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IMhereRUN

IMhereRUN

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IMhereRUN
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  • I say bring ‘em if you got ‘em...whatever floats your boat. Who am I or anyone else to tell you how to enjoy this game while you’re operating under the rules if the game and user agreement.

    I’m the opposite, I have 1000s of Moris and use them very rarely, usually for a 60k daily ritual.

    Mori’s making it more difficult for a killer to pipup, especially in higher ranks. In order to Mori everyone, you need (mathematically speaking, doesnt include things like reaching stage 2 on your 2nd hook, etc.) to down each survivor twice. To kill them legit, you only need to down them one more time.

    For a semi-decent killer, thats versing anything but an elite 4M SWF, a Mori is never needed for a fair game and at least 2 kills.

    For a semi-decent survivor, that’s versing any killer that is not exceptional...you can reach EGC without some or all of you going down twice.

    Of course, I have to consider killer choice, map of the match, the in-match RNG, lots and lots of factors to determine the outcome. In the grand scheme of things, a Mori doesnt change much but makes the killers job a bit easier, with less of a chance to pipup. The same can be said for keys, makes survivors jon a bit easier, but also less of a chance to pipup.

    So why are we discussing any of this ar all? Everything said is so inconsequential.

  • I think most are missing the point. I play both sides, but killer more often as I appreciate the challenge. I can’t say I play survivor because of the challenge, because for awhile now it has not been a challenge. We’re not trying to be biased because we play killer more, as was your assumption. We look at the game in its entirety as a whole and NOT just one side or another.

    Most ideas supported DO in fact favor killers. Why? The great attempt to achieve balance in the game. It’s no secret that the unbalance of this lovely game heavily favors the survivor side, that doesn’t mean we’re against all survivor idea suggestions. However, if the idea is to buff a survivor perk, or in-game survivor action, most of us will still vote no on it, because to achieve balance you can NOT buff the things in a competitive team game that are already stronger than the other side.

    Common theme: We want any and all changes to the game to support balance, rather than putting more weight on the side that’s already twice as heavy.

  • @Squirrel_Thicc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1292938#Comment_1292938

    Her traps aren't scary, and they're only good for slowing the game down, but it's luck based, survivors can get it off first try. Her power is great for starting chases, but during chases it's awful. She has absolutely no map control and her power is just a worse version of the Wraith.

    Total poopcock. With the exception of a small (and I do mean small) number of loops on the map that are too long, her ambush attack can end chases extremely quickly. Reverse bear traps? They slow the game down a very tiny amount, but that’s enough. I don’t agree with much of the list asides from Pig. I’d put Demo/Slinger very low...as their powers are both just watered down worse versions of other killers. And Doc is excellent using his power to end chases, it’s not just for “finding survivors”. Ive never had a game with any killer in which finding survivors was an issue apart from the newer Rank 20 players.

  • At least you are making valid points to support your opinion, but I’ll have to disagree with her better than Myers. As already stated, the healthy downs, faster vault, smaller TR can NOT be compared. I’ve never seen anyone grabbed off a gen by Plague (without being on purpose to commit to an almost fully repaired one).

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/664128#Comment_664128

    "Nea is the killer" is old now bro. "Nea is The Entity" is the new trend.

    Why can’t you sheep be leaders instead of followers?? One person starts a trend and everyone bandwagons it? Don’t be afraid to have thoughts and opinions of your own...THAT’S what makes you human!

    I like The Pig. She’s definitely my favorite killer when I need to have a good time, she can do soo much! To play against, I have to go with Nurse or Spirit. Yes, they are both very strong but it changes playstyle to mindgaming only: makes things predictable!

    EDIT: I meant UNpredictable lol

  • Yes, we get it...not all of us can afford cosmetics and such.

    However, there HAS to be a reward for people investing real money into the game.

    You’re correct in assuming it’ll be an easy feat, but stupid. This idea will only lead to lost revenue for the game, so less time and money going to things like: tech support, customer service, patches, new content, dedicated servers...you get the point. Sorry, resounding hell no from me...support out community!

  • @Acromio said:

    PSA: When one of their teammates is getting camped, the other survivors have a very simple counter they more often than not refuse to utilize: focusing on the remaing generators. This counter produces a 75% win-rate for them, which in any normal game would be considered insanely overpowered and in need of a sledgehammer-nerf.

    What he said ^^^

    There’s already a severe punishment for camping, 1 dies and 3 escape free. Camping results in an auto-loss.

    Besides, there’s plenty of ways to counter camping. Just have your whole team run BT and DS, If thr killer chooses to camp, all 4 can still get out if you take turns on hook.

  • Quick curiosity question, the game you were referring to...were you playing Ghostface?

    I like the BP per/SWF member idea, so there’s at least a reward. But when they don’t give it to us (this option will never happen), it won’t hurt my feelings.

    At this point in the game’s development, I’m just grateful for a match without waiting 20 minutes and no bugs, glitches, or shenanigans in the match.

  • Playing as low tier killers will increase your skill level. When you can find yourself 4K (or 3 with an early hatchout) in red ranks with Bubba or Wraith, you can do anything.

    So to answer your question, it depends on how much you wish to challenge yourself.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/661342#Comment_661342

    Hag is not far behind Billy as she can have insane map pressure and be multiple places at once. She can teleport to the opposite side of the map and down a survivor with Make Your Choice/Mint Rag.

    Huntress however isn’t as great as she once was due to every map being terrible for her.

    I understand what you’re saying, but Hag can NOT teleport to the other side of the map without adequate addons. Nurse, Spirit and Billy can have constant map pressure EASILY with no perks, addons, or offerings and still secure a 4K with little effort.

  • Gen rushing will always exist. You can’t honestly expect survivors to just stand around doing nothing, that’s completely absurd.

    I play both sides like most, but killer gets the majority of my time as wait times for PS4 while playing survivor at the time I’m available is just not worthwhile, so I play killer. Rarely do I have a match lasting 12 minutes or less.

    Any semi-decent killer can get their first hook before the first gen is popped, this is a MUST. You have to assume 2 different gens are being repaired simultaneously at all times. Don’t spend too much time chasing 1 person, don’t spend too much time looking for a stealthy survivor (even if you know they’re there). Keep 1 on the hook, another in a chase as long as possible. This reduces the game to a 1v1, because the hooked isn’t doing nothing, the chased is being chased, and a 3rd has to unhook. By the time they get the unhook, you need to have downed your next survivor and get them hooked. Rinse and repeat, I know “gen rushing” is a thing, but it’s never threatened myself much.

    Adjust your playstyle accordingly, if you know what to expect (gen rush for example), counter it!

  • I don’t mind new game modes, be a refreshing way to attract new clientele. I’m not a fan of any of the proposed modes though...those were patched for a reason.

  • Fair responses in my book, most will support the order of:

    Nurse/Spirit/Billy/Hag/Huntress.

    However, the top 3 are all that really matter to me. IMO, they’re the only

    “All can die with no perks or add-ons” in red ranks with not much effort.

    I do agree with the list, but the strength of the top 3, are so much stronger than the other 2 in the top 5 that Hag and Huntress barely deserve to be mentioned in the same category.

  • Firstly, it’s a team game...if you’re just getting camping killers repetitively, stay on the hook as long as possible to buy your team the victory, much of this will dicipate when the new perks in the Stranger Things DLC is available.

    Secondly, every killer is played by a player. You can’t seriously get upset on their tactics because “they’re not playing the way you want them to”, that’s just idiocy. Remember, the killer doesn’t have a team to rely on, so he/she is free to do anything necessary. If you’re experiencing this often, adjust your load out to counter it!!

    Lastly, while may be considered toxicity, if a player is so mentally weak that tbagging throws them off their game, then they should probably be playing something that’s NOT competitive. What’s so offensive about someone crouching? Lol. Don’t play into the BS and keep your mind straight.

  • See, this is why I LOVE playing as Plague, and LOVE playing against her: it completely changes normal “muscle memory” chase strategies.

    Is corrupt OP? No, but I personally would rate it as the 3rd strongest killer ability (behind blinks and phase walking).

    The people that say never cleanse just have a hard time adapting to the playstyle. You can’t just run a simple loop without high walls and survive it, so it limits the chase options that we are programmed to do. If you are initialized in a chase, you typically have a route all planned up for when she gets to your location, but with Plague, many of those options are tremendously weaker if she’s using Corrupt.

    If you choose not to cleanse, you will have these escape options, but can afford less hits. This still changes the mindset of a survivor though: knowing they can take only 1 hit, they won’t go for pallet stuns, most drop pallets too early. Being 1 hit makes them more exposed (pun intended) and a bit reckless.

    It’s a free choice, situational circumstances cannot be overlooked.

  • Trapped is ok, he could def. need some work though. His biggest strength is the unpredictability of trap locations, that makes him fun, although ‘Small Game’ renders his power almost obsolete. As many others mentioned, without addons for more traps, extremely difficult higher ranks.

  • This isn’t new, I’ve encountered matches like this for years...I just assumed it was a SWF boosting group lol

  • I almost always aim for the 4K. Not saying I don’t get beat from time to time, but when possible...kill’em all!

    However, if we get down to 2 survivors and I slug for the 4K, I typically notice that many times one of the 2 people quit playing...they just hide around the map hoping their teammate will take the dust bite.

    On occasions like this, I reminisce my survivor games with randoms...a teammate not playing the objective in a team-oriented game does not deserve to live. So under these circumstances, I will always let the one contributing to the game’s progress go, he shouldn’t die trying while another escapes not trying.

    I’m sure many other killers do something similar.

  • Why are idiots still talking about this? Here’s a fair proposal, I play both sides but much more often as killer...probably 80%, survivor is just way too damn easy anymore, so it gets very boring very fast.

    I will support deleting NOED completely, if we also delete DS, or Deadhard, or SelfCare, or Adrenaline.

    Remove a killer 2nd chance perk with the removal of a survivor 2nd chance perk.

    Don’t bother, all you NOED haters are going to decline the offer, so forget about responding...because with any one of those removed, the killer won’t need NOED.

  • @kamisen said:

    Can we not muddle the waters by calling it “gen-camping”? It’s called patrolling.

    Also, I think your arguments are kind of far-fetched. Going by your standards, self-care would also be a camp-inducing feature:

    Self Care: after getting off the hook, you will heal yourself unless you get tunneled.

    This ^^^ guy very on point. He was nice than I’ll be...all of your theories are insanely absurd. Tunneling is tactical at high ranks, but camping will never get anywhere and you’ll rarely see a killer rank 10 or higher doing it...

    Lower ranks, specifically 16-20 will be hardcore campers much of the time. Rank your character up, you’ll face more skilled opponent(s), but I assure you that you’ll find games have much better FairPlay.

  • What you been smoking?? Either you’re new to our game, or just not experienced enough yet...but survivors have a heavy advantage in the game.

  • I suggested a new game mode, that I think would help, Chaos Mode. You can look up it’s separate thread, but it basically suggested 12 survivors, 3 killers in 1 game. Even if all 12 are 3x SWF groups, the killers could now communicate also, which changes everything.

    If ever made a reality, I’m sure some tweaks would be in order to balance FairPlay, but I have no doubt it would be legit fun, for both sides...win or lose.

  • I have mixed feelings about the event.

    On one hand, the new DLC combined with the social networking publicity should draw many new players to our community, so why not give them some extra BP to get started; but...

    ...on the other hand, everyone plays killer (for the most part) during events for the extra BP.

    I’m not sure pressuring new players to play killer or wait 25 minutes between matches will appeal to new players.

  • @prayer_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/645141#Comment_645141

    If killers have a perk to see their TR will you use it? So the mindgame potential is bs

    @jeyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/645121#Comment_645121

    If a perk is too good at the start it gets obliterated like MoM was.

    Survivors can't win either way it seems.

    Make no mistake with your biased opinion. I play both, regularly. Anyone else that has extensive DBD experience will attest the validity of this claim: This game is NOT killer sided. Not only is it not killer sided, but it’s not even close! As a survivor, you can escape with a pip by accomplishing little. A killer, mostly because he’s alone, cannot afford a single mistake.

    I’m not talking about bad mind game reads, that’s covered in the name...it’s a mind game. Sometimes right, sometimes wrong, but a good killer will adapt to that survivor’s playstyle as the match progresses.

    As for the “If there was a perk to see your TR, would you use it?”...#########!? lol. Firstly, the TR is a RADIUS, no one needs to see it, a radius is a circle with the killer at the epicenter. It’s not difficult to visualize 32 meters from your location.

  • Why is this even a thread? If there are perks you find ‘unfun’, don’t use them. ‘Nuff said.

    If you’re referring to perks for the opponent(s), remember their strategy doesn’t revolve around your fun needs.

  • Neither Bond nor Empathy I would put even in the top 20 of perks. They’re basically the same thing.

    Bond’s radius is small, but no injured survivors are required.

    Empathy’s range is almost the whole map, but they must be injured.

    None are too useful unless you’re trying to max out coop or altruism points, communicate with mic instead.


    EDIT: You can invite your randoms to chat party, they don’t have to be your friends to communicate effectively.

  • Yes, it is. And I was referring to how he said it would benefit survivors a lot, mentioning killer and talking about killer are 2 different things

  • I like how you don’t mention anything about killers lol. Survivors already have a heavy advantage in this game, a 5th perk would be OP for the killer and survivor both.

    Limited perks are available so you have to strategize your gameplay accordingly.

  • @Creepytaco said:

    https://forum.deadbydaylight.com/en/discussion/comment/643630#Comment_643630

    LOL what? I think some people here might be reading too much into things.

    Nope, the objective is repair 5 gens and escape.

    If you’re hatching out with gens not done, it’s admission of defeat. You’ve purposely abandoned your primary (and only) objective knowing you can no longer complete it.

  • Doesn’t even have to be a basement hook.

    Yes we will all agree that the basement is the #1 choice. But it is situational.

    Example, if I’m playing long range killer like Nurse, Billy, Spirit, Huntress, Hag (with Add-Ons); it will be much more strategic to place you on a hook in the open, away from strong loops, where visibly seeing a rescuer’s scratch marks from a distance can work to my advantage.

    Another example: EGC. It is always in the best interests of the killer to hook someone as far from the exits as possible. This way if a save is made, the killer has the advantage of map space to down the rescuer or tunnel vision the original hooked survivor.

    Saying wiggling is pointless is complete idiocy, it’s to force the killer to hook you where he can, and not where he wants to.

  • A well balanced solution if you ask me:

    We achieve a secondary objective (assuming each rubble pile cleansed awards BP), with the totems more difficult to locate.

    How would small game effect this? I’m assuming there’ll be no difference, the survivor will just know which rubbles to cleanse, which is still fair in my book...it takes up a valuable perk spot after all.

  • Both sides are justified in my book. With no speed perks or toolboxes, a single gen can be repaired in just over 1 minute by one person.

    A mediocre survivor can hold a chase for over 3 minutes...sure they’ll have to use most safe pallets to do so making all future chases much easier, but by then 3 gens just popped.

    From a survivor perspective, it’s what they are supposed to be doing! No one can ever fault them for that, and I often wish randoms in my games would PTFO a little more.

    Maybe we can spawn on 5 gens onto the map at the beginning of the game, and the last 2 appear on the map only after a gen is complete. So not all gens will even be spawned until the first 2 gens are completed.

    This won’t favor either side too much, but not knowing where those other 2 gens will spawn can help. As a survivor, they may have wasted the ‘Go To’ loop pallets near that gen in an earlier chase.

  • Hatching out isn’t winning, it’s admission of defeat.

  • Tell your teammates to stop leaving you high and dry...very team oriented game, start to finish...not just start to gens done, now Everyman for himself!!

  • Easy, pick your hooks strategically. If you’re hooking people by strong loops, or near the exits in EGC just because it’s close...that’s on you. Let’s say your survivor gets hit once, makes the BT save, they both run off. Even if he/she DH’s away (most will just waste it when you get too close), it literally buys them 3.5 seconds before you catch them again...with no DH now. And this can be even faster with unrelenting, STBFL, or during EGC, Noed’s 8% speed boost, etc. No disrespect, but seems to me the perks are not your issue, basic fundamentals are.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/642404#Comment_642404

    That's why they have DH (DH into dude with BT so killer misses you, goes into recover and gives a boost to rescued guy). Unless rescuer messes up timing. Advanced team strats, looks quite sick.

    You just solved your own problem. “That’s why they have Deadhard” Knowing they have it, makes it sooo much easier to counter.

  • Yep, but they’re not on a gen. I’ll take that anyway, so will any other semi-decent killer. 😀 Annoying yes, but ultimately inefficient.

  • If they’re using BT, that means you’re close to the hook. If you’re close to the hook, you have the first hit before the save. Watch where you’re swinging, the 2nd hit us down...avoids BT, avoids recently unhooks using DS(for now), in that situation your best case scenario is ALWAYS to make the rescuer take their place on the hook.

  • @HazeHound said:

    @IMhereRUN Guess you haven't play against swf with those perks only so far. If they make it to the end game, they escape for free with those, WHEN PLAYED SMART.

    True, very seldom do 4 survivors make it to the EGC in my games. If they do, ah well...we should punish them for outplaying us?

  • I have no complaints, 90% of Blendettes spend the game hiding and not contributing to the team. They are played by players who lack experience or skill in chases, so the try hiding to avoid it altogether.

    A hiding survivor is the same as a flashlight blinking ‘distraction chase’...zero threat to the game’s progress. Think of them as being on your team lol

  • I do agree the nerf to Enduring was unnecessary, but you’re talking up these other perks like they’re sooo great. And BT is NOT stupidly strong, it counters tunneling, challenging us killers to actually catch the survivors, not have them deliver themselves to us. For the future, hit the rescuer twice and hook them instead...now go find your recently unhooked survivor, his 15 seconds are definite expired.

  • @BlueFang said:

    https://forum.deadbydaylight.com/en/discussion/comment/642047#Comment_642047

    So your telling me 2 perk slots for nearly every survivor would be occupied by skill check perks, which do nothing for the survivor outside of gens. Which will leave them with only 2 slots for second chance perks one of which will undoubtly be Adrenaline since they've committed to gens so much?

    https://i.kym-cdn.com/photos/images/original/001/490/511/148.jpg

    It could be a problem in SWFs where people can optimize their loadouts and designate roles but then that will just make it easier to take down the designated gen rushers because they have half of what they are used to. That said the ones that just do gens and only do gens and end the games in 2 minutes (ala De-pip squad) you have no chance of catching anyway so it changes nothing

    Yes, the primary objective is and always has been generator repairs. For low ranks 10-20, there will be no issue. For higher ranks, it will be.

    Op? No, but if there’s NEVER an auditory explosion for the killer, what’s the point of having the skill checks at all?

    A noob survivor will hit more great checks than he/she misses, so the gen will STILL be repaired FASTER, which is currently just over 1 minute solo repairing with no speed perks or toolboxes.

    Trust me, this will only get gens done faster, even without support perks. Hitting more great checks than missing results in more progressing than regressing, hence...the regression part of the perk would need to be drastic, because the currently suggested buff has no real penalty.

    “Oops, I missed a great and now I’m Regressing s bit! Oh well, I’ll get 40% more progression next ones anyway”

    It would be a more balanced perk if it just offers no skill checks at all.

  • I have no issues. Many games where an either inexperienced or just plain unskilled killer will chase myself or 1 other the whole match. If we’re lucky enough to not get a killer DC, the BP reward is ridiculous. Of the 4 categories, I’m sure we can all easily agree that the chase runs this game and requires the most skill level. Perhaps just a boost to this category can help.

  • Unless I’m playing at night (usually am), I, as a killer main, will leave a lobby if not all 4 survivors ready up before the time expires. I’ve seen WAY too many games ruined by AFK survivors...which forces me as a semi-decent human to negate the handicap the survivors faced by allowing 1 free escape and a good ole’ depip for me.

    Rather avoid this when possible.

  • Adrenaline is fine.

  • Last I checked, VR luck offering gives +2% luck (correct me if inaccurate). With all 4 survivors bringing one, that takes you to a whopping 12% to get yourself off the hook. And your reward? 1500 BP, the same as getting rescued by another (with Safe Unhook bonus).

    However, if you fail...you just have the killer a free 2nd hook...that’s 2 (possibly 3 if using deep wound, BT, DS, MoM, etc) free hits the killer no longer has to get to win. Don’t be an idiot, let your mates rescue you.

    EDIT: Forgot up the ante, assuming they stack and each survivor is using it in tier 3...you’ll max out at 24% chance to unhook yourself. That’s 1 out of 4 attempts with and you only get 3 attempts each survivor, unless using Slippery Meat which grants a MAX of 3 extra attempts. Out of 4 survivors using both Up Thr Ante and Slippery Meat, definitely possible for multiple people to successfully unhook.

    Imo, not worth the risk, just use luck for farming free items.

  • using Your strategy, every killer is a good basement killer. BT is the best counter, but you can counter the BT by just attacking the rescuer...let the rescuer take their place.

    wouldnt call this strategic though. Here’s the outcome of this match with any semi-decent SWF group:

    1. you hook first in basement
    2. 1 teammate on closest gen goes for the save right before sacrifice hits stage 2
    3. you down new survivor(or waste 30-60 seconds going for tunnel vision).
    4. If new survivor is hooked, repeat Step 2. If same, his/her struggles and makes save right before death.
    5. Repeat Step 3 and/or 2. With tunnel vision, you’ll kill 1( maybe 2 with added NOED, Monstrous Shrine) other 3 escaped. By hooking a new survivor each time, all 4 escape.

    Game Over - Entity Displeased - DePip; 100% of the time.

    If facing 4 ransoms, or a 2 man group with 2 random s, etc...you’ll kill 4 unless none have dreams of altruism.

  • @JawsIsTheNextKiller said:

    A year ago survivor lobbies were almost instant. You got a few red ping killers you had to lobby dodge but it didn't matter because you got another one straight away.

    A year ago I had the same rates as I do now. I’m nocturnal, get off work very late. After I’m done playing life, nighttime is my only option to wind down with gaming. Survivor queues take so long at this time that I’ve completely given up playing survivor at these hours.

  • There’s much debate on Plague...to cleanse or not to cleanse? Not keeps you broken, but poison won’t down you...EVER. It’s a gamble either way, but a new post should be made before we dive into that as it is off- topic in this thread.

  • @dbd_noob said:

    @IMhereRUN i also have that feeling, BUT why do i join into a lobby that is not full after waiting for X minutes.

    If there are so many survivors shouldn't all lobbies be full then immediately?

    Matchmaking has changed a lot as the game continues to evolve. I don’t know the exact reason, so don’t quote me as this is purely speculation:

    I think the 4 survivors combined ranks need to average out to about the killers rank.

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