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Haku

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  • It is a good idea. The game really need more ways to learn ho to play. Practice mode was suggested before too.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167834#Comment_1167834

    It's true that you don't always know where pallets are, but I have never really had any problems finding pallets on the Game map. And almost all of the maps you do find are simply safe ones. Of course sometimes you might be out of luck, but that happens rarely to me. Some even say that map is survivor sided, but because the killer has so much map pressure on that map, and as you said, finding gens on that map is a bit harder as well, I think it's a pretty balanced map. Lerys I guess is maybe slightly killer sided, but I have seen enough survivor teams do well on that map as well.

    Maybe we have different understandings of mindgameable pallets? What would you consider mindgameable? Some of the pallets on the Saloon map are pretty bad, but there are also pallets where you can mindgame whether you'll slide over a pallet or not. That's what I see as a mindgame at a pallet. The killer trying to predict if the survivor will slide over the pallet or not, and the survivor trying to predict what the killer will predict. If the survivor predicts properly, he'll get more distance and be able to loop the killer for a bit longer. So you'll most likely get hit eventually, but you have the fair chance of wasting enough time of the killer for your team to make impactful progress on gens. And since gens can be repaired really fast, survivors shouldn't be able to easily run the killer around for a minute or more.

    We have similar understanding about mindgames but the problem is on short loops with pallets is as a killer you don't have to play that game. You just commit for the pallet, the survivor has to drop it and you can just ignore it after. The loops are so short tthat you'd be easly eable to hit the survivor without breaking the pallet if he stays around it. That is true for most of the pallets. The only decent one is the shack one as usualy and I found yesterday one just across the shack but I think it is RNG spawn that was /decenet again/. There is one really terrible next to the exit door next to the saloon that is really some kind of a joke from the devs I think. It is a pallet with 2 tiny bushes around it. I mean what in the world is even that. It will take more time to drop it as a survivor then to go around it for a killer ... When I have a chance to play as a killer there I'll check everywhere to see what else is on this map. For example again yesterday I noticed that if you know that Balanced landing loop next to the shack is actually also unsafe cause there is a hole next to it on the right for the killer to drop ..... /unless u have the BL perk/. And I thought that was a good loop too ...

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166349#Comment_1166349

    Well to be fair many people could also say that your list seems a bit survivor biased as well. Calling the Game extremely killer sided for example, even though it has so many safe pallets. I also wouldn't call Ironworks balanced, it's pretty big and has that insane god window. Same goes for Suffocation Pit.

    I would personally also consider Father Campbell's Chapel one of the most balanced maps in the game. Fair size and not too many safe loops, so the killer can apply enough map pressure and have enough counterplay to keep up with the fast gen times, but still enough good pallet and window loops for survivors to work with. And I feel like many agree, though maybe I'm wrong on that one.

    The new map also seems well balanced. Most pallets are mindgameable and allow killer to counterplay at those loops, which is how it should be, and the map has a good size, but the map definitely has multiple good window loops that only become less good once the killer breaks the nearby breakable wall, and the map still has a few good pallets as well.

    This game's biggest problems at the moment are the maps in my opinion. If all maps were at a similar balance level of Father Campbell's Chapel or Dead Dawg Saloon, I feel like only very few people would still be complaining about the game's gen times and more people would simply enjoy playing killer again. It does also depend on the killer, though, and I would argue that some of the absolute top tier killers would need some small nerfs if most maps were balanced around the balance level of the new map for example. Freddy in particular since he's the one top tier killer who benefits from more balanced maps the most.

    Pallets are not everything on a map where you can't see them. I don't understand why people think survivors are some magical creatures who can see through walls. I always hear about the number of pallets on the Game but every time I run on that map I just run in one direction and I hope for the best because you don't know where these pallets are and even more importantly - you can't tell if they have been used already because you can't see around. You don't have vision around the map even if you run around you see just the room you are in only and nothing else. That is why the map is killer sided and so are all the indoor maps. Not to mention getting 3 gen is very easy there because it is really hard to pay attention to where gens are. You just do whatever you see first. Also terror radius is very tricky because of the 2 floors. Lots of advantages for killers there and lots of disadvantages for surviviors. So far Aven_Fallen and xEa has given similar lists to what I think about the maps balance. And I don't really understand where you see these mingameable pallets on the new map. Most pallets are unsafe, nothing to mindgame about it. You just force the pallet and go around ... cause it is unsafe and the survivors just can't stay there. And when you add all the breakable walls and the size of the map this place is extremely killer sided/ also there are few dead zones /

  • @Lazerboy88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165412#Comment_1165412

    Don’t want camping killers to choose my perks? They don’t... perks are used to either play a certain playstyle for memes or to counter a certain killer play style. If you hate slugging you run unbreakable or tenacity. If you hate tunneling you run DS. Same goes with camping you run Borrowed time to help save camped survivors. Camping is a viable tactic when used right. Based off what I read you only play at low ranks where camping is most prominent because players like yourself don’t know how to deal with it. Go see red ranks and you will see camping can be stopped by strong survivors the only exceptions are if you are being faces camped by a killer with a insta down like Hillbilly and Leatherface.

    Well you just said why camping killers decide your perks. First you are saying they don't and then you say BUT if you hate tunneling/camping then you run DS. So they do force you to bring these perks based on your words. You obviously read nothing of my posts. I may decide not to run these perks but as you said if I hate getting tunneled which I do / what a surprise/ I should run DS .Well I don't want to. I prefer the devs to change the game where campers don't get anything at all. I actually never heard by any of you so far here why camping is such an amazing tactic, how exactly do you enjoy it, what makes it feel so satisfying. All I hear it is viable tactic nothing else. That's because no one really can defend it as fun/healthy playstyle. Also assuming ranks in such manner is just juvenile. I may not be able to guess your rank but your age will do easly so please stop. You wont get far trying to provoke me /Ill just report you/

    Getting camped is an every day experience in Europe. If you check the forums regularly you will notice threads about it - very specific threads. But I don't want to start wars so I am not gonna mention anything else about it. But the problem remains and it requires actions


    @Deadeye your post are just so situational and based on just what you think is right but still very very situational. You usually see the killer from far you say - Well I really doubt that on a map like Hawkins, or any other indoor map. It is just so situational based on killers/map setup/perks involved. And also as long as you find teliing the camping is a ######### shitshow /aka it sucks/ = I tell you how to play then everything you just said is telling all the survivors how they should play .... It is exactly the same thing you do. I've been taking hits plenty of times just to lure the killer away form a hook but they wont leave so that is a really big false statement there. Actually the SFW are the ones who would all run to the hook instead and try to brute force /not really the way you said it with making noises/. And as I said million times you cant tell solo players how to play and you never will. I just played few games this morning and I had 50% of the time the first hook killing himself right away. I can't control that and you never ever will be able to control it. I want to play the perfect games from your personal guide - "how to dbd" but that is not up to me

  • It is just really hard to deal with such problems. It really looks terrible but how many options do they have to fix it properly ? It is not that simple as it may seems. The best one I can suggest is add gen debuff to all survivors for few minutes vs only some killers and only on just some of the maps. If they can do that it would be great. Otherwise any suggestion that affects everyone I fear would be unhealthy. Because while the Huntress may need some time to get someone early on some maps many killers does not. We can't kill gen times vs Billy for example, or on the new map that is just so small. The problem have way too many dimentions. Sometimes early gens don't even mean anything vs killers cause they are really good after they get someone down. I've had many games recently where the game starts your way and I was playing survivor and was like - okay this is going down fast .... and then we all died !

  • I a bit confused. In yout post you are saying "the original proposition of breakable walls was to reduce the power of stronger loops and create more dynamic gameplay". And that is what the saloon is exactly. 2 Breakable walls that reduce this loop to almost nothing. You just break these walls at the exact start of this round and that's it. You lose time - sure you do and that is why I said long ago the walls will be extremely boring feature. You just break them and that's it. I don't see anything exciting about them. Wherever they put these walls you will lose time to break them. There is no other way around it. There are actaully few breakable walls on already bad loops which makes them completely useless which is really dumb. I really don't understand on what kind of loops do you want these walls. They have to be on the strongest loops cause if on smaller they will be reduced to useless early which will kill the gameplay of the map/which I find pretty bad anyway with probably 20% if not more of the map being a dead zone/. If they add it on a strong loops they will always feel like you want to break the wall or being forced. While we talk about loops you also didn't mention that on the new map majority of the pallets are unsafe which is also a problem on its own

  • @Zagrid said:

    The game is in such a poor technical state for both bugs and issues with the dedicated servers (hey there hit boxes), and in a poor state balance wise with some things being so under powered and somethings being super over powered, DC penalties don't make any sense.

    First ask, why do people DC. Well you might think out of rage for something but I think most of the time when someone rage quits it is not something another player did, it is something *the game* did to them.

    So to cut to the chase and avoid a super long post. Instead of adding punishments for DCing actually fix the things causing people to DC.

    Can they fix them all, probably not. But there are a good few that could definitely be fixed within a week.

    Like disabling Ormond and Haddonfield until the map team can get around to reworking those into playable maps.

    To be fair many people had these concerns long ago and I completely agree. The game is plagued with bugs and every single patch introduces new ones. By the time they fix them another patch arrives and new bugs with it and that is like a neverending circle.

    Also what is wrong with Ormond/Hadd - are they bugged in a way? I heard about some problems with basement only ...

  • @variantgameplays said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165412#Comment_1165412

    look at number 2: (I'll return it back to you) then who the hell are you to tell me how i play as a killer? i also paid for this game.

    if you're not having fun get off the game...( simple )

    No I'll return it back to you. I want you to quote me the exact words where I told you how to play the game. I doubt you'd be able to do that because I never said anything like that. Saying camping is not fun does not equal "I told you how to play" . I don't know if it is a language barrier or something else but you are way way off ...


    @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165854#Comment_1165854

    You somehow don't refer to what I've said. What should the killer do? Just leave and wave the survivors "have fun"? I think it was not really boring for the doc, he had another chase within 10 seconds. Why should the killer be penalized if the survivors do stupid play? As I said, camping would be less of a problem if survivors wouldn't be camping hooks as well.

    And regarding the "identify camping" thing. Yep, may happen. But hom much does it cost you? 20 seconds? In 20 seconds you can get 40m away and back. And iof you lose 20 seconds on a gen, you still have 100 seconds left to work on gens, before the person dies. And if I am across the whole map and need 30 seconds to get there, I don't even go there because I expect others to be quicker. If they don't unhook, I expect a potato team or camping. Both means, working on gens has more value. Might be bad for that one guy on the hook, but I think he will not blame the one yellow pixel far far away if he dies on the hook.

    And you didn't mention something about my response to 2) you cannot say "I play how I want" and claim that behavior for yourself. Everyone paid for that game and can say so. How about giving half of the unhook points to survivors if they unhook within 10 seconds? Would reward time efficient play.

    The situation you described is very common even if the survivors don't actually want to commit for the hooked person. I can give you million reasons why there can be other survivors around the one who just got hooked. From a simple one like the new map that is so small and gens are so close to each other that you have quite a big chance to be close to the killer to - you just never got the time to leave vs insta saw Billy. The fact there is someone around it does not mean he wants to unhook him right away. Problem is even if you don't see anyone around you, the moment killers don't see anyone with BBQ either they often get paranoid and they never leave the hook. Then they claim how they heard someone around. I had such game yesterday where my entire team was outside the killer range he hooked me and yet he stays around for more then 20-30ish seconds checking everywhere. By that time ofc the surviviors will come to unhook me but he had plenty of time to leave. There was nobody. Now the opposite where there is someone around - well most killers don't commit even if they see another survivor. They don't care they have other survivors around them which means gens are not done. All they care is that hooked person which makes is extremely boring for that person on the hook. And yet if they are really not that smart/the survivors/ and don't run away that person on the hook is dead. But what can a solo players do? You can't chose who you play with and you def can't force the killer to leave in any way on your own. It has to be someone else. I have ran million times away from a camper making noise with a locker from a far so he can join me. I give him target - myself. But that never helps. If he has decided he will camp that person is never getting unhooked even if I am the only person alive besides the one on the hook


    And just for the record seeing the killer for 1-2 seconds around the hook does not mean anything. You need a lot more time to tell if he is really camping or looking for someone that is around. So the time lost is much higher number than your calculations. That logic where doing gens has more value and you expect your teammates to be faster there so you don't really bother going for the hook and instead you consider either camping or a bad team is really vague. I mean that is why genrush as a word exsist because people like you actually defend doing gens as a top prior over saving people and here I though you were defending the killer side :) I can tell you 99% of the time at the end of such a round the moment you ask the killer why he camps he will say - why you genrush question mark.... But you just told me to do that....


    I did answer you to 2/ that I never told you how to play as a killer. I just don't understand how saying something is not fun on a feedback forum is remotely close to telling you how to play as a killer. And I don't have to claim anything. Everyone is free to play whatever/however they want unless it is forbidden. And also everyone is free to share their experience here. As a result you can can see that many threads here are about campers/tunnelers. I have never seen anything reported here about my playstyle as a killer just because I don't play that way and I prefer the weaker killers like Wraith,Myers so I feel pretty fine the way I play. I actually had people saying they enjoyed my silent bing bong even though they were pretty bad /low ranks/ and got all killed ... I literally say how sorry I am by using Mori after games just because I have to do a challenge...

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165833#Comment_1165833

    Let me take a step back a bit, because I’m getting myself mixed up. The minigames aren’t to made to solve the issue with gen speeds. It’s to make the Survivor experience less boring and actually require more inputs than just holding down one button. That’s the real thing. I’m not talking about chases being unskillful. I’m talking about the actual objective.

    The secondary objective portion of the post is what I should really be focusing on here. Survivors have nothing else to do but gens right now. Gens don’t take long to fix. Without proper perks or even playing a certain variety of Killers(with built-in map pressure), the Killer has no chance in stopping them, especially Killers like Deathslinger who move slower.

    Is that better? I don’t mean to come out as aggressive.

    I also wrote a post about this not too long ago if you want to see my whole point. The link is at the top under “find it here”.

    True they don't really have what else to do. But my big concern how this mix up with map design and different killers. Because vs a Clown on a big map this looks like a great thing right ? But then vs a Billy on a Billy map/lets say a corn map/ you just don't have time for this I think. This will be overkill vs him. He can add so much pressure. New Freddy too. New doc too ! And then we have new maps like the last one that is extremely small ! If things like these have to be added it will extremelly hard to be balanced around maps. They have to be either limited only on certain maps/big ones/ which wont be that bad actually and/or vs some killers that don't have much pressure currently until they get reworked /if they ever get/

  • @Humanarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165795#Comment_1165795

    Have I told you not to get to red rank ? No !

    You have litteraly said "Do you want actually to be at red rank to play against the best survivors as a killer ? Hell no !", meaning that you believe yourself to be in a position to decide what I want and do not want. That is not and shall not be the case.

    Now lets add this to what you said about DS. Lets decide not to use it anymore because you said so!

    Where in my words "Decisive Strike will save you in case you're being tunneled after getting unhooked and Killer will end up wasting their time" can a plea for not using it be found? Instead, I recommended it for OP to use as a way of punishing Killers who play dirty.

    If you let survivors decide your perks that is your problem.

    Then the same goes for you. If you don't like being in a need of certain Perks against certain Killers or certain types of Killer players, that's your problem.

    I play what I want as a killer while I look for good combos based on the killer power.

    I can only wish you best of luck here.

    Be it as it may, I believe this conversation is done. I shall not reply to your further comments. Believe what you want to believe and be as arrogant and disrespectful to the others as you want to be. That's not my problem. It's actually yours.

    I am just going to quote you from you first post - "Please, make sure that you really understand the game well before asking for the changes to be made" , saying that to a random guy with 2 posts on the forum /which means no post history for info/ who said he did not have fun cause reasons he mentioned and then we assume we know eveyrtihng about him. For all I know he may be just like me and do not want to be forced to use perks he does not want to mentione or he may not even have them. So when YOU are being arrogant and disrespectful you should expect similar treatment even though you never got that here. I feel like I've had a conversation before with you when you were trying to make yourself look like a victim which is not the case. At least by saying "You have litteraly said "Do you want actually to be at red rank to play against the best survivors as a killer ? Hell no !", meaning that you believe yourself to be in a position to decide what I want and do not want..." which is a complete lie you made it sound that way.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165412#Comment_1165412

    2) Who are you to tell the killer how he should play? You got the game, you got the players you have to play with / against and you got the tools to deal with it. Use them or eat it.

    4) You don't need super efficient SWF to notice a camping killer. SWF is just faster in spreading the information.

    From what I have seen over the years is that most survivors simply reward camping. Unhook greedy and some strange need to deny "bad killers" every kill possible. Resulting in throwing the game rather than just letting the killer camp and do nothing. Just saw a stream against a doc, one of them said "he's camping, ah now he even checks the lockers" and then used a Blast, finding 2 survivors near the hook. Stream buddy said "old camper, and against Blast I can't do anything." The doc did it completely right. As most survivors play like this, killers can almost expect that someone is around. The doc saw his ability is ready, checked close lockers to make sure the Blast isn't countered and found 2 survivors. Best map pressure you can get. One on the hook and knowing that at least 2 survivors are not on gens. Just protect the hook until you get the chance to down the next survivor. And that often results in double downs, which stalls the game even more.

    If less people would just force the killers to go patrolling by doing gens for at least 20 seconds (!) before they rush to the unhook, they would be less confident in finding people around the hook. And that would lead to less camping (after some weeks at least). And that would also lead to higher punishment to the killers who still camp

    You need at least kindred to notice camping in time as solos. There is no oither way around. One person will go near the hook and see the killer camping. If that is not me I'll wait a bit more and I'll start running too assuming noone else is runing for him to save him. As a solo you don't know where everyone else is. And then you will see the killer camping but you ran already from the other side of the swamps/or another big map/ . You have to run back to that gen you started but that time you spent running is already lost. Also your doc example explained how boring camping is. You have to remember in solo games you cannot control your teammates. So they can do that every time you play and you can't prevent it. I don't see what good that brings to the game ? Letting the killer camp just sounds so terrible. I guess that is the new moto of the game. Let he killers camp. What a shitshow this game has become

  • @Trwth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165720#Comment_1165720

    I don’t agree with anything you just said, I’m just gonna put it out there right away. You’re also missing the point completely.

    The Doctor affecting skill checks is part of the game already. If you miss the skill check, that’s your fault, not the game’s. The minigame has nothing to do with that.

    And Killer does require more skill to play than Survivor. The formula is easy, like you said: just hook Survivors and kick gens. But you’ve failed to consider the process. If you’re up against Survivors that know the basics of looping, getting just one hook will take a while, and you may even have to break chase. In that little bit of time, one or two generators are done, and that progress can’t be earned back. Also, kicking generators currently does hardly any real damage without perks.

    The point of adding minigames is to create more mechanics for the Survivor’s side. Currently, there’s only interactions, AKA holding M1, windows and pallets. That’s it. minigames, while not supposed to be difficult, will require some effort in order to do. Kicking gens will also have an effect in this way.

    You failed to tell what actualy is so hard about the killer side beyond gens are done while you can't catch the survivor . I mean that means you are losing the game it does not tell what is so hard about it... You basically made it sound like as long as the suriviors is good and can run the killer for long that makes it an easy game for that surivovr and really hard for the killer for some reason ? It is like you are saying - I am losing so it is hard for the killers... That is such a poor logic.. You are supposed to break the chase very often btw ... It is how you play propeprly the game. Tunnel one good survivor for long and you will get destroyed. And btw killers do break pallets, kick gens and vault windows with just one button too. Why don't we add minigames for them too ? Atleast they don't have to vault in special angles to fast vault. And they don't have to perfectly time the pallet so they don't get hit / and even then you still get dedicated/. Basically outside their power killers don't need any other skills to play the game. Just some knowledge but not close as much as the surviviors need

  • @Humanarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165600#Comment_1165600

    Do you want actually to be at red rank to play against the best survivors as a killer ? Hell no !

    So, you seem to be strongly against people telling the others what they want, yet have no problem doing that yourself? How very interesting... I believe, I'll answer this with your own words: "Who are you to tell me what I want?"

    And imagine saying DBD has nothing to do with fun. Then why do you exactly play this game ?

    I play for my own reasons. Piloting some Killer characters feels like fun to me, for example, but that is extremely subjective. An objective definition of fun has been removed from the game, because for the Killers playing Dead by Daylight is a torture, and for Survivors there is next to no challenge left. In other words, the competitive side of a competitive game is nearly non-existent.

    Most of the games I play are competitive, and my subjective fun comes from improving and achieving good results. However, it is only possible with the ballanced games, making that definition of fun completely out of question when it comes to this one.

    Are you having fun when being camped on a hook for the entire duration ?

    As a Survivor player, you're never on your own. You're a part of the team of 4. Say what you want about your teammates, but you are forced by the very game to be a part of that team. Those are the rules. There is no way out of it. It's not you vs Killer. It's your team vs Killer. And in order to achieve the best result, sometimes sacrifices must be made. And if the Killer is face-camping you, you can easliy laugh at their face, knowing full well that they're losing their time, their rank and even their Blood Points, if they really do nothing else for the rest of the game. So, in that situation, they are wasting time in more ways than one.

    If you're playing against the low rank Killers, try perfecting your looping skills and, perhaps, consider taking some speed/second chance Perks with you for the Trial, as well as Flashlight. Then you'll be able to have a lot of fun running around the map from the clueless low rank Killer who will have no idea of even how to mind-game you around the pallet. By the time the Exit Gates are open, they would be lucky to land even one hit on you.

    And finally...

    I don't want camping killers to decide my perks. I paid for this game and I want to play what I want .

    As a Killer main, I would very much like to take any Perks I want into a match in the game I've payed for. However... Some Perks are locked, some are not viable at all. Guess where that leaves me? In the situation of being forced to take not what I want, but what I have to. Otherwise, there is no chance of winning against good Survivors.

    So, the question is... what things should Survivors be punished for then? Because "I don't want" them "to decide my perks".

    Poor try to use my own words. They don't fit in at all in what I just said. Have I told you not to get to red rank ? No ! Did I say you gain no benefits from getting at red ranks ? Yes I did. Do you have a choice ? Yes you do. If you want be a red rank just don't camp and you will get there. Or are you trying to tell me you should be able to get there even when you camp ?

    Now lets add this to what you said about DS. Lets decide not to use it anymore because you said so! Do you get not camped anymore ? Nope you are still getting camped because it is up to the killer !


    If you let survivors decide your perks that is your problem. I play what I want as a killer while I look for good combos based on the killer power.Being forced to play perks just because others are not viable has nothing to do with survivors deciding your pekrs. We overreact much here don't we? There is no way you can use eveything on the same killer unless it is a BIlly. Actually devs supported the removal of perks dependency for killers in the past when I think about it by changing some perks so you don't feel forced to use one perk or another. DS-> Enduring is the best example. Too bad nothing has be done for the survivor side ... Maybe Balanced can count for that ? Too bad they made it useless

  • It is really double edged sword what you are saying. While healing minigames are very coool you have to always think about killer mechanics too. I don't really want to be guy who does minigames while getting reverted skillcheck in the corner of my screen by a Doc. God forbid he is using Unnerving too. Or doing the same on a indoor map vs a stealth killer where I am supposed to look for him all the time around me. It just going to make already annoying/Doc/ or exremely hard to win matches /indoor maps/ even harder.


    And I completely diasgree the killer requires more skill or whatever you are trying to say there. You mentioned at least concerning objectives. I don't see what is so hard about killers objectives - hooking survivors, kicking gens. The hardest part about some killers is using they power - not for all though, but the single hardest thing about killers is understanding how and using properly their power. In a chase the survivors have much much harder job then killers. Being able to properly loop a killer takes many many hours of practice. As a survivor you need to learn first - all maps, second - all killer powers, 3rd all killer addons, 4th all killer perks, 5th all loop interactions, 6th pay attention to game mechanics like not getting 3 gen, remember where gens are, what pallets are used ... and many more things I probably miss right now

  • @Humanarian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165412#Comment_1165412

    1/ He lose bullshit. Don't make me make you a video with killer ending with 30k points after camping a person for the full duration of his hook

    I'm talking about rank-deciding points. Since you obviously insist on me being more clear, I'll clarify: Killer is losing the points of his Chaser Emblem. To be more precise:

    • -3 points: deducted each second you are within moderate proximity (16 metres) to a hooked Survivor (only applied after 10 seconds)
    • -7.5 points: deducted each second you are within extreme proximity (8 metres) to a hooked Survivor (only applied after 10 seconds)

    Bronze Emblem: 650 Points

    Silver Emblem: 1 230 Points

    Gold Emblem: 1 800 Points

    Iridescent Emblem: 2 550 Points

    In red ranks, EVERY Emblem must be Iridescent in order to get 2 rank points.

    2/ I don't want camping killers to decide my perks. I paid for this game and I want to play what I want . Who are you to tell me what I want to play ? Exactly you are nobody

    I thought OP wanted to get better at the game and learn more about it's mechanics and the ways of countering the certain things. If that's not the case with you, I wonder why you bothered reading it at all.

    Please don't tell random people how to have fun in the game and say things like "understand the game" when you clearly don't understand the core of gaming which is having fun.

    Dead by Daylight has nothing to do with fun. If fun is what you're looking for then you would need to pick up a different game. Either that or find yourself a good SWF group.

    I am very aware what you meant so that explanation was unnecessary. But the qustion is why do we exactly care about rank points ? Do you get extra bonus for being high level ? No ! Do you get matches with similar rank all the time ? No ! Do you want actually to be at red rank to play against the best survivors as a killer ? Hell no ! For me this is like a win win situation. You camp you get your BPs you came for and yet you don't pip which keeps you where you want actually. Personally I keep my killer at low ranks and it feels great because I can do all the challenges without any effort.


    And imagine saying DBD has nothing to do with fun. Then why do you exactly play this game ? I really want to hear your reasoning behinde that .... /a streamer is the only thing that would make sense but I really doubt you are one/ ? But I still want to hear what other reason beyond fun you can have to play a game / that is not competitive /. People are really strange here...


    @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1165412#Comment_1165412

    Well if you don't understand the games core mechanics, aswell as that camping is a viable tactic, then the way he phrased it was fine.

    Also the killer will only get +30k points by camping if the team is over altruistic.

    Are you having fun when being camped on a hook for the entire duration ? Yes or no ? If it's a yes I'll need explanation what exactly gives you the joy. If no then your post is entirely redundant

  • @Humanarian said:

    Dear halalmike, I'm not sure how new you are to the game, but there already are quite a few ways of punishing camping.

    1) Killer is going to lose points for remaining close to the hooked Survivor.

    2) Borrowed Time perk allows to safely unhook a Survivor when Killer is still close, he won't be able to insta-down any of the two.

    3) Decisive Strike will save you in case you're being tunneled after getting unhooked and Killer will end up wasting their time.

    4) If Killer camps you on your first hook, he's wasting time, because he's not pressuring the gens, and they fly in current meta. Good Survivors will be able to do 2 or even more gens easily before you get into struggling phase (half of your death timer on hook).

    Please, make sure that you really understand the game well before asking for the changes to be made.

    1/ He lose bullshit. Don't make me make you a video with killer ending with 30k points after camping a person for the full duration of his hook

    2/ I don't want camping killers to decide my perks. I paid for this game and I want to play what I want . Who are you to tell me what I want to play ?

    3/ Look at 2

    4/Good SFW will be able to do that. 4 Solo will do nothing because they don't have coordination. They are not supposed to. Also as the that person said that is just so boring.

    Please don't tell random people how to have fun in the game and say things like "understand the game" when you clearly don't understand the core of gaming which is having fun. That is your problem if you are okay to play like this not his

  • I mean the idea is the to keep people playing the game which means staying at home. Every time there is a blood event the game gets probably double players. The best thing currently against the virus is to stay home. It is basically all over the news in my country. Stay home - save a life. I think the only problem is we should not ask .... they should come up with the ideas on their own. It is not really that hard

  • @venom12784 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1163668#Comment_1163668

    And if a killer gets gen rushed, and only hooks one person who has borrowed time, while chasing a survivor who has adrenaline and that survivor is saved by another survivor who has borrowed time the killer doesn't get to use his Mori unlike keys there is no add-on to keep a offering once it's burnt. Now making it a add-on like tombstone Myers would be interesting to see.

    As I said keeping it while not used means nothing - he does not use it. It is like keeping a mori that havent been used. Well if you havent used it then it is not really a big deal. It would be even more hialrous if you can keep a stupid offering like mori though. Imagine using all your ultra rares + mori as ofeering as an addition- oh wait I dont have to imagine it. Killers do it all the time. If you can't kill a target with Mori that means your are really terrible playing a killer. Try wraith and don't uncloak until the person is unhooked so you don't get Borrowed time-d.

  • @venom12784 said:

    Keys are not the same as moris one is a an item the other is a offering. Once a mori offering is burnt you can not use it again. A key can be used in multiple games, even if you die you there are adons that you can keep your key.

    Well if you die you don't really use the key ... I think they should remove the addon to keep the item when used to keep the numbers lower on the keys and buff the one when you get killed to work vs franklins. Anyway the most terrible part of the mories is that they are just offering. A damn offering can kill a survivor right away after a hook. It is just stupid

  • @notsonew said:

    whenever i eat a DS i simply want you to die even more and NOW i want to tunnel you, DS is so overpowered and honnestly, we killer don'T want to slug all the time because we found the same survivor again so if they use DS on us, we can mori them when we get them, i wonder how many survivors will run DS after this, problem solved.

    And now survivor who does NOT use DS but the killer insist of tunnel Mori him - can now Mori the killer instead, making him depip while all the survivors pip

  • I also agree and the removal of the addons keeping for surivors I think that makes perfect sense now. We that BP to be made baseline for both parties. Not to mentiones for surivors it is exremely hard to get 4 stacks even if you use the perk ...

  • I think the bug may be related to something else though and I still can't figure it out. The reason why I am saying this is because I was trying yesterday to make a video and I healed twice with the same combo but this time I got healed to full. This makes me think it may be actually retaled to a perk maybe ? EIther surivovor perk even though I haven't used any healing perks for awhile /autodidactt only / or a killer perk - which makes more sense to me. When I tried it again I didn't have any debuffs but what if it is mangle related for example of any of the similar debuffs. It is really hard to test though cause I lose addons .... but will see what I can do

  • @ilunite said:

    It is really frustrating when survivors "farm" me by unhooking me near the killer, only for me to get downed right away. I even have to carry decisive strike now just to counter getting unhooked by my teammates near the killer. Very frustrating.

    Who else thinks we should have a temporary "no unhooking" button to prevent ourselves from getting farmed?

    I have another idea - make BT works on the perk holder too so he can protect himself from these kind of players

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158299#Comment_1158299

    Seems you are late to the party..exposed perks are one of the few things he uses well atm, you used the unsafest wall in dbd as a cop put for your second point which says a lot right there , and finally I've already gotten to the point where as long as I hang out at a pallet that's even moderately safe hes screwed..and since you seem to be missing some info on the killer I'll let you know if you break the chain minus the stun the survivor suffers 0 I'll effects..once its discovered what loops he cant use its game over..hes still riding on the fact that hes new to everyone..demogorgan was the same way..looked pretty good but look at him now..anything else?

    You sounds really sad /like really being sad for some reason/ and that just affects your judgment and kinda exposes your personallity. He is way better then you are trying to make him look. There are currently not many places where he can be countered when it comes to looping. T - walls - he is great there. All the Autahaven maps with all the pallets in open field - I'd be scared to play there. Using the exposing perks is great - they are extremely strong. You can't have it all in life. We learn that lesson when we get older. The wall I mentioned is just an example - you know what examples are right ? IF you get hit around any other wall he can just do the same - move himself to a side and instead you going to him he will pull himself around the obstacle and he has some really nice lunge to try and hit. And I am not missing any info on the killer. You were just sad you are getting stunned if the survivor is behinde an obstacle and I just told you how you don't get stunned if the survivor is already injured and there is no need to damage him atm. The cool thing about this cancelation though is that you can continue running without much of delay and just melee the target. There are just so many more things going better for him than the huntress

  • @[Deleted User] said:

    I think they're aware that most people dislike them, but I don't think they're fully aware of a lot of the negative impact those decisions have. They're also very stubborn with the decisions they make. For example, everyone knew MoM was going to be a big problem even before it came live onto the PTB. It went live onto the PTB. People still said it was a big problem. It went onto the live servers -- bugged; people still said it was a big problem even when though the perk wasn't even working at its full potential. Then in BHVR's infinite wisdom, they, instead of nerfing the perk, FIXED. AND. BUFFED. IT.

    And of course, it became an even BIGGER problem. This single, PASSIVE perk single-handedly changed the entire game while it was still around and it took multiple WEEKS of CONSTANT negative feedback to finally slap the perk off of its podium.

    There's plenty of instances like this that one can take an example to. Remember killer stuns that didn't need to be timed? What about instant blind flash lights that took Cote being embarrassed on stage at a live event to be fixed? Look at how long it took to change Decisive Strike and it's still a problem that needs to be addressed because it's still doing the same thing of punishing killers who are doing their job too well and hurting their momentum even when they're not tunneling and the survivors are still getting it off despite them having just done half a generator worth of progress.

    And then there's the Nurse rework -- something almost everyone hates or doesn't agree with but the most biased of survivors who are only happy with the Nurse rework because they only care about the win rather than the experience (almost everyone who claimed old MoM was balanced or even weak) and yet despite this overwhelming negative feedback, they STILL refuse to fix her at all and they STILL HAVE NOT FIXED ANY OF HER BUGS. Oh wait, sorry, they fixed the one bug that benefited her, but none of the eight which completely breaks her -- not even the one that turns her into a 96% M1 killer with no power.

    We still have a bare-basic-#########-ass options menu after nearly 4 years of the game being live with people still needing to dig into the configurations file and modifying them to get even the bare-minimum amount of options most games have in their alpha, by the way.

    Now, to be fair, I think a lot of the people in the community are the same way, but on the opposite end of the spectrum. How many times has a killer been released or something like Freddy, who people claimed was weak, when he's still pretty high tier right now, even after his nerf? Or Doctor with his rework, claiming he's even weaker now (which is a pretty hard bar -- old Doctor was not good), etc? Hell, what about old Freddy who complained he was too OP and so they nerfed him in a week and he became a meme for the next couple of years?

    Nobody is, and nobody can be perfect. But people can be better. And BHVR unfortunately has not been better.

    To be fair it is you being stubborn thinking they are regarding the MoM. It was a cash grab. Don't ask me why they did it - there can be million of reasons. But I remember very well that Ash was released outside of their normal releases just like that randomly shoved I think not very long after a normal chapter was released. It was so obvious and they made it be that obvious so you can buy it. That is why I don't spend money on the game anymore. Because that sole release that was give to us in such unhealthy state. Now all 3 perks on the Ash are terrible. Basically your money is wasted but who cares. Well I try to not forget ! They this similar shenanigans soon after when the game was at its low I don't remember why exactly but there were some major problems and suddenly they put "randomly" BBQ in the shrine. And people suddenly forgotten there were problems ... So I am pretty sure they are aware of many things they just don't care cause they think about other things. Recently they started asking in their surveys about how bugs affect our enjoyment of the game so who knows things may change

  • Wraith is broken for some time .... Lots of uncloaking bugs

  • I dont see how you run out of harpoons ... they are unlimited. While for the huntress you re supposed to chase ppl with the hatches not with melee. So if run out of them you should reload ... not given a BONUS - more speed so you can melee the target... sounds pretty stupid to me. Hey you are bad with hatches so we give you speed boost for being bad - sure

  • @immortalls96 said:

    So after watching him today I have concluded this killer is a repeat of the legion, a 110 killer unworthy of the penalty , because his pros and cons are as follows

    Pros: fast aim and shoot, heavily punishes a poorly timed window , can grab from decent range with the harpoon, able to aim with a cross hair, can reload on the fly , small terror radious

    Cons: being 110 makes him way more map dependent, he has 0 map pressure in general , his harpoon only downs with an m1 strike , chain is easily broken by any debris you can get behind so a hit isnt garunteed and results in a stun for you and speed boost for the survivor , cannot punish pallets with the chain unless they are completely unsafe already , has only 1 shot before reloading , projectile has a very strict hitbox compared to terrain and huntress hatchet hitboxes, he has very low perk synergy , the deep wound aspect of his power is of no threat whatsoever in deep wounds current state

    All in all I can only think of two possible solutions..make him able to use chain cancelling to gain injured so he isnt so weak at loops..or preferably make him 115 speed..I seriously think we are just looking at a legion repeat and I'd rather avoid that mess..hes really cool but not rewarding for what he requires

    That is some terrible analysis. I agree with the pros. The cons are missing A LOT and some are wrong.


    First perk synergy. Unlike huntress yet he is a range and is able to use all exposing perks in the game - rancor, noed, haunted, MYC, Devour etc. That means for example he can shoot you from far and yet hit you with noed easly. If that is not a amazing /for me way too strong/ synergy I don't know what else do you need.


    Second - I have to disagree with the fact chain is easly broken - quite the opposite. It takes quite some time to break in which time he has almost aways enough time to pull you next to him by either gettting you back to a window or a gap where he can hit you OR he can reposition himself while he pulls you. I am giving example inside the preschool where the basement is - you know that small loop right after you exit the basement. I was shot there after I vaulted the window but I manage to hide behinde pipes so he cannot hit me. Well he pulled himself /not me/ around the pipes and and at the end of his pull the he managed to lunge around the pipes and still hit me no problem at all .... It seems you just have no xp currently with it and just say what you've see in few hours.

    3rd connected to the second - from what I've seen even if you dont hit the survivor while he is healhty with basic atack you still injure him with the gun and even apply to him deep wounds ....

    4th his hix box may be weird but he can actually shoot through things usually Huntress can't - for example on the new map there are a lot of holes in the wooden structures and you can shoot through these holes


    And just for the record I am pretty sure you CAN break the chain and you wont get stunned. I saw Zub doing it


    He is pretty strong in chases/way too strong if you ask me/ which ofc results in no map pressure

  • Well last month I think the rank reset went wrong and people got deranked way more then it should. Now maybe it is the opposite where you don't derank to compensate for last month /Kappa ? /

  • @Desh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157337#Comment_1157337

    His snares are in plain sight and easy to see; if you care enough to hear him put it down, you're definitely close enough to see him put it down. The first time you wake up as a survivor from another, it's okay. But after that, it's hard yes. Yes it could be an add-on. but it makes sense. The whole point is to utilize the alarms placed around the map. Dream pallets, going beyond memory of when you were awake, maps can identify fake pallets. Yes, he can recycle through his snares and pallets quickly, but he can only put up to 8 snares/10 pallets at a time. He needs add-ons for the dream pallets.

    Again, all of that is avoidable if you stay awake. Which is the premise of it. It was supposed to be how The Plague was designed to work with constant cleansing but survivors just stuck out being sick so they couldn't give her corrupt. The devs at that point had to go in and give her buff so that she could.

    Yes they are if you run to them but are really hard to indentify in a chase around loops. Even if you notice he does something you just cant tell where exactly he places the trap until you run on that side where the trap is supposed to be. If I am not mistaken he raises his hand when he channels the snare but he does not have to place it right away. He can move around with it until he place it and his hands will move down after. THere is no way a survivor can follow freddys hand when you have to actually look where he is going so you can avoid getting hit. Again he does not get slowed down at all and he can still catch you after placed trap and hit you instantly. Like it is missing so much set rules. He is given SO much freedom. Esp when you consider with all the new maps design safe pallets are almost non existent . I am not sure what you are even supposed to do on these maps.


    About plague her power is cool but very strong. I mean if she has her power up all you can do as a survivor is hide in a locker and wait for it to run out. You cannot loop her power that easly unless you find a very long wall with a pallet. I guess that is doable but only early game. Late game all pallets should be gone

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157337#Comment_1157337

    And pretty much everything you just mentioned can be countered by using an alarm clock.

    Clocks spawn on the other side of a map for a reason. So that you cannot use them that easly all the time. And gens are usually on edges on the map at least maojority of them. Imagine doing a gen on any side of Azarovs and you tell me it is easy peasy go get the clock on the other side of that map ? Really ? It seems we don't pay attention to map design. Yes they do counter it but sadly you cannot use them just like that. And also keep in mind he puts you in dream state the moment u get hit once. Or when the time runs out - and he does not have to do ABSOLUTELY anyting. It is impossible to stay awake when YOU want. It is RNG bascailly based on what you/the killer do. He may start a chase with you just when the timer runs out and you will be trapped in dream world even att full health. You can't counter that and you dont have any saying when he may pop up out of a gen next to you ....

  • @minehot said:

    Since those 2 are unbalanced due to allowing killers and survivors skip a long part of their objectives, ive come to suggest 2 changes to those:

    Mori-be able to mori after 2 hooks

    Keys:can only open the hatch for the survivor that holds it, hatch will now spawn after all gens are done if 1 survivor is dead, and will spawn if 1 gen is left and 2 survivors are dead

    For the hatch to spawn you have to do gens. Survivors don't skip anything unles th game goes horribly wrong for them. But then the killer already wins. It is the mories that skip normal gameplay. Even if all survivors play perfectly you still can tunnel one and mori him after his first hook. It is just that easy.


    For you suggestions I don't like the mori one. It still ignores the 3rd hook. That person may have ds, someone may try flash save or even take hits for him so they can save him. Or even the new sabo ... Still you may get tunneled for that mori. Again you break the normal flaw of the game with a OFFERING. Pay attention here . Moris are OFFERINGS. I am sorry you cant do that with a damn offering. This is ridiculous for me. And I still don't understand why it is kept in game like that. My suggestion - green mori is gone. Red mori is on a weekly CD with limited 1 or 2 uses per killer. Another suggestion - earning mori now requires to do a challenge that forces you to play extremely fair - for example never hook /or down/ the same survivor twice in a row in a match while you manage to kill them all. Also you have to never spend more then 10 seconds around hooked surviviors while there is noone else around in certain range of that hook. You cannot bring ultra rare addons.


    For keys I actually want something similar. Red keys - only for 2 people. Purple is for 1. When the gates are opened keys can be used for 4 again. And I think if there are 4 people up when all gens are done the hatch should not spawn until a door is opened. It is just ridiculous to get ditched by your entire team just because they found the hatch and there is noed up. I mean it is everyone alive .... If someone is dead that is another story, it may spawn then but not with 4 alive ! I am also not a fan of the hatch spawning when only 1 gen is left and 3 survivors are up - again I've been ditched in similar situation ... but here I think they will just leave you to die anyway so it is hard to impossile to fix that situation. Overall this change wont fix that problem where the other surivivorjust ditches you which is sad

  • @Desh said:

    Why do people hate Freddy so much? I've been in games as both survivor and killer where Freddy is included in the game, and survivors will either DC (not as common since the penalties but still happens regularly enough) or give up chase and commit hook suicide. According to the stats provided by the Devs (link down below), Freddy is the strongest killer overall, but among ALL ranks, he's not even highly picked. He's not even a hard killer to combat, he's just good at maintaining pressure due to his power. So what's the issue?

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

    For me it is because his abilities are not bound to many logical rules that would provide some sort of counterplay and are given so many extras to them just like that ? Giving example to understand what I mean. His snares for example - he can spam them in a chase, he can use them while moving at full speed, little to no sound indication is given when he does that. Imagine now a hag who spam her traps while she runs after you and she does not stop to do that, she does it on the move and you get not much if indication she even place the trap/ she does not crouch /. Or the waking up for example. Every time another survivor wakes you up that process becomes slower for some reason. Sounds to me like a great addon idea but instead he gets it for free. Dream pallets - there is no way to tell which one is fake until you throw it down. Atleast vs the doc all you have to do is get to it - here you have to throw it. Not to mention again he can spam them - there is no limit how often you can place them. His teleport cooldown is reduced by every survivor in dream world - again and extra that is given no addon required for it. For example the doc's static blast has similar cd reduction but it comes with an addon

  • She is not. He can use all the exposing pekrs in the game you can think of - noed, rancor, haunted, devour, MYC, even Iron Maiden has better use on him if you ask me but ony only on not amazingly big maps. Huntress cant do that. Also she can be mindgamed around pallets with big walls. He cannot be cause he can insta shoot / which is dumb if you ask me again but who am I /

  • That is why they should tryto make the game more social. Help people connect so they can have nice friend who can play with. Not RL friends but just ingame nice people that they know will never DC while they play with them. That is the only thing I can think of helping with random people going afk or killing themselves

  • @Flatskull said:

    Pig Needs:

    Her End Game back. She was great at that or they should simply make it when a trap is on someone head it's activated. One or the other. It's annoying there's this weird window for her power to be useful or not. Which can be negated by a good gen rush.

    Most of her add ons are great if you use her helmet power properly. Amandas letter is fun and changes her to a stealth killer.

    Rule 2 though. Utter trash. No one cares if the traps boxes are highlighted or not because as soon as it activates they are highlighted. You're first instinct is to always run to the nearest box so it dosen't hinder or change the RNG search tactics at all. Rule 2 needs to straight up change how traps work.

    Like all survivors start with a trap that's active. No boxes. Double/triple the timer. Whatever the survivors need to keep it fair for them. They must escape before the timer is up. Give 'em a reason to gen rush and make the red actually powerful and scary. Plus it would change how pig is played a little.

    Bubba Needs a straight up rework.

    Not fun to play as. I'd prefer he had little/no terror radius. No m1. He just has his chainsaw. He plays on chainsaw jump scaring people with its rev. Maybe one of his reds doing what the wraiths bell does where the chainsaws rev noise has no clear direction of origin. Maybe when he is revving his red stains gets brighter or something.

    Clown needs a rework to make him more fun. I know he has power issues but also just isn't fun for me. It would be nice if he some addons or reworks to focusedo n making him more scary and toying with survivors.

    It would be neat if he could lay down one of his bottles as like a trip wire trap at certain locations or something. It would go well with his hindering, anti-looping power. And give him some more dimension than just lobbing a bottle and hoping it slows someone down enough at a pallet to hit 'em.

    Hawkins is fine. I don't see the issue with it. It has very little boring loops, it has multiple levels. It's has stairs and platforms that can benefit people in chase who use balanced landing. There's little if no chest high walls...which is good because those only resuilt in survivors just looping around them optimally since the killer can't mind game when totally visible. It's killer sided though, for sure. If Hawkins did get a rework I'd say maybe a little expansion on upstairs and the number of gens there. Since upstairs ia a bit more survivor sided but killers have little reason to go up there.

    That dumb farm with the shack, the endless corn, the barn and the cobble wall round about is intolerable as killer. It's just one big jungle gym. It's small but it's so packed with stuff that survivors can use at every segment that It's a nightmare to play on. I'd like to see that go...or at the least. Have some of loopable/ safe vaulting areas reduced. It's like the guy who designed that map literally dumped every farm asset into a tiny map.

    Gideon plants is great. I never have trouble there as killer. It's pretty killer sided so I ain't got an issue with it having a lot of safe pallets. It's more about knowing the map though. If you understand where the drop down holes are, what stairs lead where, you can easily intercept careless survivors.

    You got whats wrong with Hawkins but let me add you more. As you said there is just one gen upstairs where you have good loops. There is no reason for any killer to ever go there thought cause it is just one gen as we said. Downstairs there is not a single window/vault/ that does not require Balanced landing. I can think of only one at the basement /at the edge of the map /but even there you cannot fast vault it from the side of the basement which is ridiculous. There is nothing else. It all comes down to pallets which are mostly unsafe which is the second big problem after the windows/loops - many but unsafe.

  • All that haddonfield need it a buffed time to the gens. When I play there a killer jusr don't have enough time to get there

    @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155984#Comment_1155984

    I can't tell if you're joking, or being serious. Haddonfield, the map with zero mindgame to it, is perfectly fine? Pig could use some help. Not a complete rework, just number changes to make her more viable. Hawkins. . . eh. I haven't been there much, and when I do, it's usually when I'm playing Trapper. God, that's horrible.

    Clown needs help. Bubba needs something to get him out of doing his god given right to camp. Plague could use some help. Trapper has always needed a pick me up. Nurse needs that awful cooldown removed, or her fatigue. Having both is just silly.

    Well both I guess. I just like maps that are different from eveyrthing else. For me when I play on haddonfield as a killer I feel like I don't have enough time. I wish they could just change the gen times on certain maps so they can fit better. Haddonfield is just a perfect map for that because it allow a lot of potential to run around and for me that is the top 1 most interesting part when playing as a survivor. They can just debuff all at the start to slow down gen speed by 50 % or even more for lets say 5 minutes and they just keep the map like it is.

  • Haddonfield is very liked from the survivor side and is much better after BL is gone/ if they could increase the gen times just there the map would fit perfectly/. Pigg is also just fine - people are just terrible with her. When you say terrible map I think of Hawkins as many others. Trully horrible map. Shelter woods is another one. Azarovs too

  • People still don't realise this but the new map as good as it looks is terrible for survivors. Most of the pallets are unsafe. There are breakable walls near any decent loop and probably 1/4 of the map is actually a dead zone . Also many gens are exposed in very obvious places where the killer can see you from far. About the killer I find him not really that special mnore like they gave him without thinking how to counter play against him. Yet to find counterplay to his insta shooting. Currently you just run run run till you die and hope your teammates are genrushing him. His synergy with any exposing perk is just stupid strong and people claim he is a worse version of Huntress....

  • @whammigobambam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155204#Comment_1155204

    His walk speed is going to be a issue in red ranks. All survivors have to do is maintain distance. It should be addressed.

    I mean he is a range dude. He is shooting from distance. I don't see how distance is your problem. It seems common misunderstanding why range killers are slow. I understand what your problem is that is why I find the new killer not really that great. You want map pressure but they can't give u one. Instead they give you potential in chasing. And a round vs him is all about how fast you can run /if chased/ and how fast you can do the gens before he kills you all. It is just really boring for me that type of gameplay

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154668#Comment_1154668

    oh right, sorry. Even still, the point stands that if Infectious Fright was limited to insta-downs only, then it would be far more restricting than it was when it was limited to "down with Basic Attack" only, and the only killers that would get to use it are either the ones with insta-down abilities, the much hated insta-down add-ons, and those who use Insta down perks for their very limited duration. Currently IF does this anyway regardless of the conditions in which the killer downs the survivors, and in the case of Insta-down packing killers, it's primarily used to snowball a team of survivors that stay too close to the killer while they're downing their teammates. By limiting it to Instant Downs only, that makes it far less universally useful to the majority of the killers, or limits its usage to very small time windows with the right perks, which would make it even more trash tier than it was before when it had the "down with basic attack" requirement. Adding a cooldown only for insta downs would have the same effect as insta down killers would stop using it entirely, but maybe that's what you were going for with your suggestion.

    I just really hate the "down with basic attack" requirement, and it doesn't belong on perks unless they are a bit more OP. If infectious Fright stayed with the Aura reading it originally had, then I would have no problem with it keeping the Basic attack stipulation.

    Then insta downs only coming from killer abilities + addons /but not perks/ so it can target only very very specific killers that are problematic

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154044#Comment_1154044

    That would just restrict it even more to instant downs only: Shape, Billy, LF, Oni, Haunted Grounds, Devour Hope, Make Your Choice, Iri Hatchets, Readhead Pinky Fingers. Not all Killers have instant downs built in, and those who have add-ons for it are viewed with great ire amongst the survivor community for using them. As for Perks that allow it, they all have small windows in which it can be used save for Devour Hope, unless Survivors never find it. Making Surge, which already has a 32 meter range from the downed survivor restriction, and a 40 second cooldown between activation's, only activate on instant downs, would make it even less accessible/universally useful to all killers than it currently is. Plus, with the aforementioned restrictions already in place, and its small rewards, it hardly seems worth it.

    Currently Surge has 3 conditions for activation: Down with Basic attack, Down with a gen within 32 meters distance from the downed survivor, and a 40 second cooldown. If just one of those things isn't done correctly, the perk doesn't activate or affect anything, and with so many conditions to use it for such a meager reward of 8% damage and it gets the gen(s) regressing at the normal rate without you having to kick the gen yourself, it could do with 1 less restriction to make it more viable in my book.

    I was talking about Infectious dude.

  • @Rivyn said:

    It's because Doc requires a little different thinking when it comes to looping. When survivors can't run circles around a pallet, they tend to have a heart attack. Look at Nurse and Spirit.

    Personally what annoys my about the doc is his static blast. It is really annoying with cooldown addons

  • @TWiXT said:

    Originally Infectious Fright had another stipulation/condition for activating it:

    "Put a survivor into the dying state with a Basic Attack."

    On paper this sounded like a decent limitation, but in practice, especially when considering the other Conditions of the perk (TR, Survivors nearby), this was an excessive condition that meant killers with damaging powers (e.g. Huntress, Hillbilly, Oni, Plague, Demogorgon, etc.) would hardly ever see it activate for them, which made the perk far less universally useful to killers. On Stealth killers, or killers with a low TR, it's still not as useful as other perks, but on all other killers it's a godsend of information so they can either Chain downing survivors, or know when another survivor is going to flashlight blind them, or nearby waiting to Sabo a hook. When the perk was originally tested in the PTB it reavealed the aura's of all survivors within the TR when a survivor went down to a basic attack, but this apparently made Shape broken as hell.

    In its current iteration it's both more balanced, while being universally useful to most killers than its initial testing proved to be.

    Now if only they could remove that stupid "Put a survivor in the dying state with a Basic Attack" requirement from Surge... It didn't work for Infectious Fright, and it Ain't working for Surge either.

    Or maybe what's where the key is. They should add the cooldown when you put a survivor into a dying state from uninjured only

  • @Kwikwitted said:

    As OmegaXII said, survivor queues are faster as the only thing for their side to try is the new map.

    I don't know what rank you are, but the Deathslinger is only challenging right now cause not everyone plays the PTB and don't know how to deal with him. He's a lower-class huntress with a fun gimmick but his effectiveness is limited, he is ungodly slow, and his perk synergy outside of STBFL is non-existent.

    I would say enjoy it while you can because once people understand how to loop him, that 110% base movespeed is gonna feel like a boulder around his neck.

    Hard pass personally, but to each their own. Not gonna judge anyone on their killer choices when I used Legion in red ranks.

    That is actaully extremelly inaccurate. From what I've seen so far he has amazing sinergy with perks that the huntresss can only dream of. He can basically use any exposing perk with his gun, get you in close range and just insta down you. Also you can't mind game him around windows because he can insta shoot you unlike the huntress who first has to wind up her hatchet. And if he catch you he can easly hit over the window

  • @not_Queen said:

    @BabyCameron10

    The killer running Infectious Fright already has to fill conditions to activate the perk's effects. The idea of having the terror radius as one of the condition (and not a flat 32m) is to allow for perk synergy. As for the cooldown, adding something like this would greatly diminish the strength of the perk and we think it is unnecessary in it's current form.

    Survivors choosing to remain in the killer terror radius while a teammate is getting chased nearby are taking a risk. Infectious Fright is a perk that makes this risk greater if the chase comes to an end. We think it is doing what it has been designed for.

    TLDR

    At the moment, we have no plans to change Infectious Fright.

    "Survivors choosing to remain in the killer terror radius" - I have to disagree here. When you play against Billy or even Oni with his power activated there is no such a thing as you choose to remain in the killer terror radius. Teammates usually drop like flies and you don't have time to get away even if you want to. Both these killer can move on the map with insane speed. Billy ofc has no cooldown even. And they both can insta down you. And let's be honest here. These are the 2 killers literrally everyone would use this perk on. I am really surprised the devs think of this perk in such simple manner like all the killers are the same. And what really worries me in general - the more the killers become and worse it will get with new perks and the way you evaluate them in terms of how they affect every killer specifically and not just in general... Because there is a problem here but you just ignore the details which are important

    Also the maps are a big factor here. Maps like Shelter woods were most gens are literally on the edges of the map just makes it nearly impossible to get away. Or on Azarovs where all the gens are very close to each other in 2 "circles" and you are forced to do gens while someone is chased nearby. You'd be in the terror radius of the killer often. But you have to do these gens. There is no other way around. And these are just 2 fast examples I came up with but I bet I can find way more if I think about it more.

  • I wanted such change for a very long time and it makes perfect sense because killers do have a perk that track survivors on the ground already

  • @AlsendDrake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150499#Comment_1150499

    But if it does protect them, that's why I said it, because heavens forbid I mention it if it does that...

    For me that change was made so the perk can be still decent. Otherwise you would use it to find a random addon/s in a pool of 50+ addons just to lose it at the end of the round wihch would be pretty bad. That change keep the perk in a good position but does not solve the addons problem that they created for survivors

  • Yet to see how to play against him. His shooting is so fast that you just cannot run him the same way you do the huntress. I just don't see what you do in open fields. Usually you duck against the huntress behinde objects when she wind up her hatchet but here he is doing it instantly and you have no time to react. Same around pallets. You drop them early vs her or continue running if you think she is going to hatchet you or even hear her. Vs him you have no choices - no mind games because he will insta shoot u if you don't drop the pallet. If you don't have enough time to move away from the pallet he will again shoot u. If you stay at a pallet to stun him he will shoot you since hes range and again it is insta shooting. Seems like a killer that they didnt put much effort into.

  • @BigBubs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150507#Comment_1150507

    Oh , but you can. I spend points on both sides and what you say sounds like something who doesn't know what they are talking about.

    I play the game since it's release and have multiple killers on p3, 1 p3 fully perked survivor and 3 others on p3 and don't have a shortage of survivor items/addons and killer addons.

    Sorry if I'm being a bit rude , but you are just being a whiny baby.

    You do sound like one who can't really think. I also play almost since the game was released but I am the opposite - I have a few p3 survivors and non killers but I have them almost all leveled. And I do run out of addons often. For example on my doc - before the rework I used to run out of range addons which were a must on the doc or his shock was useless otherwise. I run out of speed addons/mangle on my wraith and they are the ones I need the most. Have almost nothing on my hag - I just use brown addons and hope for the best. And these the killer I like to farm with. Just because you have the time to play on your killers for that long does not mean that evey survivor has the time and the willingness to play a killer for long just to farm points for both. I usually invest points in the killers during BPx2 events so I don't have to spend a lot of time. Yet these don't happen very often. Sorry for not being rude too much as you but I just don't find you remotetly smart to even get offended. Just try to get that brain of yours to work. Think about casual players, limited time, the fact it is a game not a job - connect the dots and you may get there ... one day

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