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Huge_Bush

Huge_Bush

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  • It used to aggravate me when I saw someone hooked try to jump off when I get near them. If they don't succeed, I just spam the unhook animation a bit to annoy them back and then unhook them. If they succeed, I won't run across the map to rescue them the next time they're hooked.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1967984#Comment_1967984

    I mean, the killer is the one deciding to tunnel. That's like not blaming survivors for genrushing or abusing DS, even though they are the ones actively abusing it.

    You cant ban people for it, as the devs allowed it in the first place. But the people using those mechanics to actively ruin the fun for another are to blame aswell. It's not you being not good enough to not get caught, because guess what? Every single killer can guarantee to catch you by brute force. Depending on map and map RNG, this can take anywhere between 10 seconds(spirit, deathslinger, huntress, nurse, clown, blight) or 8 minutes. Considering a Deathslinger with Warden Keys can literally negate any distance gained because he reloads faster than you can gain distance, there are literally scenario's where you literally cannot do jack ######### against it. Telling yourself you're not good enough when you're not making any mistakes is pandering to killer design.

    Tunneling can be fine when you need a kill or need someone dead on hook as a killer. But tunneling for the sake of rushing a kill is no different from survivors to rush gens for the sake of rushing gens. And by rushing gens I mean 3 gens popping within 70 seconds. Even the best killers cant check all gens before starting their first chase, and considering survivors spawn together, working on 3 gens at the same time requires an active decision to split up. But same for tunneling, rushing gens can be fine if you need to.

    Essentially, you could see genrushing and tunneling as a nuke in a war. No one starts a war by dropping a nuke, they would be absolute psycho's if they did. You tend to end a war by using a nuke.

    I agree with most of what you say. I don't blame survivors for gen rushing or abusing DS. They're just using the tools and strategies that the devs have provided them to use. If I or anyone else thinks that gens go by too fast, they should take the issue up with the devs and not the survivors.

    Yes, getting hard tunneled from the start of the match while 5 gens are up sucks for the survivor. I agree that some things should be changed in order to make the game more fun and less miserable, especially for solo queue. It's why if you notice my post history, I promote that the devs hurry up and implement Pyramid Heads cage teleporting into hooks. If there are three or more gens left, every hooked survivor should be teleported away from the killer if the killer remains within a set distance of the hook and there are no other survivors there.

    Yes, if a killer wants to single out someone in a match, it can suck. It doesn't mean that the killer is bad, or being mean (many are, I got tunneled and camped at 5 gens yesterday, by a Legion, just because he hates Claudettes), it can just mean that the killer doesn't want to give their opponents a chance just as survivors don't give the killer a chance. Have you ever seen a survivor overlook a lit totem or decide not to do a gen just because they felt sorry for the killer? It also doesn't mean that it is okay for survivors to disparage killers for using tunneling as a strategy.

    TDLR, survivors shouldn't insult, ridicule or be angry with the killer player if they get tunneled. They should take the issue up with the Devs and not drag killers through mud.

  • Don't waste your time responding to him. You'll only give yourself a headache. Just look at their comment history and you will understand.

  • @TattooJake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965313#Comment_1965313

    Yes tell me the counter play to where I ran a deathslinger around for 5 gens, literally start of the match I get chased in the first 10 seconds, run him the entire time without even getting a single hit. 5th gen pops and I get downed from his 4% speed boost one shotted. What’s my counter play to that?

    If you were looping the killer for 5 gens, then your team should have found the totems. Even if they didn't, they have enough health states to stealth around to find the one lit totem, cleanse it, prep the doors, save you and body block the killer to let you escape.

    This isn't a single player game and responsibility is shared among the 4 survivors, whether they like it or not.

  • I don't think there is anything wrong with tunneling either. A lot of the time, when I get frustrated after getting tunneled, I want to focus my anger on the killer, but I end up reflecting upon it and realize that I'm more frustrated with myself for not being good enough to not get caught. I think that is the problem lots of people have, rather than admit that they are bad at the game, they want to blame the killer.

    Being tunneled isn't fun, but the blame for it is upon the devs, not the killers. The onus is on the devs to figure out a way to make tunneling less appealing to killer without making the game more difficult for them at the same time.

  • @JesseJH28 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965654#Comment_1965654

    But have you ever considered that just maybe... We are neighbors? 😳 and we just don't know it yet? 🤯

    I wish, but no, my neighbors aren't animal people. Trust me, if any neighbor of mine had a cat, I would know. I can spot a kitty in a window a mile away.

  • I used to have a cat that looked like Chiro! It was a boy and we named him Tweety. Their coloring makes them look so adorable. I am jealous that you have three kitties! Please pet them for me.

  • Not a feline, but they are too cute to not share:

    https://youtu.be/2HFSaxIsJCE


  • It's okay, we understand that it is difficult for you lesser beings to fathom our true majesty.

  • I'm in! Agh, these trials are so humid, it makes me sticky everywhere. I'll bring some strawberries and whipped cream so we can have fun while everyone dies.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965339#Comment_1965339

    That isnt healthy, that would mean OoO is healthy, because everytime the survivor sees you, you see the survivor so you're guaranteed to find that survivor.

    99% of OoO users die before the end of the match, so OoO is healthy by that logic.

    You can't compare a hex perk, where a survivor can take the perk out within 15 seconds from the start of the match to OoO, a perk that the killer cannot disable.

    NOED is healthy because it gives survivors something else to do and lessens the gen rush pressure from the killer. I am not a fan about calling everything whataboutism, but what you are doing is it.

    The power of NOED lies in survivors hands, not the killers. Everyone asking for it to be nerfed are just asking the devs for easy escapes.

  • Be happy I'm not your neighbor, I'd probably lure your cat over with treats and spend more time with him than you. And when he finally manages to go home he'll be so fat he couldn't make it across the yard.

  • OMG I love him! I want to scratch behind his cheeks and massage his ears! He's sooooo adooorable! I love how fluffy he is!

  • But it is healthy. It gives survivors something other than gens to work on. The killer has to play with 3 perks for the majority of the match, hoping for NOED to activate in endgame. If survivors do their job, it wont activate. Even if it does activate, the survivors have a chance to deactivate it by looking for the lit totem.

    It isn't like DS because DS had no counters for 60 seconds. Slugging them wasn't enough since they could still pick themselves back up and still get value out of DS.

    The game shouldn't be balanced around bad survivors. Competent survivors should have no trouble with dealing with NOED. You can argue that there was no time to do bones, but the counter argument would be that if the killer pressured you enough to prevent you from cleansing bones, then they did enough work to activate NOED.

  • Bushes have fresh strawberries and blueberries. They also have a better view that allows me to watch the killer destroy my stupid teammates who unhook .00001 seconds after the killer hooks someone.

  • Yes, I am. Why do you play this game? To hide from the killer for the whole match and not interact with them? The point of playing is to do your best to survive. As long as you have some distance, it isn't a problem. Killers face the same with survivors spawning on hex totems or the hatch spawning right next to the last survivor.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965088#Comment_1965088

    So giving the Killer a freebie survivor off the bat is the way to go? Lol

    It isn't a freebie since the killer still has to chase and down the survivor. As long as it doesn't happen every single match, and the survivor doesn't spawn right next to the killer, I don't see a problem with spawning near the killer.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1964771#Comment_1964771

    My friend has specs far above those required to play the game and consistently has his game crash in-game, in lobbies, in the store, when booting up; whenever.

    He's also received a ban from the forums and subsequently cannot report any of these because of the no alternate accounts policy.

    Which, when he's been kicked and/or had his game crash to the point of a 30 minute penalty, can be pretty annoying

    My PC has specs that are above what is required and yet I have probably been booted once in the last year. I also play an unhealthy amount of this game, so I would think if getting booted was common, I'd have seen more of it happen to me.

    I understand it can be annoying, but it is what it is. There is more benefit in having the DC penalty than there is without. I do wish that the devs would take six months off to optimize the game so everyone can have fun, but that will never happen.

  • No, we have enough of them. Time for a killer from a different part of the world. Give us a Scottish monster such as the Bean Nighe or a Wulver, or lets go to Egypt and get a Mummy killer with a map that has running sands and a pyramid.

    If we get the Scottish monster, I want a cute red head survivor so I can pretend to either be Merida or Ariel.

  • If the ban timer is bugged, report it here: https://forum.deadbydaylight.com/en/categories/bugs

    The timer goes back down the longer you don't dc. There is no need to change it. Make sure it isn't your connection that is the problem. If you are using wifi, don't. Bugs that boot you from the game don't happen often enough to remove or lessen the punishment.

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1962294#Comment_1962294

    If I'm playing with a hacker I'm suiciding, I don't care if you "suffer" or not when you can do the same and move on.

    My point wasn't about hackers, it was about the dc penalty. It helps make babies think twice before they dc. The benefit of of the DC penalty outweighs the few times people get penalized for dcing when facing a hacker.

  • Why do I and 2 others have to suffer, trying to complete five gens alone, just because someone got butt hurt that things didn't go their way?

  • They're afraid the graphically updated corn will cause consoles to melt.

  • You've been Behavior'ed. Here is a video of purring cheetahs to help make you feel better.

    https://youtu.be/bvS2SlJuLp8


  • Easy, I have no friends who play the game. It sucks when my teammates are worse potatoes than I am, but it's not as often as people like to cry about. Solo queue, in and of itself, isn't the problem, matchmaking and ranking are. I don't have hope it will truly be fixed though. In order to do so, they have to attract a wide range of killer players to play in all ranks, which is difficult to do since not many people want to play the more difficult role.

  • @Aven_Fallen said:

    Of course. DS gets nerfed, now they go for the next Perk. When DS got nerfed and got the Unhook-requirement, the Forums were flooded with Threads to nerf Adrenaline for weeks. This will happen with Dead Hard now.

    Once you give Killers a hand they grab the whole arm, more and more, never satisfied.

    You seem to be very one sided with your comments, and not just in this thread, why? It's no different with survivors. It's always thread after thread asking the devs to nerf tunneling, slugging, camping, NOED, Spirit, Freddy, Death Slinger, PoP and even BBQ. Why are you so vocal about putting killers down for wanting change but are silent when survivors, especially since they do it more?

  • Removing swf, even for a weekend, will cause lots of people to quit. No one should be punished for wanting to play with their friends, even though it allows them to cheat. Devs should just hurry up and start changing some core mechanics that bring solo players up and buff the weaker killers.

    Other than that, I agree, we need more test weekends. I want a three day trial where hooks teleport the survivor away from the killer when three or more gens are up.

  • No it's not. Devs have announced that they're rewriting the code for it from the ground up so it can work more consistently. I don't see the devs touching this perk, irregardless of the complaints of some killers.

  • I don't play killer any more but these are the ones I used to love:

    1. Trapper. It's so satisfying to catch someone in a well placed trap.
    2. Doctor. I love hearing David and Feng scream over and over.
    3. Ghostface. I'm not good with him, but I love twerking while moonwalking. I end up letting everyone go if they twerk with me.


  • @snowflake102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958738#Comment_1958738

    They do realize that killers are meant to kill em right? Not to make it easy for em.

    No, they don't. They want to be able to go toe to toe with killer one on one. If you play killer long enough, you will learn that, for a lot of survivors, nothing you do as killer will be enough. You can play fair, not tunnel or camp, and kill everyone according to their rules, and still get toxic remarks in endgame chat.

    I played killer exclusively for like two months a while ago, before the ruin nerf, and in almost every other endgame chat I received an insult. I played Trapper and faced a really good team of survivors who were pros at blinding and locker stunning, yet managed to get one of them in the basement when there was 3 gens left. I tried to trap the basement like a sardine can and managed to get another down there as I was placing a trap next to the window. While carrying them down there their teammate came behind us to unhook, and got caught in a trap. Got him down there too.

    I ended up feeling bad for them since I snowballed so hard and so I walked away from the basement so their last teammate can rescue them. They all got out and I went back to playing normal and I avoided putting them in the basement. I ended up killing three of them. They ended up wishing for me to die, for my mother to get cancer, for me to get hit by a car, threatened my well being and more. After that, I decided that I was going to tunnel and camp as often as I could.

    I ended up deciding to no longer play killer instead. I don't want to be toxic just because others are toxic to me and I prefer being survivor anyways. Its much less stressful and I can meme with killer players, many of whom love to meme back (except console killers, they like to slash at my body while I'm on hook).

  • I am surprised with how scary he has become with the buff to his invisibility. If it wasn't for Spine Chill, I'd have to change my undies more frequently. Is it just me or did they reduce the sound of his foot steps. It's been a while since I played him, but when playing survivor, I remember him being louder. I can still hear his snarling, but just no longer the thump thump thump of his feet.

    As for your suggestion, I agree that windstorm should be added to his base kit, but I'm only going to ask for the yellow one since the devs are scared to buff killer powers.

  • Survivors don't like killers that they can't control. Any killer who can control a chase with their power will instantly be hated by survivors. It's as simple as that. From all the nerf NOED, nerf Spirit, nerf "flavor of the week" perk threads that you consistently see on the forums, you should understand that many survivors who frequent the forums want an easier game.

    Take NOED for example, one of the easiest perks to counter, and they refuse to because they don't want to give up one of their powerful perks in lieu of a totem finding perk. Heck, even old ruin was too much for them, a perk that they could get rid of at the start of the game. All they needed to do was to stealth and use small game or a map, even though perks and items aren't necessary. I can find most lit totems just by listening for the crackle of the fire. There is only one map, new Ormond, where I couldn't find a Third Seal totem against the Twins, and my goodness, it was a miserable match, but I didn't blame the hex, I blamed myself for not being equipped properly.

    They miss the days gone past where they could safely loop killers on the same infinite loop over and over. I guess they have forgotten that their queue times were much worse than they are today, which is one of the reasons why the devs started to make things more reasonable for killers.

    The two killers you have mentioned are easily countered by stealth, like many other killers are, but they refuse to use that method. They want to interact with the killer, which is a good thing, but they don't want to face someone stronger than them, they want to be able to easily kite the killer while laughing about it to their friends. Its why bully squads exist, which is more frequent than forum goers want to admit.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1958048#Comment_1958048

    Hex perks not meant to be consistent is pretty weird. You literally get full value out of it some games, or nothing other times. That doesn't seem very fun, right? DBD should be a game of just skill, not chance, or at least mostly skill with little chance. Obviously, I am not asking for pristine perfect balance, but it should at least be more consistent. It is pretty fun to get value out of your perks because you as the killer

    I disagree, consistency is good and would not make the game stale for newer players (assuming the devs actually give us fresher content and rework killers). I think that all killers should get an intensive rework because the chase part of the game is the meat of the game. The killers are what really make the game work, good and bad ones. Every killer has a different approach and different playstyle, some more fun than others. If we for example fixed how totem spawns to be very consistent, it wouldn't really matter because that is not what you are playing for. You are playing for the interaction with the killer. This is just one thing that spices up the game and makes it not feel too stale. I don't think that the player base would decrease just because totems were made to be more consistent.

    I can admit that I don't always cleanse totems when I should, but the fact that NOED also relies on your team is pretty scary. Your team can end up doing zero bones and leave you screwed even if you yourself cleansed let's say 2 totems every game.

    I know that the devs aren't forcing us to play a certain way, but I think that they should really do something with totems. They have potential, and I think that they should be something both sides can fight over. Doing just generators can get pretty stale, but if totems had something more to them and were fun to use with hex perks I think it would add a new layer of strategy to the game. The same thing with the breakable walls, they are just ideas un-expanded upon.

    NOED is not overpowered, but most people believe that it is unfun to go against, especially for newbies who already have trouble getting to the endgame in the first place.

    If a player goes into a game where the killer gets full value out of the hex devour hope and literally can't find the totem, that wouldn't be very fun. The RNG with totem spawns creates very high highs and very low lows. It is pretty unfun to go against a killer with ruin (not even with undying)

    I am not asking for everything to be consistent, just totems. They have the potential to be much more than they are, just something new. Just like the actual game

    It's not weird at all. Totems are fine as they are, except for the ones that are out in the open, but that's part of the risk a killer takes when they choose a hex perk. It's the same with survivor perks like DS, Unbreakable and Borrowed Time. You don't always get use out of them but when you do, they work great. If anything needs to be improved, its the location of hex totems.

    Some consistency is good, it is not good when every game turns out the same as the last. The game wouldn't have lasted as long as it did if that were the case. The meat of the game, for you, is in the chase, but that doesn't hold true for everyone else. I am pretty sure a lot of killers get pretty tired of getting looped around the same structure three times, have the pallet dropped on their heads even though they're not under it, and get led to another structure to repeat the process. It's probably why Trapper was rated as the most popular killer last year, and it is why you see so many Freddies, Nurses and Spirits. It is why lots of killers choose to tunnel and camp.

    I am also pretty sure lots of people prefer stealth play, myself included. I never had more fun in this game than when I first started playing and was terrified by the thought of being caught by the killer. It was so thrilling being able to hide under the killers nose, knowing that they can find me if I make one mistake. I didn't get into the game because I wanted to be chased and loop the killer for three gens. I played for the adrenaline rush I got. NOED was the icing on the cake when it came into play during endgame. As a new player I never once thought "oh, this ability is really unfair, I hate it", no, what I thought was "Oh Shi*t" he has NOED, I should have cleansed the bones". Just because you and a loud minority of people (face it, forum goers are a minority) don't like it, doesn't mean that the majority of the player base feels the same.

    The onus is on the new players to learn and adapt to the game. It's what I did and it's what thousands of others have done. Millions of gamers do the same in other video games. The devs cannot please everyone and I am happy that they aren't trying to because the game would just get watered down, which is something DBD doesn't need.

    Totems are fine, they don't need any rework, they don't need to be more consistent. I rather the devs spend their time coming up with a new mechanic to the game to make it more interesting, alongside with totems.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956004#Comment_1956004

    I'm fine with powerful perks, I'm not fine with unfair perks.

    Pressing a button to undo a mistake is incredibly frustrating. It's like if killers had a free hit every chase with no requirement.

    Perks like Iron will and corrupt intervention are powerful perks that are fair, crutch hard is not fair at all.

    Survivors would think that certain killer powers would be unfair just as you think Dead Hard is. Iridescent Head, Devour Hope, NOED, Red Heads Pinky Finger all take away a full health state from giving the killer a much easier time. Sure, they have counters, but survivors have to waste time looking for the hex totem, waste time avoiding the killer or be really really good at looping and dodging attacks.

    The same can be said for Dead Hard. Its hard to counter against a good player, but it is still possible, just have to be good at ending a chase and with playing mind games.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956004#Comment_1956004

    Ok- please bring back old NOED or Ruin then. Strong perks are good.

    I think the current NOED is better than the old NOED since the old one needed to have one of the doors open rather than completing five gens.

    I'm all for old Ruin to come back, I was against the change when they announced and am not a fan of the current one since it's really only good on high mobility killers like Freddy and Billy.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1957155#Comment_1957155

    If the devs want survivors to cleanse totems, then they need to add more incentive to do so. NOED is a very unfun perk and it does get usage after a while, but that does not mean it is good. Most of the time NOED works, it is enough to get one or maybe two hooks if you are lucky and the survivors don't find the totem quickly, but for the people that get downed by a killer using it is frustrated. (This is a solo queue example)

    The problem is that survivors don't cleanse them even if they see them while playing solo queue most of the time because what is in it for them?. NOED is a pretty rare perk to see at high ranks so why bother cleansing totems if you probably aren't going to run into NOED? But just because survivors don't cleanse totems doesn't mean they are lazy, they just know that their time is better spent on gens or healing. I myself sometimes just walk by one thinking "There is probably no NOED".

    Inner strength is a pretty okay perk. However detective's hunch and small game are decent at best. Alright, so you can easily find totems, but so what? You probably don't even need to use these perks because there will be no NOED, it is only good if the killer brings other hex perks. Like I have said before, if the devs want us to cleanse totems then they should change how they work instead of giving us a perk as a band-aid fix. Hex perks are not enough to be a secondary objective because they aren't consistent.

    Hex perks aren't meant to be consistent. Each match should be somewhat different from the last, which is why killers have such varied powers and perks. DbD is a game of skill and chance. You make a choice and take a chance with the results. You walking past a totem, thinking to yourself "they probably don't have NOED" is a chance you took. The perk isn't frustrating, it isn't un-fun, in fact, it is the opposite. It makes endgame more thrilling. The frustration you and any other player has with it doesn't have anything to do with the perk itself, it all has to do with yourself and your teammates. If you were honest, you would admit that. If you get downed due to NOED, it's not the perks fault. It is your fault you didn't stealth the moment the fifth gen was completed. It is your(or your teams) fault all the totems weren't cleansed.

    The devs don't want to force you to play a certain way, which is why they don't make it mandatory to do totems. They give you a choice and a possible punishment if you don't. Its the same with them not forcing you to play as a team and not forcing killers to play according to the Survivors Rule Book for Killers.

    If NOED was such a big deal, un-fun, or as overpowered as forumers like to say, at least one survivor would bring in an anti-hex perk. I see hex perks often in my match. Ruin is in almost every match I play, Devour Hope is in about 1 out of 4 matches, Huntress' Lullaby is about 1 in 5 and Third Seal is about 1 out of every 10.

    If every match was a consistent as you claim to want it to be, I guarantee that the player population would decrease from how boring the game would get.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947955#Comment_1947955

    I see what you mean, but cleansing all 5 totems is a problem because of solo queue. In solo queue, cleansing all totems is pretty hard to coordinate especially when the killer is good.

    I still think it is a lame perk even more so for newer players who don't really know about the perk or the totem spawns around the map.

    Now, if you are at least in a trio SWF, you should be able to cleanse all the totems on a map.

    Ok yes, we do have perks to cleanse totems, but that is one of the huge issues with many other perks in the game which is using perks to circumvent problems with the core game itself. All of those perks dealing with totems are just used to encourage totem cleansing, but why not just change how totems spawn and work instead of making a less than decent perk to do that?

    Why not change the attitude of lazy survivors and encourage them to just cleanse totems. As others have stated, the devs want survivors to cleanse totems in order to lengthen the match a bit.

    You thinking its a lame perk doesn't make it so. I think NOED is a great perk. It punishes lazy survivors and it instills a sense of fear and urgency during endgame, when there are no objectives left for the killer to protect.

    There is no need to coordinate cleansing totems in solo queue. Everyone just needs to remember to cleanse them when they walk by them. Even then, not one survivor needs to cleanse them until the 5th gen pops and all they have to do then is look for the lit totem. Newer players need to learn how to adapt to the new game that they're playing. The game shouldn't be watered down and made easier for them.

    Inner Strength is a decent perk, Detectives Hunch is a decent perk and even Small Game is decent, especially against trap killers. There is no changing hex perks until the devs fix the problems with the core game. Instead of advocating for nerfs to hex perks, you should be advocating to change the core game.

  • @Kellie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956004#Comment_1956004

    Pharmacy actually is somewhat okay. It's definitely not meta but its far better than something like Premonition.

    Premonition and Spine Chill were my crutch perks during my early days as a young bush. I still run Spine Chill since stealth killers can still make me pee my pants a little, totally forgot Premonition exists.

  • @Kellie said:

    Why nerf a perk that doesn't even work 50% of the time.

    They're rewriting the code for it in order to make it function properly.

    On topic: No, it doesn't need a nerf. It is okay to have powerful perks in the game. Better than having useless ones like Pharmacy.

  • First, the word you're looking for is invisible. Invincible means unbeatable. He has a speed boost while cloaked because that is part of his power. Just being invisible would make him much weaker than he already is. He is an M1 killer, and as such, is very easily loop-able by any competent survivor.

    When uncloaking, he actually slows down and gets a small boost to his lunge. Part of your job as a survivor is to be aware of your surroundings and prepare for his ambush. If you hear his bell, start moving, don't just continue to sit on the gen. I will admit, it is harder to predict him now that they buffed his invisibility, but nonetheless, he is far from OP.

    I recommend you run Spine Chill to counter him and other stealth killers. It'll give you time to run to a vault or loop so you can buy time for your team.

  • I see this all the time. I assume its out of frustration that they were caught first and went down in 5-10 seconds. It sucks because it makes it really hard to do gens with just the three of us. It doesn't help that most killers don't let up a bit on the pressure (not that they're required to) and just make the match miserable.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955537#Comment_1955537

    I am pretty bad at most videogames to be honest. I also make tons of mistakes as Killer, still I get a decent amount of results.

    Which means, that either I am less whiny than other players, or the Killer players who complain about the game nonstop are even worse than me.

    Or perhaps you're better than you think, and perhaps the killer players complaints are legitimate. I mean, the devs did improve the game in order to be more attractive for killers, such as removing infinites, nerfing exhaustion perks and the planned nerf to DS.

    I don't see killer players complaining (much) about trivial things as much as survivors do, such as BBQ+Chili and the easily avoidable NOED. Nor do I see them complaining non-stop. How many threads do we get every week about tunneling, slugging, slugging for the 4k, NOED, nerf Freddy-Spirit-Death Slinger and camping? I would think that the survivor mains complain non-stop.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955484#Comment_1955484

    To be fair - playing Killer IS easy. I know that you Killers like to have a Thread were you can talk about how HARD and SKILLFULL this game is as Killer, but the reality is that playing both sides is easy in this game because DBD is not difficult at all.

    It is a complete casual game on both sides. Killer is harder than Survivor, but thats about it.

    Not a killer. I main survivor who dabbles in killer maybe once a month. Best not to generalize.

    Also, just because you find the role easy doesn't mean the majority does. Not everyone is an elite at video games like you are.

  • In b4 @Sluzzy comes in here to state that playing killer is easy.

  • No, I'm a masochist and I enjoy cramping my already messed up fingers with button mashing.

  • Once the DS, OoO, Iridescent Head and Freddy nerfs come through, I would think the game would be in a great spot. The only thing that the game needs is a 6 month focus on removing bugs, optimization for console and server improvements. Maybe remove breakable walls and add some more fog to the maps to encourage some stealth play.

  • Claudette. She's simply the best.

    I don't play killer enough to main anyone. I do enjoy Trapper but gens go to fast and I hate using slowdown perks so I just don't even try anymore.

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