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DisappointedUser

DisappointedUser

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  • @BigTimeGamer said:

    I play both sides at Red, so don't bother calling me a survivor main

    When you escape with an item now, you lose the addons, how does this make any sense?

    1. If you escape, you shouldn't be punished, its pretty much that simple. Now, you can say killer's lose their addons, buuut...
    2. Item Addons =/= Killer Addons. An item does not change how survivors fundamentally play. They still have to do 5 gens and escape or get hatch, killer addons can completely change their entire playstyle, T1 Myers build vs. Tombstone for example.
    3. Survivors have WAY, WAY more things to invest BP into. Perks, Items, Addons, and Offerings. Making them disappear now just feels bad for player experience. The toolbox change was fine as they were an issue, but who really wanted addons to be nerfed across the board?

    Im sure it has already been pointed out to you, but you’re clearly incorrect.

    BT and Synringe can change how a survivor plays. Or the hits they can take. Nothing changes the fact that killers need to kill. Or survivors need to escape.

    I think It sucks you lose them but it aligns with the killers. And no addons change the main objective.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184388#Comment_1184388

    So killers should feel guilty about trying to accomplish their objective as fast and efficiently as possible. Nice.

    Going after someone with DS and then eating the DS is about as inefficient as one can get. It will typically lose you the game.

  • @ChildofGod said:

    Before the three trillion killer mains that inhabit this forum start crying, I would like to say that I DO believe keys need to be reworked or removed, however this doesn't change the fact that an Ebony mori is much more likely to end a game quicker than a key. The odds of surviving long enough for hatch to spawn, finding it, and being in a situation where it's necessary to use your key instead of opening the gate are significantly lower than the odds of downing survivors twice. Like I said they both need to be changed, but one is much more powerful than the other. Let me know if you agree or disagree :)

    Oh look, our daily post of “Mori’s greater than keys.” It has been 12 hours since I saw a post like this, I was getting worried. Thanks for showing up and giving us our daily dose of this topic.

  • When I can see top killer streamers get 4K after 4K at Rank 1, it tells me most people are just bad at killer.


    If there is an issue, it’s take a coordinated SWF should never lose no matter what. And that seems broken.

  • @KingOfGhost said:

    In one case you just sit on the gens and try to do them as fast as possible and you may have the chance to see the killer. On the other hand, you sit on the floor for the same amount of time. At the end, you spend the minimum amount of time in the game doing at best one thing.

    I don’t understand this question. Are you trying to suggest survivors shouldn’t do gens because killers will get upset and slug? Yeah good luck slugging all 4 survivors in red ranks before the gens are done.

  • I never said they were hard. I said people who call killers boring mean they’re saying they’re hard for them. Our education system has let people down...

  • @xEa said:

    You forgot his biggest pro: He has quickscope and absolutly no counterplay beside hoping the killer has bad aim. And thats the end of discussion for buffing him already.

    If anything, he needs a nerf. Might be that he is weak on PS4 because stinky controls, but on PC when versing a good Deathslinger you are dead when within LOS.

    You’re joking right? His shooting is leading. It means the quick scope only works if they run in a straight line or you’re 100% accurate on your read as to their direction. This game is not scan detection hits.


    the aiming requires so great accuracy that you can juke slightly to the left or right and it will miss. Or duck. Or be near any object at all and the chain will break.


    I have not lost to a single Deathslinger in red ranks yet. They cannot pressure the gens.

  • @LALYTHIA said:

    Nah fam, he fine.

    Lol, he’s quite weak and they’ve already passively admitted this when Peanits said “some players can do well with him. We are just hoping people need more time to get better at aiming.” If you know anything, this means he is under performing. People aren’t going to get too much better with his aim and when they do, they’ll realize that the survivors will get better at positioning and then you’ll never get a hit. Harpooning theM isn’t the issue. Being able to hit them and capitalize on the harpoon is.


    He is fun but an awful killer.

  • @YokaiPhaseshift said:

    I played for nearly 4 hours yesterday, and I completed ONE challenge: Safely save 12 people from hooks. Matchmaking on PS4 has been very poor lately, and I kept getting matched with low rank, incredibly campy and tunneling killers that actively prevented me from getting more than one save per match. The number of rift fragments for completing a challenge that took me 4 hours?

    3. 3 rift fragments.

    I'm barely scraping level 25 in the rift even though I'm nearly at the end of tome 3. And while I did skip some challenges (that I don't have the DLC to do) it feels like it is way too difficult to progress through the rift.

    Play killer. Reap rewards... you seem like you likely never play killer and keep forgetting that you’re only playing half the game. Especially with the way you talk about killers.

  • @PigMainClaudette said:

    So, Object of Obsession literally giving the killer information too, and free aura reading if they have undetectable isn't a downside?

    Sole Survivor requiring OTHER SURVIVORS to literally be killed off to stop only aura readings isn't a downside either?

    Killer Obsession perks, I can understand with their survivor benefits, such as Rancor, but their effects are in essence, freaking huge. Dying Light could have a slight number increase, but it does eat away at survivors slowly. Remember Me can also be game changing in ECG if you can stall.

    As for Adrenaline it is a ONCE PER GAME effect that only tiggered DURING ENDGAME. What more restrictions are needed? It's not a guaranteed victory, unlike NoED.

    Are you talking as though Dying Light is in any way a good perk for killer? It’s awful. It’s really really bad. It helps the survivors.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175217#Comment_1175217

    This is why I say NOED doesn't need a nerf, people just need to be smarter. If killers kept getting 1 kill from NOED they would either DEPIP so far that you never see them again, or realize it doesn't help and use something else. It would self-correct itself if we stopped thinking that EVERYONE has to escape.

    Yes because players in this game clearly make perk choices and gameplay styles based on what will make them pip and never based on emotions. You’ve figured out humanity. Congrats.


    People use NOED just so they get that one kill or two kills. And NOED Can keep you in purple ranks forever. And purple rank killers are matched with EVERYONE. Your theory makes no sense.


    Want to stay in purple forever? Tunnel one survivor till they’re dead. NOED kill the second one during EGC. Success. Nothing wrong with the “win” conditions of this game at all... /s

  • @FichteHiro said:

    Gen speed doesn't allow the Killer to chase down and hook all Survivors 3 times before all 5 Gens get popped if they optimally repair Gens and the match is taking place on a good Map for them.

    NOED is not fun to play against, but it can be your only hope to get one kill on some Maps if the Survivors actually do Gens.

    Good killers can typically get a 1-2K against coordinated SWFs. The issue is we aren’t good killers. NOED is not a requirement and I never run it. It’s a wasted perk slot that might activate, get a single down and then cleansed. Your one kill isn’t going to do anything for you anyways. Only getting better will.


    I have a really hard time myself but I watch plenty of other killers and it’s obvious I’m just not good.


    There was a stat that showed killers get 4Ks in over half their red rank games. So.... do the math.

  • @Mazoobi said:

    With the controversy of gens nowadays and how the ruin rework has affected the speed of gens, I've come up with some ideas that maybe could be a good idea for the game. Ive made some perk ideas too! Please check it out!

    So the idea I came up with is pretty simple, but I feel like it could be a right step toward good ideas for the "genrush" controversy. So right now, the best way for killers to really put pressure is to force survivors to be altruistic so they can stop working on gens so this usually leads to killers slugging or hooking as much as possible, but gens can still be powered pretty quickly so heres the idea:

    Every time a killer hooks a survivor, ALL GENS with progress instantly regress by 3%, but every time a gen gets completed, ALL OTHER GENS with progress instantly regress by 5%. So basically the entity is rewarding the killer for hooking survivors (the killers' objective) while punishing survivors at the same time. This can possibly reduce the chance of a killer slugging as I don't think many people enjoy being slugged. Thats the first gen idea I had and the other one was that maybe at the start of the trial, ALL GENS would be blocked by the entity for at least 15-20 seconds. This could help the killer at least get around the map /set up traps without the worry of a gen being popped too fast. As for Corrupt Intervention, the perk duration will NOT start until this effect wears off so technically the gens being affected by CI will have 15-20 + 120 seconds of entity protection.

    As for perk ideas:

    Corrupt Intervention: Still does what it does, but has an added effect, "Every time a survivor is injured by ANY means, the duration is paused for 3 seconds" This idea is is to help the perk last a little longer as I know some people complain how it is too short and how most survivors just wait and hide until the perk ends so it doesn't really apply any help to the killer, but making it pause for 3 seconds rewards the killer for doing their job. This might even be strong with killers who can damage survivors quickly (Legion, Huntress, etc.)

    Mindbreaker: Increase the limit from 50% to 75% and the exhaustion duration from 1/2/3 to 3/4/5. It will also have an added affect where if a survivor is already exhausted, not only will it be paused, but their exhaustion will be begin to increase automatically if they decide to stay on the gen. This should make the perk A LOT more threatening especially to survivors who are exhausted. This might even shake up the meta.

    Off the Record: Still does what it does, but has an added effect. "Whenever the survivor completes an action (Gen, healing, cleansing, searching, sabotage, etc.) the duration is paused for 5 seconds. Additionally, while the perk is active, the survivor is immune to all heartbeat/terror radius perks." I know this perk is new, but a lot of people have been hating on it as its basically an Iron Will 2.0 but with these changes, it should feel like a more powerful perk and should make it last longer as thats why many people despise it due to its low duration. Also this might change the survivor meta. C'mon guys the survivor meta needs to change.

    Technician: COMPLETELY REWORKED. "Every time you complete 4/3/2 skill checks on a gen, the perk activates. The next time you fail a skill check on a gen, the explosion is prevented and the perk deactivates. The perk can be activated as many times possible. Additionally if you are workin on a gen and the perk is activated, the gen will not be damaged by the entity if a survivor is hooked or if a gen is completed. This will also deactivate the perk" So these changes are to make the perk A LOT more reliable as the 50% chance was kinda annoying but now its 100%, but just requires some skill before it activates. Also its other effect helps counter-act the gen idea I had (all the way in the top). This perk might even change the survivor meta.

    Boil Over: Still does what it does, but make it so that all tiers are at 75% instead of 25/50/75% (Iron grasp is like this so why not make it the same for boil over). Also aura range would be increased form 10/12/14 to 16/18/20. The aura part of this perk is hardly noticeable and only helps with indoor maps (we only have 3...) so increasing it to 20 meters isn't too bad and 20 meters feels like a perfect spot.

    Babysitter: Increase the duration of the effect from 4/6/8 to 14/15/16. This perk is HEAVILY OUTSHINED by Borrowed time (pretty obv. why) so making its duration somewhat compared to BT might make it a worthy competitor of an altruistic perk. Also BT is seen 99% of high rank matches so we gotta shake up the meta.

    Solidarity: Still does what it does, but increase the healing returned back from 50% to 100%, but has a cool down of 60/50/40 seconds. This perk is heavily outclassed by other healing perks and its kinda understandable why the devs made it 50% instead of 100%, but if people wanna see this perk being used more, its gotta be 100% not 50%. Also the cooldown will make it balanced as you're not always gonna be healing people while being injured at the same time too often.

    What do you guys think about these ideas/concepts? I've been been thinking about this carefully and I feel as if they're good ideas for the game, but what do you guys think? :)

    As for all gens regressing after a hook, Surveillance would have to be removed from the game.

  • @Demogordon_Ramsay said:

    Pop is the most overrated stall Perk in the game. You can undo a PGTW kick in 20 seconds, if that.

    Uh.. yes.. 25% of a 80 second gen is 20 seconds. And that is exactly what it’s meant to do. Multiple pops can take a 80 second gen to 120 or 140 seconds to complete.


    Congrats on being able to do basic math AND not understanding what removing 20 seconds from a gen does.

  • @Coder said:

    First of all, doing gens is SO BORING, also gives most killers no time to do anything. I go for rescues, try to take the agro, do totems... so I'm productive, not as much as being gen rushing like the rest of the team, but at least don't hide in a corner. It's just a game anyway, if I die, who cares? if I live, who cares? I rather die and have fun than escape a 5 minutes match and waiting in queue for another 20 minutes.

    There are some exceptions:

    -If the killer is HB or spirit (I'm not scared of nurses and I try to get chased by them)

    -If a person dies.

    -If for some reason I know or suspect the killer has NOED, I try to pop the last gen when he's chasing someone injuried.

    -If the match is boring and I just don't want to play anymore (like Doctor or Legion or Freddy)

    Still rank 1... this game is SO easy for survivors.

    Do you do that? do you stop doing gens if you feel like the killer is struggling to get hooks?

    “Boring like Doctor and Freddy”.. lol


    Im shocked you would call losing boring. I was just talking about how people like yourself really mean “They’re a hard killer to win against.” when they call a killer boring.

  • @PigMainClaudette said:

    Dude. Just stay in the game, waste the killer's time and a hook, and GET YOUR BLOODPOINTS.

    It's something I have never understood about people DC'ing. You are just better off staying and getting your BP for perks and items.

    It’s quite simple. Them DCing is an easy way for them to feel like they didn’t lose. They will say the killer was “boring” and they wanted to play a less boring game. Boring is code word for hard.

  • @Seltas0208 said:

    While it's good that the amount of dcing has gone down....it's not as good as its being portrayed to be. Let's throw in some numbers

    If in 100 matches you had 4 dcs. Out of those 400 dcs only around...120 less people would be dcing after the penalty introduction. So that's 30 matches where nobody dced at all...

    Additionally. These dc penalties only apply to killer and people who's games crash on them.

    For survivor's who hit the disconnect button like wraith hits his bell all they have to do is die on the 1st hook. Achieves the same effect as dcing just that the killer gets some points. That's it.

    The only way to remove this would to remove the struggling part of being hooked. That way you don't have to do anything to the escape attempt....

    Actually. No. No it wouldn't be removed. Because once they were unhooked they'd just go afk or force the killer to hook them again.

    How do you solve it then? Do what the conservatives did in the 1950's and bring about an age of blood point affluence.

    Increase the blood point cap

    Double all bloodpoints earned from scoring events

    And decrease the cost of all items in the bloodweb by 20%

    That way people will want to actually stay in the game to get more bp so that they can progress even more. It worked in the 50's for Britain so why can't it work for dbd? Because dbd is not Britain it didn't have a referendum that's taken God knows how long to actually being delivered on....albeit poorly from what it looks like but....

    #bloodpointaffluence

    Or... the reporting system actually does something. And they start matching hook DCers with other DCers and they can live in their rage quitting world together.

    It is incredibly easy for them to tell who kills themselves on hook as a form of DC over an extended period of time.

  • @CornMoss said:

    I have gotten all my master challenges done except for the SAVIOUR challenge, I’ve been at this one for two weeks now tryna finish it but I always get the three safe unhooks not four. This challenge is damn near impossible because you need to get 4 of the 6 unhooks you can get which have to be safe, this sounds easy until you realize if you don’t do your insta unhook as soon as the killer hooks the survivor somebody else does, or the survivor kills them selves on hook, or the game ends too quick and nobody gets hooked or the killer just sucks, or the killer slugs. Just please PLEASE PLEASE make it 3 safe unhooks I’ve been at it for 5 hours now man. Not a single killer game just unhooking stupid survivors all ######### day

    Wait.. you’ve been at this for 5 hours across two weeks? They’re called challenges for a reason.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167548#Comment_1167548

    This is way too harsh. Punishing people is not the right path. They need to buff solo players, then buff killers around SWF. The only thing I'd add to SWF is if you are experienced (red ranks - or whatever new system that rates them as experienced) then an additional step is added to gen repair. Finding a took/piece, or an additional gen requirement.

    Honestly, I think adjusting some of the map sizes, buffing solo play to bridge the gap with SWF, and then buffing killers around SWF will solve the issue much better than debuffs of any kind. Nerfing only compounds the issue. I mean come on, if you are struggling vs a 2-man SWF, you need to get better. Why punish friends for playing a game? Pure nuts.

    You do realize that buffing killers and solo players is the exact same as punishing SWF right?

  • @Fibijean said:

    It is wrong, the emblem system is hugely flawed and everyone knows it. Fortunately, something is being done about it, we just don't know precisely when.

    https://forum.deadbydaylight.com/en/discussion/124795/status-update-matchmaking-changes

    They never said they were changing emblems, only adding MMR. For all we know they are using the Emblem system to determine if you gain MMR or lose MMR. Ideally they make the game dead simple - You win as a team or you lose as a team. 2k is tie. 3-4k is a win for killer. If you get face camped and the other three escape, then you win also. This game trying to determine individual skill in a team game is stupid.

  • @Respectfulnancymain said:

    When i get gen rushed i just go chill in the basment and watch youtube and let them escape if survivoes wanna gen rush just let them go back to there 20 minute q times and honestly it makes me feel wayyy less frustrated if i just let them leave instead of tryharding

    I'm not even sure what you're saying.. the gens are only 80 seconds worst case. There are 4 survivors. The game is essentially over in 2 minutes 20 seconds if you don't push them off the gens. Gen Rushing IS the game.. there's no such thing as that being specific way of playing anymore.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163065#Comment_1163065

    No, you just chase people off your law with a saw; if you down them or hook them or such you can, but as long as they are off your lawn you leave them alone.

    They asked support as well, opened a ticket, they called it "Griefing and exploiting game mechanics" apparently. I don't see how myself but it is what it is I guess.

    They did something that was ban worthy, which you are either not telling us, or they didn't tell you. It's as simple as that. The devs require an act of recorded murder with a confession, and a pinky swear that they ACTUALLY meant to do the bad thing, before they will even consider banning.

  • @yobuddd said:

    We’ve all seen the correlation between forum complaints and changes.

    • Endless complaints about nurse, followed by nerf.
    • same for spirit.
    • Freddy was overhauled.
    • doctor was changed.
    • DS was nerfed.
    • There was the start of a coordinated assault on Billy, but that seems to have fizzled out.

    Well now things are starting to get really interesting. I have never seen so many threads complaining about SWF in so short a time before! Is it coincidence? Is it a coordinated assault? Will there be changes forthcoming?

    We’ve got a front row seat people. Grab some popcorn and let’s see where this thing goes!

    They will never change SWF. You don’t understand this game or people if you think it will be changed.

  • @Mo4ntus said:

    I made a post about a David complaining I wall hack on Tuesday and today a red rank David complained that I tunneled him when he was the last person I killed. So this got me thinking and I realized that I rarely get as much salt as I do then when I face red rank David’s.

    How exactly is complaining toxic behavior? This community has to be comprised of the most sensitive people I’ve ever seen.

  • @gatsby said:

    I had a game on crotus penn aslyum where I could not slow down gens. That map is already rough for Killer as is. I was playing Legion and no one would heal until their gen was done. They'd always split up so no more than two of them were ever nearby. They'd wait until the absolute last second for saves. And anytime I got in a chase they'd finish a gen.

    I didn't learn anything that game. My chases finished quick but I was only getting a hook per gen. So I just left confused. I just didn't have enough time. Nothing I did would work. They even worked on gens while deep wounded after a frenzy.

    If you only got one hook per gen then your chases were not that quick. People are getting way too tilted when the first 2-3 gens pop. It’s ok, it’s still an even game. Read on.


    By the time the first 3 gens are done you need at least 3 hooks. That is a one for one at that point. But ideally someone will be on their death hook at that time.

    When you hook the 4th person, it means one person is stopping gens to go save them. That’s two people not doing gens. You can go stop the other two and ideally down one before the unhook. If you do that then it means at most 1 person is on a gen and you can go put someone else on their death hook.


    now ideally you have two people on death hook. It’s ok if it’s only one. Go kill them now.


    Now it’s a 3v1 with 1-2 gens left. Find another person and hook them. At that point it’s likely no one is on gens because one will stop to go unhook and another is getting chased by you.


    If that person keeps on the gen and doesn’t care that’s fine. Go back to the unhook and down the person that was just hooked. Then go down and hook the unhooked. Ideally they’ll now be dead also while that 3rd person kept on a gen and will complete it or is going to get the down person.


    Now it’s a 2v1. If they decided to finish the gen all gens will be done. Go chase them and down and hook them. The last person either waited or opened the gates. They will either leave so you get a 3K or they go back for the unhook and you try for the 4K.


    If they are a 4-man SWF you probably won’t get more than a 2K. And that’s fine. Just don’t get tilted over good SWFs and move on.

  • @MPUK said:

    There will never be a decent answer to this question. Some people would need gens to be 15mins each in order for them to do a good job as a killer. Others will say add 10 seconds on to each gen, but even that is less than a minute over the whole round, would that take you from 4 escapes to 4 kills? More than likely not.

    If they added 10 seconds, the conversation would continue on how more time needs to be added, ignoring the fact that maybe, just maybe, they aren't at a decent level to play killer efficiently currently......

    Considering how little time overall the old Ruin added, how effective Thana is if it’s at 4 stacks the entire time, an extra 10 seconds would DRAMATICALLY change the game. I’m not suggesting gen speeds need to change as that’s the wrong solution anyways. But 10 seconds is significant.

  • @gatsby said:

    Surge is extremely underrated and in some circumstances Surge is even better than Pop.

    Surge does two important things.

    1. Auto Regresses a Gen with -8% progress once you down someone. This means that if your hook is far away from a generator that was being worked on, you don't have to go back. It's already regressing. Massive time saver over the course of the trial. Even more so on smaller maps where you can get multiple.
    2. Gives a noise notification if someone is working on a generator when you down someone. So it can be a budget infectious fright because you can instantly decide to leave someone slugged and chase their teammate. Especially useful if a generator is really close to being done because you can start another chase instead of hooking someone and having the gen immediately finish because you didn't know someone else hopped on it.

    It also has weaknesses. Like if survivors have sprint burst and take the chase miles away from their generator, then its not so great. But overall the perk has a lot of plus sides. Any Killer that relies on Basic Attacks to down people should really look at adding Surge to their build, especially since having generator control is one of the most important things for Killers these days.

    No. It’s not. It’s rated as a ######### perk for a reason.

  • @Androuruguayo99 said:

    Just curious. Is not the game fast enough?

    I played with ghostface. The swamp. Survivors who barely knew how to move un chases, all less than 30 seconds.

    First chase, one gen

    Second chase, another gen.

    So goes the game. Each generator in a chase impossible to make shorter. They didn't even know how to do loop, they just threw the pallet

    I have 3 gen away from each other. I use pop several times. I manage to kill one, as soon as I hook, the generator done. impossible to believe, it was marked and the chase lasted seconds, it didn't even get to a loop.

    I look at the perks, 2 prove thyself. The speed bonus it gives is ridiculous. Three people can repair a generator in the time it takes me to hook someone up.

    Sorry if you don't understand. English is not my native language

    two gens done for the first two downs is actually pretty good on your part.


    it’s the last two gens which determine whether you win or lose. If you can down and hook one of the first people again and put them on death hook next then you have a real shot.

    once there are only 4-5 gens left on the map, it becomes significantly harder for the survivors. You will almost never stop those first 3 gens. Just focus on keeping the gens clumped together and ensure they don’t get the last one.


    ¿Tu habla español?

  • @Adriang14 said:

    I’m having real trouble countering him and I know I know I can just loop him. But I’m not even good at looping in the first place so I feel like there’s not much I can do against him. Though any advice would be much appreciated.

    Who said you can loop the new Doctor? He has one of the best anti-looping abilities right now. Understanding how long his main ability takes to recharge and lockers are your friend.


    if you’re encountering him frequently then throw on Calm for a bit. Problem solved.


    but seriously, I have no idea why anyone would say to just loop him. That’s how you get downed.

  • @Impermanent said:

    With 1000s of hours in this game as survivor, a lot of them using aura perks so I can see what my teammates are doing, one of the primary reasons survivors get 3 or 4kd is that they don’t heal. They run for saves while injured, against killers that patrol the hook (majority), get downed themselves, and then you have a recipe for disaster. While gen rushing, to a level that excludes healing, is a viable strategy for excellent players (especially good runners), the fact is that there aren’t that many players that are good enough to pull it off. Instead you have huge numbers of people that blindly follow the meta, imagining themselves to be better runners than they are, not healing, getting caught, and losing games.

    These are the guys that you see ran 3 or 4 of the main meta perks post game... the ones that played high risk, paid the price for it, and then blamed you for not doing anything, IOW doing gens and trying to make safe saves. These guys look down their noses at anyone running self care or spine chill or UE because they’re such noob perks.

    These are actually all great perks when used correctly. Just like the meta perks are great when used correctly. IOW...

    Self care - correct: let others heal you when possible

    UE - correct: use it to stealth when necessary, not to potato through a match

    BT - use it when you can’t make a safe save because the killer is camping, NOT to make an immediate save just because you can... which leads to an unnecessary injury which wastes time and can get you downed.

    DS - don’t let yourself get hit unnecessarily just because you have it. Again, it wastes time and makes the team weaker.

    Self Care is a great perk and very often a necessity for solos who can’t count on finding teammates. Getting downed causes the most problems in a game. One less person on gens, the killer is freed up, and a teammate has to save. Often, without comms, multiple teammates try to save making things even worse. Anything to get that health state back is frankly awesome. So everyone needs to stop shitting on good perks. You’re not good because of the perks you use. It’s how you use the perks you choose to play with. I’ll take mediocre players using Self care, UE, etc over mediocre players using meta perks any day. Because I believe the meta players will more likely play over confidently and lose the game quickly.

    Big picture: play smart.

    i don’t know that they are noob perks. But self care is a great killer perk. So keep on using it and spending all that time self caring instead of doing gens.

  • You all have to be some seriously low rank survivors.


    also, keep in mind that rank reset is always a ######### show for at least the weekend it happens.

  • @Boba said:

    This game used to be a lot of fun to play but now with the reduction of toolbox progression and the hatch being able to be closed by the Killer. Makes damn near impossible to survive. Especially with the killers seemingly to be overpowered over the survivors abilities. . Game no longer fun as you never have an opportunity to escape and it seems your best bet is to only try to heal and rescue other survivors from hooks. Not fun. Not really worth the time to even try to play or progress. . Dead by daylight team I would suggest Changing and nerfing some of the killers abilities and taking away the ability to close the hatch so that the game might be evenly squared-off between Survivor and killer and return the fun back to the game.

    I’m sure others have told you this, but this game is HEAVILY survivor favored. If you’re dying all the time, then that’s your fault 100%. It just takes time to learn the game, perhaps you just need more practice.

  • @underlord99 said:

    it's so fun going against survivors who work on a gen and then hop in a locker for a minute of immunity , such a great thing to have in a game where time is important.

    imagine if a killer had a perk where in the middle of the match they could block all gens for a whole minute , man that would be amazing.

    I can’t tell if you’re joking but.. Corrupt Intervention.. Thrilling over and over..


    Leave them to do nothing in the locker, slug them, wait it out at the locker, or go after someone else.

  • @ItzPixelYT said:

    It's getting really boring and tedious reading killers moaning about DS, Ruin, BT, Adrenaline etc...

    Right, I've played rank 1 on both sides of the coin. I enjoy survivor more because i like running around and engaging in chases with the killer. Killer is fun also, it's also easy enough to win as killer even in high ranks.

    The DS complaints... DS is used so much because of killers who are lazy and just want an easy kill. While I get that survivors would feel less reluctant to use DS if they weren't getting tunneled every game, I hate running DS it's boring as hell. But sadly I gotta force myself to run it because killers feel like it's fun to instantly down and target a somewhat exposed survivor. You only got yourselves to blame for the high usage of DS.

    Ruin... Oh boy I would hate to see how much you guys sucked back when the old ruin was a thing and it got cleansed... Probably a instant DC...why do you guys try and rely on a gen slow down totem to get kills. Devour Hope is a great alternative...if you want to run a hex or even Noed. But there's some good builds out there, make your killer stronger with perks instead of trying to slow the game down.

    BT is the same scenario to camping, tunneling killers...we wouldn't run it if killers didn't camp :).

    I love when I get a good killer, has good perks... Doesn't tunnel and still gets 3/4 kills. All I seem to get is lazy killers...gen pressure is good.

    The main issue with this game is the map sizes. It takes someone like doc a good 30/40 seconds if not more to get across coldwin...map reworks are coming.

    Lol what? So you’re saying that hooking two more people and going back and downing someone that was just unhooked and somehow didn’t wait the mandatory 60 second timer is tunneling?

    No.. what you really mean.. “ah crap, i lagged which is why I was downed, so now I want a free reset for 60 seconds when you can’t hook me again no matter what else you do because I’ll cry like a child if you do.”


    Not for a second do I believe you play killer above rank 15.


    DS is anti momentum not anti tunneling. Being downed “too soon” is not being tunneled.


    BT is a mandatory perk as it guarantees you a free Safe Unhook.


    And not to mention, most of the time I see people complain about all those perks you mention is in a thread where someone just lost their mind over a killer.

  • @Shirokuro said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145561#Comment_1145561

    They knew exactly what was causing the Decisive bug so they got it fixed fast.

    Not sure what you mean with Nurse being riddled with bugs when I haven't personally stumbled to any other than the terrain somehow blocking my blink once a century. That and whatever other bugs you mean, could be extremely hard to pinpoint and fix.

    She clearly has some game breaking bugs. Ironically one of them is actually in her favor. But can get you banned for taking advantage of it.

  • @PBsamichShoe said:

    Have you ever played survivor and been camped/tunneled? It's the most unfun thing ever.

    The only fun part of playing survivor is getting into a chase that lasts a decent amount of time. It's LITERALLY the only fun part of playing survivor. When the person playing killer loses sight of that the game easily takes a nose dive as far as fun.

    You realize you’re putting the job of having fun for survivors onto the killer, right? We have all been continually chased and camped. They are correct that this community says “tunneled” when they really mean “chased too soon” most of the times.

    Its a great feeling to be chased across the map over and over while they pop gens and the killer loses. That’s pretty fun.


    What it sounds like you’re saying is that it’s not fun when the killer can out mind game you and down you over and over because you didn’t bring DS and weren’t saved with BT.


    Outside of being face camped, most of everything is in your control if you’re good enough.

  • Wait what.. “why would anyone want to complete 12 gens?” I think you are probably playing the wrong game if you don’t want to complete gens. Especially if the idea of doing 12 of them bothers you.

  • @hex_genrush said:

    Tunneling seems to be a huge issue for the survivor side. When I play survivor get tunneled sometimes but I don’t complain because I bring ds into almost all of my solo q game. But the killer has a good reason to tunnel. I had a game where all the survivors spread out in gens and by the time I got my first down 3 gens popped, not saying it took me 80 seconds to down but rather to find and down. I got the survivor and hooked them, right when I stepped away they were unhooked without bt I downed the survivor and hooked them again I stepped away and it happened again. Turns out eliminating one survivor makes it so much easier to cope with the time crunch. I easily 4ked with 2 gens up. Did I want to tunnel ? No/yes I could care less but I could imagine it wasn’t that fun for the person who had no ds and kept getting farmed without bt. So, how could we fix tunneling? Well I think killers shouldn’t be punished for tunneling but instead they need a reason to not tunnel, and please don’t say “ sUrviVors hAve dS “ I have still been tunneled as survivor after using ds, and while playing killer I’ll gladly eat the ds if your on death hook. I don’t think tunneling needs to have a deteruent, but instead killers shouldn’t need a reason to tunnel.

    Thats not tunneling. People don’t seem to understand what tunneling is. Did you go out of your way NOT to hit the other survivors? Ignoring them and gens just to down the one off the hook? If not, then you didn’t tunnel.

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1105076#Comment_1105076

    If the killer killed him, he wouldn't have a DC penalty, now would he?

    Just suicide first hook next time and you're golden. No penalty and you get to move on to a game that isn't garbage.

    lol oh ok..


    "The killer downed me and I didn't like it." - Fixed

  • @cosmicvolts said:

    *game has long lobby wait and match search times*

    *gets into game where killer plays like an arse*

    *devs fail to address killers playing like arses or match search times*

    *adds matchmaking lock to prevent you from starting to look for match, making lobby times even longer*

    "killer plays like an ass."

    ... beep boop.. performing Google Translate.. result found:


    "The killer killed me and I didn't like it."

  • @Skelemania said:

    You can't just go watch on YouTube or Twitch?

    Well.. if the hour long queue times are any indication, there may not be any.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099669#Comment_1099669

    Everyone is mismatched in rank and nobody is allowed to quit.

    So a lot of games now are either survivors giving up on 1st hook or killers going afk.

    No one should be allowed to quit a game that can only take 7 minutes to play... or less if you just let them win.


    There is absolutely no way the DC penalties hurt the game..

  • @KrispiesChicken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103396#Comment_1103396

    I don't enjoy you mocking me when I have no way to change that fact. I'm not saying it's not an option because I don't want to. I can't finish it because I'm stuck at the challenges that require me to use specific perks I don't even have unlocked

    Most of the perks that are required, not all, but most, are on free survivors. So you can even get it done as a Level 1 survivor with only that perk. Your argument about not having the perks dont make sense. There's over 2 million BP's in those challenges. Then you can also use the Shards on previously aquired perks to get 150,000 BP. Then there is playing killer with BBQ that will double your points while killer gets almost double points to begin with.


    As killer with BBQ, you can earn around 60,000 - 80,000 BP per game. And Bubba only costs $6 if that's within your budget. No mocking. It can be hard to spend any money on a game if one's budget is tight.

  • @Mo4ntus said:

    First off I’m a killer main myself and while I personally think noed is a crutch perk I don’t begrudge anyone for using it usually is thank you guys for making survivors want to cleanse totems again, but recently I’ve been trying to run devour hope to see it’s effectiveness on different killers but because survivors don’t want to get hit by noed every game pretty much has someone with a map key or detectives hunch and with how bad totems are already it is more than obnoxious to be losing this after 1 or 2 stacks especially because after 1 chase 1 or 2 gens have already popped and I need to get on my slugging game

    Protect. Your. Totem.

  • @HawkAyeTheNoo said:

    Im up to 15min penalty due to crashes, think i hit 30mins next. Havent dc'd intentionally once. Games becoming a joke.

    If you're getting disconnected from the game that much, then it's time to fix your internet, or stop playing. You're ruining the game for everyone else.

  • @humanbeing1704 said:

    well if a disabled item is technically 0 charges pretty sure that would be an automatic destroy

    It will just be on the ground with no charges, not sure why it would be destroyed.

  • @InnCognito said:

    SO can we have a CIVIL discussion here and not a "loser takes all" thing and talk like normal humans?

    A NEW, revised system. Which has the following changes:

    The system no longer says "exit match" it says "FORFEIT THIS MATCH". with a message that says "ARE YOU SURE?"

    The system then does NOT allow anyone to spectate if they have forfeited the match.

    The game alots 6 NON PENALIZED Forfeits PER day when you press "EXIT MATCH". With the top one being. Once 6 are exceeded. it would be 8 minutes and resets in 24 hours. With 10 being used in 1 hour. It would bump the person up to 25 minute timeout. (adjustable and debatable).

    It should also ask one of the following Questions. after pressing "FORFEIT". once the game's match closes and you cannot re-enter another match without an answer.

    • I had a family situation to attend to.
    • A player Was doing something I felt was against game rules.
    • My team mates were perhaps lacking match participation.
    • There was a Bug or Glitch the disrupted my gameplay.
    • I was unable to continue gameplay due to a stalemate.
    • Other. - Please explain.

    If the person "pulls the plug". the game will come back with a message.

    "Before entering the game you need to select from one of the following options as to why your connection closed.

    • Something occurred in the match where the game randomly closed out or locked up.
    • I lost connection to the game server.
    • I had a family situation to attend to.
    • A player Was doing something I felt was against game rules.
    • My team mates were perhaps lacking match participation.
    • There was a Bug or Glitch the disrupted my gameplay.
    • Weather related.
    • Other. - Please explain.

    and LEAVE it at that. This would give the devs feedback VERY quickly and help them solve issues in the game so they CAN address it. I am not here to bring down the game. But there can be a happy medium here that keeps this a "party game". Remember, this is just meta data. It helps form a blueprint as to why there are problems here in the game.

    I had to sit inside of a datacenter and sort through HOURS worth of gamelogs, so can anyone else. PuTTy FTW and having to wear earplugs next to those big old ultra 320 SCSI HDD banks.. 😎

    Six leaves per day? Are you serious? It should be 1 per week. These games are incredibly short and leaving should be worth the penalty. i.e. A family emergency trumps the penalty, so who cares if you're blocked out.

    This is some of the most entitled insane reasoning ever.


    I'm for the penalty increasing to 30 minutes for first offense, and 24 hours for second.


    Also, why would you ask someone why they left when clearly everyone is going to pick "Family emergency?" If a system can be gamed, it will be gamed.

  • @Dehitay said:

    It takes a considerable amount of bias to look at the update notes and actually think it's survivor sided. You seem to completely be ignoring anything other than what favors survivors.

    Breakable walls will definitely be killer sided since if it's an advantage, they can break them whenever; and if it's not an advantage, they don't have to be broken at all.

    Item retention was always ridiculously easy on escape. If you think this will increase item retention by any significant margin, you have no clue what survivors have been doing all this time. However, the garunteed addon loss on the other hand will be where the true difference comes from and that is huge unless survivors start running Ace in the Hole to counter it.

    Sabotaging will now require a deal more of a head start than previously. If a survivor is downed too close to a hook, it's impossible to do anything about it with this change. And the faster hook spawns are definitely in the killer's favor.

    Toolbox changes were clearly a nerf. If you bothered reading the details, that much was definitely made clear. You're just desperate to see everything as a survivor buff if you're honestly questioning this.

    And all 3 killers that got changes were definitely buffed. This is one of the most killer sided patches in a long while.

    While it's not survivor sided and it seems to be pretty even. It is 100% a buff for SWF teams. I can't see how they will lose now, ever. Think about the sabo'ing issue. A full SWF can ensure you are never hooked.

  • So you want a Killer nerfed because you just got the game a couple of days ago and have trouble facing him? This is clearly a troll bait.

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