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EZ5k

EZ5k

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EZ5k
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  • IT's already been gutted lmao, You get 3 chances per reload to hit someone with the purple belt, on quite a few maps, you may as well be an M1 killer getting looped at an infinite.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011643#Comment_1011643

    Again, not sure where this is coming from, there are 5 totems, not 6, 25% increased speed would make it 100 seconds. Unless you are talking about with the new thrill, which is more meant to go with other hex perks to make them stronger, but does have the added effect of adding a few extra seconds to gens.

    This is exactly the point though, it is viable to ignore the totems completely or also go do them. it needs to be relatively balanced toward that so that survivors can make the choice. But if they ignore the totems they run into the potential of getting a DH mori at only 3 hooks or having to deal with exposed the whole game. Hex perks become much stronger and more likely that someone will be running one making it so survivors are more incline to do the totems to deal with the hexes.

    My bad, had the numbers reversed on the percentage and totems. So at 25%

    1pg: 100

    2pg: 52

    3pg: 39

    That will still just shift the meta to two people on a gen rather than totem hunting.

    I do think hex perks should be tied to total number of totems, but gen speeds can't be reliably balanced around them due to what I just mentioned. Those times are with the repair penalty as vanilla times are

    1pg: 80

    2pg: 44

    3pg: 33

  • Gens right now are braindead. They are the EZ mode of the game. Requiring survivors to find stuff in the trial before they can start repairing, and then tying more items to each stage of the gen requires them to actually search the map, and makes it just as hard to apply pressure to the killer as it is for the killer to pressure survs.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010419#Comment_1010419

    Not sure where you got your numbers but they are wrong it would be

    be 100 seconds base not 104. I do know what you are saying about that, but i think that aspect would be more difficult for the devs to make. Dull totems currently exist and repurposing them this way would be easier than making an entire new game mechanic. This is why i think this would be a better solution as they would be able to more quickly get it out and it would be less likely to break.

    30% of 80 is 24, 24+80=104

    From there it's just 30% of the time it takes to repair a gen with each person added onto the normal time.

    All that does is change the optimal repair speed from 1 person to two on a gen and that time dips nearly in half to 57 seconds, meaning your change gets negated by not touching totems at all. While Hex perks do need an overhaul to this, I disagree with tying gen times to dull totems for that reason. As it is they need to overhaul gen completion to be more than just M1 simulator.

  • @ClickyClicky said:

    Ruin is still in almost every game I play.

    In fact past 2 days when I try to play survivor the first 2 games each day were ebony moris. So much fun queuing close to 10 mins for that.

    At least with Ruin going maybe we’ll have a chance to rush those gens before we’re hit with the mori. They feel like they make up at least a third of my Survivor games on some days.

    We get it, you can't hit greats so you need the devs to cater to you by lowering the skill ceiling


  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011395#Comment_1011395

    I also realised that you didn't reply to my rank 1 image.

    That's surprising

    Not really, multi tasking making a burrito, I like looking at people's builds and constructing playstyle analysis when they post R1 pics

    (Edit: Looks like you're on console, which is an entirely different animal than PC DBD. However in your build I'd recommend swapping out DL with Bamboozle to shut down loops more effectively, which when added up will actually give you better pressure, but that's personal preference)

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011395#Comment_1011395

    Too bad red ranks are full of potatoes atm due to the crappy rank system.

    Oh but survivor is still ez mode

    Because it is. When people talk about it being ez mode, they talk about the core gameplay with proper ranking and matchmaking, in which every time a team of 4 survivors will easily turn the killer into a punching bag.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011358#Comment_1011358

    DL gets up to 9 stacks.

    Each stack gives survivors 3% penalty to Repair, Healing and Sabotage

    3X9= 27%

    But yeah "DL does nothing"

    21 seconds, in a game where a single chase can last between 60-120 seconds with a good survivor on several maps. Sooooooo impactful, oh my gosh. A 20 seconds completely mitigated by doubling up on a gen reducing the time from 101 seconds down to 56 seconds. Wowee, you sure got me, that's worth a perk slot /s


    Perhaps do the actual math on the impact it makes. That's 21/11/8 seconds at MAXIMUM stacks calculated across the number of survs on gens -1 for chase, something you're highly unlikely to reach against actual rank 1s.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1010432#Comment_1010432

    Imagine having access to Slowdown perks, Exhaustion add ons, Spirit Fury + Enduring, PGTW + Ruin + Thana + Dying Light and calling survivors tryhards for using the ONLY viable perks against red rank killers.

    But go off I guess

    The only two slodown perks worth anything right now are pop and CI, and one of those isn't even a true slowdown perk. Gonna have to ask you to get to rank 1 on killer before begging for more nerfs like the r15 you seem to be

  • The EGC is literally designed so the game can't be held hostage at the end game, it's one of the very few actually good changes the devs have made with a high enough impact.

  • Just get there first and close the hatch lmao. I don't miss standing on hatch for 20 minutes

  • @Marcus said:

    Huntress top tier, together with Spirit, Billy and Nurse ? Dude, she's dead without Ruin. And I heavily disagree with Plague being low tier.

    If you know your sightlines and max range, you can absolutely snipe the ######### out of generators and hook rescuers, making her decent if you put that time in to learn.


    Plague is low tier because you get actively punished in the ranking system for using her power. Not only that, but she doesn't have the range of the other killers, or the consistency, especially if survivors never cleanse, you get turned into a glorified M1 killer that can puke. Which is why people don't bother cleansing until endgame.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011233#Comment_1011233

    90%?

    That's a high percent. Does that include healing, vaulting, pallets and everything that makes survivors... well... survivors?

    No, it's largely a combination of base game mechanics that stack up into a tower of bad design.

    For example, pallets intended purpose was to stun the killer and give you time to juke, that got turned into looping, which is still insanely prevalent and dull to play against with your only counter being a trap at the pallet or hoping they're stupid enough to make multiple mistakes in a single chase. Add that in with 131-192 second gen speeds, and it's incredibly easy to waste the entirety of a match in a few jungle gyms and safe loops or even a single building. Stack that with the second, third, and fourth chance meta and the killer becomes nothing more than a punching bag once you learn how to stack the mechanics in a 1v1.

    Literally nothing in this game requires you to respect the killers presence other than maybe devour hope, noed, and make your choice, other than that, the only threat to you as a survivor is your own ability to not make mistakes.

  • If anything they need to be buffing killers lmao

  • @brokedownpalace said:

    Making a blanket statement not to nerf anything isn't realistic. Especially when nerfs usually come with some buffs, too. Also I don't think maining one side or the other makes your opinion about anything any more valid or meaningful. Balancing this game is complex. Both sides need nerfs and buffs in certain areas.

    Every killer nerf has come with a paltry "buff" so they can try to claim it doesn't gut said killer. Case in point Legion, who's one of the worst killers in the game, got extra tracking despite his power only being a movement buff.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011221#Comment_1011221

    Sometimes I do manage to outrun her power but it doesn't feel rewarding at all.

    I just luckily outguessed her and now I'll be guessing again in 10-15 seconds.

    I just don't find her a healthy addition for the game

    I don't find 90% of survivor mechanics healthy additions despite playing both. You wouldn't be dealing with "unhealthy" mechanics and killers if they knew how to properly balance the core of an asymmetrical game. Having played for a few years now, post ruin nerf, we're back in the same spot we were before they realized that infinites were a bad thing. There's entire maps you can waste 5 gens worth of time on.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011210#Comment_1011210

    I'm not among the ones that camp pallets but I will admit that I haven't memorized her power's duration.

    I know her add ons.

    There's Mother-Daughter ring, Father's glasses, Anal beads, Yakuyoke amulet and the rest are just speed, duration, lunge and cooldown

    Base duration is 5 or 6 seconds, with addons it goes up to like 7 or 8. If you can't waste 5-8 seconds at a loop not camping a pallet then idk what to tell people.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011184#Comment_1011184

    She is one of the strongest killers in the game.

    If you can't see this I suggest you go and play as her and against her

    I do both already, and frequently survive as well. The trick is literally knowing the duration on the power, and then stacking that knowledge with god loop areas, where she still struggles. Once you run that power down, she's an M1 killer. A ton of people stand there and camp the pallet for an easy hit instead of walking away the second she's in phase.

  • I"m of the opinion every map needs to be reworked to be truly neutral so. GGWP Op

  • Sure, while we're at it, completely gut the current survivor meta of Adren/BT/DS/Del on top of doubling gen time. That's how utterly ridiculous you people calling for billy nerfs sound.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1011125#Comment_1011125

    Her stupid add ons were changed.

    She no longer has collision which makes sense because she's A GHOST FOR CRYING OUT LOUD.

    The window vault change was dumb.

    Her dull, boring, fun and interactive "mindgames" are still there.

    She's still a powerhouse

    She's a powerhouse if you never played her and bothered to memorize her addons. Other than that, she plays out like every other killer, meaning it's on you to read how the player responds to certain loops and such, meaning you're still very much in control. So what it sounds like is you're just bad and aren't willing to put the effort in to learn her limits.

  • Yep, nerfballs a comin from the usual BHVR signs, and sadly, the game looks like it's slated to share deathgarden's fate if they keep along the current course of balancing

  • @ClickyClicky said:

    Thank God if thats the case.

    I’ll take...

    • Cooldown so he can’t hook a survivor, scare another survivor off a gen at the far side of the map then rush back to tunnel the survivor off hook all with 15 seconds
    • Instasaw gone
    • Slightly slower movement while charging so he can’t casually walk behind a survivor charging the chainsaw,
    • Slightly more punishment for missing a chainsaw swing. Not as bad as LF but slightly more than current Billys

    Any combination of those really. Either a nerf to his instadown swing or a nerf to his map traversal. No more 2016 design.

    So you want an oni

    1. Removal of the repair penalty means the gens would be done so much faster, even with a 30% penalty.
    2. With Ruin also dependent on standing dull totems, you have a 30% repair rate, or a 240% regression penalty, which is chump change as the rate of regression is 2 seconds of regression for 1 second of survivor time, which, while shortening the time needed to fully regress, doesn't affect the early game at all.
    3. People have already completely memorized totem spawns at high ranks, meaning that unless you get a map like The Game where totems are few and far between, it's a useless change while on the flip side it guarantees a victory without any real skill required on the killer's part.
    4. The issue with hex perks is less the consistency, and more so the fact that they generally didn't give enough reward for taking the perk. For example, I run MYC/DH on my hag, Im lucky if it lasts past the first hook in the higher end of games, meaning I just lost 25% of my loadout.
    5. The better solution is to simply just let killers open a screen for every map, and preplace totems themselves, which would also be a good way to buff Trapper and hag in the early game as well.

    There's no real way to balance gen times by lengthening them. What needs to be done is disassemble it into parts needed before you can start repairing, and then keep the current gen time. It prevents gen rushing without creating artificial pressure, meaning that either side can still snowball if they're coordinated.


    (Edit: Gen times by your proposal:

    1pg: 104 seconds

    2pg: 57 seconds

    3pg: 42 seconds

    All it does is just cause people to find a gen someone else is on and power through that without touching totems)

  • Probably because by the devs own practices, they either don't understand or refuse to understand why the game burns through killers so quickly. I've seen 3 different generations of killers since I bought the game shortly before Hag's release, and the same exact issues have driven them away each time. And that's an overwhelming bias of the devs towards the survivor in defiance of the model the game is built upon, which destroys every attempt to balance the game

  • @Colton147 said:

    https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019

    It would be best that killers should not be biased; statistics show that they are over-performing (especially in Red Ranks).

    They overperform because the survivor ranking system is garbage, letting potatoes get boosted into the reds, thus inflating and skewing the stats. Against actual red rankers, and not the boosted trash, a survivor can easily 1v1 a killer for an entire match still.

  • Nah, he's coming back because Ruin got gutted, and he's one of the few killers who can actually deal with it.

  • @Deezus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008132#Comment_1008132

    I hope it helps. Ive played alootttt of killer games. I've had quick wins and quick losses at high ranks, part of the game. This game on my vid was a first. I main doc so I'm used to the long, control-style game. I was blind sided when those gens popped on arguably my fastest down ever on a non one-shot killer.

    Yeah, watching it was wild. It seems my returning impressions weren't wrong about the core imbalances remaining the exact same. Lemme hop over and toss you a fat follow on the twitcheroni because that was some wild speed

  • Weird, must be a client thing, as when I'm phasing I clearly see the grass move. However, there's literally zero things you can change that wouldn't immediately killer her power. Adding scratch marks? Doesn't work. In the original PTB with her Survs got directional sound on her whoosh and it gave away enough information that you could consistently pallet camp, negating the entire point of her power.

  • Got any visual proof to back that up?

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008128#Comment_1008128

    For me it was that frequent. Turn the game on and some days first thing I get is a mori.

    Because why play with skill when you can take tbe easy way?

    Funny when its ebony mori, Ruin, NOED, and then it would be iri heads, instasaw, prayer beads or omega blink/5 blink on top.

    Had so many of them. Builds that just scream “I can’t stand losing”

    I mean if you really wanna throw that out, that's been the entire survivor meta since I picked up the game

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008177#Comment_1008177

    Unfortunately whenever a suggestion/change/nerf idea comes up killers ######### and whine like it's the end of the world lol

    Probably because they're in a pretty bad spot in high ranks, where you're forced to main either a good mindgame killer or a killer with high mobility if you want consistent wins, which kills off 60-70% of the total roster

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008194#Comment_1008194

    I'd rather the Spirit's phasing sound to survivors not be omnidirectional and you could actually tell where it's coming from. If they also made it so you'd hear her phasing sounds while in a chase or her terror radius that would also be enough for survivors imo. Prayer beads can change the phasing sound back to the way it is now.

    So, this won't apply to every pallet, but her "phase' does in fact have collision, meaning she moves grass, meaning that on most maps, it's not hard to read what she's going to do, the best thing you can do is just run down her power, and it turns her into a weak easily loopable M1 killer until it comes off CD. Nerfing her more than she already has been just means she stops being part of the big 4, and you get even less killer variety, something nobody wants

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008070#Comment_1008070

    Wow a Single QoL suggestion and another sarcastic comment. Who would've thought? 🙄

    Your post isn't a QoL suggestion. It's a straight nerf. As it is it's incredibly easy to out mindgame most Spirits, even while injured, just takes some basic knowledge of how she plays and 99% of the time you can just sprint off to the next loop without wasting the pallet at the current one turning her into an M1 killer. Please stop embarassing yourself with nerfs that you claim are QoL improvements and actually learn what a nerf is

  • @Deezus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007964#Comment_1007964

    I'm not sure what you are saying here but its my fault. My bad for not clarifying my post. My argument is that gen times are without a doubt a problem to be discussed, moreso than map size infact. Map size is an issue dont get me wrong but yes, this is pretty much the fastest you can find and down someone without instant downs and yet even with a slight debuff to gen speeds, three got done immediately. I wanted to put this in the discussion because I am worried that the speed of gens getting done will get neglected and that should not happen. There are a whole mess of issues to be resolved, and youve listed them yourself but again, my argument is that the problem with gen speeds should not be dismissed for those other issues.

    Yeah, that's gonna make for a sick analysis vid, especially when I get around to actually delving into the depths of why the games balance has staled and remained extremely poor after 3 years.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007979#Comment_1007979

    Its been like this long before the Ruin change was announced. Keys too.

    Not nearly as frequently though tbh, sure people take moris, but most save them for names they recognize, or for swf, makes it super easy to beef up your own pressure

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008021#Comment_1008021

    Nurse only deserved her BS omega blink/ 5 blinks needed but they nerfed more for no reason.

    Spirit's nerf was a step in the right direction. I might make a different post on what I would suggest for a bit more fairness towards injured survivors against her and her phase.

    There is so much they can do with Bubba I dont even know how they don't know it

    Okay but why. Her phase is limited to listening for sound. If you're bringing addons to see the blood, you're using the wrong addons.

  • @danielbird11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007860#Comment_1007860

    The average chase for good killers last about 40 seconds if i'm correct. So the killer still has time to go to gens after hooking and apply pressure. Plus one survivor will have to unhook which is 2 survivors that are not on gens. Plus the killer probably found another survivor in that time and got them off a gen and downed and hooked them in about 50 secs. Then the killer goes to patrol gens and repeat the cycle. If they are a good killer which in most cases they aren't. Because matchmaking is f**ked and rank 20 killers get rank 1 swf with toolboxes. Same with potato survivor teammates like i said in my other comment. Matchmaking is why the game is mostly unbalanced right now. And the devs have no idea how to fix it because they don't get accurate results on average kill rates and stuff like that. That and also because they dont play their own game lol.

    Highly depends on the map as well as what rank. An actual red ranker can easily run the killer for 90-120 seconds, at which point 60-90% of their objective is done, and if they hold on hook for another 11 seconds, it's GG until the killer initiates the next chase. Keep in mind the stats I'm using are based off previous experiences at rank 1 on both sides, and calculated using the times provided on the wiki. A non rushing team is 192, which is significantly more time, but if you're up against a team full of toolboxes and a single PT, gg no re, you've already lost 90% of your pressure in the first chase. Exceptions to this are maps like The Game, and Hawkins, because of how widely spread gens are and how convoluted the navroutes are to get to them.

  • @Slival said:

    I'd personally love to hear from BHVR about this too. I end up reporting about 2 people a day. Some choice excerpts:

    Racial slurs. Homophobic slurs. Transphobic slurs.

    "your parents never loved you" "I bet they disowned you"

    Instructions on how to "get to my next life where maybe I'll be a decent person".

    People stalking my steam profile, seeing I was from Canada, and saying they were glad that 57 Canadians died in the recent Ukranian Airways disaster.

    People stalking my steam profile and going back through my old names so they could threaten me with my IRL name (thankfully it wasn't my real name just a nickname, but they didn't know that)

    People giving graphic descriptions of what they hope will happen to my pets and all those I love.

    I report these in-game and submit screenshot reports for egregious ones (not for swear words, just for IRL threats to kill me, serious slurs, etc). So far I have seen a lot of people I've reported, still kicking around. In some cases I have gotten multiple threats weeks apart from the same people and sometimes I'm just wanting to get to the next game, so I didn't used to always report them.

    But for now, I do, and I will.

    I'm also putting together a catalog of the worst ones, with date stamps, with the names redacted, so I'll have a kind of log. I play a LOT so I do see more than most people, but... it'd be a lot more encouraging and I'd feel a lot more certain that it's right to report the egregious ones, if someone official said yes things are done. I don't need specific feedback on cases, just any reassurance, say that even one person in the last 6 months has been banned for things they said, or, indeed, ever.

    That's another problem: people in post game chat tell me that BHVR doesn't care, and I bet lots of people believe that and don't report anything, so firm word the other way would be helpful.

    PLayed for years, and the last time I saw BHVR actually care about it was when people were grabbing IPs, because then, and only then, does it become a legal hazard for the company

  • @ClickyClicky said:

    Know what else sucks?

    When you queue as survivor for 7 minutes just to be met with a mori game after game after game.

    Can someone please reduce the frequency of these in the bloodwebs? Especially when after waiting in a queue for so long I’m hoping to get a game I can actually enjoy!

    The ruin change rears it's ugly head lmao

  • @TheLegendDyl4n1 said:

    maybe because it isn't just annoying to new players, but to old ones like me. DS was annoying to killers and was changed, instaheals were annoying and changed, and even the instagen add on was annoying and changed due to that reason. they are looking to fix stuff and make the game more fun for everyone, they are working on a rank rework through chapter 15 if you look at their year plan that was released back right before chapter 12 before the freddy rework.

    i understand that hex ruin was nice for slowing the game down but it made it very annoying to deal with as someone who has more than 50 days = 1200 hours played on mostly survivor and more recently, killer, with the new doc changes and ruin being changed im gonna start playing more killer since it seems more appealing, alot of stuff is going to be changed in the new year to help both sides.

    this new change is not bad, it will just have them see how messed up the game is and fix the core problem which is that there are only one main objective for survivors which can cause killers to get easily gen-rushed. most of the problem is due to matchmaking so once it gets its rework everything should be almost good.

    DS is a straight upgrade to it's original version right now. 60 second safety bubble with the guaranteed 5 second stun not affected by Enduring. There legitimately isn't a counter for it other than to babysit a slugged body, and because it's 60 seconds, you can easily down the person who unhooked you, hook them, and then have to wait another 30 seconds. It's ######### wild. It'd be the equivalent of hitting a great skillcheck on old ruin and it regressing the gen by 75% and locking you out for 60 seconds.

  • @sorrowen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007928#Comment_1007928

    Emblem never made sense to me it was so based on rng that its basically useless.

    It's not RNG based, it's algorithm based. For example Gatekeeper is p=g which is points for every generator that's up at the minute mark. The issue is it isn't actually skill representative, and as such, causes a massive disparity in who actually belongs where in rank

  • The first thing they have to fix before touching matchmaking is this pitiful emblem system, in which you can pip while doing ######### all as a survivor. We'll see where their newest "initiatives" ranking system takes us. Peak ranking system for killers though was when it was kill based.


    As for matchmaking, we'll see if they can handle the ranking system first, I don't have high hopes seeing the direction they're taking now, but we'll find out

  • @underlord99 said:

    a lot of survivors complaining about the big man lately, how long do you think till BHVR kills him?

    I give it a month or two, in which they'll also address the other big five with nerfs disguised as "reworks"

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007893#Comment_1007893

    Again this is a separate issue. The MM currently hurts everyone, high ranks included.

    This thread is SPECIFICALLY about new players against new players. When the MM works properly, there are still issues that need to be addressed in order to prevent players from just walking away after a series of early bad experiences.

    There's zero way to actually alleviate this because of the game's core design, if objectives are more straightforward and intuitive, then the issue would be solved, instead it's ambiguous, so a lot of new killers camp because they presume the current objective is to kill rather than be a punching fun bag for survivors in later ranks.

  • Is Freddy just Nurse Part Deux for the baddies who rely on loops instead of actually getting good and learning stealth?

  • The problem is twofold, A) ranking is absolutely terrible and completely unintuitive right now, and will actually punish you for playing at your most efficient. B) This problem goes both ways, I came back fairly recently after a lengthy hiatus, and was going against greens and purples at rank 17, no real way to fix this other than a matchmaking overhaul

  • @danielbird11 said:

    https://forum.deadbydaylight.com/en/discussion/121375/people-really-think-this-game-is-survivor-sided

    I strongly agree with this. Killers can dominate any team if they are good enough. While survivors chance or escaping is mostly Rng around bad teammates and what killer it is. Don't get me started on addons and perks. moris are stupid op and ruin the game for all the survivors. And before you say keys are bad you have to complete 5 gens to get everybody out 4 to get 3 out and so on which is pretty balanced.

    5 gens can be done in a single chase if you coordinate in pre game lobby lmao, hence why toolboxes are coming back into the meta. 131 seconds of pure BING BING BING BING BING

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007405#Comment_1007405

    I'm curious if you have actually watched the games in this experiment. I watched all the nurse games, expecting to see some great plays by the survivors, and yet..there was nothing like that. All but like one of the nurse games had nurses that had no business being in red ranks, maybe not even purple. I'll admit, I haven't seen many of the other games, but just going by those nurse games, I wouldn't be able to trust the results of that experiment very much at all.

    That isn't to say you're wrong in this topic.

    Especially with this ruin change, the devs are going in the absolute wrong direction for balance.

    On a large map against equally skilled survivors the killer will have no chance unless their first chase is over as soon as it starts.

    Well that's the problem with the emblem system isn't it, it puts potatoes in ranks they don't belong

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007711#Comment_1007711

    I do SB / Fixated / IW / Calm spirit if I am playing for myself. Or I do IW / BT / DS / Deliverance if I want to save my team.

    Deliverance / DS / BT let's me play very aggressively, and make up for my teams mistakes, like going into the basement. It is a one shot combo for the most part, but that's really all you need if you play well.

    Yeah, the other dude in my swf runs DS/BT/Del/SC for the low rank grind, he loops while I smash gens. In the higher ranks SC gets swapped out for Adrenaline

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