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Dennis_van_eijk

Dennis_van_eijk

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Dennis_van_eijk
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  • @Sluzzy said:

    His saw could inflict one health state and he would still be very strong. This is how overpowered he is. If you are going into the basement, it is game over. He needs nerfing for sure.

    I think you need some nerfing yourself mate.

    If you think killers are OP then please do stop playing survivor and just stick to your nurse please.

  • @rednightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693426#Comment_2693426

    How can I waste the killers time when I get downed damn near instantly with a face camping bubba even with BT. Please explain i'll wait.

    Ask yourself the question of why you are downed near instantly?

    Were you greedy and tried to do a gen in his face?

    Yes?

    Then that is your fault.

    Did you not pay attention and let yourself get caught in the open?

    Yes?

    Then again that is your fault.

    Did you not throw a pallet while he was in a chainsaw sweep?

    No?

    Again your fault.


    If he downs you near instantly then most likely (not always) it will be your own mistake.

    Use windows to force a M1 instead of a chainsaw.

    Know when to drop pallets when he's chasing you.

    Use your surroundings i.e trees, walls, or anything to get him to bump into.

    There are many ways to make sure you don't get hit or decrease the chance to get hit by his chainsaw.

    And to be clear, no i don't condone facecamping.

    At least not when 4 or 5 gens are still up, during egc on the other hand i do agree with it.

  • @rednightmare said:

    Face camping bubba needs a nerf. If you see bubba, 90% chance he is Gonna be a facecamper. Prolly gonna run insidouis. A nerf to bubba would be once he hits a survivor he throws a tantrum immediately. No more knocking two guys while unhooking. Borrowed time would actually mean something.

    Or maybe think why it is that more killers start to facecamp (not only bubba's) and fix that problem? 😉

    I mean look at what a killer has to do vs what a survivor has to do?

    5 gens fixing and open up gates vs getting 12 hooks (3 times hooking a survivor)

    Now on first sight this doesn't seem that much of a difference however, if you look at the time survivors have vs the time killers have then it does.


    Let's say 2 survivors start on a gen and 1 survivor starts 10m away in front of the killer, you down that survivor in 30-40s and 2 survivors done 1 gen.

    And you don't have that survivor hooked yet.

    Now this is just an ideal scenario.

    Ofcourse there is much more in play for both sides.


    Bottom line, they need make playing killer more attractive and buff the lower tier killers.

    If that is done, then they can look at things to be nerfed on either side.

    Also they need to get rid of the dumb sbmm, that imo destroys the game as it is based on jack sh1t.

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672544#Comment_2672544

    Translation: "before MMR, we faced killers that were underpowered and had little chance dealing with a depip-squad SWF because match-making wasn't based upon the killer's performance... we want to go back to those days because now we're almost exclusively facing killers that can just about match us, and we don't like it"

    To clarify.

    1 i play both sides

    2 i play as solo

    Yes you would face underpowered killers, even as a solo survivor.

    But you would also face strong killers as well as swf.

    The thing i was trying to say is, they implemented sbmm (which was a bad idea in the first place) without making sure the killers could compete.

    So you get no variety in killers the higher you get, and as killer you will almost always get sweat survivors whether it be solo or swf.

    They just keep nerfing killers for the lower skilled survivors which will always be a mistake to do.

    Cause when they get a better understanding of the game they will have no issues with them anymore.

    As killer you won't get games where you can actually test a new killer if you have never played them as you will get survivors close to what you will get against your highest mmr killer.

    It has been prover that say you are nurse and your mmr is 1900, and you buy for example trickster.

    You should get easier game to test the killer and get an understanding of his powers.

    Yet your MMR score will be around 1700-1800 range, which is just plain stupid.

    And yes it has been proven through datamining that this is the case right now.

    Winning with 1 killer does raise your overall MMR on the killer roster.

    So my point is that they should've never implemented sbmm in the first place while most of the killer roster isn't viable at all in higher MMR.

  • @PlaysByShady said:

    Why is this being made an SBMM issue, rather than the state of the game being such that only these killers can compete with boon totems, insanely fast gens with toolboxes + built-to-last, SWF on comms, hex totems out in the open that get cleansed within seconds, etc?

    Because that is the issue at hand now.

    Whit the old ranking system you had a variety of killers, no matter if they were viable or not.

    Before the boons you already saw only the strongest killers in the higher MMR, so i wouldn't say boons are an issue.

    The rest were already in the game before sbmm was implemented but not every game, yes i know build to last is buffed.

    But even if there wasn't sbmm i dare to bet my life on it, that there would be more variety then you have now.

  • @TheycallmeLix said:

    Seriously, can’t count many times I wanted to kill myself on hook because we lost the game anyway and people unhooking me because they want their BP for unhooking.. STOP doing that and let us just go the next game!

    Stop whining and just play the game and help your team.

    Don't be a jerk who tries kill on hook when you go down as the first person, don't like the killer or don't like the map.

    Just suck it up and try your best.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672477#Comment_2672477

    Solos who wanted competent teammates from what i gathered

    I never asked for sbmm.

    I said it from the start that it would be a bad idea.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2672201#Comment_2672201

    That's the reason why I, and many other were for SBMMR. So that the devs could see the deficits at high MMR and buff other killers.

    But judging from the spirit, deathslinger and cenobite nerfs i guess the devs handled the expectation like their 60fps console optimation

    Yeah i already had a bad feeling about their way of implementing sbmm, it rarely is how they tell you.

    They want more "fair" matches, but don't realize that the higher the more sweaty and the less variation you get the higher you get.

    Yet they keep thinking it is a good thing to balance around the lower skilled players instead of looking at the higher skilled players and the unbalanced side of it.

    Not saying the old ranking system was perfect, but imo worked much better than this crap.

    Sbmm is the reason i finally decided to throw in the towel after all these years.

    I don't mind sweaty games as killer, but not match after match after match after match.

    Tried to play only survivor, but that became pretty boring really fast.

  • @Mercês said:

    Can we please revert Spirit nerfs so I can go against a different killer?

    I swear to god this game has no more than 5 killers because I have been playing for a weak and I can count in 1 hand the number of killers I go against.

    Please buff low tier killers.

    Give legion a mori on first hook.

    I don't know.

    That's why i hate this sbmm.

    It destroys the game as there are only a few killers viable in high mmr, at least with the old ranking system you had more variety.

  • @SuperSaiyan4GT said:

    Screw this game. The developers care nothing except to catered to killer mains. Once a survivor gets a good thing going it has to be taken away because it's "too op". Our job is to escape. You took away another means of escape by making the hatch spawn when there is only one survivor left because killers are complaining too much.

    Screw the wraith and his super speeds and his silent bell

    Screw Freddy and his super extended lunge

    Screw broken Ghost Face and his inability to be revealed

    Screw Michael and his fast stalking at 60 meters

    Screw Bubba and his stupid chainsaw with charges to allow him to jet across the map and chainsaw through objects

    Screw the clown for having so many bottles of gas which is OP as f. You shouldn't be able to throw more than 3 bottles during a chase. It's bad enough that killers are fast as hell and you can't get to a pallet or a window in time

    Screw the trickster and his OP blades. 6 blades to down a survivor?? It's super annoying. All he has to do is avoid a pallet and throw all 6 blades at you in a matter of seconds.

    Oni can easily gather all the blood orbs (which stick around for minutes) and enter his rage then boom game over.

    The hag's traps are broken. You don't even need to be near one for it to set off. You can just walk right by it. You should have to walk over it to set it off.

    Cenobite is super OP. His chains are absolutely excessive and annoying. He shouldn't be able to chain you 3 or more times in a chase for him to catch up. He' already faster than a survivor. You can't solve his box when you have chains coming at you which is stupid

    Screw anyone who uses the twins and camp hooks with them. Victor doesn't even need to be accurate to be able to attack you.

    Screw all of you killer mains who camp hooks, tunnel, go back to hooks while chasing other survivors. Don't tell me it's good strategy because that is not strategy. Strategy is forcing survivors to three gen themselves. Camping and tunneling is a desperate way to win. Makes you look unskilled and pathetic

    Screw all of you noob survivors who keep bringing killers to hooks and others working on gens or you just run around the map doing absolutely nothing.

    Enough of these new chapters and updates. Fix your broken ass game, fix your broken ass servers. You have games that require more data feed to their servers and they get it right so why can't you? Until you make some actually good changes towards this game to make it more balanced and skill based, this ######### will forever be broken and killer sided.

    Want a cookie?

  • Yup there's a perk for that which lets you put up dropped pallets every few minutes.

    Sorry forgot the perk's name

  • @TransverseCaster said:

    Confess your DBD sins here.

    I'll start: I've been queue dodging solo survivors so I can beat up on SWFs as revenge for one team that humiliated me recently. They got three flashlight saves, it must have been a dozen pallet slams, two DS hits, multi-minute loops, and three (or was it four?) BT body blocks on me, and dead harded throughout. I'm new to Pig so it was painful trying to learn.

    https://us.v-cdn.net/6030815/uploads/QSGFP4YG9BX5/evil-priest.jpg

    As a Freddy when i wanted a relaxed game for once (before sbmm) got a bully 4 man swf.

    Didn't bother when 3 gens were done within a few minutes and went afk in the basement.

    Came back 10 minutes later and 2 were t bagging behind me, hit 1 and they ran of.

    Another 10 minutes later (nope not joking) and now 3 were t bagging.

    So i guessed they weren't in any hurry to get out as they still hadn't done the last gen.

    So went beserk on them, didn't even bother to put my headphones on.

    Downed all 4 of them and just let them bleed out on the floor.

    They did the last gen when i went downing them, but that was to late.

    Now they could wait 4 minutes on the floor to get out of the match 😂

  • @syain said:

    Wasn't this map reworked almost a year ago? Yeah it was funny on the first week seeing how there was a decently safe pallet on every corner you turned but it got old, fast. I have no problems on this map when I'm playing Nurse (obviously) who used to be my main, but every other killer seems to struggle quite a lot on it given even a monkey is capable of doing what survivors need to do in order to survive on this map - run and predrop pallets.

    How come it's taking so long for the number of pallet spawns on The Game to be tweaked? How are M1 killers supposed to counter the predrop playstyle when there's that many resources? I counted and I broke 15, FIFTEEN pallets on the last match I played on it as Pig, which resulted in a 1k. And there were still pallets that weren't dropped. Quite a lot of them actually. Please do something about this outrageous map ASAP.

    If I'm not mistaken, there are about 23 or 25 pallets in total and i believe 6 or 7 god pallets

    But hey, at least it got reworked and well balanced finally.

    (For when it's unclear for anyone, it was sarcasm 🤪)

  • @coolmacc said:

    Seriously who are these people complaining on the forums that killer is to hard mmr is giving me crap teammates and competent killers a few mistakes and killer has an easy 4K. All the killers on here whining are entitled

    And yet here you are whining about noed and stuff in different posts 🤣

    The irony.

    Here's a little tip for you free of charge.

    Instead of whining about noed and stuff, take a look at your own gameplay and where you can improve.

    Than take that into your next matches and work on it.

    The first change starts with you 😉

  • @coolmacc said:

    Just had a game where a 4 escape turned into a 3k because we missed one totem how is this not a crutch perk for easy kills. Killers have had this broken perk for far to long and are outraged and entitled when survivors get good perks. Devs we demand a nerf or survivor queues are going to keep getting longer. Losing a game last minute because of a cheap perk isn’t fun

    So what you're saying is that you had the change to escape but didn't do it and got punished for it? 😱😂


    If you talking about survivor queue getting longer because survivors will leave?

    Then i hate to bring it to you, but it will be the exact opposite.

    If more survivors leave then survivor queues will get faster, not many survivors have to get match against a kow amount of killers 😉

  • @Junylar said:

    See you tomorrow!

    "survivor gameplay becoming more easy now"

    Try playing soloQ survivor and you will never say such things ever again.

    Playing survivor is real damn easy 😂

    Yup i do that indeed 😉

  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/2658173#Comment_2658173

    Doesn't have the speed boost to healing up however, and relies on certain events (a hex totem being lit up or in the bugged version a boon).

    Unbreakable is already inconsistent, although more consistent than soul guard will ever be hence soul guard not being meta.

    Yeah true, forgot about the speed boost to healing.

    I never use it so it's easy to miss some things from it

  • @NoOneKnowsNova said:

    Its far from one of the best survivor perks, unbreakable will remain meta out of the heal from dying state perks and soul guard will see little usage.

    Maybe I'm wrong, and I'll concede that I'm wrong if it starts getting used a ton, but I just can't see it being used too often even with it bugged like this (or atleast I presume it's a bug).

    Depends it think.

    If I'm not mistaken when you get up with soul guard and you get a hit then you get take it as if it's BT right?

    So it might be better than ub then unless they took it away

  • Hope this is a bug as it says "as long as there's a hex active" and boon is not really a hex if you ask me

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657197#Comment_2657197

    EU here and I play with cross play off, which you find even more “sweaty” players. I’ve been going against mostly nurses, blights, a huntress here and there, and I’ve even seen a couple really good Billys.

    i decided to turn crossplay off because of when I played survivor I was getting ready random team mates, including people with just 10 hours.

    Crossplay off EU is veryyy “sweaty” indeed, and I might be bias but I’ve seen some tea strong killers in the EU servers. My team mates also improved a lot, and I’d rather go against top tier skillful killers every match while having good team mates than going against more variety of killers with bad team mates.

    With that being said, these nurses and blights are doing just fine.

    I feel like the reason people complain so much about killer right now is that they play lower tier killers and don’t get 4ks every match. Sure, SBMMR doesn’t help, but I feel like it affects both sides.

    The devs need to buff lower tier killers, until then it’s just safer to play nurse/Blight, as sad as that sounds.

    I play with crossplay on as I'm on console and don't want to see only ps4/5 players and really get a mixture.

    I don't mind sweaty games as killer, but not every single match, it is good to have a little variety so you can chill sometimes a bit as well.

    As survivor i can chill most of the time as it's the total opposite, i can just screw around a bit and still get out.

    I usually try to slow down the game a bit as well, not to sandbag but just to have fun.

    I've been in matches on both sides where gens just popped all over the place.

    Even had games as survivor where all gens were done below 5 minutes, or 3 gens popped at the exact time before he even got an injure.

    Needless to say he dc'd right after the 3 gens popped.

    I even challenge myself as survivor to survive without perks, or as a no mither (without iron will)

    I very rarely use items as it is not necessary as survivor imo.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2657197#Comment_2657197

    What I've noticed is, console players seem much easier to beat than pc players. They just do dumb stuff during matches lol.

    Than clearly we haven't played against each other 🤣

    Trust me don't judge every console player as if they play all the exact same way, there are rotten apples on pc as well mate 😉

    Not saying I'm playing like god or am high mmr or any of that #########, but i have beaten many pc survivors who made dumb decisions.

    So according to your logic all pc players make dumb decisions 🤷🏼‍♂️

    Again as i said before I'm not trying to talk down on you or be an a-hole, but don't come with sh1t like that, it makes you look stupid. 😉

  • Don't get me wrong hear as don't try to be an a hole or anything, but playing on the NA server might be the reason your games as killer are easier.

    Now I'm saying you're bad or anything.

    EU is well known for being a sweat fest at higher MMR.

    I watched 2 games from you yesterday (didn't have much time to watch more) and i wish i got match more with those types of survivors.

    With your first match as LF on midwich.

    By the time you done breaking those walls and downed the kate, 1 maybe 2 gens would have been done.

    Also you won't see survivors like that kate who runs away from a pallet against LF and let her get blocked in the corner.

    Same with the meg in the corner outside is something you won't see them doing here.

    And should it happen then they definitely won't throw the first pallet but let you come there and force you to break the second pallet.


    Same with you pig match on badham.

    Ace running upstairs without looking, jumping down and run into you.

    Here they wait upstairs if the see you go back down or go to the pallet upstairs to the right.

    You do however see some pallet camping here aswell but that is also very rare.

    They are really optimal over here and despite pressure as much as possible, you'll be lucky if the games don't end between 5 to 7 minutes.

    True is doesn't happen every game but usually by the time you get your first hook, 3 gens are done most of the time.

    I'm not saying I'm high mmr or anything, but the survivors you got from what I've seen, those are survivors you would face at green rank or lower (taking the old ranking system as a reference)

  • @coolmacc said:

    Just like how survivors have to to bones for noed killers have to do bones for boons.

    And dont comment killers have to worry about patrolling, loops, kicking gens, keeping pressure, hooking etc etc we don’t have time to do bones.

    Cause I’ll comment survivors don’t have time to worry about 5 totems getting done we have to loop, do gens, unhook, heal, open gates etc etc

    If you don't have time to do bones as survivor, then why are so many survivors calling for a secondary objective?

    You don't have time to do bones, how are you gonna complete a new secondary objective then? 🤷🏼‍♂️

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651699#Comment_2651699

    Except that the way you trigger Hex: NOED is completing all the gens. That’s the difference between NOED and Devour Hope and say Hex: Haunted Grounds or Hex: Ruin. The triggering event in the former don’t alert the survivor they’ve triggered them, while the latter do.

    I forgot that Devour Hope is also a “surprise” Exposed hit too, though, my bad on that,

    Correct they don't tell it immediately, but in a way noed is like devour.

    It's a surprise, but only at the end game.

    The only difference between them is that devour you get by hooking and leaving the hook, while noed you have to let them do all 5 gens and hope they don't cleanse any totems.

    And by that the game is basically already over unless a few or all survivors just mess up.

    The survivors who have a problem with noed should just first start looking at themselves and adjust their playstyle, before complaining about a perk that only activates at the end.

    The killer plays with 3 perks all game against 16 perks, so they should have enough time to take away totems.

    I wonder if bhvr ever decides to put in another secondary objective, how long it take for them to complain about that.

    They can't even cleanse 5 totems as a secondary objective, let alone having another side objective in the game 😂

  • @Mert_MK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651688#Comment_2651688

    Never liked the idea in this game of having to bring a perk to counter something, in this case for something the killer might not even have and you having wasted time you could have spent doing gens and progressing the game which is extremely important against a good killer. I have to disagree about Midwich not having godtier totem spots sometimes, had a NOED huntress on Midwich yesterday and 3 survivors went around the school on both floors and outside to look for it. Absolutely no sign of it. What some others have suggested about removing the surprise effect and letting survivors know that the killer has NOED would make the perk still not perfect but a bit more fair to play against imo.

    That's the thing, when a survivor is said to bring a perk to counter something on the killer side then that is a big no no.

    But the killer has to bring constantly perks to counter stuff on the survivor side 🤷🏼‍♂️

    The thing is that people are getting to used to their perks that they don't want or can't adept to a different playstyle with different perks.

    A survivor can easily escape without perks and/or items, so to switch 1 perk for something to find totems easier shouldn't be a problem.

    And tbf you don't even have to use a perk, you can just bring a map to find totems as well 😉

  • @dugman said:

    Honestly haven’t really seen any evidence that NOED is more powerful than Haunted Grounds in terms of increasing kill rates. It gets a lot of complaints because “the downs aren’t deserved” according to some survivors but regardless both it and Haunted Grounds typically give one or two downs when triggered. Haunted Grounds does it earlier, which can be good for building momentum, while NOED can act as a hedge to turn a 0-2 k match into a 1-3 k match potentially. Haunted Grounds is a bit more likely to actually go off compared to NOED since survivors typically cleanse hex totems as soon as they find them during the match while NOED doesn’t trigger if either all the totems are cleansed or the generators are never completed. On the other hand NOED gives a slight speed boost so that compensates a bit for that weakness.

    The only issue I’ve heard that seems like it might be a reasonable complaint is how NOED is the only Exposed perk that doesn’t alert survivors they are Exposed. I’d be ok if that was changed, and then if it made NOED too weak giving it a slight improvement to compensate. But either way, in terms of its overall effectiveness, I doubt it’s too powerful or it would have probably been nerfed already considering the extremely vocal group of survivors who complain about it all the time.

    I completely agree with you on what you just said except for 1 part at the end.

    No perk tells you in advance what it is.

    Hunted ground you only know it if you cleanse it.

    Devour you will only know it if you're hit.

    Ruin only if you have touched a gen.

    Toth only if you touch a totem.

    Undying only if you are near a dull totem.

    So no perk will tell you something in advance until you interact with it, so it does exactly what other hex perks does imo.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651629#Comment_2651629

    I mean, I try to do at least one totem in most of my games, but I guess I don't want to cleanse totems apparently.

    https://forum.deadbydaylight.com/en/discussion/comment/2651635#Comment_2651635

    It's also map design with their totem spawns that can mess you up. If all survivors don't do a single totem at all, then sure, it's a bad play on their end, but there's no helping for survivors that did at least less than 5 totems.

    You can't really escape if the NOED totem is in a really weird spot, and if you get downed, your fate is likely sealed, there's no saving yourself unless the survivors somehow find the totem. Most survivors would just leave, which is the better option, but it's still unfair when you get killed. I don't mind it, but it still gave the killer an unfair kill.

    My way of playing as a solo is that i just adept to the other survivors.

    If they go down fast i will try to do either saves and healing, but if someone else is doing that then I'll be on gens.

    I see people on gens?

    Then I'll be either totem hunting (and on a gen if 1 is close to it) or I'll be keeping the killer busy.

    If i see multiple people running around looking for totems (you can tell as they ignore gens) then I'll be on gen duty or what i described in the first option.

    I don't mind dying and will sacrifice myself for the team, but even that doesn't happen a lot.

    Most of the times its a 3 or 4 man escape or i get out alone.

    And yes there are definitely games where i get outplayed and won't escape, but that's just the way of the game.

    If i get hit by noed, i can only laugh about it especially if it's a terrible killer.

    Simply because we as a team just messed up and i was on the receiving end at that point.


    @Mert_MK said:

    Have fun cleansing all 5 totems on garbage maps like RPD and Midwich where by the time you have found all the killer has already won the game.

    Rpd should just get removed or reworked entirely, that's a map that doesn't fit and belong in dbd at all.

    It's a terrible map for both sides.

    Midwich the spawns are not that terrible if you ask me.

    But perks like counterforce, small game or hunch can help massively with that, or even a map. 😉

  • @Aven_Fallen said:

    "Do bones" is always a stupid argument.

    OhTofu made a good comparison - lets imagine there is a Survivor Perk which grants the Survivor 10% Movement Speed when all Gens are done. BUT it can be countered, even before - the Killer just has to go to the Basement and open every Locker 2 times. After doing this, the Perk is inactive and it will not activate.

    Look, a strong Perk with a counter. Just open lockers. Killers should be fine with that, it has counterplay. And way faster than cleansing all Totems.

    Let alone that "Do bones" is not always possible. I had a game today against a Trickster, I did 3 1/2 Gens on my own. Because my team was basically only running around. And who dies to NOED? Me. But I would not have had any time to cleanse any Totems, since nobody else was doing Gens for a large amount of time (I did half a Gen with another Survivors and while I was doing 2 Gens Solo, nobody else did Gens... second to last Gen popped a few seconds before I finished my third Solo-Gen).

    If I would have run around to cleanse Totems, we probably would not even have reached the Endgame.

    "Do Bones" would ONLY be an acceptable counter if:

    • There would be a built-in Totem Counter
    • OR, even better: The UI shows what other Survivors are doing. So a Solo Survivor would know if others are also cleansing (aka they can estimate how many Totems are removed) and would know if others are actually doing Gens (if nobody is doing Gens, it is equally bad)

    Other than that, "do bones" ist just a phrase of an unfunny animation series. But again - we can implement a strong Survivor Perk like OhTofu mentioned, would be the same counterplay... So it should be fine for Killers.

    NOED obviously needs a Rework. It should move completely away from Totems, a Survivor should not have to cleanse Totems which do nothing to win the game for a Perk the Killer might not even have.

    It should grant the Killer a Bonus in Endgame depending how well they did.

    Also an idea from OhTofu regarding NOED-->Remove the Hex-Part. Then, for each Hook the Killer gets 0,5% Movement Speed after all Gens are done, after a fixed number of Hooks they also get the Instadown. This would actually reward Killers who do well during the game and would do next to nothing to Killers who fail the whole game or just camp the first Survivor they find.

    Think ghostface gave a good comment about it.

    But the fun thing is that when a survivor is told to just do bones (which they should as it's a secondary objective), they get pissed by it for being told that.

    But with boons i see survivors say the exact same thing, and boons are even stronger than hexes, as it can completely remove auras, remove scratchmarks, faster healing or even healing without items, and then you get that new boon that gives unlimited unbreakable.

    But sure let the killers just do bones 😂

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651623#Comment_2651623

    I don’t ‘have’ to run them, I just get to suffer terrible matches when I could have used them. And I don’t run any of the perks you mentioned since the DS nerf. The difference is that killers can camp, tunnel, and slug for free - no perks needed for these play styles. Perks only enhance them for killers.

    But a solo queue survivor is always told to run this or that perk in the off-chance this or that happens to them. As if we have eight perk slots.

    I never said you have to run small game or any totem finding perk, but if you are annoyed by it then you have the option to run it.

    Don't complain about a killer perk that can easily be countered but you just don't want to do it.

    Btw there is also an item to find totems easily, it's called a map.

    You don't have to switch a perk for it and if you bring the rainbow map you can even show it to your team.

    Taa daa....... problem solved.

    If you think you get terrible matches by not running certain perks as survivor, than you have to adjust your playstyle maybe? 😉

    Not saying you play bad, but you probably play the way you do as with the perks you always use.

    Learn and adept, it's not that difficult and noed is so easy to counter.

    And yes even in soloq, i know what I'm talking about as i only play solo and only on rare occasions i get hit by it.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651614#Comment_2651614

    Well, I'm not necessarily annoyed by getting hit by NOED, I just consider it to be unfair.

    People keep missing the point for some odd reason.

    Unfair?

    Why is it that when i play that i have no trouble finding the totems without my team dying around me, but when i come to the forums people always say things like you did earlier?

    Either I'm very high in mmr where that doesn't happen, or people who complain about it are at a lower level?

    It might seem unfair as it can reward bad olay by killers, but it rewards more by bad play from survivors.

    You power through the gens?

    Then just escape, it really is not that hard

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2651608#Comment_2651608

    Oh sorry, I already had to switch one of my perks for anti-camp, and another for anti-tunnel, and yet another for anti-slug. So my last perk slot needs to be dedicated to the chance the killer has NOED?

    You don't have to run these perks, that is just between your ears mate.

    The only "meta" perk i use is dead hard.

    The rest i switch around for for different perks.

    I don't use ub, not ds, not kindred or any other meta perks.

    I just remember the totem spawns and even escape as well.

    Meta perks that is needed as survivor is just between your ears, not every game the killer tunnels or camps 😉

  • @glitchboi said:

    I don't understand the argument of "just do bones."

    Yeah, I'll do all five bones while the rest of my teammates die because I'm not on generators. Not to mention how ridiculous it is in solo queue, yeah you have 3 other teammates but are they going to cleanse totems? You don't know that.

    Correct you don't know that.

    If you are annoyed by getting hit by noed, then just take it up on yourself to find the bones and cleanse them.

    Besides, you can't win them all 😉

  • @GoshJosh said:

    A base totem counter would go a long way. I’d even travel to the basement if that’s what it took to know. People can say all they want that it’s not for bad killers, but when it’s almost always what leads to my first down in a match… yeah, definitely carries bad killers.

    Switch 1 if your perks for small game.

    There you go, you got a totem counter 🎉🎉🎉

  • @fogdonkey said:

    It is just simply too powerful against soloQ.

    My idea: survivors should know at the start of the match that killer has NOED and should have a totemcounter.

    Do bones, simple as that.

    I play solo and rarely it activates so no it's simply not to powerful for soloQ.

    The reason you think it needs a rework ir think it's to powerful is simply because it punishes bad play by survivors.

    Let's power through the gens fast and get out is the mindset, and crying to bhvr for a secondary objective.

    Why a new secondary objective if you can't even handle the current secondary by simply doing bones? 🤷🏼‍♂️

  • @k0reant3a said:

    I play both sides , recently since noon perks came in they impacted the game enormously I like the idea but for killer they should be aloud to either break the totem or have a perk that counters boons. My survivors games are after getting way easier and the boons are after affecting some killer perks like nurses calling bbq and sloppy butcher. I was wondering for the new perk that’s coming called Hex pentimento would be even be a good contender to counter boons?

    Yup i definitely think there needs to be done something about shadow step.

    Try playing scratch mirror Myers while there are multiple shadow steps are in play.

    It completely nullify his powers which he desperately needs with that add on, he's already slow as he's stuck in T1 and shadow step also takes away his power 🤷🏼‍♂️

    And then you have the spirit who who relies on scratchmarks with her powers, and now that is taken away leaving her basically powerless 🤷🏼‍♂️

    Makes sense?

    Not to me, but unfortunately the devs are terrible to properly test stuff and think about any consequentions.

  • @Drag0n100 said:

    Before I even start this, I'm calling out all the people that will read this and respond "ur just salty cuz ur bad lol." See, you aren't original, I did it first so you can just chill with all that.

    I was having a conversation with a buddy of mine the other day about why it always seems like Killers get the short end of the stick. Yeah Survivors are constantly complaining about it, but playing Killer genuinely feels harder and harder to do ( we each play both roles 50/50). We determined that while Survivors (who outnumber the Killer and therefore shouldn't be getting as many 2nd chances) are getting more and more second chance perks, Killers are constantly forced to play at their best or risk immediate loss.

    We statistically analyzed the past several updates, patches, and bugfixes, and what we found was honestly revolting. BHVR simply doesnt want you to play Killer. After running these numbers, it was immediately obvious to us that BHVR simply prefers the Survivors over the Killers, and aren't ashamed of showing it.

    Now we're not sure if this is because the Dev Team is made up of more Survivor players than Killers (this is true, we checked the gameplay of as many Devs that stream the game as we could find), but it's a glaring hole in the blind balancing that a dev team should maintain in a multiplayer game of two distinct sides.

    When you as the developers select a favorite, it will influence game balance and overall game health, even if unbeknownst to you. Think about the biggest things that were recently added or changed and you'll see exactly what we're talking about.

    The Developers added Boon totems, a new perk type that is supposedly "shaking the meta." But the laughable over-poweredness of these Boons is staggering, which even my most Survivor-mainiest friends agree upon. And what was Killer given to combat these new perks that will continue to be produced? A nerf to Thrill Of The Hunt, an already underperforming perk.

    The Developers adjusted the hit validation, specifically preventing hits through pallets and enforcing Dead Hards. Now i'm all for making sure that things work as intended, but Killer players will tell you immediately that almost half their hits result in them getting "dedicated" (a term used to mean getting screwed over by the dedicated servers). Survivors can Dead Hard at killers to consume their Killer powers and drop pallets on killers heads, all while running away scott-free as the killers are told their hit connected and are given a scream and blood to wipe. And what did Killers get to ensure the playing field remained fair? Tea-bagged at the exit gate. (Though how bullying is being treated as part of the gameplay at this point is a conversation for another day).

    There are so many other examples, but I'm just going to end it here. The long and short of it is this:

    BHVR if you somehow read this, whether you know it or not, you have statistically proven to Killer players that it's you against them. You try to win them back over each time you hurt them with a flashy new chapter, but you are hurting the health of your game, and alienating half of your player base. Survivors have 4 players to a Killer's 1, so they should NOT be given as much power as they have, let alone more power than the Killer does. I do not think Killers should 4K every game, that's not my point. But I, personally, have noticed more and more Killer players uninstalling the game, or playing Survivor instead, and if BHVR wants to keep this game alive for as long as possible, they either need to rid themselves of this bias, or idk, maybe hire more Killer players or something.

    (or hire me, I'm in the market for a job I suppose).

    Please leave me some feedback, or just simply upvote if you think any of these points are valid. Maybe we can get BHVR to see it and try to make a positive change!

    ~~Also pay attention in Stats class, I wouldn't be able to spout this balance knowledge without it!~~

    <3

    They already showed this openly a long time ago during a Q&A just before the doctor rework.

    They had reworked/changed a killer (can't remember who, sorry) where 1 of the devs said "now that we have changed this killer i started thinking. Who do i also hate to play against?"

    That being the doctor and the announcement that they were gonna rework him.

    After that comment of him i started to get worried even more for killers, and it definitely proved to be something to worry about.

    But hey, the more survivors, the more money the make right? 😉

  • @RoachesDelight said:

    Man said DS is useless LOLOL

    Yeah but it is totally useless now.

    They can't abuse is by powering through the gens and not to worry about being grabbed of the gen.

    They just don't realize it now is more of what it was supposed to be, an anti tunnel perk.

    But some survivors really need to have their hands being held to be somewhat decent during the match.

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/295401/scratch-mirror-and-shadow-step

    Hey them adding something to null out a huge aspect of the killers side is just stupid, lightweight was a perk similar to this but fair. Not happy it blocks, mirror, nurses, bbq, well pretty much all aura perks entirely and scratches that is just no words can describe this horrible idea put in the game.

    Pair this with distortion and you won't find anyone ever really.

    Exactly it's just once again something they thought of but never thought about the consequences that comes with it.

    Let's create a perk that blocks auras and removes scratchmarks, immediately destroys 2 aspects where 2 killers at least hurt them the most.

    Myers with the scratch mirror meaning no more auras, and the spirit who relies on scratchmarks.

    I wish they took a little more time and effort into these things when they create something instead of pushing out content asap.

    But yeah, who am i?

    Just a simple soul who is not on the devs team and don't understand anything 😂🤷🏼‍♂️

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2645008#Comment_2645008

    This isn't about a nerf to killers, it's about the survivors actually have some type of interaction with killers besides holding "w" and running to the furthest corner of the map. You have killers such as Nemesis, Pyramid Head and The Artist where the best option is to literally hold "w" and run to the furthest corner of the map. There's no fun in that for survivors. Then you have Killers like The Doctor and Deathslinger, where the only interaction is pre-throwing a pallet and holding "w".

    This has nothing to do with killers, it has everything to do with survivors not having any tools to interact with certain killers.

    Right.

    who do you try to fool here, me or yourself?

    Cause that is a real silly excuse if you ask me.

    You asking for a ***** perk that prevents attacks through walls and windows only to not hold shift w? 🤣🤣🤣🤣🤣

    You know that you make them a M1 killer only so you can do exactly as i just explained and do the same loop over and over again without thinking right? 😉

    I'll give you a little advice whether you want it or not, try to learn the antiloop killers, play them for yourself.

    Then you'll realize you can bait their powers and then vault without getting hit 😉

  • @Seraphor said:

    Anti-loop is literally the only power some killers have. Counter that and they're a basic attack M1 killer at regular speed.

    Why don't you just ask for a perk that wins the game?

    That's what many survivors want, just simple M1 killers where they don't have to use their brains and just do the same loop over and over again without anything other.

    There's a reason so many survivor mains cry about killers and want them nerfed.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2643056#Comment_2643056

    Give a notification that the killer is NOED and will not have food

    Or just expect noed from the start 😉

    I always play solo and very rarely noed will be activated, so it's not impossible.

    Survivor don't need to be hold hands and tell what is active, there are many other indications when a hex is active but only after interaction.

    Ruin: you need to have touched a gen first.

    Undying: you need to be in close proximity of a dull totem.

    Toth: need to interact with either a dull or a hex totem.

    Devour: you need to get hit at a 3 stack minimum.

    So why should noed give you an notification without getting hit first? 🤷🏼‍♂️

    If you're annoyed, irritated or scared of noed, then just do the secondary objective and all problems are solved.

    For noed that is of course 😉

  • @jarjargist21 said:

    I will say this noed is fair perk. As it is a killer's 2nd chance perk. Killers have a right to run 2nd chance perks just like survivors do.

    Instead of crying about the hex do the 2nd objective of the game and cleanse the totems. It's that simple, heck ya even have multiple and I mean multiple perks that help you to track totems. So don't cry about noed.

    Also on what you said, if it's endgame and he only got three hooks all game long. He's going to face camp to ensure that he does his objective which is to kill the survivors.

    My thoughts exactly.

    Is it fun as survivor to get hit by noed at the end?

    Nope definitely not.

    Is it fun for the killer to get hit by ds, see people get up by ub, or get invincibility by using dh?

    Nope also definitely not.

    But as many hex perks, they can be taken out of the game really quick.

    I never understand this crying about noed.

    Survivors keep calling for secondary objectives, but they can't even handle this secondary objective 🤷🏼‍♂️

  • @rednightmare said:

    Before all the killer mains and noob killers lose their minds and start crying No One Escapes Death needs nerfed.

    What NOED should be is Once the Doors are powered you get the exposed status if you are on Death hook. NOED doesn't help killers become better if all they run is NOED. They get looped all game long and only get two maybe three hooks all game long. Then bam let's get this guy on the hook and facecamp. It happens everytime a killer runs NOED. AND I MEAN EVEEY SINGLE TIME. Then they might get two or three kills because teammates try to get the survivor. but can't.

    And before I hear killers cry about D Strike. Well the Devs nerfed D strike into the ground into basically being useless. NOED should get the same treatment.

    If you are on deathhook then you get exposed once the exit gates are powered. Not this not even getting downed all game long, pop the last gen, still don't know I'm exposed until I'm half way to the guy on hook just to get hit once and oh look I'm exposed, and I'm just now finding out. These kinds of perks enable killers to continue to play bad.

    Ds is what it supposed to be, an anti tunnel perk.

    You want to sit on a gen to speed up the game, then why should you keep ds for 60s?

    I mean it's not like the killer goes for you immediately after your unhook, so it's well deserved that you lose your ds.


    About NOED, there's an very easy counter to it, just do bones.

    Especially if the killer is as bad as you say they are, it means you have plenty of times to search for bones before the last gen pops.

  • @Riukaze said:

    I can't do this TOME VII challenge. I need to hit 3 times a survivor while beeing undetectable but it doesn't work. Can someone help me?

    Play scratch mirror Myers or ghostface with the perk 😉

  • @BenZ0 said:

    So he just bought the Silent Hill edition, I tried to couch him abit through a screen share and I realized the "survivors" walked abit weird, first I thought they where console players.

    It was anyway weird that he got an instant lobby.

    Later the match I realized that they are actually playing rather "natural", they are running the tiles right, not crouching and hiding too much, even running around the map and through it, not at the edges like new players used to be. They even dodged his Pyramid head waves pretty precisely and with quick reactions, I was actually suprised, they dodged them better than the majority of the playerbase tbh xD

    And at the end of the game they all wrote in a matter of seconds at the same moment a message something like "That was close!", "Good game everyone, that was fun!" or "GG Killer!".

    You couldnt open their profiles even though they where stated as "pc" players. so ye it was more than clear at the end that all of them where bots.

    I have to say I dont mind that too much, thats nice for new players cuz they get to see a full match without ppl that might smurf, dc or be toxic at their first games, I just hope though that you dont que with bots as solo in the future xD

    So if this is true, then why don't we get any video evidence to back this up?

    Not saying it's not true or anything, but since there's never been any announcements about it, it would wise to actually show the gameplay against the "bots"

  • @RoboMojo said:

    TLDR: RUN AFTERCARE, YA NERD.

    Anyways,

    I'd like to preface this by saying that this post is entirely based on the premise of playing in solo que. If you mostly play Survivor in a Survive with friends group (SWF) then this post will have little relevance to you (Feel free to continue reading if you'd like though). Furthermore, Aftercare is one of my favourite perks and I am a Jeff main. As such, I am VERY biased here. Nonetheless, I hope this will be a good showcase for why YOU should use Aftercare in solo que.

    First, for anyone who might be unfamiliar with how the perk works, let me just pop this in here.

    https://us.v-cdn.net/6030815/uploads/UHKBNAO06T81/2021-06-12-286-29.png

    Now, I know what you might be thinking. Yes you could run Bond and you'd get aura reading on Survivors who are close to you, without any prior effort. However, there are two key aspects to Aftercare that can sometimes go unappreciated. Firstly, the aura reading effect is map-wide (unlike Bond which is only 36 meters). Secondly, and perhaps most importantly, the survivor affected by Aftercare ALSO sees your aura. This is an extremely powerful effect in solo que and I'll explain why.

    Let's make a scenario here, let's say that you'd unhooked and/or healed Meg earlier in the trial. Now, Dwight has just been hooked after hiding in a locker for two minutes and he needs help! Without Aftercare in this scenario, you and the Meg may both go for the save. Only to realise once you both get there just how inefficient it was. Alternatively, neither of you go for the save and Dwight hits second state or even dies! However, if you had Aftercare, then you would've seen that Meg was going for the save. As such, you can commit to your generator, knowing that Dwight will be unhooked safe and sound.

    You might say, 'couldn't I just run Kindred to get a similar effect with much less effort?' The answer is technically yes, but there is more nuance to this. Aftercare works indefinitely, until you get hooked (I'll talk about this later). Kindred ONLY works when someone is hooked. As such, it can allow for greater efficiency surrounding hook saves, but that's mostly all it does. Aftercare, on the other hand, allows for greater efficiency in almost any situation. Indeed, I'd argue that Aftercare and Kindred have a decent synergy. If you are uninterested in this part of discussion then skip the next paragraph.

    The synergy of Aftercare and Kindred: At first, Kindred and Aftercare may seem a bit contradictory, indeed there is some overlap in their effects. However, I'd argue that they have an effective synergy for solo que. Kindred can make up for the lapse in information at the beginning when you haven't had a chance to engage in anything altruistic. Similarly, as I pointed out earlier, Aftercare is disabled upon you being hooked. With the Aftercare + Kindred combo, this is not as detrimental. Kindred works when you need it to, and Aftercare still does it's job. With this combo, you AND your teammates will be much more informed on what is going on in a match. Kindred can still be useful even if you have everyone on Aftercare as Kindred will still show the Killer's aura. Keep in mind by the way that you can totally run two meta perks alongside Aftercare and Kindred. For example, you could run Aftercare, Kindred, Decisive Strike and Dead Hard which would be a pretty solid build. You've got info galore thanks to Kindred + Aftercare, protection against tunnelling with DS and a bit of chase extension with DH. Overall, not a bad build for solo que.

    Essentially, the combo improves efficiency across the board and Kindred aids to lessen Aftercare's weaknesses. There most definitely is some overlap in their effects but I still think that the combo is worth a try.

    Something worth noting is that while Aftercare does require altruistic actions to trigger on a Survivor, it can also activate if an altruistic action is done on you. This means that Aftercare can often passively come into effect as you play, rather then it being a perk that requires tons of effort to work.

    Now, it may be beneficial to compare the pro's and cons of Bond and Aftercare to give a solid comparison.

    Bond's Pros:

    1. Works without any prior effort, slap on the perk and it'll do it's job.
    2. Can sometimes be a somewhat acceptable alternative to Kindred, provided that you are not the one who has been hooked.
    3. Synergises very well with open handed.

    Cons:

    1. Has a limited range. Needs Open handed to get more substantial aura reading.
    2. Aura reading is only for the person using the perk. Doesn't provide any direct benefit for your teammates.
    3. Is hard countered by blindness add-ons and perks (That's kind of a non-factor for the most part but it is something to consider).

    Aftercare's Pros:

    1. When activated, provides value to you AND your teammate(s).
    2. Provides map-wide aura reading, which can be incredibly useful to the team.

    Cons:

    1. At the beginning of a match, provides no immediate benefit.
    2. Doesn't lend itself very well to more aggressive, chase oriented playstyles.
    3. Similarly to Bond, Aftercare is hard countered by blindness add-ons and perks.

    In conclusion, is Aftercare the Super Omega Bestest perk? No. Compared to the meta, it can't really compete. At the end of the day though, restricting oneself to only the meta can cause the game to become stale and uninteresting. Spicing up builds and playstyles is what adds replayability! So, if you have Aftercare unlocked, I implore you to try it for a few games. Who knows, maybe it'll become one of your favourites like it did for me.

    If you read down this far then I think you deserve the ancient secrets. Here: Jeff naked.

    Thanks for reading and have a great day!

    Hahahaha yeah but nope, not gonna run it as i like to use many other different perks i like more than his.

    And nope the only "meta" perk i use as survivor is dh, the rest i switch around with many different perks 😉

  • @Goblin said:

    Why this game ban me after i dc from a couple of swf that were teabaging me and not unhooking me. And the killer just watch them and give them the exit gate.

    I am the toxic in that situation? And other thing is it hard or difficult to have a match history?

    A little tip for next time when things like that happens again, watch YouTube or do something else.

    That way you get something to do while they think they bm you.

    Also get pressing the run button, that way they can't farm you by healing you over and over again.

    Now you gave them exactly what they wanted and you deserve the penalty how harsh it may sound.

    Just don't give them the satisfaction of making you dc, simple as that.

  • @Triplehoo said:

    Pinhead. Hands down. Every time I hear at the beginning of the match that I have to go against him, I give up entirely. I don't care anymore about the match.

    Pinhead?

    Giving up will never get you better against him.

    When looping run against objects if you think or know he will uses his chains and hold the button to break them already as it will immediately start breaking them.

    A mistake i see many survivors do is when being chased the run towards the box.

    Try to take him away from the box especially when you're still healthy.

    Also when injured don't go for the box unless everyone is injured and the chainhunt is already on.

    I've met many who took the box as the only survivor who was injured and going down shortly after and screwing the team.

    Are you working on a gen and the timer is about to go full?

    Stick the gen, no chains will spawn untill you leave the gen or the gen is fixed.

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