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Feyd

Feyd

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Feyd
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  • You realize the people that do this don't give a crap about rank or bloodpoints, right? If they're camping someone to death, it's because they just want to kill them and ruin their day. You cannot stop this tactic with arbitrary penalties to scoring. If you want the tactic to stop, you have to move the hook they're on after they're hooked (similar to Pyramid Head's cages) and don't show the killer where they are. Until the killer can't find their hooked captive, many of them are going to camp them.

  • @Jyn_Mojito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1974521#Comment_1974521

    It will bring tangible representation to a certain demographic. Ppl gravitate to spaces where they feel INCLUDED, and they'll naturally want to join in. So yes, I think this will change the current gameplay, because YES, more players mean a stronger community and hopefully faster queue times.

    Or...it's just shameless pandering. There's no sexuality on any of the characters. Give them whatever orientation you want.

    No. This is not going to bring in more players. That's an absurd statement. No person sits at home and thinks "I'd love to play this game, but I can't be a man in a woman's body, so I can't play it." That's just ridiculous. Your queue times aren't going to magically get cured by a company shamelessly using an identity to get more money for a DLC.

  • If you actually read what was said she said "We can go back." followed with "But that won't happen." Thank you for proving Omega's point?

  • As a survivor player I will say this: I'm okay with every bit of this change on one caveat. Self-care, whether through the perk or medkit, should not disable it. Outside of that... I'm okay with it.

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125671#Comment_1125671

    Escape stats are not reliable, even devs confirmed this.

    The stats don't consider mori's, poor team mates reached that rank bcs of the imperfection of the ranking system for instance.

    Killers will not be happy until the 4k is guaranteed. With everything complained about on here, survivors should have no perks, no items, no terrain to hide behind, no hatch, and doing a gen should require five, uninterrupted minutes of repair or it resets to zero. Hell, why should survivors even be allowed to run? Just disable the function. No running. Just walk onto my hooks please.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1124278#Comment_1124278

    Toolbox changes are going to allow generators to be completed within 46 seconds. If anything after the changes Im predicting escape rates will increase

    Considering the rate of escapes is well below the target of 50%, that sounds like a first another step in the right direction.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118281#Comment_1118281

    You ######### kidding me?

    A killer has to hook each survivor 3 times. For a total of 12 hooks.

    Green Mori bypasses two of these hooks. Requiring, if used, only a mere 10 hooks for a 4k 'win'. That bypasses 1/6 of their objective.

    A key to unlock a hatch, while also bypassing 1/6 of their objective, is not nearly as fair, because unlike the Green Mori, *it activates for EVERYONE in the match, not just for the single survivor*.

    Meaning, a Mori'd survivor can mean the other three can still recover, or do objectives. The Killer has one OFFERING that gives him the chance to do this to all survivors.

    The Survivors have not one, but TWO ITEMS that can open the hatch and instantly win matches for all survivors.

    Don't you even DARE compare a Green Mori to a Purple or Pink Key.

    You tunnel one, Mori them, and the survivors are down far more than just two hooks. That's one less body on gens or performing unhooks. It tilts the game so far in the killer's favor that he'd basically have to afk to lose at that point.

    From a survivor perspective, I hate keys just as badly. Because usually one jerk uses it to leave, it gets closed, and the remaining survivors die to EGC. Remove keys altogether and make moris built in but only usable in death hook.

  • @GeordieKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125151#Comment_1125151

    DS is so not fine its 60 seconds of immunity plus a anti momentum it was designed to be a anti tunnel perk so im in favour of the condtion of that it deactivate when killer hooks someone else or you start working on gens

    If you work in a gen, unhook someone, start to heal someone else, or start to cleanse a totem, then yes, it should deactivate. If you get slugged and they hook someone next to you, then no. The point is to give the survivor a chance to do something. If they throw that away then that's on them. I also think the time should pause in a chase or if slugged.

    It's simple to avoid. Go after someone else.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125151#Comment_1125151

    maybe play killer because all the second chance perks combined on every survivor is very strong

    I do. Those perks are literally useless since I don't camp or tunnel. It's insanely rare for me to eat a DS.

    The way killers on this forum talk, survivors should have no perks, have one health state, have the hindered status permanently, and shouldn't be allowed to move in a circle. Just walk to hook and die, please.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1125125#Comment_1125125

    So you guys are aware of how powerful they are when combined? If so anything we will see soon?

    The only one that could stand for an adjustment is Adrenaline. DS and BT are entirely in the killer's hands whether or not it does anything. Hook, move on. If they unhook, ignore it. Pressure a different survivor. I don't even run these perks since 9 games out of 10 they are absolutely useless.

  • Appreciate the correction. I never use items, so I was running off the vague memory from watching footage from the PTB a week ago.

    Still, makes it an even larger disparity.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121876#Comment_1121876

    I play killer a lot, and speak up against the devs nerfing killers, and this is one of those cases. Toolboxes do MORE when it comes to repairs. They greatly increased the speed a toolbox repairs, and didn't decrease the charges the same amount - so you now get more progression from a toolbox than you did before. This has been tested numerous times by numerous people, including a lot of streamers.

    Keeping items is extremely bad. You get one commodius toolbox every 4-5 wire spools, and I don't know how you have been doing your bloodwebs, but I can go through a couple to a few bloodweb pages after each match (assuming your doing level 50 pages of a P3 character). Obviously less pages if you played a survivor match, and more when you play a killer match.

    Commodius goes from 120 charges to 30. They did not more than quadruple repair speed. It is a net nerf.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1121858#Comment_1121858

    The addons always have been easy to get from the bloodweb. It's getting the green and purple items that were hard (Because they would be less likely than the more likely nodes that far out number the number of purple and green nodes that could spawn). The "keeping items" is a huge buff, and losing your add-ons never mattered anyways.

    It would take a person normally several bloodwebs to get a commedius toolbox, and in that time they would accumulate numerous wire spools, and socket swivels that spawn easier on the bloodweb.

    The perks are not fine, I don't even know why you would think that unless you don't play this game in high ranks very often, or simply play survivor most of the time you don't understand the game from the other sides perspective.

    You keep items right now if you escape. With add-ons. All that has changed is you can use the last 1-2 charges instead of saving them and all add-ons are lost without running Ace in the Hole.

    Let me repeat that. Right now on live servers you already keep items when you escape. The change is a net nerf, not a buff.

  • @memiieko said:

    It's ridiculously powerful with SWF's; fin

    Also since anyone with a toolbox can break it in like 2.5 seconds since they're all 99'd basically and BHVR literally got rid of the set up does anyone know how fast they come back?

    They cannot be 99'd. Toolboxes have *significantly* less charges. Sabo perk has a minute cooldown. And there are multiple perks that will let you get to a further hook.

    No mither sabo squads were much, much worse than what is possible now

  • @MiniPixels said:

    The devs stepped up their game when the Demogorgon was released, a simple power that was straight to the point that seemed bad at first but when explored he showed a lot of depth and strategy, creating one of my favorite killers in the game. The Oni was next creating a fearsome killer that turned into a chase god after gathering a large amount of blood, leaving a balanced killer with strengths and weaknesses. And now, the Deathslinger, I have only played 2 matches with this killer and holy ######### this guy is crazy, it's everything I want in a killer, a basic power that is straight to the point, but when explored shows depth and strategy with major strengths, and major weaknesses. Another KILLER job with this new one devs, Bravo.

    You won't find many that agree on these forums, sadly. It's a cesspool of killer mains that think if the killer can't 4k every game with ease then they're trash tier.

    Remember, they constantly complain about DS and BT, two very easy to avoid perks and many call looping an "exploit".

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/131068/matchmaking-locked

    "killer plays like an ass."

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

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

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

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

  • @Keene_Kills said:

    I've been dodging him pretty well, give or take. No different than hatchets (besides being devoid of audible cue). He's also as slow as Huntress with a 4m larger terror radius. Only problem I'm finding with him at the moment is recharge seems a bit too fast for my liking. Otherwise, pretty polished. When you get somebody camping with him at range and you're the only one going in for a save, though, who's obviously pretty good with FPS games... bruh, hang 'er up. You're in for a rootin', tootin' bad day.

    Huntress hum is far larger than his terror radius. You know she's coming long before you know he is.

  • @24Life said:

    Bring back rank displays. I'm tired of losing rank progress to the fact that I get paired with survivors in the teens...

    Give it two weeks. Rank will literally be irrelevant then. It's being replaced with a whole new MMR system that even you won't know your own rating.

  • @Broccoli_Jaeger said:

    With the new item update you always get to keep your items when you used up all charges. This doesn't sound too bad at first but when you think about it, it turns out to be extremely problematic.

    If you already have 1 of every item you no longer have to get them in the bloodweb or in chests which means that they are only a waste of bloodpoints or time.

    Just remove all items from the bloodweb so we can level up much faster

    You realize that you still lose them on death right?

  • This is another "current year" issue. Male characters are allowed to be flawed, have depth, and be interesting.

    If you make a female character, she needs to be a nearly perfect Mary Sue or you get flak from a certain, angry, blue-haired crowd that doesn't play the game in the first place.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103061#Comment_1103061

    You seem to mistake "being strategic" with "being based on skill"

    Yes, Dead By Daylight is a video game and thus would have fundamentals that other comparative games would.

    But I wouldn't call anything in this game "skill based" especially since so many things rely on factors outside you or the players control. Skill based is like a scale to me. And DbD ranks pretty low on that scale, especially since it's asymmetrical and measuring that is hard enough as it is.

    Strategy is a skill. Not everyone is good at it. That's why there are very few military leaders and a lot more soldiers. You don't have to admit that it's a skill. Facts don't care about your opinion.

    Being good at this game definitely requires skill, and mostly mental. I've seen many people, including my husband, that lack the ability to strategize or ever avoid going down to the killer in more than 10-15 seconds. In spite of seeing how to execute proper looping of a tile, they simply cannot do it. He sticks around rank 16-17 and can't climb any higher. This is true for the vast, vast majority of players. All one needs to do is look at the percentage of players that have the various rank achievements to see the number of people that can't play well.

    The forums are only used by dedicated players. It disproportionately represents higher ranked people.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102985#Comment_1102985

    How will this "shake the game up a bit from the constantly complained about meta build of Adrenaline, DH, DS, and BT" when the survivors just need a toolbox?

    Also which killer can afford to waste perk slots on Iron Grasp & Agitation against good teams?

    Lots of killers already run one if not both of those perks all the time. I've seen more than enough red wiggle bars to prove that.

    Second, if they use a toolbox for sabo, they can't use it on a gen. That's a net positive for the killer. They also said you won't have enough charges to do it many times. A survivor running around saboing isn't doing gens.

    I know I will definitely be trying out the reworked sabo perk myself since it can be done infinitely with just a cooldown and shows you the hooks in the area of the downed survivor. If nearby, you can certainly try to sabo save or even just draw aggro to keep them from getting hooked. As someone said before, the killer then trades a hook state for more map pressure which slows down gens.

    I absolutely think this will shake things up more and add more variety to tactics and strategies taking I to the game.

  • @Umbrae_pk said:

    @CheersTC Yes, but unfortunately I don't think that's what going to happen. I think the devs are going to go way out of control because it's a new fun mechanic.

    @Feyd It would be hard for the game to register if certain strong tiles are lined up together, thus spawning a breakable wall on one of them.

    Oh my, the amount of times I've been able to go untouched because of the middle of Suffocation Pit is ridiculous. Did I abuse it? Yes. Did I feel bad because of it? Yes, Did the killer dc because of it? No, which is good on them. But it's not like I could stay in the middle forever. I had to move because of the objective.

    I can see that the unique ways the windows and doors are in the new Lery's is obviously for them ready to be broken. Thanks @Cornpopers_Evan sorry I doubted ya at first!

    In the end, this game isn't perfect and requires A TON of adjustments. But almost destroying loops that only good survivors can run isn't the answer.

    They did say that they're working to make sure the lineup of several strong tiles adjacent to each other is less likely/impossible. It very much can feel unfair if you get a good survivor that knows how to run them in such a way that you're unlikely to get them without bloodlust and wasting an exorbitant amount of time.

    If they can just prevent, for example, the cow loop being in between a pair of long-wall jungle gyms, that'd be better for the state of the game. If not, at least tracking and registering that strong tiles are adjacent and then adding a breakable wall in there shouldn't be that difficult.

    Assign every tile a strength value, like 3 for jungle gyms, 2 for LT walls, a 1 for the four wall, and 0 for a dead zone. Then make sure that, as they're placed, it makes a set number of each tile strength and tracks the location. If three 3's end up adjacent, add a broken wall to one. I only did basic coding in high school but that shouldn't be too hard to implement.

  • @Umbrae_pk said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102489#Comment_1102489

    Doubt. After all these killer threats, complaints, and decrease of players they will.

    Nah, I don't think they'll cave that hard. They already know that the majority of games are just killer slaughters. A lot more people die than live and they're well aware. The ruin nerf only exposed bad killers for what they are.

    The toolbox nerfs show they're handling this the right way working on the specific, outlier problems without touching the base gameplay. So far at least.

    The sabo changes I think are pretty fantastic. Makes them more like less annoying flashlights. It's more useful to try and save someone with it now while also neutering that very toxic, troll SWF with four no mithers that just run around 99ing every hook to screw with the killer. Definitely approve.

    I think the dev update is a net positive in every way for both sides of the game. It adds some new mechanics and might just shake up the gameplay a bit with more strategic use of toolboxes and sabotage as well as opening up new tactics for killers with the breakable walls. Do you run CI and just start smashing half the walls on one side of the map to make it extremely dangerous there? Do you use I'm All Ears to break down a wall you know that survivor is about to loop past?

    Honestly, I uninstalled a few days ago out of annoyance at something, but this might just make me come back.

  • I've been a gamer since I was 5, 31 years ago. I got into it fairly hardcore in the late 90's with GoldenEye, Ocarina of Time, FF7, etc. Halo, EverQuest and eventually WoW as a hardcore raider/PvPer.

    You know why my friends stopped playing me in GoldenEye? Because I had memorized all the spawn locations and their order and could get to most of them to kill them right as they respawned. Placed second in a tournament my junior year in high school.

    Also won a 2v2 StarCraft tourney in 2000. We only won the final round because my strategy of rushing to counter a Zerg rush bought enough time for my partner to rush one of them down.

    Tactics. Strategy. Reading your opponent and compensating. This is true in any game to some degree or another. Dead by Daylight is no different in that regard. If you can read your opponents moves, but they can't yours... You will almost certainly win.

  • Can't disagree with most of that. I'd add a caveat that if you end up with a string of jungle gyms adjacent to them however, there should be a chance for a breakable wall to spawn in at least one or two of them.

    Suffocation Pit can be a nightmare in the middle when the RNG allows it to. I'd also make it possible on some of the longer fences on Haddonfield.

    If you look at the new Lery's it's clear how some of these walls are being set up. Some windows themselves are getting the destroyable look.

    Overall I agree though, this should only be placed on some of the stronger loops that can't be mind gamed. Like the ironworks window or cow shed.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103014#Comment_1103014

    OOF, the personal attacks and dismissing of my opinion. So oppressive.

    (survivor main btw - 4000 hours, 3500 of it survivor, doesn't stop me from opening my eyes)

    Lying doesn't improve your arguments.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102948#Comment_1102948

    They aren't wrong, though. There's nothing skillful really about looping the same vault, or the same pallet over and over. There's even less skill if you have more than 2 jungle gyms attached to say...shack or cow tree. There's a reason there's more survivor streamers than killer ones. Because it's easy. Put yourself on cruise control and go.

    (Rank 1 survivor AND killer, btw).

    This was your first post. See where you brought up rank? That was before I even entered the thread.

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103001#Comment_1103001

    "Mental talent"

    Jesus, that is a cancer phrasing if I ever heard one.

    You hid your Red Stain and got a hit on a virtual character, you're so mentally talented!

    Intelligence is a skill and talent, whether you like it or not. Gaming is two things: intelligence and motor control/reflexes.

    Dead by Daylight is almost entirely based on tactics, strategy, and adaptability while needing the motor control and reflexes to execute them.

    Starting to see the main problem killer mains seem to have is they're just playing purely on instinct and lacking in any sort of mental capacity in order to use strategy and tactics to counter the survivors. No wonder the ruin nerf hit you all so badly.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102996#Comment_1102996

    For over a year? Wow, good on ya, nice flex. I've been to red rank on both sides every month since 2016. There, much larger flex. Even though rank =! skill even according to the devs (KEK).

    https://forum.deadbydaylight.com/en/discussion/comment/1102992#Comment_1102992

    Okay there, entitled survivor main, lol

    You played for a longer period of time, that's all. I started in October 2018. Was red ranked not long after. Have the rank one achieves on steam too. You're the one that started with the E-peen flexing like it meant something.

    As has been stated, if you can't counter such a "skilless" tactic like running in a circle, but I can... How am I supposedly the bad one again?

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102948#Comment_1102948

    Mind gaming isn't skill based lol its deception based.

    That's like saying Poker is a skill based game because it involves mind games.

    You.. realize mental talent is a skill, right?

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102977#Comment_1102977

    Oh okay. So safe loops that can't be mind gamed until the pallet is dropped, it's because I'm doing it wrong.

    Rank 20 spotted LOL

    https://forum.deadbydaylight.com/en/discussion/comment/1102973#Comment_1102973

    Running in circles. Skillful.

    KEKW

    I've been red ranked every month for over a year, bucko. Both killer and survivor. Looping is the game. That's literally 90% of the game. If you can't out mind game your opponent and/or let them lead you to these so-called god loops, you are being outplayed.

    If anything, you're the one showing you don't know how to play killer

  • @Decarcassor said:

    If the sabo changes make it anywhere close to slightly meta viable, it will be abused to death and it will be a miserable time to be a killer. Thats just how this game work.

    Good thing there are perks that easily and utterly counter this tactic. You could run any of the like... four of them and just go to a different hook. Mad Grit, Agitation, Iron Grasp, and now Hangman's.

    Any one of those should easily let you counter this new 1337 strat if you use them properly. With all of them you could nearly always reach the basement from anywhere on the map as it is.

    Plus, running sabo means one less "second chance" perk or a toolbox not being used on a generator.

    As someone said above, if they break your hook, you could just drop the survivor and chase the one that broke the hook. That makes a third survivor needed to pick up the downed one. You trade a hook state for more pressure.

    This new sabo comes with plenty of counterplay and could shake the game up a bit from the constantly complained about meta build of Adrenaline, DH, DS, and BT.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102964#Comment_1102964

    If you can't make the setup on Thompson house (which is always the same and not RNG, btw) last all game, you're doing it wrong.

    I assume there will be breakable walls at most loops that are considered "safe" loops. Safe loops in general need to be minimized.

    I can throw that right back at you.. in two ways.

    If you let a survivor run to the house and loop you all game, you're doing it wrong.

    If you can't eventually catch a survivor, you're doing it wrong.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102948#Comment_1102948

    They aren't wrong, though. There's nothing skillful really about looping the same vault, or the same pallet over and over. There's even less skill if you have more than 2 jungle gyms attached to say...shack or cow tree. There's a reason there's more survivor streamers than killer ones. Because it's easy. Put yourself on cruise control and go.

    (Rank 1 survivor AND killer, btw).

    Looping is basically the *only* skillful part in playing survivor. The longer you last in a Chase, the better off you and your team are. That's it. Looping is the primary way to differentiate a good survivor from a bad one.

  • I loved Puppers suggestion: start fully healed, only become broken the first time you pick yourself up. That way you don't advertise you're an easier target right from the onset and might actually get to use the perk for some kind of benefit at some point.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085384#Comment_1085384

    Insidious is a perk designed to aid the camping playstyle. Whether that be hooks, gens, etc. Hooks being the most effective.

    So, I repeat, what perk would counter something like DS in the same completely negating way? Camping is a legitimate playstyle. The devs even officially endorse it. The thing is, camping is ONLY rewarded if the rest of the survivors are boosted enough to continue going for saves. It's BLATANTLY obvious when a killer is camping, even when they have insidious.

    Actually, I see you said you'd pause the hook timer. I can already see you're new, just by that statement. They've done that, and it was abused to no end. If you don't see how that could be abused, you need to stop and rethink your ideas. Just by your words alone "camping shouldn't be rewarded" (which it isn't against survivors with a brain), and "pause the hook timer", I really don't think you're at an experience level to be having balance discussions on what is and isn't OP. No offense.

    Camping is already lightly punished by reduced emblem score. It is not a fully endorsed playstyle or they never would have implemented a punishment for it, no matter how minor. It is a bad playstyle that negatively impacts *every* player's enjoyment. No matter how much it's not reportable, it *is* penalized in game.

    I have nearly 1k hours played and have been red ranked in both survivor and killer for over a year. Just because you want to defend a crappy playstyle that results in a negative experience for 4-5 players in the game doesn't make me 'inexperienced' by any stretch of the imagination.

    Perhaps instead of resorting to personal attacks, you bring an argument with merit. Except you can't, because it's indefensible.

    Insidious is a poorly designed perk and always was. It promotes a toxic, unhealthy playstyle that's more likely to push people to quit the game than not. It belongs in a dumpster with flashlights, head on, and moris.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085344#Comment_1085344

    No no no. If Kindred, a perk, should *hard counter* a killer perk, Insidious, negating it's effect entirely, what perk can I use that makes DS not work at all, negating it's effect in kind?

    Apples to apples. Slugging is not a perk, nor is it a counter.

    It does not hard counter insidious. I only counters it in the specific situation where you're camping a hook. Feel free to camp a gen with it all you like. Personally, I'd pause the hook timer any time a killer was within 32m of the hook. Camping should not be rewarded in any way, shape, or form.

  • @Flarefire_Xx said:

    Yeah this should shows the devs something if all 4 people are running the same 3 perks, and a flashy, mad kit and pink map O-o + OoO

    I won't defend object. In SWF, it's completely busted and should be reworked absolutely.

    DS and BT are run because of killer behavior, however. They are created and run for the sole purpose of countering camping and tunneling. Yes, there is abuse potential where they're swarming a hook before you've even hooked them knowing they're protected. Just slug the unhooker and move on. I rarely deal with either perk when I play killer, but if those behaviors weren't so common from killers, they'd be wasted perks and no one would run them. It's a direct response.

    Adrenaline... I don't like. Severely situational. I'd make it so that only the obsession got healed by it. I feel that would make it more fair and would see it drop in usage.

    Exhaustion perks are all fair, honestly. Only one I would remove is head on. It exists solely for trolling. Nuke it.

  • That's called slugging. No need to waste a perk slot. That or just not tunneling, but I'm not getting into the DS whining again. I don't use it and I never get hit by it. As far as I'm concerned, you could delete it tomorrow and the only effect it has is bad killers tunnel more than they do now.

  • @Waffleyumboy said:

    Insidious counters Kindred. Fun perk right?

    Kindred trumps undetectable. Always has.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085268#Comment_1085268

    I've already stated my thoughts on that many times. I agree dodging needs looked as everyone should accept the game as it is.

    That isn't the topic at hand though.

    It is directly related since that is, in my experience, the majority of survivor DC's. They get in, get instadowned by a huntress hatchet and pull the plug. Or any other various killer ability or mori that comes off as unfun to them personally.

    Perhaps we need to make the lobby give 30 seconds for survivors to adjust liadouts, lock them, then show the killer and the rarity of their addons/offering. Can't tailor your perks to the killer that way, but if you hate playing against it, you can leave. If one leaves, it gives the 'match canceled' result and let's everyone requeue.

    You'd learn very quick which killers need to be reworked.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085044#Comment_1085044

    Those are not reasons to DC and all part of the game.

    Dcing due to the things you mentioned is exactly why the system has been implemented so congratulations on helping with the decision to implement it are in order I suppose.

    Then the killer should get the same penalty for leaving a lobby with 4 toolboxes in it. If I get punished for not wanting to be a punching bag for an iri head huntress then they should be punished for not wanting to be genrushed to hell.

  • @Huntar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084871#Comment_1084871

    If you can think of a way to allow killer information to be hidden while also giving survivors the needed information to know a match will be unpleasant before it even starts, feel free to suggest it. The only thing I can really think of is to show in pre-game lobby whether a mori is equipped, but even that would be giving survivors information they shouldn't necessarily have, since that would tell them whether a hidden offering is a mori or a shroud.

    Add-on rarity, offering rarity. Player name. No info on the specific killer chosen. If you see an iri add-on or iri offering, you have the option to dip, just like the killer can with multiple toolboxes or a key.

  • @Huntar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084589#Comment_1084589

    Because part of the experience is that killers are supposed to have greater initial information, and survivors are supposed to be unaware of who the killer is. The lobby is intentionally arranged this way.

    There's also a difference between avoiding players who are intentionally being rude, and avoiding a game just because you don't like a certain mechanic. Killers are punished just as much as survivors are if they DC because players are using mechanics they don't like.

    Killers get to leave without penalty if they don't like the look of the lobby. Survivors do not get that option. So long as that's the case, you will get DC's.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084840#Comment_1084840

    What I was saying is that lobby dodging shouldn't matter, because you should find games fast. I don't think Survivors need any more info, but things need to be made a little more fun.

    You're missing the point. Killers get the option to bail on games they don't like the look of. Survivors don't. So as long as we have to load into a game before finding out it's going to be a waste if time, there will be DC's. Or suicides now that the DC penalty is back.

    I understand that survivors shouldn't be able to tailor their perks to the killer chosen, but they should get the option to bounce if the killer can see what the survivors have.

    Either both sides get the opportunity to bounce without penalty or neither should. Otherwise the system is unfair inherently.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084798#Comment_1084798

    If Survivor's want to dodge lobby's, that's fine. So long as they don't DC, I really don't care.

    As long as I can see if the game will be unfun before I go in I'm cool with it. But loading in just to see an iri head huntress with infantry belt and ebony mori is a game not worth playing.

  • @ZoneDymo said:

    Why dont all survivors just run DS, BT, DH and Adren/Unbreak ?

    Excluding not owning the DLC's obviously.

    Personally im not try hard enough to do it, I know how powerful it is but in my years of gaming I have found many many MANY players do gravitate towards that which just gives them the biggest advantage.

    So yeah, why dont you run that build all the time?

    Let's see. For DS, I only see a situation to us it maybe one in five games. Most times if I get tunneled like that, I get slugged for a minute anyway. Wasted perk slot most of the time

    BT, useful against a camper, but rushing a hook that's being camped is not my style. I only run this if I have a challenge to "unhook safely" in order to ensure I can get it.

    DH is horribly unreliable on dedicated servers. I run Sprint Burst now so that I can control when I need the speed. I tend to play more stealthy.

    Adrenaline is ridiculously niche, only useful if you're injured and in a chase or if you've been slugged. Also relies on gens being completed and in the majority of my games, the other survivors are potatoes so that's unlikely.

    Unbreakable is once per game and requires you to be slugged and abandoned for it to be useful even then. Pointless.

    My typical build is self-care, sprint burst, iron will, and calm spirit. Lots of things to avoid detection and to help slip a killer in a chase as well as to keep myself healthy in the event I need to run past a killer for an exit, etc.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/128985/lobby-dodging-vs-disconnecting-in-match-would-love-a-dev-response

    Because lobby dodging shouldn't be hurting anyone.

    If there weren't a shortage of players to match with at Red Ranks, nobody would care because it wouldn't take long to get in a match. Also, because you lose nothing when someone dodges.

    If you don't want to get dodged, I have found that not bringing four toolboxes increases your chances.

    "Rules for thee and not for me."

    You're basically saying it's okay for killers to dip out of a match that looks unpleasant, but survivors should just suck it up and play a match against an unpleasant setup.

    If this DC system is going in as it is, then lobby dodging either needs to be treated to the same penalty, or the survivors need to see what the killer is, the quality of the addons, and if there's a mori.

    Otherwise you are going to have a lot of suicides on your hands.

  • @aregularplayer said:

    not to mention the elephant in the room: DCers will just stop DCing and start killing themselves in hook

    It's almost like there's something making that match unpleasant and they would rather go get into a new one.

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