the progress.
    • After opening the hatch, you will automatically jump into it and the hatch will get closed.

    Skeleton Key:

    • It takes 12 seconds to open the hatch.
    • During that time you will be faced with 3 difficult skill checks.
    • Failing a skill check will deplete the progress.
    • After opening the hatch, you will automatically jump into it and the hatch will stay open for 10 seconds.

    The Mori change should serve the purpose that you can't tunnel a person off the hook and Mori them instantly. You will have to hook everyone at least once in order to make use out of it

    The Key change should add at least some sort of strategy and preparement, not making it useless but also not making it an free escape anymore.

    If there are difficult skill checks, why even have the seconds in there? I say just have it as the same time as it would take to break a totem, which means that Hex: Thrill of the Hunt will also highlight the hatch when it becomes available and shows all survivor's auras for 10 seconds when the hatch is opened.

  • @Lexilogo said:

    I think pretty much anyone would agree an Ebony Mori is stronger than a Skeleton Key, yes.

    Some suggestions for how they could be changed to make them better:

    -Compensation BP for Survivors who are mori'd and Killers who end up with key escapes

    -Keys having an opening time on the Hatch, something like 5-10 seconds with an unlocking noise being made for the duration so keys aren't quite a get out of jail free card in a chase

    -Closing the Hatch if it's been opened with a Key no longer triggers the Endgame Collapse

    -A new Status Effect revealing when Survivors can be mori'd (call it Marked For Death or something) so Survivors have more warning when they're in such extreme danger

    -Ivory/Ebony Moris allows you to mori 1/unlimited Survivors if either that Survivor has already been hooked twice, or if a total of 5 hook states have been completed across the game (so, 1 death and two hooks is your minimum).

    That's what I would do, after thinking about it for a bit. I think these changes would keep these items' high potentials (keys can still get a 4escape and moris can still get a 4k) BUT lowering their potential for "get a win out of a bad play" kind of scenarios and being more about winning more.

    An Ebony Mori still gives you an undeniable advantage and might win you a game where you ordinarily would've lost, but don't let you obliterate a Survivor out of a game early (which is a huuuge advantage and a jerk move for the Survivor) and are more about winning more when you've already got the advantage. If someone gets salty about an Ebony Mori people can point out they were probably starting to lose the game anyway.

    Ok,I can get behind this. This would be a pretty fair option too.

  • @DBD_Pinhead said:

    When the whole team can escape with a key while you have to hook everyone and catch them again to get the max out of an Ebony Mori, you will never convince people that they're more OP than keys.

    But think about the time that it takes to even get to that point. Complete 4 gens, then search for hatch. There's a lot that can happen during that time, which would be advantage killer. Ebony Mori is simply hooking somebody, they get rescued and if killed again (very likely), they get the Mori. That is very much advantage killer because the dominoes just fall in place after that, unless they're up against really skilled survivors.

  • Maybe you should play more rank 15 killers, I'm a green/purple survivor and some of these rank 15s mop the floor sometimes. I think they're deranked killers though.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187104#Comment_1187104

    Mori's, particularly if they are being used after the first hook, which is the only time they would be anything other than an alternative way to eliminate a player on death hook, will almost always end in a safety pip, due to a lower devout (less chances for hook actions), malicious (less offensive hits), and chaser (less chases over the game due to early death of survivors) scores. As the saying goes "didn't entertain survivors enough, no pip for you".

    Keys on the other hand reward a survivor with 5k BP for the escape, along with a large boost to their survival score, and doesn't impact their ability to pip or double pip in the slightest as they can still do generators and then use the key at the end if they so choose, or they can even save it for another game if they didn't need it. Keys can be used to bypass a good killer 3 gen allowing up to 2 people to escape which is really the only time a 3 gen for a killer is truly effective anyway (3 survivors alive it's 50/50, 4 survivors it's a losing war of attrition unless the survivors are potatoes or the killer is a god).

    I probably will not ever understand the pipping obsession, because to me, it's about did you do what the game intended for you to do and that's either kill, or survive. So if the killer kills everyone, the job is done. Same for survivors escaping. That said, killers should get a bonus at the end for a quad kill. I thought they did, but I guess I was wrong on that.

  • @Zaitsev said:

    I think that you should be able to kill a surv thats been hooked twice anyways. Theyre gonna die on the hook anyways, so why not remove Moris and keep their animations intact?

    I like this too, though I'd probably expect a spike in suicide hooks if they did that.

  • @Schmierbach said:

    Ebony Moris should only allow kills after 2nd hook. Keys should take the same time to open the hatch as a gate, without saving progress if you jump off. Ebony Moris still save you time and a hook as killer, and keys simply create a 3rd gate the killer would need to protect

    This I totally agree with. It creates the balance between the times it takes to get the hatch option and to have survivors have a fair chance in the trial. Only thing I would say about the time required to open it is to have it at the same progress as they would if they were breaking a totem.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187067#Comment_1187067

    You realize half the "counter arguments" are killers saying "we'll give up keys if you give up Mori's" right?

    The difference between Mori's is they penalize killers for using them, while keys reward survivors for using them.

    Penalize them how?

  • I wish chat was available on console, I understand why it's not (I have a keyboard, but I know most likely don't), just wish that it was.

  • @M4ST3RM1ND said:

    Doesn't take skill either hiding all game with urban evasion to then press M1 in the hatch with a key to have a free win.

    I lol @ all of these key counter arguments because it doesn't come close to how easy an Ebony Mori can be done.

  • I agree that the Ebony Mori is way more powerful than keys, but the rest of them are fine. Here's why the Ebony is way stronger in my opinion (I'm talking about the console versions)...

    A survivor gets hooked, then freed. They immediately get hooked again and it's Ebony time, they're done and the rest of the group is at a disadvantage. Now, survivors have to be very skilled at chases and looping to avoid being caught after being hooked, which is not easy to do. Gen rushing is really the only counter to it, but with Toolboxes being nerfed, it's not that easy anymore.

    With the key, you have to repair a certain number of gens to even see the hatch, which if all survivors are alive, 4 gens would have to be repaired (correct if I'm wrong please). Then, you have to find the hatch, so on top of being hunted and anything else that you want to do, you have to risk being chased by the killer to find it. There's no guarantee that a survivor will even find it in time, but just the amount of overall time to get to that point is a much difficult feat to accomplish.

    In summary, Ebony Mori - hook, kill again, Mori. Key - repair required number of gens, easter egg hunt for hatch, leave. Which seems easier to you?

  • Apologies for my ignorance, would the legacy costume be the shining light looking skins?

  • @Raven014 said:

    At the same token, I want more selfish perks for survivors in the mix. In the lore, they don't all trust each other as you see in game, so they should be able to show that in game. Right now there is no risk to working together.

    There's distrust in the game, some teammates won't even bother with trying to rescue you off the hook.

  • @Dr_doom_j2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1186257#Comment_1186257

    Then we gotta have a hip hop guy with a gold choker, tight jeans, tattoos on their face, and a cup full of lean

    I think I'll pass on seeing Birdman in this game.

  • @GhostofYharnam said:

    I want survivors that aren't modern or good people. Why can't we get ex cons or a nun or something. Everyone can have hope.

    David isn't a squeaky clean character, would he be in the realm of what you're looking for?

  • Yes! He and Ghostface have been in about 85% of my matches, I'm good with not seeing them for a while.

  • There's only 2 types of Bubba, the one that camps and the one that spams that OP chainsaw move that clears the round in minutes.

  • I run self care because my team will sometimes run off without healing me in the safe zone. I want Inner Strength, but I'm not going to pay for Nancy, oh well.

  • I don't even go over there. If I see a slug, chances are that the killer is using him as bait. I'll keep working gens, thanks.

  • I do it when I see my team showing no interest to come save me. They don't want me to be on their team, so good luck and hope they survive.

  • Waaaah waaaah I got 3k but didn't pip, waaaah. Stop being babies, your rank means nothing and it's not intimidating. If you're good, you're good. Stop looking at ranking as your validation of being good.

  • Mostly between 16-12. But I just saw a level 16 Deathslinger with green and purple perks with green and purple addons. Very strange.

  • Tunneling works, in the right situation. Tunnel a skilled survivor and next thing you know, the others have completed 3 gens.

  • The only good thing about Clown is that you get Kate with him.

  • I watched Ohmwrecker's vid yesterday and he had a camping Leatherface that kept nodding his head at the hooked survivors. He wasn't very sharp though, because he'd let his guard down and Ohm kept getting successful rescues.

  • I've triggered some people with my post, love that you all prove me right.

  • Some of you all are so privileged, if the tiniest, unimportant thing does not go your way, you whine like babies, the call other posters names because they tell you to shut up. Or, you call them names because they disagree with you. Just be quiet and play, and go whine to your mommy if you got an issue with your privileges being challenged.

  • No it isn't. Please explain for idiots like me.

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