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FellowKillerMain

FellowKillerMain

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FellowKillerMain
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  • @jinx3d said:

    i hope not. as an autistic person, id hate for our probably one and only rep to be jonah "the fed" vasquez.

    He's probably the least desirable, lol. But I thought he was closer to representing ASD than, say, Claudette. Granted, she did wander into a forest and got lost, which many people with ASD have done, and were later found dead. It's kinda hard to see where self-care fits, but the others work. I would take her as a representative over Jonah, though, or even both - why not? But, I don't think I've ever seen anyone on the spectrum dress quite like Jonah does.

    Yeah, I was trying to stray from that stereotype; it does mention that he brings logic to the party, and not math, though - even if those two are basically inseparable. Regardless, that stereotype is obnoxious. But, what bad decisions has he made?

  • @AnneBonny said:

    it's referring to the limited time cosmetics coming with the event, which are likely never going to be purchasable again after the event ends. this pushes people into buying them solely for the exclusivity

    @Brimp said:

    Its relevant to the halloween skins they showed. The toilet paper mummy dwight and whatever janes is called will only be available during the halloween event. Basically the whole cheap marketing trick of "only available for limited time" after they already said they didn't want exclusive cosmetics.

    Thank you!

  • Fear of missing out in what way? Like, is FOMO being used to describe a marketing manipulation? Like, using FOMO to get you to participate in an event or something?

  • You're just built differently

  • @Jangles said:

    i get an IT guy going through mid life crisis kinda vibe. I feel like this man embodies what it means to wear a flame shirt.

    In his backstory it says he's a cryptographer for the CIA.

  • Don't ask me why, but I once recorded my screen while I spent bloodpoints from level 1 to P3 50, and I had an hour of video after I was done. So, leveling 1-50 might take around 15 minutes? Granted, I did that back when ghostface was released.

    I'd like to be able to select a node anywhere on the bloodweb, and have the cheapest path completed from the center to the node I'm on. Or better yet, a button to automatically complete the bloodweb.

  • @LylakLavender said:

    I play on the PS4 and had it happen a couple times today.

    Ok, glad to know I'm not alone! Not that I want this to happen to anyone else.

  • I haven't played in almost a year now, but I check to see what y'all are up to. I don't really post, though, because conversation always revolves around the same tired arguments spurred on by issues that BHVR refuses to fix - it's been this way since ghostface was released. Some of the changes you've made recently have been interesting, but the fact that things like Dead Hard remain in the game is telling. Honestly, I think BHVR will be much happier working on a dating sim than a PvP game because BHVR has a passion for PvP about as much as a kid interested in Art has a passion for Computer Science. BHVR loves horror and design, but not PvP. It's a shame, because DBD was an excellent PvP game at one point.

    I digress... I don't know if there's anything that will keep me checking in, but I imagine BHVR would see that as a good thing for anyone that shares my sentiments.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776396#Comment_2776396

    Percentage lost between August 2020 and December 2020: Like 9%. August 2021 to December 2021: 30%+. That's a 3 times increase

    Yeah, I think the last time I looked they were almost as popular, if not more, than grand theft auto online.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776415#Comment_2776415

    That will depend a lot, I think, on what that game is.

    For some reason I believe if they went for a single player horror game, they may have a winner.

    That's poignant and insightful. A single player game is probably what this team needs after DBD.

  • @Lancifer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776415#Comment_2776415

    I'm just interested to see what BHVR will do if the boat rocks and people leave. Hopefully, it will be more than just giving us BP.

    So far, not so good :(

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/307538/how-do-we-keep-dbd-alive

    If you look at the last 3 months there is a decline. If you go year by year it's up 3k players. Lately there have been some questionable balance decisions, but to talk about "keeping the game alive" seems more than a bit premature to me.

    Every winter (post Halloween) the player counts decline, as there are simply a lot of people who only want to play the "horror movie game" during the spooky season.

    As long as this year still has more players than last year, there's nothing to save.

    Yeah, this game is here to stay even if many people are quitting, new ones are showing up. Granted, those balance decisions you're mentioning are consistent with what a lot of other games have done, and brought their game down much faster than it would have otherwise: they're balance decisions seem to cater to newer players. I can only imagine that's to sell cosmetics.

    Regardless, I think you're right. However, BHVR does have a challenge in front of them, making their next game as successful. I think they've alienated a lot of people, and are making decisions with short-term goals in mind which might blow up in their face 3-5 years from now.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776350#Comment_2776350

    Here is the thing: for this achievment you have to be the last man standing, then finish the last gen and then escape through the gate. With the old hatch, you could 99% the gen, then everyone leave and you finished and had a shot at the exit gate. Now its next to impossible without some help from a friendly killer.

    Oh, right! It's been a while. With two survivors left, keep working on gens, and whenever the killer comes around, make sure you're first to leave the gen. Hide, let them be chased. Finish the last gen while they're being chased, then hooked. Don't save them, go open the exit gates instead.

    It requires some luck, and it's not that straight forward, but I know I was able to finish it by doing something along those lines. I got something to 99% then let some other survivor die, then finished the gen and left. Spine chill and wake up could help you open the gate faster, too.

  • Look back on their numbers for October-January of last year, you will see a fluctuation of similar proportions. You can actually see this year over year, and to be frank, their numbers are almost always going up.

    However, if any other killer mains feel the way I do, I no longer play the game (haven't since September) and don't think I can ever come back. In regards to that, there are some tired problems in this game that aren't given enough attention. Also, given some of the interviews I've seen in the past 6 months, it doesn't look like those issues will ever be addressed.

  • A lesser of many evils, but a match-making implementation that works better than others. Sometimes, that's all people should hope for.

    I really think level design and the distribution of balancing is where the problems lie. I would say monetization, too, but that's a problem for the entire industry currently. Im. so. tired. of. microtransactions.

  • Unfortunately, to get this achievement now, you have to be a jerk survivor while the last generator is being repaired. Just go hide by the exit gate. When the gen finishes, hide until the other survivor is caught, then 99% the exit gate. Wait for the survivor to die, then leave. Sucks, but it's the only way I was able to do it.

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775401#Comment_2775401

    Yeah. It’s hard to know what to watch, I tend to watch PBS NewsHour because why not.

    A non-profit organization running mostly on donations isn't motivated by capitalistic greed, so you're probably making the right decision!

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2776298#Comment_2776298

    It was good for the Trapper though. No way for the Survivors to get to the other side and disarm the trap without setting it off first.

    I edited my post :)

  • @Idontknowtbh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2774529#Comment_2774529

    Yes it would, killer walked back, it's like a normal pallet stun.

    If they walk back, the don't get the stun

    What a marvelous idea, counter-play.

  • @OnryosTapeRentals said:

    I don't think it's possible for Haddonfield to be worse than it currently is...

    Prior to creating open doorways on the second floor of the houses, I believe they were all windows, which iirc was a lot worse :P (except for the trapper)

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623802#Comment_2623802

    I’m not upset, I’m despondent. It’s been literal years since I’ve been upset at any game for longer than half an hour. I cannot bring myself to stop caring, however, ‘cuz then I stop caring about even playing the game, which I don’t want to.

    I “waste” my energy for it because I’m not the only one. Leatherfacecampers aren’t in every game, sure, but I’ve had 3 in a row last week. As an average survivor, I shudder to think what the lower ranks are like, who are utterly powerless against it. They don’t know about the venus survivor trap that is Insidious Bubba. They don’t know that doing gens is really the only option. And for them, there’s a very real chance the Bubba gets the 4k by sheer chase-to-down speed.

    It’s the game’s design, yes. But what I’m saying is that it shouldn’t be. Mori’s were also just “the tools provided”, but we all know how ######### those were.

    https://forum.deadbydaylight.com/en/discussion/comment/2623801#Comment_2623801

    See, that’s the peculiar thing. I’m at the point where I can probably call myself a killer main, yet I rarely have such games. Being facecamped, or at least, having a facecamper in the game is actually more common for me than me being genrushed.

    Hmm, well, it's flipped for me. I haven't experienced one facecamper as survivor and I've completed midnight grove, and the first chapter of the new Tome. Whereas, my first 10 or so games after reset are fine and fun. But once I start hitting those sweaty SWFs, the game isn't worth playing anymore, because it's not really possible to win unless you're Blight/Nurse/Billy/Plague/Spirit and I get tired of playing them.

    Even newer players that don't know how to 360 can easily win by just making sure people stay on gens, and when looping hug obstacles, and don't drop pallets early/carelessly - oh and dead hard into a window at shack just as the killer is about to end the chase.

  • Came for potential jokez, but found good point instead.

  • It might be crazaye, but I play him like the huntress. I throw my blades very very slowly, but fast enough to beat laceration decay. It's not fun, at all.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623789#Comment_2623789

    My main argument is emotion based. That being the fun aspect. What defines “fun” is by its very nature subjective, and thereby cannot be rationally defended by all in the same manner. I never said that I was fully behind being irrational, I just don’t think this particular subject warrants purely rational thinking. This is a video game. Video games are supposed to be fun.

    Fun doesn’t make sense, yet we still all experience it. Being facecamped is not fun for me. It feels shite, and I have to endure it because someone behind a screen said so. And clearly, OP thinks so as well. Some may find joy in laughing at the Bubba being a goofball. Not me. Is that irrational? Then so be it.

    Nah, just the part where you thought people should be banned. Because in a different context your argument is equally effective, in that playing killer at the moment feels a lot like being facecamped by bubba. So, I'm not really sure how to reconcile that, because for you, it happens occasionally, whereas for killers it's almost every match.

    To elaborate a little more, do you think it's fair that most killers right now feel like there's nothing they can do to progress because they're being punished by the balancing in the game? How would you feel about facecamping if you found out it was being done more often because of the way the game is currently balanced?

  • @dspaceman20 said:

    If I being honest I can't take most people seriously on this forum when they suggest things for balance. I'm sorry to be rude but some ideas are just so terrible that I glad the devs don't listen to the community when it comes to feedback sometimes. It just seems like the majority of people on here don't want the game to be balanced they just want to make one side completely terrible and the game uneven.

    Maybe I'm just being ridiculous myself but do people here even want balance for both sides?

    Dead by Daylight is a good game, no one has even come close to the success that DBD has had within the genre. On the other hand, as a PvP game, Dead by Daylight is effing terrible because the hallmark of a good PvP game is balancing.

    There's a guy who started a website called Y combinator, and he has a short essay on "gaming the system" that illustrates how cheating your way through things is a way to get things done, but it's not a way to be successful. By balancing the game for one side, the developers are 'gaming the system' to make the game good for some of the population, but in turn, terrible for the rest. This can only go on so long. I love dead by daylight, so I would like them to stop this nonsense.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623767#Comment_2623767

    There's a culture around bullying Killers tons of videos promoting these kind of stuff since the beginning and it just naturally got ingrained to the community over the years they follow what they seen online and bring a flashlight here and there. Though in 2021 I think there's actually a lot of killers content creators popping up now so that's great.

    That IS great - I've not seen new killers really but tru3 and Otz, but even Otz can be survivor sided (get them viewers). I mean I've gotten tired of the Ayruns, Ochis, Probzz, etc.. They all do exactly the same thing, well I think Ochi was banned forever, but everyone else is just a N00b3 copycat.

    Sometimes I think that the devs balance the game in this way because youtubers and streamers that bully the killer are free advertising for the game. Also the fact that a lot of newer players I see that have no effing clue what they're doing, will click their flashlight and spin in place while I stand there and watch them, before I hit them. I think they're supposed to 360... but I'm guessing they're just really new, and really into Ayrun.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623781#Comment_2623781

    It is, and I’m not ashamed of it. This is one of the very few things in the game that I feel this strongly about.

    Of course, making it a bannable offense is rather extreme, and I fully understand why it will never be a thing, but I’d be in favour of it.

    You don't have to be ashamed of it, but you must understand that if you're fully behind being irrational, then you are against reason, and if you're against reason, then every argument you make should become invalid. For your arguments to work, we have to have a common understanding of what things are and aren't. Some arguments make sense, and others don't. If you're saying that making sense doesn't matter, then even your own arguments can't make sense. Irrationality is a quandary, to be sure.

  • @WeenieDog said:

    It went down hill at clowns release.

    But that's when they actually fixed pallets and windows!

    @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622862#Comment_2622862

    Umm have you not played the game when it first came out? Was no slow vaults, loads of pallets, windows didnt block, Hooks could all be 99 sabotaged etc.

    And the community doesnt even know what they want always us vs them and not ever health updates for all. Just look at the forums we have people moaning about how spirit can hear breathing, we nerfed wraith and deathslinger because they was so highly complained about. They wasnt even hitting a 2.8k average yet was nerfed.

    Yeah, balancing is starting to revolve around what's fun for survivors. But, in my opinion, survivor is boring because the game does too much for you, and killer is boring because 90% of the people you play against know how to run around objects and save pallets, then dead hard just as they're about to be downed. The game is stupid broken right now.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623774#Comment_2623774

    Regardless of game balance, meta, whathaveyou, it simply should not be possible to just completely deny one player from even moving. This was already a thing before this meta appeared, and has been a thing since Bubba’s release.

    In my opinion, facecamping with Bubba should become a bannable offense similarly to bodyblocking. Yes, I do feel that strongly about it.

    Good thing you're not a developer, because that's incredibly irrational.

  • @SpaghettiYOLO said:

    Honestly, they need to come up with something better than hit validation. It's BS and everybody seems to time it just right now, even on quick hits and running them down for a moment before attempting the hit. I've come out of blinks where they had no mine of sight on me and perfect DH to avoid me. Its ridiculous.

    And you know vaulting will get hit validation next. It's going to happen.

    Hit-validation = always let the survivor be on the winning end, and making it an 'official' function or feature in the game let's survivors make the argument that "the game's just been unfairly in your favor this whole time, now it's fair because it favors survivors."

    What really grolsches me out, is that survivors felt so strongly about being hit, even though they saw something on their screen. But, when killers complain about the exact same thing, rather than empathize, they mentioned the above argument.

  • @GentlemanFridge said:

    Genuinely surprised people are actually defending leatherfacecamping.

    One player is being denied from playing the game, and how? By their opponent doing nothing. All they have to do is exist within a space of 5 meters of the hook, and that survivor is guaranteed dead. They’re supposed to just to spend another 2 minutes waiting, knowing full-well that anyone coming in for the save is dead as well.

    And why? Because the Bubba got salty and has to express their fictional superiority over the other player, who may not even have had anything to do with it. Or because they genuinely enjoy it, though I’ll never understand why. Or just because they’re creatures that revel in the unwarranted creation of salt. With exception of the middle one, I’d actually call that toxic. Buzzword, I know, but honestly? I’m so goddamn sick of this.

    ”Do gens” Ah, yes, let me do gens from the basement from a crusty meathook. I am totally content with getting 7k BP at most on an already BP-starved role. I will always get teammates that know what’s going on and won’t try to fruitlessly bait out the Bubba.

    And there’s absolutely nothing I can do beyond that first chase. It doesn’t even matter where I go down. He can do it anywhere. Hell, he doesn’t even need to hook me. And even if I do get hooked, I can’t suicide, ‘cause then Bubba has more time to go after others. “Just tab out”, I hear you say? Yeah, no, that really shouldn’t be necessary.

    Also, it’s just 2 minutes. Unless y’all got BNP’s and Prove Thyself, that’s not even all that long. He will find another survivor, and will down them, and will sentence them to watching a 3D screenshot for 2 minutes as well. If he doesn’t, he’s actually just a poor player. More often than not, he’s really not, though. It’s just way too easy for him to do, and actually get results from it as well.

    Aaaaand the current meta makes playing killer feel like being facecamped by Bubba, every trial. So, how do you reconcile that? Oh, make the game fair. Tile generation, genspeeds, and second chance perks ruin this game, not killers.

    Also, as an aside, they're not guaranteed dead. You can save someone from being facecamped with: BT + DS + Deliverance + Lucky Break or Dead Hard.

  • @WaveyTrey said:

    If one killer swing or special attack miss can cost them a match against survivors… Then 5-10 seconds for a hook phase can make the killer win too. Every single second in this game counts no matter what anyone may think. I’ve noticed I’ve been winning a lot more often because of it.

    Corrupt. Agitation. Iron Grasp. Monstrous. Corrupt gives you 2 minutes to down, and put players into the basement. Corrupt often makes it so that no matter what a 3 Gen split will be around the basement. Either the gens by the basement gets blocked, or the gens around the basement can be patrolled/protected. When survivors try to free themselves (Just before Phase 2) Shrine eats another 9% off of their bar. They die even faster. Carrying survivors and chasing at the same time is also useful and hilarious.

    So far I’ve been using the basement setup on Demo that I just started actively using. Obviously because Demo can travel. The Soda lets me see anyone on a gen while traversing the upside down. It’s been working wonders with the updated Rotten Pumpkin 🎃. I’ve been fighting is Rank 1 squads every match all weekend. I don’t even use Demo that often. I just started using it consistently. So idk why the MMR is making me face teams of 1s only with perks that coordinate. 😢

    I wonder if MMR is impacted by the killer's selected perks? The game sees you're using monstrous shrine and thinks "Ah, crap... give this guy a break. Send him a newb squad!" \s

  • @Tremors said:

    Same as title, I was just curious. From both perspectives I see Killers constantly giving people hatch or letting multiple Survivors heal+escape if the Killer feels like they played a bit unintentionally mean, the other Survivors screwed that particular team member over or the Survivors played so badly the Killer felt bad about getting a 4K. I do this very often myself, but I have yet to ever see the reverse situation.

    Why is that? There's very clearly a lot of lovely people playing this game, so it's weird that this only really shines through when the Killer instigates it and that the absolute best you get from Survivors is them standing directly next to the exit so they can leave instantly when hit.

    I've never seen it. But, I would imagine it's much easier for a killer to break character and give up the goods, because the killer doesn't have three other teammates who need to play along. Ultimately, though, there is a clear bias against killers. Which is weird, because this game's entire premise revolves around them.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622932#Comment_2622932

    It's not easy for him to chase, it's easy for him to camp someone to death guaranteed once they're downed. He usually gets better results doing that than chasing like normal, because 1 bump and you're stunned forever, or 1 window and you can't do anything. If they could just make his camping not so effective and his general chase actually effective, that would be great.

    I would like for his chase to be more effective, too - it would have been helpful back when he was my main and required mostly basic attacks! I just don't want them to nerf his power any more. I used to really like Nemesis + PWYF Bubba, but the changes broke that. His AoE (area of effect) one-shot ability also makes him fairly unique.

    But, even though it's not easy, there are ways out of his camping, it just requires some finagling and a very specific build.

    So, someone who hasn't been hooked, that's using BT + Deliverance + DS can save someone that's being camped - with Lucky Break the escape is guaranteed. Most campers aren't prepared for BT, so BT should guarantee the activation of Deliverance from the safe hook rescue, then DS + Lucky Break guarantees the escape after using Deliverance. Now, just hope the doors are powered and almost open.

    It seems like a lot needs to go right for this to work, but when these facecampers are... facecamping, they generally facecamp the first person they down, meaning other people don't get downed and easily sets up someone with this build to be a savior. The only thing that can and will eventually go wrong is the camper expects BT and downs both survivors when unhooking.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622983#Comment_2622983

    Bingo.

    I support this game because I really, really like it. It's still very frustrating to be a killer main, and only part of that is the mechanics of the game.

    There seems to be an attitude towards the killer role from both developers and survivor players that is different to the attitude towards survivor players. Nerfs are doled out more rapidly, and often inexplicably in the name of 'this is unfun to play against', despite this being true of nearly every meta survivor perk and addon.

    Not to mention the daily 'we should be allowed to DC if we aren't having fun' thread, inevitably written by a survivor player.

    https://forum.deadbydaylight.com/en/discussion/comment/2623199#Comment_2623199

    I don't mind this. I try to think of killer as more being a facilitator of fun games for the survivors.

    That said, a big part of what makes me bitter is the attitude of survivors in-game.

    If they spent a few days playing killer, they'd be a lot more grateful to killers who don't play for the 4k every game, rather than teabagging and flashing killers all the way to the gate and gloating at them in postgame.

    Yes, this is the internet and as such, probably needs a jumbo enema. It still does wear on me over time.

    I agree. Culturally, most of society is in a time of "appreciating everyone's experience" and the developers push this sentiment in the lore they write for the game, and the charms they add supporting marginalized groups. But, when it comes to their own game and the killer role, neglecting and marginalizing that experience is totally acceptable - gauging by their actions lately.

    What bothers me so much, is not so much the imbalances, but the fact that I've given so much of my time and money to this game and I feel like they're shitting all over me and my experience. Which, for a business, and as a consumer, doesn't make much sense.

  • @eleventbh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623207#Comment_2623207

    True. Ormond is actually a good example that was mentioned in another comment. Springwood might've worked with their idea if they nerfed the four buildings on that map lol

    Man, those buildings are the worst. It feels like haddonfield. Granted, Springwood can be fun with Hag, because people always jump out of those windows, and most people don't use balanced landing.

  • @eleventbh said:

    Because Springwood sucks and shouldn't be used as an example for future maps.

    Springwood was the first concept for future maps. Even in springwood, there are still stupid strong pallet loops. The whole point of the post s to acknowledge that they haven't budgeted pallets in the ways they said they would.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/293204/it-s-very-clear-y-all-want-spirit-gutted

    Honestly yeah - I want Spirit deleted - Still isn't fun to play against but she's bearable with the audio change but still not great to play against.

    I'm fine with Nurse for example because her power is telegraphed - I just have zero sympathy for Spirit players getting gen rushed because out of every killer in the game she's just boring and unfun to play against. I tried to be open minded about the change but nah there's no balancing her to be fun to play against especially compared to other killers.

    I am admittedly also a biased Nurse main. I'm of the opinion that if a killer is strong they shouldn't be brainlessly easy to play either.

    The spirit is not easy to play. Hell, I think nurse can be a bit easier at times because you can mostly see what's going on! Theres so much guesswork going on for the people playing as, and those playing against the spirit. The losing sight is what makes her so challenging to both sides.

  • @GannTM said:

    Just admit it, you very clearly won’t be satisfied on Spirit’s state until she’s actually unfun and janky to play as and when she’s jokingly easy to loop. I understood complaints pre-nerf because she gave no information and that wasn’t fun but now she does give information.

    Survivors, I really hate to break it to you but a killer’s power isn’t supposed to benefit survivors literally at all. I’m not saying that you shouldn’t have ways to play around them but the killer should have the control. You do have ways to play around Spirit that isn’t just running around junk and pressing space bar. You have to be mindful now. I’m not saying you have to like playing against her but please don’t act like Spirit isn’t fair now. Just because you find something unfun doesn’t mean it needs a change.

    BHVR, I know I may give y’all ######### at times but fantastic job on the Spirit changes. I think some of her add ons need to be tweaked but otherwise she’s in the best place she’s ever been. One of the most balanced killers in the game.

    I agree, the changes were good for the most part.

    I just wish they would remove the directional/proximity aspect of the audio cue, because it breaks some mind games. Now, the only mind games that really work are at vaults/pallets. No more phasing to an unsuspecting survivor without them knowing after hitting someone you're chasing.

    Maybe make the audible cue only available to people currently in a chase, and everyone else just hears a flat whooshing.

  • I think they started giving out BPs rather than having BP events because it causes a bunch of people to focus on farming rather than playing. It also inundates the killer queue, but I don't think many people care about that.

    They really need to fix the grind, though.

  • The point of fallacies are to assign common invalid arguments to a structure from which you can then construct a valid argument around. If you don't identify how the argument is invalid, it's just identification and provides no counter argument. It's interesting that in your response to me you claim others aren't making counter arguments, when neither are you.

    @str4wberryp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619501#Comment_2619501

    It doesn't look like you have a lot of hours then... I main both sides (Oni and Cheryl) and I can say that it is in fact a weak perk.

    As stated before, it buys you almost no time (you can move what, one extra meter?) and often gets you exhausted on the ground. But if you mean that this perk is broken because it's currently a weak perk, then yes, I agree with you.

    https://forum.deadbydaylight.com/en/discussion/comment/2619570#Comment_2619570

    Here's your reply, killer main.

    https://forum.deadbydaylight.com/en/discussion/comment/2623032#Comment_2623032

    Definitely not. If you played both sides, you would see that my suggestions could greatly benefit the current meta for killer and survivor. Most posts in this thread don't even try to counter my arguments - instead they just whine or post sarcastic replies.

    This response makes it feel even more like baiting, heh. But, what makes you think I don't play both sides? Because I think your post is bait? Maybe consider that your post isn't as informed as you think it is.

    Dead Hard is one of the strongest perks in the game, if not thee strongest. You can use it anywhere, whereas all other exhaustion perks require an obstacle of some sort, limiting it's use to a specific part of the map. That's not the case with Dead Hard, it can be used for many different things, and in ways other exhaustion perks just can't be used, like: to bypass collision with the killer to get a flashlight save; to use on command at any point in the chase, especially at the end to reset the chase; to bypass killer traps; to function as a third health state at any time.

    As it is, there is no counter to Dead Hard. Even baiting it out doesn't work now that validation was added. Survivors can wait until the moment the killer swings, activate DH and they will be protected by dedicated servers. Coup De Grace can potentially be a partial counter. You only get 5 uses, and if multiple survivors are running Dead Hard, Coup De Grace only functions as a counter roughly once per survivor.


  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620404#Comment_2620404

    It is for Bubba because there is no possible way to save someone.

    Lets do say someone gets saved off the hook, his saw will last so long that it will outlast borrowed time.

    Interesting, because playing as killer in this meta feels exactly how you feel against a face camping bubba! The gens are too fast, and tiles are organized for the gratification of survivors.

    The most blatant imbalance I can find that can't be refuted is the disparity between hex and boon perks. My hexes are gone in 45-90 seconds, whereas boon totems last seemingly forever. So, this uptick isn't just "camping killers will always camp" because it's increased, and it's increased because of little counterplay to almost everything survivors do.

  • @gelukrait said:

    How an unfair mechanic stayed for 5 years but no solution for it? It's pointless for kicking the gen unless you use pop. Especially it's a 1vs4 game, why does the side of 4 ppl have more advantage than the side of 1?

    Why don't devs add 3s de-reggression for survivor as killer's kicking animation? If they don't repair enough 3s, then the gens keep regressing otherwise they do another full 3s repairing.

    And hold on, it's 1vs4, it's should be 12s de-reggression instead of 3s.

    I don't think they want to fix it.

  • @Voodoo101 said:

    So there have been a lot of talk of campers on here, and I have been a big advocate that proxy camping is not a problem, waiting for the save and then going on the chase. This keeps you busy, spreads the love and gives the survivors a chance to save and play. I normally get more hooks, even if I lose the game, but when I get a 4K I know I have earned it.

    Face camping is a big no, because it's boring, spoils the game for all and is not worth it. Why get one hook and about 10K of blood points, when I can get multiple hooks and over 30K or more and have more fun.

    I have been playing for about a month, so up until tonight I have only met a few face campers, the proxy campers I respect, even if the tunnel me, after all three survivors doing gens if better the four. I have met a few campers, normally Bubba's which I understand an bit, and one streamer who I had looped for a while in another game and he did not catch me, although he tunnelled me, who actually took time to find me in another game, just to get me down and then stood in front of me, hitting me with axe. I think I met somebody the other day who was just bad and camped me, but got off hook and left. And one last night who I ended up 4%, being on a hill by gate with wraith stood in front of gate, injured but with med kit, and as the others left, hatch spawn right behind me.

    Today a friend and I played for six hours. We had no boon totems, I had the usual build of sprint burst, kindred, borrowed time, resilience, my friend had no perks or addons because of Steam achievements, but in six hours of playing, one game did not involve a face camper, whether it was us or some random person who just joined in lobby somebody was face camped, and these was on 4 and 5 gens. Then when you saw their loadouts, it was BBQ and Chilli, NoEd, Ruin, Iron Grasp, No way out, then offerings like Mori, iridescent or very rare addons. Some was console players, some PC, some low ranks who I can understand a bit if the can't chase, some high red ranks. We had Bubbas, a Trickster who actually stood in front of me and threw knives, somebody had a Huntress throwing hatchets, we had a Legion, but to be fair it was an indoor map and they was having a hard time getting a kill, but many others did not even give chase much, got one lucky hit, hooked and then would not leave the hook, even when other players stood looking.

    It does not bother me if they really want to face camp, it give me time to browse the web inbetween and all the time the killer is with me, the rest of the team can watch kindred and carry on with gens. When the gens are done they can rescue me and we can leave, or I die and the killer gets one kill, but it seems like the problem is growing and with more and more survivor players getting fed up with it, how long before people decide to leave the game.

    People moan about players who DC, it is so easy on a console to hit the off button. Even with a 24 hour ban and come back the next day, or never. The problem is not with people who DC, its the way people play.

    Now I know some killer mains will say about gen rushing, which we was not, in fact we was spending time doing totems, chests and things for challenges. It was just because they was either that bad, wanted to play to spoil the game, or thought it was the only way to get a kill and think it was a win.

    Something needs to be done about face camping.

    They nerf tunneling/camping you won't have any killers left. I know people say this, but it's all that's left. They nerf those two things, they nerf the remaining strategies and they break their game.

  • There's no point to anymore... so anyone doing so didn't read the patch notes.

  • @GannTM said:

    They don’t favor either side, they just don’t know how to balance the game.

    They were doing "a pretty good job so far" up until recently. Lately the game seems to be balanced with reckless abandon. At least when they were trying there was some semblance of balance. Now, they've gone full self-gratification and are simply making the role stronger that makes them money. So, they do favor a side, the survivors, but only because they make them money. If you watch the paulie esther/king interview with MCote, you will find that sentiment sprinkled throughout MCotes responses.

  • I thought I was going to at least play two matches a day, and maybe finish dailies. But the game is so unbearable as killer I just don't login anymore. Previously, I used to sit and cycle through perks to make builds, but nothing works anymore. The game used to feel like being saddled with more work than you have time to complete. But now, it just feels like there's no point in trying. So, I haven't been playing regularly.

    I imagine the game will recover when they stop balancing for new players, and stop catering to people that don't like PvP games that choose to play a PvP game. What makes a PvP game a good PvP game is the balancing, and there are survivors that still complain even though the game is so easy for survivors it's boring to play as.

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