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Deathstroke

Deathstroke

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Deathstroke
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  • @brokedownpalace said:

    This is a semi cooperative game for survivors. Sometimes your teammates will turn on you at the end in hopes of the killer giving them mercy. IMO that's part of the fun.

    Now, a survivor working with the killer the whole time is unacceptable and reportable. But end of game betrayals? They're fine.

    That's working with killer still or at least helping him. Usually the killers just take the 4K then.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174007#Comment_3174007

    How do you expect to achieve anything when you will go down in 10s and then die anyways?

    Let's say last survivor is hooked to close an open exit so if he would unhook himself with deliverance he would get out and escape.

  • @Halloulle said:

    Calling out when you're about to go down is actually a questionable strategy since there are so many bs hits / misses you couldn't possibly forsee it and call it out half the time. - Calling out gens that have been kicked and should be approached with caution is more reliable if you're on comms anyway.

    As far as SoloQ is concerned: rip.

    Good swf can easily call when they are about to go down and those bs hits still are not that common.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/345394/it-s-ok-to-admit-you-tunneled

    technically tunneling is when a killer focus to take down a single survivor, no matter what it will goes in his way (people who bodyblock/do gens while the killer is just 2 meter ahead/other survivors that could be an easier pray due to being in the open without pallets or windows), he will focus only on that specific survivor until he will be dead for good. in that case this felt like tunneling because those survivors didn't had "breathing room", since they were chased instantly the moment that they left the hook, but it really isn't.

    What you mention only focusing one survivor is hard tunneling. But this killer tunneled stragedically survivor A out. But in between also downed and hooked another survivor to be effient. Because just hard tunneling one out and ingroning others is not usually good stragedy and he did get easy down with startruck. He most likely would tunneled survivor A out even if he didn't get survivor B. As he ingroned injured unhooker.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168357#Comment_3168357

    On release survivors had the 100% bonus while sitting in a 5 minute queue and spamming the forum about how no one wants to play survivor anymore. Meanwhile killer queue was instant.

    Before the incentive was fixed, my own queue never passed the 2 minute mark. While people were still spamming that no one wants to play survivor.

    Now, after the incentive was activated. My killer queue is between almost instant to 1 minute and people still claim that no one wants to play survivor...

    There is some truth to it I discuss here while waiting on my killer queque times whereas my survivor queque times are instant. But I still would hope they add bp bonus for killer because I need bp and right now as survivor you can get more if there is no cakes. But never where the queque times 20 minutes. Probably worst they were over 5 minutes but currently usually around 3 minutes. But they are quicker in night time but then there is also more swf:s.

  • @AetherBytes said:

    As someone who never used crutch perks as a survivor, rhe killer buffs have pretty much no effect, a nd everyone else is dying because they can't actually run a killer without "Muh dead hard"

    I think most have adapted but the problem is now killers defending 3 gen area with all the new slow downs happens like half of SoloQ matches we have chance winning. SoloQ truly is hopeless. Then when I play killer I get 5K hour each survivor swf balanced game.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175097#Comment_3175097

    Yes, you actually would.

    https://forum.deadbydaylight.com/en/discussion/comment/3175101#Comment_3175101

    Please tell me what happens when you have a pill hitbox that is not identical to the survivor visual model and its various animations where the character leans or faces all sorts of ways? Because it means there is bits of "empty space" visually that is part of that pill 'padding' the visual model. So if something contacts that, then it is a hit. Refer to Peanits' explanation of how hatchet hitboxes work in regards to survivor hitboxes here for a better understanding:

    https://us.v-cdn.net/6030815/uploads/QWSP8GDAG4DD/image.png

    Latency favours killers with bad internet but it should be opposite hope they fix it.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170874#Comment_3170874

    Tunneling and camping like everything else in game are circumstantial, sometimes they make the best play sometimes not.

    People want blanket counters to circumstantial playstyles because when they happen they don't like it. Whether its "ideal" playstyle or not is largely irrelevant, because that's entirely subjective.

    They are legit play styles and until BHVR says they are against the rules, well... they are part of the game and should be expected.

    Now like anything in game if you are struggling when faced with a particular play style you can pick from a selection of perks to help.

    The key point is you shouldn't need these perks to counter said play. It is possible to outrun and escape from a killer who targets you aka tunneling and it is possible to save against a camping killer. But there are perks the boost your ability to do this and if you struggle in these scenarios then take the perks till you are better and don't need them anymore.

    For the game health devs should admit they're not the way you suppose to play but those playstyle can't never be killed either completely as survivors would abuse that. Bt protecting both unhooker and unhooked sounds on paper good way to make camping less effective but survivors would just safe on killer face then. Current reassurance is not enough to deal with it and really only works agains't facecamping and while you go to hook that time wasted not sitting on gens. Hook timer increase to 80s would be good solution now that gens take longer. Ds reverted back to with old 5s stun would be good way to reduce tunneling and it should disable killer powers as well for next 5s after stun. Current ds 3s stun should be basekit. Sime has suggested making gens go faster less the people alive that could be good option as well. Ideally going for hooks should be made as most effient way to win as killer and to achieve that killers needs more buffs like I suggest and some maps needs to be looked at as well. Eyric crow and crotus for example are very survivor sided. Good suggestion I heard is to make gens slower if killer does not have enough hooks.

  • @OniWantsUrLocation said:

    Garden of Joy, Eyrie of Crows, The Game, RPD, Badham, Fractured Cowshed, Crotus Prenn, Red Forest. All wonderful maps.

    Im not sure about rpd at least it's clearly better for killers than eyrie of crows or garden of joy. The game map is not as bad I do have better succeed there even it has million of pallets. Good swf abuse garden, eyric and badham in my experience horrible ways. After that you wonder are they the real killers. My strangest blow outs have happened in game map though I downed with bubba all 4 survivors in bathroom with one chainsaw I had iri add ons. It's also very good map on nurse probably one of her best ones. Killers who can quickly break pallets can do okay there unless it's good swf.

  • Yeah noticed this when wesker flied past close to me but somehow hit. His hitbox definetely is bigger. Before that would not hit and before even he flied through you sometimes and didn't hit.

  • @Tsela said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174012#Comment_3174012

    if killer camps 3 gens at the start and never leave he will be destroyed by a 4 man team. can't possibly do 3 gen against a full team. he needs to kill someone way before the survivors end up at their last gen to pop. So yeah he will leave, or pretty much just lose the game probably in a sweathy desperate attempt to protect last 3 gens against 4 survivors

    If you keep protecting that 3 gen area eventually you get someone down. SoloQ is just 4 solos trying to do that last gen not team.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173786#Comment_3173786

    That is just not true. Killers might not get rewarded as much for going for hooks, when using what used to be the meta slowdown perks, but killers were generally buffed, so they wouldn't need such rewards anymore as much to be incentivised to go for hooks. Gens now take 90 seconds, which already gives killers more time to play normally. But they also received some small, other nice buffs that help in chase, further encouraging to go for hooks and not camp and tunnel.

    Killers don't need to be rewarded for going for hooks as much if the base game simply already allows them to go for hooks more, by being more balanced around that. That's exactly what happened in update 6.1.0 The problem right now is clearly that tunneling and camping are too effective. The nerf to tunneling helped, but it wasn't enough. The DS nerf is 100% one of the main reasons why killers are tunneling more, if they really are. I haven't gone against too many tunneling killers the last days, but still.

    The nerfs to meta slowdown perks were not as impactful as the buffs to killers basekit. Not to mention that other slowdown perks actually got buffed, the game still has a good amount of strong slowdown perks. If gens fly, then that is most often just a skill issue of the killer.

    And yes, I do get that at high ranks, there can be situations where the killer kind of has to camp and tunnel, or the odds are stacked against them too much, and I do hope those aspects get improved as well, especially when it comes to maps. But often enough, killers, at least the stronger ones, have a fair chance to win even without camping and tunneling. One look at queue times and it's clear that right now, survivors are in more need of help. DS needs to be reverted, and we still need some nerfs to camping as well. Then queue times might go back to normal.

    I think grim embrace as basekit would be good reward going for hooks and maybe mini corrupt. But ofcourse camping and tunneling needs to be nerfed before buffing killers more.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174353#Comment_3174353

    It's no secret console suffers worse then PC. But that doesn't make the perk bad. Or not a problem.

    That's like saying nurse and blight arnt the 2 best killers because console can't use them as good as PC. That doesnt change the fact theyre still capable of the 2 best killer slots in game.

    Nurse is best killer on console too at least on new ones just hitting is harder as survivor can spin as aiming is harder. I respect my brother playing her on old xbox with less than 30 fps. Blight is bad but heard some do well with him even they can't use hug and other techs but console blight is still easy to spin when he is rushing. Hillbilly and Oni are very hard given their limited turning rate and oni can't do his 180s tech. Both can turn much better on pc. Console players should get stronger aim assist and better optimization. Skill checks should be smaller on pc as even overcharge is OP agains't console survivors but not much agains't pc ones. New consoles should get M & K and 120 fps support.

  • @WorthlessBeing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174101#Comment_3174101

    How many times does this happen really? I mean purposefully

    I mean I'm a K-main, and more often than not I stay near a gen because it nears completion and I know for a fact there's survivors nearby waiting for me to leave for a millisecond before rushing.

    In my 5 years of playing I've never tried to get a 3 gen situation, but I have been in so many because people simply don't check. Now I don't dismiss the fact that some people to aim for a 3-gen, but I very much doubt it's a common occurrence at all.

    @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174042#Comment_3174042

    That's why you have to break the 3-Gen before it becomes a 3-Gen. If you notice a Killer is going for it try to break it either wait for the Killer to chase a Survivor. It's all about making the Killer to make a mistake

    I did camp right at the start 3 gens in haddonfield they were all in main building few meters away from each other. I had eruption, overcharge, call of brine and jolt so they didn't have chance. I did it only to test it out and many killers do it just stragedically and want to make the game last forever. But most of the time survivors do cause it to themself.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174317#Comment_3174317

    Whatever you say. Hyper focus is pretty game breaking ATM. If you consider being able to solo a gen in 47 seconds "garbage". I don't know what to tell you. Get good I guess ? If you don't know how to use reassurance to punish avoid 1 for 1 exchanges. That's on you.

    Show me while you do it with controller on console. Only very skilled players will be able to hit those skill checks with super pc:s and luck will be still big factor. Reassurance only delays the trade by 30s in meantime you most likely have to use that time to heal. The range should be 12m and timer should be paused for 45s at least.

  • @MikaelaWantsYourBoon said:

    I'd support that. Early game pressure is biggest killer problem and Corrupt is helping. Mini Corrupt would help so much.

    But then... Camping and tunnelling are still so strong. So i don't know how to feel about buffing killers anymore.

    Both camping and tunneling need to be nerfed and then killers can get current corrupt and BBQ as basekit I would like grim embrace as basekit with potentially 2 time use but it should not activate if you kill one survivor. It would ecourage going for 12 hooks but im not sure would it be too strong because half of the games I play as killer I can already win that way.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174012#Comment_3174012

    Still the Survivors fault sadly. If you notice a Killer is trying to heard or protect a 3 Gen area then it's up to the Survivors to lure him away while other go and onthe Gens. Repressed Alliance is a good perk to help keep progress locked into place Incase the Killer comes back, there is also a few perks that we all know of that helps speed through Gens quickly as long as you have 1 other person on it.

    I have broken a possible 3 Gen from over protective Killers before, it's not easy but it can be done

    That killer mistake leaving that 3 gen area. You should only go for certain downs to get value for eruption or jolt. There are few perks who can help survivors like coh and prove thyself but the match will still be very long if you win it can last take almost an hour.

  • @SuzuKR said:

    Identifying and breaking a 3-gen early is part of skill. If survivors get 3-genned, it is always their fault.

    Sometimes killers camp 3 gen right at start and never leave. Yeah survivor fault. Swf can somewhat counter it but good luck in SoloQ doing that. Even very bad killer can win 3 gen situation if he uses eruption, overcharge and call of brine.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171497#Comment_3171497

    Today I had a game where I got 3K. One survivor died on second hook because no one saved them (no idea why), the second had 3 hooks and the last person put on hook died on second hook because the other survivor obviously wanted hatch over a save. I’m only in gold and still didn’t pip. Really surprised me.

    Yeah those survivors dying on second hook cost you devious point but I think if you would catched last survivor once and hooked you could pipped. But sometimes one just hides whole match and is very hard to find. Chaser category is bit tricky too you actually have to slug survivors to max it out that's why I sometimes keep slugging last 2 survivor not for 4K but fot maximising that category.

  • 3K should be enough for +1 pip if you played well but not too well like killing everyone at start of match. 4K however gives the +2 pip that's why I don't give hatch once I reach iri 4 but once I reach iri 1 I give hatch again. But it's easy to reach iri 1 on killer compared to on survivor. Survivor I maybe reach it on last days before grade reset or don't reach at all.

  • So you want even longee queque times and just essy games remowing any skill killer requires. Some balancing has to be made for very strong swf but other than that killer has great chance winning. But how to nerf top 5-10% survivors without completely destroying 90% of survivors? Some kind of catch up mechanic if killer is doing too badly gens should be slower and if killer is doing too well gens go faster etc. But they should not either make too much difference. I would like to see grim embrace as basekit encouraging for healthy playstyle.

  • @Chocolate_Cosmos said:

    Yea, it is like his Very rare addon base kit but without that quite bad downside.

    I personaly think It would helped him a lot. On large maps he would suffer way less since you don't have to waste 30 sec just to pick up a trap in the corner of huge map. He would waste less time and had more chance to start chase early. I think it would help him a lot and it is something he probably needs badly, unless you want him to Forever sit in "One of the worst killers in the game" title that he has for years.

    I don't know but when I play him I like the iri add on to be basekit which resets traps automatically. But he should definetely start with more traps maybe 4.

  • @[Deleted User] said:

    Cause it's unlikely she'll be able to snipe you again at that range unless you decide to sit on the gen.

    The only problem that comes with it is DMS, and even that can be played around somewhat.

    Dms was nerfed so I think it's fine with her too.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170115#Comment_3170115

    Let’s pretend you are the killer, on coldwind farm.

    • All the remaining gens are close to the hook, except one far away, at the opposite side of the map.
    • You know all the remaining survivors are on that gen far away, not worth defending (you saw them with BBQ).
    • The survivor hooked use deliverance, you chase him and down him again.

    Now what are you supposed to do according to you ?

    That is rarely the situation but you can wait the ds out in that situation and defend the remaining 3 gen area which should not be too hard if you use slow downs.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169549#Comment_3169549

    And perks can enhance your ability to play around hook defence aka camping, they can enhance your ability to escape from being slugged, they can enhance your ability to evade the killer which directly helps you avoid being tunnelled.

    I mean these aren’t game issues they are gameplay people don’t like that they want countered for free.

    Use the perks it’s what they are for.

    Tunneling and camping are not ideal gameplay so they should have some basekit counters like kindred and ds. Normal gameplay where hou go for hooks should be rewarded basekit grim embrace activating 2 times per trial if you succeed hooking everyone twice before killing. Current corrupt invertion should be basekit as well but the timer could be 30-40s instead. BBQ also should be basekit for killers.

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084473#Comment_3084473

    Agreed. I think one thing that will help is basing MMR on hook counts instead of kills. I've never understood the whole kills and escapes = skills. I feel like there's so much more to skilled game play than that.

    That would punish players who just want to enjoy their 8 hook games mmr should based on kills but should take account how it is achieved by 12 hooking or 0 hooks before endgame but downing everyone with noed are not equally skilled perfomances.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170707#Comment_3170707

    feels like people just want the killer sided patch to last as long as possible lol

    It's still survivor sided if they play swf. SoloQ yes is very killer sided but im matched agains't decent or good swf:s lot of times and it sucks. I have to play dirty to win probably should just let them go. Im even matched agains't 5K hour+ swf:s and one of them brought 4 cakes and did gens in less than 5 minutes that sucks... I tried to play nice and they used it agains't me. After that I haven't played with Oni good swf know how to counter him and use big maps and loops to their advantage I got my power only once. My chases didn't last long they just were insanely effective on gens.

  • @Youhadabadday said:

    I know a lot of other people have made this exact type of post, but I want to make it clear that none of your proposed in-game fixes are really all that helpful.

    "Flashlights have a very small radius of effect, it makes them really bad!" Well, the ammount of times i've picked up a survivour or interacted with the in-game world and have someone right there ready to point a flashlight directly in my face says otherwise.

    "Only skilled players can use flashlights effectively!" That may be true, but then why in the hell am I being matched up against these people in the first place? I may be a Level 56, but time played in my case does NOT equal skill for me. I still get tossed around daily by survivours that have a pretty damn good insight on what they have to do compared to people who are just trying to learn like I am.

    "If you hate flashlights, then use Lightborn!" I would, if it wasn't a damn perk that in order to unlock I have to allocate Bloodpoints to a killer I have no intention of wanting to get good at in the first place.

    For me, it all boils down to both the horrid matchmaking as well as the fact that the blinding mechanic is out of my control. If I am going to get blinded, I want it to feel like it was my fault that I got blinded in the first place. For instance, getting blinded for smacking a generator is fine. I don't neccesarily have to smack gens to win, so smacking one and getting blinded for it is fair. However, when I am trying to pick someone up to put on a hook and get blinded because some random survivour just so happened to pop into my field of view ready to blast me with a beam of light straight into my face with no time to react to them, I'm not going to think it's my fault. I'm going to think "Well, that was complete and utter bullcrap, what the hell was I supposed to do there?". The reason for that? I have to, yknow, HOOK PEOPLE TO FRICKIN WIN. In fact, it's so bad that I feel like I have no choice but to abandon a match and suffer a penalty because I don't wanna play with "Ruiner of Casual Gamer's Fun McGee" over there.

    Don't friggin tell me to "git gud" either or that I have a "skill issue", that shouldn't be a factor in the first place if flashlights are as bad as you say they are. Either make flashlights harder to use effectively, or give the killer some way to be able to counter flashlight usage on tasks that are MANDATORY for victory.

    Oh, and one last thing: My last post had people call me selfish, and I can see why. However, let me remind you that in-universe, the survivours are put into a situation where they have to struggle against a bloodthirsty monster who is exceptionally good at their job. However, playing the game gives you the complete opposite dynamic. Instead of the Killer running circles around the survivours, it's the survivours that are running circles around the killer.

    Sorry but it's skill issue. Flaslights are easy to counter just by looking wall when you pick up or even looking other direction works. But best is to search area bit if you know there is one trying save and chase him off. If he continues coming back that's free down usually. Flaslights are mostly annoying if you know what you're doing. If survivor tries to chain blind you at pallet or blind while you carry someone looking up works.

  • @JPLongstreet said:

    We're in this state because tunneling someone out early as possible is still the best strat, made significantly easier by the changes in the last few patches where defences & teamwork are no longer as effective against it.

    Although I personally am not experiencing the increased slugging part in my matches, I can absolutely attest to the huge spike in direct tunneling out of the first hooked in the vast majority of my trials. And I am most certainly not good enough to be in that fabled "high MMR" in either role.

    With the exodus of a lot of our survs lately, the MMR is extra crispy borked up, with queue times prioritized prolly as never before, adding to the frustration of everyone. So I feel all that is left are the veteran master killers, few veteran master survs, and not enough potato newby survs to achieve the half-assed matchmaking balance we had half a year back.

    Imo right now there's just a single unpredictable MMR we're all in most of the time. Most of my friends have stopped playing DBD, and I play wayyyyyyy less than I once did as a result.

    It's now killer choise do you want it easy tunnel one quickly out or do you want challenge or feel playing nice then go for hooks. But tunneling strong looper is still bad idea.

  • @Sabraiz said:

    https://forum.deadbydaylight.com/en/discussion/344910/dead-hard-needs-its-full-second-back

    I can't count how many times on both my hands and feet I've used Dead Hard, knowing I hit it before I went down, and it never worked

    Maybe the problem is not that it does not last long enough but that it does not apply the effect right away when pressed, and you just pressed it a bit too late.

    And this is fine, while frustrating at times, because no perk should be as strong as Dead Hard is without risk, sadly auto dead hard removes the risk but that is a question of getting rid of cheaters not the perk.

    Autodeadhard can be countered by missing hit. The program does not notice if you hit is going to land or miss. But the actual dead hard should work if you pressed it before killer hit that is unacceptable and should never happen in competive game like dbd. Even I hate the new dh it's better than old one if used right.

  • I consider win invidially if I escape alone and all others die it's win for me. That's why many survivors don't give kill. I would consider 3K as lose as killer if last survivor would kill me or if I was doing adept/challenge. In friday 13th which is bit similar game than dbd survivors can kill the killer.

  • @ThatOneDemoPlayer said:

    I guess most people already P3-P9'd him and stopped playing.

    I'm bad at saving up BPs so I'm still playing him

    If someone P9 wesker he has to play too much.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169284#Comment_3169284

    This is not a US. VS. Them. Argument; okay, maybe it is if you want to think of it like that. This is my opinion that I think... Survivor Adpet challenge is much easier and you can get many opportunities to survive better and escape; because you can let your teammates make mistakes and take the hook for you as you can hide in a locker, do gens, and just leave and abandon them.

    Killer Adept Achievement, on the other hand... I cannot make any mistakes at all, I need to avoid giving Survivors a chance to escape but I cannot be too toxic either; as they can dedicated my challenge run by simply hitting the Leave Match button. They can do their objectives freely with meta perks in hand, while I am stuck with perks that do not favor the killer I am running. And for Bragging Right on obtaining a difficult achievement; I do not care. I have have alot of friends and random strangers I met online, and I never anyone talking about "OMG, you got the adept Achievement", like it just a personal goal; it not that game breaking to change a achievement description to be bit more fair for any players and not be punished by flaw mechanics such as DC.

    In my opinion, Survivors when they DC is unintentional exploiting my game. And therefore, cheating this way.

    Do the adept on rank reset then 3K is enough in lower ranks just get lot of hooks and chase a lot you should get it that way but aim for 4K though

  • Im not sure but I don't like how his lunge works it's more tricky on console to land hits when pc survivors spin like crazy with it. Wraith probably has best lunge on console pinhead clearly worst.

  • @OjomoTheWraith said:

    No, I'm bored as killer. I just win to many games with to little effort. Since the patch I had maybe like 10 games which were challenging and I had to give it all I have. I won in all of them besides 1 game with a draw

    If you play nurse I believe you but with other killers that not possible unless something is very wrong with your mmr or you are one of best killer players on dbd and you should stream.

  • @Brokenbones said:

    There's different kinds, the term is so vague it barely means anything tbh

    'Hard tunnelling' to me is: Chase 1 survivor. Hook. Go away. Unhook happens, you go after said survivor again and repeat until they are dead. You might down another survivor before the unhook but the #1 priority is making sure the first survivor you caught dies as quickly as possible.

    'Tactical tunnelling' is like, you prioritise the survivors who you've hooked already when the oppertunity arises without necessarily being on them the whole game. I.E let's say I go to a gen and chase 2 survs off it someone who I've hooked once and somebody I haven't. I go for the person who I've hooked already. It's the smart thing to do.

    There's also "Tunnelling" aka when a Killer chases a survivor for the whole game and basically throws trying to catch them instead of being smart and breaking chase.

    What about if survivor chases you whole game is that forced tunneling? I had this feng following me around who I hooked and then went chasing another one and injured but feng came to blind me at pallet and I lost the other one and she kept clicking to follow her and I did she hit me with ds but I continued going after then. Then hooked her again went to chase another survivor hooked her and then went to down another survivor until feng came again trying flaslight save got her down and hooked. Hard tunneling can be tactical though if done right and some killers are planned for it like executioner who ignores bt, otr and ds. Nurse is good example too because ds or bt is nothing to her but for most killers they slow then down which can make tunneling not the best option.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168842#Comment_3168842

    But the locker "counterplay" doesn't prevent you from getting snatched and hooked, it only serfs to artificially prevent the match from ending by griefing and frustrating the killer in the hopes that he gives up. Survivors starting the match on hooks would help no one getting their achievments done, thats not the right mindset.

    Well it would be bit too unfair to instantly mori survivor from locker maybe if he has been hooked once then it would be fine as after that is just denying inevitable. Lot of times when I use tombstone I usually mori someone who I haven't stalked before so allowing them to have some counter play is fine. Last survivor myers should be able to mori just instantly I've heard from long standoffs where myers waits last survivor to come out of locker. But biggest fix myers right now needs is that he never runs out of stalk it should regain in some time.

  • @Tsulan said:

    Why should the killer? It's not like survivors regularly give a pity kill, when all are about to escape. So why should the killer give a pity escape?

    3K is win already and if the game has been fun I let last one have hatch I quess it's to show some friendliness too but killer should do whatever feels right I go for 4K usually though as last survivor usually gets the hatch anyway.

  • Probably escape 8 times as survivor without perks and repairing equilavent of one generator. At least that took most time to do or maybe put 125 traps on survivors as pig that took time to do. But all achiements have been pretty easy some just more time consuming.

  • @ThatOneDemoPlayer said:

    PR/DMS is a Perk combo that only works against bad Survivors, Deadlock gets countered by splitting up on Generators and No Way Out gains Tokens by not tunneling and is only active once all 5 Generators are finished.

    The Killer is basically playing Perk-less if Survivors are smart, which you and your teammates apparently aren't

    Deadlock and pain res gives value always. Deathman switch can be countered after survivors know you have it. But with no way out you can still tunnel and get the tokens later.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168128#Comment_3168128

    I don't know that i am rude or not but i hardly believing them. My killer queues are insanely bad, it is around 5-6 minutes. I don't know how people can find killer matches very fast.

    Sometimes they're bit shorter and debends on time on day but hard to believe someone has instant queque times as killer consistently.

  • @Triforcer said:

    Me no understand (this is in East Asia).

    My killer queque times are between 3-5 minutes usually and survivor queque is pretty much instant can take 10s max.

  • First of all gen rushing or looping is not toxic. But sometimes I feel same way getting good survivors agains't me as killer and only bad survivors as teammates as survivor. But it's not whole truth sometimes I get good teammates as survivor and half the survivors I face are usually casuals.

  • This is not solution and swf alone is not the problem most sfw:s in fact are only slightly better than solo. But then there is seal team swf:s who abuse maps and re so coordinated that there is not much you can do if you play below S tier killer. So should we make mode that once you reach 3K hours as survivor you can only play competive mode where is only nurses and blights. Well and if there is other killers gens should take 2 minutes.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166341#Comment_3166341

    I would like to make addons stronger. But survivors can bring either Brown Medkit or Ranger (no addon), its something like Trapper can spend more BP to make his default traps stronger without using 2 addon slots.

    If you look again at my suggestion, the best Medkit a survivor can bring is either

    • Double charge addon to self-heal twice
    • 1 heal with Styptic / Syringe

    while the minimum they can bring is half-healing to save your teammate 8sec to do Gen instead.

    Currently the best Medkit a survivor can bring is 3 heals with Styptic / Syringe. And its possible to multiplied by 4. You dont see these kind of Medkit when playing Solo, mostly Swf.

    I only suggest to make the gaps of item/addon variations between the weakest (no item) and strongest (4 ranger, +16 charge, syringe)

    You can win against no item team, but lose to the other team, despite they have the same skill. You dont lose to them because you're out played, you lose because they out invest you.

    Same applies killer you can bring your strongest add ons and win but lose if you don't if we remove or rework survivor same whould be done the other side as well.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3166186#Comment_3166186

    I dont think so, usually Solo dont invest on item/addon because they afraid rate quit/dc teammate would make their item/addon wasted. Usually only swf would bring them (4 BNP, 4 Ranger, key...)

    The change would nerf down swf more than Solo if you limit op item/addon.

    If you think my idea of item only affect casuals but not good players (solo), I also dont think a bad survivor can ever make use of Ranger + double charge/speed anyway.

    For me, instead of bring in a current Medkit (3000 BP), I would bring my version Medkit + a Brown charge addon (3000 BP), pretty much the same thing.

    You know before you could complete gen with brand new part and toolbox lasted whole gen. Itema are fine and don't need changes. If we remove them all killers add ons should be removed as well and only leave brown ones. And this would make the game just more boring.

  • @C3Tooth said:

    The gaps between a team of 0 items and a team with 4 Ranger, Syringe should not exist. Given both team have equal skill & perks

    Items should have only 1 version (Brown) and act like survivors' power. They are free, but nerfed and requires addon to work. You only need to buy addon.

    https://us.v-cdn.net/6030815/uploads/B4GGFQ89UKDV/image.png

    https://us.v-cdn.net/6030815/uploads/ALK9YXBJ9DIJ/image.png

    The best Medkit you can get here is double charge addon to self-heal twice. Or A heal with Styptic / Syringe. While free 8 charge default Medkit can come in handy at saving time healing teammate.

    That does not matter for good teams and you would just make casuals quit and only sweat squads would continue playing so bad idea.

  • He's not if you don't get your power your just m1 with nothing he was decent when you got duoble blood orbs but now he is easy to counter for good squads with broken maps and holding W and pre dropping pallets.

  • @Mikasa said:

    I'm sure everyone had such that after a series of victories came across prime parties against which you feel helpless and you regret not leaving the game before the match

    Look at that ######### 

    https://us.v-cdn.net/6030815/uploads/17CZ2NYXNPU2/untitled.png

    I played against a strong team, non-toxic is important but It's a shame that one offering gave the survivors a huge advantage. This map is categorized as pain (and do not need to say that there is an offering of the Sacrificial Ward)

    I didn't camp or tunnel. because I felt that I would lose because of this and therefore I tried to fight to the end and still lost. At the same time, I played no worse than them

    You won't understand until you experience the same as me.

    The difference between the RNG team and the SWF is HUGE and need to do something about it

    That's why i think If you play with friends then:

    - ban on choosing an offering map (Or even removed from the game. everything should be rng)

    - perks and items should not be repeated

    I think this is fair and balances the game against the SWF

    Well you were able to get decent points at least so the game was not too bad and you didn't use killer best stragedies taking one out and proxy camping. You have to use them agains't good teams. How many hooks you got? Today I played agains't good swf 5K+ hours each in same map and got only 3 hooks tried not to tunnel first but then the unhooked guy abused bt so I went after him. I got him on second hook. But could not finish the job when they bodyblocked later. I played Oni who is weakest killer in the game literally agains't these type of squads. I got my power once and got last down and hook with it. The match lasted 5 minutes maybe. Should expect biggest gen rush when they used 4 cakes so you should play as dirty as you can agains't these squads. I barely got more than 10K bp and will not play Oni again until he is buffed. I would got my power lot earlier if he was not nerfed in latest patch. These types squads should face nurses with startruck and blights with alchemist rings not me when I play Oni casually.

  • Well if you only get bad solo teammates consider using perks left behind and solo survivor they increases your chances greatly escaping if you're last survivor.

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