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Exult

Exult

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Exult
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  • I just want this to be some kind of misunderstanding. I don't want to go completely to hating the developers, but I don't want to be naive and think that this will just all blow over. What I can say for sure is that there is a little pit in my chest and that I've stared at Dead by Daylight in my Steam library for two hours now and haven't hit "Play" like I often do.

    I don't know if I'm doing a wrong thing if I'm playing their game, even if it's allowed me a place to unwind and escape to for these past ~thousand hours.

  • I'm not ready to give up every single ounce of my hope. You don't know for sure that this is some malicious marketing ploy, but at the same time I'm not going to tell you not to be skeptical or critical. I don't want to assume the absolute worst already before BHVR has even come out to address this.

    I don't want to be naive, but I don't want to be pessimistic and worsen how I feel about the situation either.

  • I don't hate the original content. I love their designs. I'm sure most people do. Or, I'm optimistic that most people do. If it meant no NFTs then yeah I'd be fine if they just ceased licensed killers all together.

    I'm with you completely.

  • @jabberdragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570629#Comment_2570629

    Do you think they might have timed this announcement specifically because they knew the event, the mid-chapter release, and skins would get people clamoring to drop money on it?

    Like, they weren't going to announce it any other time - they knew they had to announce it now so you're going to get major FOMO vibes and spend money and support their immoral NFT decision.

    I don't know. Maybe not. Some people think that BHVR had to tweet out about it because they were being forced to. I'd hope they weren't being that malicious about it, but I guess at the end of the day you shouldn't expect anything out of anyone— even a good game with a good moral backbone supporting it.

  • This kind of thing has actually got me more down than I'd likely care to admit. I love this game but now I feel like I'm supporting something I don't believe in if I play, and that makes me feel extremely conflicted inside.

  • @botrax said:

    https://forum.deadbydaylight.com/en/discussion/286798/medkit-op-since-when

    Medkit became the strongest item after key when they change the toolbox.

    So what do you think? Do they need to be nerfed?

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2558677#Comment_2558677

    If the Killer breaks Circle of Healing

    that would require the Killer to go out of their way to start a boon totem hunt, meaning they'd have to drop all gen defense and chases for a certain amount of time just to temporarily get rid of this perk, which has most likely been placed in an area of the map where no gens are left and the Killer really does not want to be in.

    So even if the Killer breaks it, this is ultimately still in the Survivors favor.

    you still have all that travel time it takes to get to the Circle of Healing's AOE for a second heal

    the travel time Survivors have is also not a bad thing, all you have to do is to beeline the, for the Killer, "dead" (so no gens to defend) area of the map in a chase, which is something you want to do anyway.

    Now the Killer has to either commit to a chase that is very unfavourable for them and might very well cost them the game (in addition to hunting down the totem afterwards, so even more of a time loss), or drop chase, have you heal yourself up in no time and returning to the gens very quickly, which would result in an overall time loss on time spend to injure VS time spend to heal.

    those downsides get outweight quite heavily by the upsides the Perk provides, given the Survivors play smart ofc.

    and best of all, this strategy is one every Survivor in the trial can make use of, even if just one of them brought the Perk.

    CoH is strong but it's probably not going to be that strong once it goes live. You're roaming around the map defending gens and chasing survivors. You're bound to hear the totem and make note of it at least. I don't think any killer is actually going to navigate around the map specifically for the boon totem unless they already know where it is.


    @[Deleted User] said:

    Medkits have been the strongest item in the game for a while. Nothing else comes close. They allow survivors to maintain good spacing and also reset themselves in the amount of time it takes two survivors to heal. They are an insane map pressure tool for survivors. A yellow medkit is two heals if you add 8 charges. That's an entire trial of healing for one player under most circumstances.

    More people would be screaming about medkits if survivors were optimal beyond very basic stuff. The quick single heals are powerful enough on their own, but then you get into the ability to repeatedly tank hits for other players in a chase with a purple medkit+charges. I've proc'd MoM in a single chase before in solo queue. Medkits get crazy.

    Medkits are nice to have of course, but this isn't new. It's only now for some reason that people think it's too strong. I'm of the mind that medkits are typically the best thing to bring since you're nigh guaranteed to get something out of it. That doesn't make them so strong and oppressive to killers that they would be nerfed though, wouldn't you agree?

  • @adam1233467 said:

    Sinde keys will be nerfed, since build to last will be buffed, medkits will probably be too op

    If I remember right you have to go into the locker for twelve seconds in order to recharge your medkit the first time to 99%, but after that you get diminishing returns so is it really that bad if you dedicate a whole perk slot to that?

  • I see what the lot of you are saying, and I don't think any of you are wrong, but I just don't see the need to nerf or change medkits. In fact, I think the only person I disagree with if taken literally is

    @Noz said:

    Medkits have been the most OP survivor item for a long time.

    I don't think they're overpowered or have ever been overpowered. Health states have always been temporary and healing has always been like this. I wonder if it's true: medkits are the new keys after the key nerf.


    Even if a medkit does allow one survivor to heal themselves, so what? The medkit gets consumed and you can just hit them again and find them later. If someone brings a big healing build, well that's their build and that's all they're gonna be good for the whole match. I guess I always figured there were plenty of ways to counter healing, and if someone really hates medkits that much they should consider Coulrophobia (did I spell that right?). And maybe y'know Sloppy Butcher. There are healing perks and then there are anti-healing perks.

  • Yeah I'm honestly not so sure where this idea came from that medkits are suddenly so strong. They're "strong" I suppose, but no way are they problematic right? I'm curious to see who else says something.

  • RPD is a great map once you learn it. Anecdotal, but I haven't seen a single survivor or killer quit just because it was RPD.

  • Yeah I agree with that. You can infer a few things from it, but since it's mainly personal I wouldn't be sad to see those get replaced on the end screen. You can still see what player was which survivor, but it's a little out of the way.

  • Well there is, just not competitively. They represent primarily how well/long you've played since the last reset, and you get rewarded upon reset based on what your grade is. I'd wish there were both personally, because I'd like to see some basic statistics and set more goals for myself in that respect.

  • Once they're informed that should alleviate those frustrations and confusions then. I wish there was a way to see our mmr just so I know how I'm progressing as a player

  • The grades aren't meant to represent your matchmaking. What's so confusing?

  • It'd give killers more incentive to kick gens at least.

  • @Zarathos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2507039#Comment_2507039

    What narrow corridors gimps ranged killers). Massive area with an inability to track gen progress and weakening further low mobility killers. Its all style no substance. There is no clever outplay or cutting off survivors the map wasn't built for dbd. They should stop doing license maps if they insist on adding maps that don't play to dbd's strengths as a game. Claustrophobic environments like narrow hallways are terrible.

    I understand why it's frustrating, and someone can say it's the most killer or survivor sided map, but it's just a map I have fun on. I played the game so that helps, and I've seen either side perform well on it too. If you know the layout I think you can do well on it.

  • Yeah I really enjoy it too. It's exactly what you'd expect a big indoor map to feel like.

  • I must be the one of few people who enjoy playing on RPD.

  • Pig can be cheesy if you have the right add-ons. I can see an unlucky person thinking pig is good because of that

  • @JustWhimsical said:

    To be honest it never really occurred to me this could be a bug, I always thought it was a feature lol. Though yeah it does seem like if you let go it should just blow up the generator and not continue the skill check. Though I love tapping it running away and then hitting it as I am running away, it is so satisfying.

    It is, and I thought I was being a little ######### while doing it. Didn't know this was always part of it haha Still learning new stuff

  • Thanks. Should I bother taking this down then?

  • Huh. Alright thanks.

  • @GoodBoyKaru said:

    This has been in the game for as long as I can remember. Yes, if you miss the skillcheck it still blows up the gen.

    No I meant when you run from the generator as Overcharge gives you the skill check you don't fail the skill check, you retain the circle even as you're running from it. That's what I was curious about.

  • In a 1v1, killer wins almost every time. You're faster and have special abilities to help you get the survivors faster. Perks aside on either front, the game is designed this way. I think a lot of the frustration with camping comes with the small bit of authority you do have as killer (since you're the only threat on the map that the survivors can't get rid of) and as such there comes some certain level of obligation to the opposing team and yourself to not hard face camp. You're the only thing that can halt someone's game completely. That's YOUR choice as a killer, and normally people choose not to do that because it's not interactive or enjoyable despite the very clear advantage you can gain from securing a kill.

    That isn't to say there isn't a time to camp or tunnel (like if you are falling behind and need to get a survivor out of the match to possibly win) that most people agree on and that ultimately is more optimal than if you just set up shop near a Meg on her first hook. I think the big divide comes when survivors feel confident and taunt the killer regardless. Now you're just asking for it, right? But again, is the survivor being toxic while clicking with their flashlight, or are they trying to get your attention for a challenge or ritual? That finally bears the question: What does the killer want to do?

    DbD has the emblem system in place which entices the killer to play actively. That is unless a killer isn't concerned with BP as much as they are getting that kill on hook, in which case there is absolutely no better way to do that other than babysitting. It sucks, but this is just the liberty a player has at their disposal in the role they're playing. It's just like slugging an entire team and hooking everyone one by one. Sure it's a cheap and effective tactic, but does the Nea vaulting over the same pallet three times deserve to bleed out on the ground for four minutes? Do her teammates?

    Perks mitigate this, but only to a small degree. An Unbreakable play is a diamond in the rough, but even more rare than that is it ultimately leading to anything fruitful. Deliverance (more or less), DS, and BT are helpful, but if the killer wants to commit then there is nothing you can really do.

    All that said, a coordinated and/or wise team will sacrifice their camped friend and push all the gens, leaving the killer with one or two kills. That makes winning harder for the killer, but it didn't stop them from bm'ing at least one or two of them.


    TL;DR Camping sucks, and it's been prevalent recently, but it's patently the killer's prerogative to do it. If they want to it'll happen no matter what, perks or otherwise.

  • I'll be a black sheep and say that in the right circumstance I understand people feeling he's overpowered. He can be incredibly strong once you get a chain hunt active, but that of course relies on him getting the chain hunt at all. He's easily countered if a survivor team grabs the box and can manage a bit of chase which isn't that hard to do.

    He definitely isn't overpowered, but seeing as I haven't played AS him I haven't faced the struggles on his side and can only speak for the handful of times I've seen Pinhead perform as a survivor.

  • I have no idea what's going on for you guys then, because it has honestly been most of my games so far. So much so that I now run decisive strike, and I haven't equipped decisive strike for my roughly 500 hours of playing

  • @alaenyia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2499254#Comment_2499254

    I do not think this should be allowed to happen. I think if all but one person is slugged and the last one goes down the 1st one should pop up to injured. And maybe only last survivor has option to end their life if slugged, since there is no one left to get them up. Or just build it in that all killers can mori the last survivor, that would put a halt to that toxic, slug griefing.

    I can see the merit behind that. It's just a problem when the slugging isn't being used as a tactic for pressure, it's used to make every survivor a captive for four minutes.

  • @Mattie_MayhemOG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2499254#Comment_2499254

    Because the potential for abuse from the survivor side is even higher then the rate of 4 min intentional slug deaths. Killers don't pip if they don't get hooks and alot of them. The MMR system surly does not look kindly on multiple bleed outs because it means less chases, hooks and sacrifices. Slugging is a viable tactic sometimes and fair because its very counterable with perks and group cooperation. Killing yourself in any case is a DC with a nicer name.

    The operant word there being "potential". This current system has the "potential" to be abused and right now CAN and IS being abused. Plus, I don't think we're working with the same information. What you're saying is unrealistic, because yes in the absolute perfect scenario you're running with perks and a team to specifically counter slugging. Also, yes slugging is a tactic that I recognize, but the problem you're not recognizing is that it's being abused by many killers right now.

    People who do this don't care about the emblem system, and pretending that they do is just willful ignorance to the problem at hand. I am of the mind that this behavior is holding the game and the players hostage because right now what are you expected to do if they decide to just let you die on the ground? In fact, I'd say the emblem system as nothing to do with it because a killer can easily decide to hook everyone as much as they want and then leave them on the ground.


    That's abusing a system. Do you understand at all what I'm trying to say?

  • @Mattie_MayhemOG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2499218#Comment_2499218

    If they know where you are and don't hook you they are wasting your time and theirs. Which is why the timer is there. The current system works fine.

    That's the issue, they're wasting everyone's time! So why would you oppose a system or mechanic that mitigated that at least a little? Too many people have been slugging and letting everyone bleed out because it's a cheap and easy win, that's what has been happening recently.

  • @Mattie_MayhemOG said:

    If you want this why not have a notification given to the killer if you are on the ground for a certain amount of time. They will get notified, find you and hook you. Game over.

    That would work if the issue wasn't that you were intentionally slugged by the killer and left there to bleed out in four minutes. If the killer wanted to hook you, you would be hooked, and not slugged at all or for as long.

  • @realflashboss said:

    Does anyone know why when the devs made pyramid head they made it so if he tries to camp the cages they respawn with the survivor in a new location?

    Part of me feels like it was an acknowledgement that they know in general**** camping is crap for all players and the killer (i know sometimes its unavoidable or strategic in the late game or at 3 gen etc).

    Fortunately camping isnt in every game, if it was the game would simply die off cuz for most players it would be a 25% chance of queueing into a dead game where you sit on a hook for 2 minutes.

    I think something like pyramids cages spawning to a new location if camping happens would work but it would have to be more complex so that if its at 1 gen left or 2 gens left the time for the hook to respawn location either was much longer than early game or didnt happen at all for example so that if theres a 3 gen and a survivor is hooked there they dont get punished for that.

    Its just an idea, but things that make gameplay/interaction non existant for almost all the players should be addressed and buffs put in place if needs be

    I think the idea of the cages moving was partly to keep PH from camping them, but also because caging has a lot of advantages so to compensate you don't get to choose where you place them. It makes it easier to save the survivor then, in turn for a quick an easy hook stage.

    As for your idea, I don't oppose it at all. I'd be willing to try that out.

  • @Impose said:

    https://forum.deadbydaylight.com/en/discussion/comment/2498896#Comment_2498896

    There is LITERALLY, already an incentive for killers to not camp. It is called LOSING THE GAME. If YOU as a survivor are not doing gens and punishing the killer for camping the hook for his one kill a game, then YOU are the reason that the killer is rewarded for his bad play.

    Just because YOU don't like something doesn't mean the game should change to accommodate YOU.

    I'm just gonna tell it to you straight. If your teammate is hooked and facecamped from hook to death, and you didn't do two gens in that time. It is YOUR fault. Every decent survivor in this game is FULLY capable of running a killer for AT LEAST one gen in the early game. Which means by the time the killer gets first down, moves to hook, hooks, and stands there. The team should have ALREADY done at least 2 gens. 3 are left. He facecamps, he auto loses and you all survive. 3 survive. One died. If this is not happening it is because YOU are messing up. YOU are the reason you are losing. Stop blaming facecamping killers for you not understanding how to counter them. Sit on a generator. Open the exit gate and LEAVE. If you're actually good at the game your mmr will take you past the killers who think facecamping the hook the entire time is a good strategy.

    This would be fine and dandy if every person's definition of "losing" was the same in this game. "Losing" is not enough to stop someone from face camping you. If someone is face camping, they don't care if three people escape unless they're new and don't understand the point of the game, and even then that's being really generous. It's intentional, and it's literally just trolling.

    Obviously there are times when you need to guard the hook because you're behind, or because it's crucial to win the game, but you can't sit here and say that face camping is somehow the player's fault. It's the killers conscious decision to stand in front of the hooked survivor and not play the game. It's an attitude problem, and it's become increasingly prevalent here in the past few days.

    As for the "do gens and leave" part, unless you're swfing your team is not going to decide to leave the guy to die. Not only are people human and empathize with a dude being hard camped at four gens, but you can't convey that strategy to your team when you're soloing. We're also assuming that the person on hook isn't killing themselves (because who can really blame them?) and giving the team even less time to get the game over with and dip out.

    Camping is not a fun strategy, only doing gens and leaving isn't a fun strategy, and obtuseness to how this can ruin everyone's game is a little problematic. I completely agree that doing gens and leaving is the optimal play to just gtfo and queue up again, but it's not always that simple or easy and I wonder if you really understand that.

    Face camping is not an efficient strategy when all survivors are sitting on gens, but very rarely is an average pub team (which makes up the majority of matches) going to mutually decide on that. In fact, I'm sure someone with BT/DS will think they can save them, only to just be traded and never get to use DS because they don't get off the hook.


    TL;DR Face camping isn't survivors' fault, it ruins the game for everyone (mainly the victim on hook), and perks don't save you from it. It's less of a strategy and more of an attitude problem.

  • I'm pretty sure every map has grass?

  • Spirit can see the grass moving and "glasses" refers to an add-on of hers that allows her to see blood while in phase. But if I'm wrong someone correct me.


    Personally I just feel like Nurse eliminates a chase the moment she sees you. Both are agonizing to go against, but at the very least I can win a 50/50 half the time and Iron Will gives me a slightly better chance on top of that against Spirit. Nurse is just an absolute unit.

  • @CakeDuty said:

    It's funny, I just introduced a friend to the game last week and literally their second match this happens. Huntress left everyone to bleed out for no reason. And there's a lot of tunneling going on. She didn't understand why I like the game. (:

    https://us.v-cdn.net/6030815/uploads/Y90Y2MXX6LNB/rdt-20210915-0655367835520716296204633.jpg

    I mean how could they understand. You're forced to sit there for however long until you bleed out or DC, but if you do the latter you're hit with a penalty for not wanting to sit through that. I guess you're not doing anything either way, might as well tab out and watch a youTube video after playing for two minutes lol

  • I had thought of something like this as well when I thought of new and interesting perk ideas. It'd be an all around decent perk I think.

  • @PanicSquid said:

    From my experience Chains spawn in waves, solve the box between the waves

    I think you're right. It's about 3 or 4 chains that will spawn per "wave" and after there is a small period where they won't spawn. Start solving it then and you should be okay.

  • I run solo, and I wouldn't expect the game to always give me the best teammates. Hell I'm definitely not always the best teammate because sometimes I want to do the other stuff too. That said there is a certain level of irritation when it should be time to stop opening a chest and save the guy that's been on hook for twenty seconds already. Maybe I'm just finally seeing things as normal after around 500 hours.

  • I run solo, and I wouldn't expect the game to always give me the best teammates. Hell I'm definitely not always the best teammate because sometimes I want to do the other stuff too. That said there is a certain level of irritation when it should be time to stop opening a chest and save the guy that's been on hook for twenty seconds already. Maybe I'm just finally seeing things as normal after around 500 hours.

  • No I wouldn't expect it to put always put me with teammates that will carry me, and I anticipate a newer player every now and again. I guess what I mean by "skill" would have to be positioning and decision making as a survivor. Maybe knowledge on a killer's power or perks and how to identify them. A lot of that would just come naturally after you put some time into the game, but it just seems to be that my team doesn't have those skills many times. For example when I run Kindred even though I'm on hook and every survivor can see each other they just choose to cleanse the dull totems or gens.

    That isn't to say they are all bad games or bad teammates, and by no means am I assuming I'm always better; I just got back-revved by a billy because I got stuck on a log. I can throw a game sometimes just like anyone.

    Another, say, phenomenon that I've run into way more is just blatant tunneling. Not tunneling a dude 'cause you're behind, just dead-set on killing a dude at five gens.

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