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Icaurs

Icaurs

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Icaurs
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  • There is something fundamentally broken with the DBD community.

    There is almost a push to remove enjoyment in the game, and if you point it out people just respond with its its not their job to play the way you want.

    Everyone complains about meta, yet everybody runs it and says "oh I need it." When you don't run it and people realise they choose to capitalise on it, punishing you for trying something to change up matches.

    SWF squads goes without saying, but killers will focus out the "weak link" who is generally the one player not running meta. Its the reason why no mither simply does not work. obviously it makes matches harder, I get that, but the minute killers see the no mither, they instantly focus on that player. Fun gets punished.

    But tis even affected the design of killers. Killers are just not interesting or their playstyle is actually anti-fun. The Legion, the plague. Killers whose powers cannot be counted, or worse killers like the Artist whose power cannot be counted. I understand that certain loops and pallets were too strong and I am not opposing the change, however because of the push for to remove these things, survivors discovered its actually more effective to pick a direction and run then to bother looping. Making matches extremely predictable.

    DBD has done well to go this long, but I'm not sure if it has what it takes to keep going, which a shame because it has so many of the right pieces.

  • @fulltonon said:

    I've never seen any competitive survivors having trouble with most nurses though.

    The only reason competitive players can beat a top Nurse is because of Gen-rushing.

    I mean legitimately prioritising the gens and exiting and doing nothing else not just doing the objective.

    Yes you technically can genrush the Nurse to prevent her from being able to apply proper pressure, but its because killers have access to tools like the nruse that the ability to gen rush needs to exist in the first place. Her existence is holding back the majority of killers because survivors need to be able beat her.

    See originally the counter to nurse was a stealth playstyle. Slow careful, using the mist and larger maps to avoid her. Now stealth is no longer a realistic option for survivors, they lost the actual counter she was designed in mind to play with so now either the survivors genrush or they lose. If the nurse is being looped, then the killer is doing something wrong.

  • The no mither challenge was honestly easier then the gen repair challenges (3 in one game). If you are having trouble try using a map and going for a hatch escape.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997225#Comment_2997225

    so let me get this straight, checking someone's profile so u can either dodge them because they might be cheating is stalking?

    so you would rather let ur profile be private, get some people suspicious probably get reported falsely even tho u weren't cheating is perfectly fine?

    and im pretty sure u can just disable the comments buts let's just pretend that nobody knows that's a thing

    You are checking somebody's profile in an attempt to find proof of cheating... there is a word for that "stalking.' Also checking people's profile before a match to dodge is sad.

    Nobody thinks your sus because ur profile is private, that's just you." There is nothing to gain from a public profile, it's easier and safer to use "friends only" allows me to use my acount just fine

    Lastly reporting someone for having a private acount is a false report and violates DBD and most platforms TOS and if you admit to doing this you should be banned. Also it's becausse of players who false report like you, it's difficult to deal with actual cheaters.

  • You just answered your own question.

    Pc players have their profile private because players stalk your profile. I don't want 500 messages from players telling me to k*** myself everyday.

  • The dredge is perfectly balanced, the issue with the dredge, and a lot of killers like them, is the perks available. The meta perks on killers are simply way to strong for the viable killers. Perks like tinker, ruin ect are really hard to beat on dredge, despite being balanced on most killers. Leave the killer, nerf the perks.

  • The gen speeds are fine. See what happened was originally dbd had a focus on stealth. Survivors moved slower and matches took longer. Now killers find survivors in seconds due to the perks, and removal of darker lighting ect. Since survivors cannot stealth they do the objective.

    Its the same reason why survivors rarely bother with sabo or body blocking. Its just not worth it. Thus survivors near exclusively do gens.

  • Its just an overall lower playerbase for both sides. It also depends on the time of day and what new content is coming out. Sometimes I get instant matches for survivors then 5-10 minutes for killers other times it flips. Thus why crosplay was created.

  • A survivor gets unhooked. The killer downs the rescuer. That means you are already there, so you are at either proxy camping or they are going for an insta save.

     The unhooked survivor bodyblocks, takes a down, and then crawls on top of the rescuer. SO now you have 2 downs, and 2 survivors are not doing the objective... and this is an issue why?

    The killer has a 50/50 chance of accientally tunneling the survivor and potentially eating a Decisive Strike. So let's say you have 50% of the time you pick up the unhooker and now you have one down, one hooked and the other 50% you pick up and eat the d strike. Now D strike is gone for the rest of the game and you still get to hook the unhooker.

    (leaving the rescuer to be picked up off the ground while the killer's stunned). In what match are survivors being picked picked up in 4 seconds? Be a little realistic. Maybe with for the people but then you get a 3rd person injured. This does not happen, EVER.

  • Overcome is by far the best exhaustion perk in the game. Not even dead hard can beat it, and for these reasons.

    1. Its easier to use then dead hard. Even dead hard requires survivors to be near pallets and loops in order to get proper value. Using dead hard in the open is is unlikely to buy any real time. Overcome can be used in the open, if you get hit at loops. It also requires no input from the survivors making it by far the least skilful perk in the game.
    2. It is actually uncountable. As hard as it is, and as rare as it is Dead hard can be countered. Its extremely hard yes but there are ways to work around it. Forcing the Dead hard with killer powers, forcing an early DH by going for a swing and general predicting it avoiding a miss swing. I'm not saying its easy, which is why DH has been the best exhaustion perk for so long, but it yes you can counter it. Dr shocks, demo shred, huntress, trickster projectiles and of course instant downing killers or killers with high mobility. In contrast overcome only has two counters, high mobile killers like blight, nurse ect and instant down killers like leatherface and scream.
    3. The raw value of the perk is at least equal if not better the then dead hard. Dead hard requires a survivor to loop at pallets and tiles in order for value. What makes it strong is that it gives survivors the ability to fix an error on their part with one button. However plenty of tiles can be mind gamed by killers and those that can't, the killer won't bothering to mind game anyway so they just break it. So generally you get around 20-30 seconds per dead hard. obviously it varies based on killer and map but I think that's fair. so 20-30 for one pallet is strong. However with overcome you can actually traverse one side of the map to the other(generally around 20-30 seconds with no pallet usage. The perks are hard to compare but raw time 20 seconds near guaranteed is extremely good.
    4. Lastly the perk combinations. Overcome can be combined with so many perk combinations. DH really does not blend with anything that makes it bland and uninteresting and also easy to predict. Once you have used your speed boost to break line of sight, combine yourself with any scratch mark removing, pain hiding perk and you are near guaranteed to escape the chase. Deception, lucky break, iron will, quick and quiet, shadow step, dance with me, lightweight. They vary in strength but they are all viable. The main combination if I really want to lose a chase. Overcome, lucky break, iron will and quick and quiet. Overcomes to lose line of sight, lucky break to remove scratch marks, iron will to hide groans of pain and quick and quiet to enter a locker. Escape is near guaranteed at least once per a match and more then once if you use a medkit. Then once you get belter, you replace quick and quiet with built to last. Now you are using lucky break 2-3 times a match, and there is little a killer can do about it.


  • The original design of DBD was fun> balance. While the devs tried to create things balanced, they were far more willing to create things a little overpowered if it was considered fun. Its only really in the last 2 years, the devs have strived for balance and have been willing to nerf things that that have been a staple of the game for the sake of blanch. There are so many overpowered things, and they only change it one at time, that there are still plenty of traces of the old design philosophy. But yes Nurse should be nerfed to better reflect the new direction of DBD.

  • I find the dredge to be quite manageable at the moment. That may change is he is still very early on and killers are yet to perfect him.

    Are you struggling with the remnant?

    I find it is more effective to take a hit and commit to a single direction, rather then trying to loop him. He is at his strongest at TL walls IMO. Don't lock lockers at the start, wait until the mid point or late game then start locking them, you will find it more effective.

    As for nightfall, it is undeniably hard to beat him and you should accept that if he is chasing you, yes you will likely go down. But even just "shift w" you should last most of if not all of nightfall. All in all I find him to be B-C tier.

    In summary, I cannot understand why you have not been able to beat him once in two days. In theory you should have. The only answer I can think of is your teammates are not good and are wasting time. If so that reflects more on them, then the killer.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2988393#Comment_2988393

    As a counterargument to the "its not possible": I personally say that quite often too because I know from my POV it shouldnt have been. I know that there can be a slight desync, especially when it comes to projectiles, but it shouldnt have been possible from my POV.

    Are we talking about bugs and desync, because that's not game design or balance, but rather just DBD not functioning entirely as intended. For example I think base Huntress is perfectly balanced, however I still get hit by hatchets that in no way should have connected. However I know it goes both ways. Its just something everyone either has to deal with or is a breaking point for them as a player.

  • This applies to both

    The one thing entitled survivors and killers both have, is a massive inflated perspective on their own skill. They see themselves as way more skilled then they really are and believe they have reached the peak of their killer or survivor abilities. They often say things like "it's not possible" Yes, it generally is possible, if you have the skill for it. Fact with proper perks and add-ons, every single killer in DBD is viable. The only exception is trapper. Similar survivors can turn most matches around by following basic strategies, such as taking the killer away from gens.

    Most players who are entitled tend to run meta builds and say "I need it." If you are running meta for survivor or killer and you are losing regularly, you are bad, and the game should not be reworked to inflate your ego. Yes I struggle as killer, but that's because I don't like running meta builds because its boring. If you run meta and complain that the game is unbalconied, you are bad and have no idea what you are talking about. If you don't run meta and complain the game is unbalanced, my response is that is why the meta is there.

  • Boon recharge: while in a boon range, items naturally recover, time is dependent on balance.

    Boon exhaustion: While a killer is in a boon effects, killer's powers take longer to be used (time dependent on balance).

    Boon magic voice: While a killer is in the range of a boon they hear survivor's groans of pains. This perk will have no actual affect on the UI.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983915#Comment_2983915

    120x3 is 380 seconds, which means 4 gens are done, with 20 seconds left on the last gen pets say we don't touch the last gen to account for travel time. This is with all gens being done solo. 4th as well, meaning 2 survivors can being fondling about for 80 seconds as long as they did one gen. Meaning within the camp time the other 3 still escape.

    This is assuming a bad killer and survivor. You state it is a bad killer, but the same applies to the survivors. No perks, no windows, no mind games, no looping and not even accounting for the time to find them, the duration of the chase, just the time gained from the pallets... yet that still mathematical is nearly the exact time they need to buy, while it is hold w and pre drop pallets only... as long as people simply do gens.

    47 seconds x 3 is 141 seconds, so nearly 2 gens total. That is is in favor of the killer. Though the maps with less pallets have more windows but let's ignore that.

    The skill of the survivors is irrelevant, solo is irrelevant... the killer is horrible no? Like they are just running around kicking pallets. The get good argument for killers applies just as hard to survivors.

    Survivors don't play like that, as they are better than that. According to yourself, they do use windows, get more out of a single pallet before they throw it. Making the argument of time favoring survivors even stronger... your math on average shows that the game is nearing completion with the worst tactic for survivors. The simple math favors survivors on average, just in the worst case on the least pallet heavy maps, which are window heavy... if survivors only use the pallets they will lose.

    The whole idea why killers camp and tunnel is to leverage the games design to create a better opportunity for themselves... the simple math isn't in the favor of killers.

    This is my response.... I just can't with you.

    If we have 5 generators at 80 seconds each, and you throw on corupt, to block 3 of them for 180 seconds. Let's say it takes 3 survivors still spawn on 3 gens so that is 80 seconds and you get one down in that time. You then camp that survivor, for a total of 120 seconds. Then you run deadlock, to guarantee 30 seconds buffer making it 120 seconds for gen 2. So now that survivor is on the hook for 40 seconds, assuming they are a 4 man SWF with constant communicating and no survivors go for a save. So 2 survivors complete a gen in 45 seconds (to make numbers easier). But then deadlock activates, blocking survivor 3 gen progress for 30 seconds. So now we're at 85 seconds. So then those 3 survivors start a new gen (otherwise they have to wait for 30 seconds). Now do a gen in 40 seconds. Now already, that's 125 seconds. So that survivor hooked is already dead. Now using NOED you get one down, now you don't even ned to do this, but let's say you run No way out on top of this to get an extra 21 seconds to ensure the down. You have now easily gotten 2 kills, with plenty of time to go.

    All of this, and we ae assuming that the survivors are all 4 borderline flawless, and you are completely awful at killer. This is in the absolute worse case scenario for a killer. in reality, its rare for all 4 survivors to have mics, so they waste time checking the hook, and obviously its down to luck how the gen go for survivors. Of course if the killer is running, say pain resonance, or thrilling tremors, or hooks the survivor near a gen being worked on, then the killer has even more time, but hey why would that matter in a post, about HOOK CAMPING. But I guess you're just too smart for me.

  • DS is just a band-aid fix to the bigger problem of tunnelling/camping. I have no issue with DS being nerfed, so long as they implement game mechanics to stop this strategy. Unfortunately the devs have taken a sort of middle stance in regards to camping. Where they recognise that is is a massive issue, which is why it was reworked in the first place, and yet state that camping is a valid strategy.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983764#Comment_2983764

    1. You aren't reading like seriously do the thing you tell others first.

    2. The conclusion you made is that pallet camping is not in favor of survivors, because it only supplies 182.5 seconds of potential time... which magically would result in only 3 gens being able to be completed. While if you apply the math properly it shows that such amount of time is sufficient to do all gens, the gates with time to spare to account for travel time.

    You did assume that in your calculations, even if someone else stated it... you claim to the use math on it to showcase your counter argument to that point. Yet fail to apply it to the fact that I that additional time created 3 other people are doing more than 3 gens. You using someone else's parameters to apply math on, means you adopt that premise... so yes you are assuming that exact situation. Insulting my intelligence does not foster a healthy discussion. Your conclusions are flat out wrong, apply simple math, take the gain time and apply it to all 4 survivors and ... the game is over with 3 people escaping and the camp didn't even start yet.

    I even stated that what you state is flawed in any reality, as a better killer breaks off the chase and herds another into a dead zone. I agreed in the very first post that it is a bad tactic, but your conclusion of 3 gens being done is not accurate.

    You have difficulties with math... why do people bring up gen speeds? Why do people camp? Mmmh maybe because even the little value of pallet pre dropping and providing 182.5 seconds is enough for the survivors to end the game.

    Unbelievable you are beyond insane.

    You do realise that I have tired to put the game in as much favour as killer as possible, exaggerating it to such an insane degree, to demonstrate the absolute worse case for a killer can have, which 182.5. I thought you would have some integrity and admit, "oh ok that's actually not that much, that's the worst case scenario, You want to use my numbers? ok glad you ignored half my original post where I mentioned the pallet variation., In the best case scenario for killers? 47. 5. barely half a generator, Let's break an average of 16 for a half way point is that fair.

    16x 5=80+ 2.5x16=40 Total 120. So let's use that as a baseline, for an average match. There every single pallet destroyed with no anti gen perks, and the killer is a complete braindead player, with 2 gens left to go. This is still with all survivors doing gens in the most optimal way, which is not guaranteed. I thought Maybe you would have some respect, and admit "oh he's really trying to consider the worst case scenario for a killer I could have used the the 47 second baseline. There you go game is op killer sided, anyone who says different is wrong. But instead I exaggerated it to a massive degree, because I thought you would recognise that. But instead you go "survivor op, see 182.5, 80 seconds. I thought better of you, and I apologise for that.

    Now imagine if you have just one bad solo Q teammate on top of this, all of a sudden only 2 gens go in that time. Thank you for demonstrating a complete lack of respect

    "I even stated that what you state is flawed in any reality, as a better killer breaks off the chase and herds another into a dead zone."

    READ

    MY

    POSTS

    FOR

    THE

    LOVE

    OF

    THE

    ENTITY

    MY POINT, WAS THAT SURVIOVRS ARE NOT PLAYING LIKE THAT

    OMG HOW HARD IS IT FOR YOU TO UNDERSTAND THAT

    But there you go mate, some basic math for you. How about next time, you respond, you justify 47 second timer with 4 solo Q teammates. Stop creating an argument for you to have, and actually respond to what I'm saying.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983637#Comment_2983637

    I am not bright? I am using your own simple math and apply it to the gens to showcase what you are implying. I state that your scenario is flawed and would favor survivors.

    Now you go... but if they use corrupt, deadlock and other perks, yet the survivors use no exhaustion perks or windows in the chase?

    I never claimed that your scenario was realistic, you are the one that used it for simple math and failed to apply it to the gens. You assumed that the survivor purely runs from pallet to pallet, slamming it down and the killer purely walks after them and kicks it. That is what you applied the math to, yet claimed only 3 gens were done in that timeline. A good killer wouldn't keep brute forcing after that one survivor and a good survivor would not only use pallets... but that is what you claim to apply math to.

    You are not the bright one here, I used YOUR own mathematics and applied it to the whole game not just the pallet side. That time would be utilized by the rest of the team and favors survivors not killers as you claimed.

    Have you actually read my posts, or do you just have such an ego that you just want to have an argument?

    1. Somebody made a complaint about pallet camping, in a post about hook camping, I then made a response.
    2. He failed to understand it, so I used simple math to show the maximum amount of time pallet camping can theoretically give. I never applied to a real game, nor did I say that is what survivors are doing.
    3. You, for whatever reason felt the need to start an argument with me about gen speeds? Because.... I have no idea why. And started an argument that both had nothing to do with the original conversation or the post???
    4. You then respond with things like this "Now you go... but if they use corrupt, deadlock and other perks, yet the survivors use no exhaustion perks or windows in the chase?" If you are being looped by the survivor for 80 seconds, without them using a single exhaustion perk, not matter what map you are on, you are bad, 100% bad, and you need to get better.

    LISTEN TO ME VERY CARFELY, BECAUSE YOU ARE STRUGGLING TO UDNERSTAND THIS

    ". You assumed that the survivor purely runs from pallet to pallet, slamming it down and the killer purely walks after them and kicks it."

    The ordinal person, who stated, that survivors, were running from pallet to pallet, throwing it down, and the killer following behind breaking it

    WAS

    NOT

    ME

    I never said that, at any point. In fact the entire original conversation, was me arguing the opposite that is why I said you are not bright. You stared a conversation, and had no idea of what each person was arguing. I'm guessing you glanced at it and said "you survivor, me hate survivor, me tell survivor how bad and wrong they are."

  • Because some killers justify anything by labelling it "needed." Everything a killer has is "needed." Otherwise they would have to face the fact, that they are just not that good at the game.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982601#Comment_2982601

    We used your numbers there mate, you can act all high and mighty... but those are the numbers you provided. You wanted to demonstrate a point, using math and simply put your numbers don't add up to what you claim. If it gives you that much time as you point out, you have enough time as the survivors to finish the game with just pallet camping.

    I stated your scenario is flawed. So... what is your point? I am the one is pointing out that it is a 5 gen chase here and at that point you failed as a killer, you were the one that claims that the pallets are providing that much additional time and is beneficial for the killer?

    Sorry, but you are simply bashing your own math here. You are the one showcasing that survivors when utilizing their pallets instantly and manage to all of them with a min of 5 seconds benefit... buy enough time to win the match.

    You're not a very bright person are you?

    The only point, I had was how little value pallet camping gives, that is it. You are the one that wanted to bring up gen speeds in a post about "hook camping." Because of cause you do. There cannot exist one post on the forums where killer's don't bring up gen speeds. Then I point out that if you are being run for 3 minutes straight anyway, then you don't deserve to win. Unless you believe killers can play as poorly as they want and still win, Do you, just curious, because you completely ignored that.

    If we have 5 generators at 80 seconds each, and you throw on corupt, to block 3 of them for 180 seconds. Let's say it takes 3 survivors still spawn on 3 gens so that is 80 seconds and you get one down in that time. You then camp that survivor, for a total of 120 seconds. Then you run deadlock, to guarantee 30 seconds buffer making it 120 seconds for gen 2. So now that survivor is on the hook for 40 seconds, assuming they are a 4 man SWF with constant communicating and no survivors go for a save. So 2 survivors complete a gen in 45 seconds (to make numbers easier). But then deadlock activates, blocking survivor 3 gen progress for 30 seconds. So now we're at 85 seconds. So then those 3 survivors start a new gen (otherwise they have to wait for 30 seconds). Now do a gen in 40 seconds. Now already, that's 125 seconds. So that survivor hooked is already dead. Now using NOED you get one down, now you don't even ned to do this, but let's say you run No way out on top of this to get an extra 21 seconds to ensure the down. You have now easily gotten 2 kills, with plenty of time to go.

    All of this, and we ae assuming that the survivors are all 4 borderline flawless, and you are completely awful at killer. This is in the absolute worse case scenario for a killer. in reality, its rare for all 4 survivors to have mics, so they waste time checking the hook, and obviously its down to luck how the gen go for survivors. Of course if the killer is running, say pain resonance, or thrilling tremors, or hooks the survivor near a gen being worked on, then the killer has even more time, but hey why would that matter in a post, about HOOK CAMPING. But I guess you're just too smart for me.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982404#Comment_2982404

    Let's apply some basic math, a single solo gen takes 80 seconds, there are 3 survivors doing gens while one burns through all the pallets in 182.5 seconds... what have the other 3 survivors been doing for 102.5 seconds if only 3 gens pop in that timeline?

    Like I don't believe that simply burning pallets is a good way to play survivor, but if you want to be mathematical like that. That chase means 3x182.5 seconds is 547.5 seconds of total time between the rest of the survivors. 5x80 is 400 seconds, 30 seconds for the end gate means you have 117.5 seconds of travel time and 3 people escape.

    If you are in chase for over 3 mins purely from additional time gained by using pallets, that will in reality be usually a 5 gen chase. The main reason why dropping pallets like that doesn't work is because the killer will break off and chase people into the created dead zones.

    Your own scenario is flawed, but if that happens as you describe... the math favors the survivors.

    I mean the point was to demonstrate how much time pallet camping literally gives, which is my only point. But if you want to be smart, if you can't down a survivor in less then 180 seconds, then there really is no hope for you is there.

  • @Huntressmain_1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982404#Comment_2982404

    This is all great if the is actually how the game is played I don't know what game you've been in were you got that random information but that's not how games work and not how gens work either especially lately when gens been going in like 3 minutes I understand camping hooks can be seen as a troll move but it is used just as a survivor uses there pallets MAYBE you should play both sides before you complain about obviously you don't understand either

    Do you acutely understand what you ae saying?

    "This is all great if the is actually how the game is played I don't know what game you've been in were you got that random information but that's not how games work." That was literally my point, that survivors are looping, to get more time at a pallet. But according to you, camping pallets is a problem. I never said that's what they are doing, in fact I went as far as to say they are not doing that. You were the one that said that. Can you actually explain your point, because I have no idea what your point is.

    Cause your point, was "camping pallets is a problem." I then explained why its objectively in favour of the killer for survivors to do that. Then you said well survivors aren't playing like that. What actually is your point, I have no idea.

  • The pallet vacuumed doesn't exist, it was removed a long time ago.

    What you described sounds like lag or latency. Even if you did experience it, it sounds like a glitch instead of something intended, and it would be better to make it a bug report.

  • @Huntressmain_1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982394#Comment_2982394

    I suggest you delete the game, your the one that complained first of course about killers and camping hooks but survivors have there own version of it ,and no the hardest part of killer is getting the survivors and making sure they are dead as that's the whole point and there are many pallets in a game so of course it would work because they do it all the time maybe you should play killer and see

    Ok.. let me explain some basic math.

    If you have one pallet

    and a survivor runs to and drops it. let's say they get 5 seconds of value not including pallet break time.

    Now let's take that same pallet, and a survivor runs the killer around it. Let's say 5 seconds per loop for a maximum of 3 loops. 3x5= 15. Notice, how one number, is bigger then the other.

    Now some maps, can have as little as 7 pallets. and others can have up to 25. So 25x5= 125 or 2 minutes and 5 seconds. Let's add 2.5 for pallet break time 25x2.5=62.5, total 182.5 seconds. And that is with the most optimal map, with the most optimal pallets for survivors. It literally only gets less then that. That's assuming, the killer breaks every single pallet, instead of mind gaming them, when can be done at the majority of pallets. Let's say 3 gens go in that time period, you have 2 gens, with no pallets at defence. So... yes, you are the problem, this game requires survivors to loop because otherwise they will have nothing to use. Please learn to play both sides, instead of just complaining about something you clearly have no understanding of.

  • @Huntressmain_1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982368#Comment_2982368

    I mention for trolling all survivors so is run from pallet to pallet and by the time the killer reach them 2 or 3 gens go, it also demonstrates pallet campers have no idea how to play survivor

    There are not enough safe pallets for that to work. If you are versing survivors who play like that and you are still losing, the game is not the problem, you are. The hardest part of killer is forcing the pallet drop, if survivors are dropping it early, then you are being given a massive advantage. I suggest you practice more at survivor.

  • @Huntressmain_1223 said:

    Why do survivors always complain about camping hooks when all they do is camp pallets as well?

    Killers who complain about pallet camping really demonstrate they have no idea how to play killer. I love when survivors camp pallets, because they burn through their recourses twice as fast.

  • There is nothing wrong with it, some killer's are just really entitled. I've seen a bunch of comments about how it makes survivors invincible. Maybe you just shouldn't slug and tunnel? Just play the game fair, and no survivors will ever run them. But they have to play in an extremely sweaty playstyle, and then complain when survivors use the only tools they have to counter them. Original DS, sure that was unfair, because killer's were punished for no reason. DS 2.0. Honestly it was fine, but some survivors used it with unbreakable to work on gens in front of the killer, so I can understand the nerf. But any killer complaining about current DS, you want to play using a miserable playstyle, and then complain when survivors use one of the only tools they have to counter it.

  • How is Meg not bottom tier?

    Outraged

  • I would rather VS Huntress, despite her being objectively stronger, because I am able to implement skill and game knowledge to avoid hits. Even if it is much harder, it feels far more rewarding.

    As oppose to trickster, whose only real counter is to use the fact that he is a 110 killer to pick a direction and keep running. Looping at pallets actually gives him the advantage. So yes he is easier to beat, but is far less rewarding. Also he is very easy to play, making it difficult me to respect tricksters. Killers who can't play Huntress, play Trickster.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979540#Comment_2979540

    Scourge Hooks already have an in-built counter, it's called Scourge Hooks.

    There's only 4 of them, and they spawn randomly across the Map.

    Survivors could just remember which Hook the Killer placed a Survivor on to counter Scourge Hooks

    ok let's say it's the best case scenario

    A 4 man swf. Who can provide instant information to their teammates. And they perfectly memorise the position of each scourge hook. And the killer isn't running starstruck, or mad grit to deal with the body blocking/ sabo. And they themselves are running either sabotour or a tool box. And they are 100% of the time are in position to deal with the scourge hook. And they actually pull it off each time. And the killer, after downing each survivor will only be able to reach one scourge hook per carry. All of this. The chance of this is so incredibly small that, let's be serious, will never happen.

    The killer should get, at lest one use of each scourge hook. Which is 25% of its maximum value. And survivors have no ability to use game knowledge for skill to prevent this. Now they can, its technically possible to sabo a scourge hook, without knowing, but then its down to luck, not skill. All this buff will do, is give survivors the ability to implement skill, to outplay a killer. Why is it when a killer gets a perk that completely negates an entire mechanic to survivors, which they already have for just about every other strategy, this is fine, fair and balanced. But the idea of survivors, not even negating, minimising the effects of a killer mechanic, this is an issue.

  • @ThatOneDemoPlayer said:

    I don't think Scourge Hooks need nerfs, but Saboteur does need some buffs

    Considering scourge hooks are run just about every game. Yes, they do need a counter. Also adding counterplay is not a nerf.

    @Crowman said:

    Scourge Hooks aren't strong enough to warrant a perk to counter them. Plus it's not always feasible for a killer to make a scourge hook.

    Scourge hooks are stronger then most boons. So much stronger it's not comparable. Yet killers have a means to negate boons, but survivors have no means to even interact with Scourge hooks.

    @Mat_Sella said:

    Something tells me you've never played killer during Events in which survivors could sabotage Event Hooks, it is a miserable experience and leads to what every survivor says they hate: Camping and slugging.

    You want killers to hook you, it just makes for a better game experience. Making killers not want to hook leads back to camping and slugging, which survivors say they hate but will do everything to ensure it happens to them.

    How does this make killers not want to hook? There are more then enough hooks for killers to use, disabling one hook, should not effect that. It sounds like you want to camp and slug and just want an excuse.

    @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978906#Comment_2978906

    Not everything needs a counter. Especially killers.

    But nah, I simply just don't want it to.

    "Not everything should have a counter"

    Could you imagine saying that for any tool a survivor has. An entire mechanic should have not even the ability to engage with it.

  • @Xord said:

    Honestly, my only problem with saboteur is that you should be able to see hooks' auras right when a survivor is in the dying state.

    I hate that timing when I'm around the survivor, ready to sabotage, but I'm trying so hard to find hooks. With my own eyes. While I have a perk that is supposed to do that, but doesn't, because I'm supposed to wait for the killer to carry that survivor.

    That is actually a good point, but I still think buffing it to be more interactive with scourge hooks would make it more viable and allow for better strategy with scourge hooks.

  • Because certain killers and addons are so strong that dead hard becomes fair. Against base doctors. Yes, it's unfair. Against high stimulus and iridescent queen. Yes it's balanced

  • It's hard to do and easy to counter which is why it is rarely tried.

    If anything it needs to be stronger so survivors have more viable strategies then just genrushing

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974569#Comment_2974569

    Hardly. People who take it want to use it, and they will go out of their way to try to trick you into getting stunned by it.

    Getting stunned by DS just means you've picked up or locker grabbed someone who has it active, the idea that all of these people were just holding W for their lives trying to get away from the hook to have a chance to do a generator or heal and that the killer was "tunneling" is absurd.

    Like Dead Hard, you just have to assume that everyone has it because a lot of survivors try to trick you into activating it.

    I don't think you understand the point of DS. It is not to stop tunnelling. If it did then it needs a massive buff, because most tunnelling killers just take it and keep tunnelling. It exists to make killers think every survivor has it.

    Also how are they tricking you? It's your responsibility as a killer to keep track of survivors. Who and when they were unhooked. It is only active for 60 seconds. That is very short. It just sounds like you want to tunnel but are scared of ds. So the perk works

  • Why... DS is designed to stop tunnelling. If you are getting hit by it then it is working as intended. If its such as massive issue for you maybe you should stop tunnelling?

  • Don't use your shock in the open, they will only gain distance. Use it at windows, pallets to negate vaults. He plays like huntress, tuming is everything.

    Alternatively throw on high stim electrode with iridescent king, and watch as the game plays itself.

  • DH is a balanced perk, it just depends on the killer. For example DH against a wraith? Obviously overpowered. But against a nurse, spirit or blight? Or even a doctor with high stim, and iridescent queen? No I would say it's fair if not needed. This is the issue with changing the meta. The meta is only overpowered half the time? Due to the massive power difference between strong and weak killers. And killers with strong addons. I am concerned that these perk changes win't consider that.

  • It was never exactly a reason, but I think it was because of undying. They swapped a noise notification based perk, for one that (after a change) duplicated any hex perk. Undying started to be used way more, as although it is less consistent, it is stronger, they felt that killers did not need thrill of the hunt and undying. Though I may be wrong.

  • He's about the same TBH. You miss more hits yes, but in the end, he played better at hit and run, before the nerf. Assuming there is no COH, I play him mainly the same and the change has little impact on this.

  • NOED was never that strong. The strength was never an issue. The issue, is that it is used primarily to secure one kill, that does not feel like its earned. Genuinely done to camp one survivor to death. Its not fun, and it does not feel like there is any way to learn or improve.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963795#Comment_2963795

    The 'nobody would ever run boons again' argument always baffles me. Like, in most situations, relighting a boon in the same spot the killer just snuffed it is a bad idea, because they know where it is and can easily remove your time investment before it pays off. They can even be crafty and drop chase at bad loops because they know exactly where you're going to run to heal up.

    The only time you actually want to relight a boon in the same spot it was previously snuffed is when that spot is tough for the killer to reach - either it's far away from the current net of generators and nobody wants to loop there, or it's one of those special spots that's a huge detour for anyone to get to, but the effect radiates upward or downward to more easily accessed parts of the map. Otherwise, you should be moving around to different totems anyway. The Mikaelas that ignore gens to relight the same boon over and over again are hated by their teammates for a reason.

    But seriously, any game where a boon went up less than five times would largely play out the same as before - the exceptions are those maps with very secure totem spots.

    https://forum.deadbydaylight.com/en/discussion/comment/2963803#Comment_2963803

    Also Blood Favor, which is really good on M1 killers after its buff.

    The only outright bad hexes are Huntress Lullaby and Third Seal, and even those have their uses.

    What you said is exactly why I dislike shattered hope so much.

    "The only time you actually want to relight a boon in the same spot it was previously snuffed is when that spot is tough for the killer to reach - either it's far away from the current net of generators and nobody wants to loop there, or it's one of those special spots that's a huge detour for anyone to get to, but the effect radiates upward or downward to more easily accessed parts of the map."

    COH of healing can applied anywhere in the map. In the corner, in the middle of map, any totem is good. Because survivors just go there and start healing. However the other boons are different. Dark theory, shadow step both need to be put in places that survivors are likely going to run, in order to gain value. The problem is not only are these places going to be limited with shattered hope, but because survivors will be bringing the killer basically to the boon when being chased, in order to actually get value form the perk, it means that the survivors will bring the killer, to break it. Most boons do not offer enough value to justify running them. Now a massive counter exists for no reason.

  • I would like this for survivors as well TBH. Survivors don't like playing in a match they know they will lose. Or the killer farms because they feel bad. If they do... that's just boring.

  • Because boons are inherently weak, COH was an exception and not a rule. Every other boon really does not justify giving the killer the ability to destroy it. Most boons were rarely used, and now its unlikely they will be used for anything other then as a joke. If killers could destroy them without a perk, I doubt anyone would run boons ever again.

  • DBD has had a lot of balance changes made around the optimal time survivors can do gens in a match. Its not perfect, but its undeniable that most balance changes were made on the assumption t hat it takes survivors 5-7 minutes to do all generators as oppose to 10-12., which would be a more balanced match. With these gen speeds at baseline, the devs introduced a tone of anti gen perks too help counteract the gen speeds. Now if the gen speeds are not done in an optimal time, the game tilts heavily in favour of killer, and thus survivors actually need to genrush tin order to stand a chance against stronger killers.

  • Looks out devour hope.. I guess killers just win then.

  • As a player as long as it is not against the official rules, you can play killer however you want.

    That being said, camping, tunnelling, are not respected strategies. They ruin the enjoyment of the game. It would be like if survivors didn't do their objective, and instead hid for the entire match waiting for hatch. it denies a proper match from occurring. Its especially frustrating for the survivor being camped, because they know they need to remain in the match for as long as possible to buy time for their teammates. Why would their respond to you positively? you are creating negativity.

  • No, I think its more the attitude of the developers that cause so much complaining.

    If the developers said "We recognise that this is a massive issue, and we're trying to come up with a method to fix it, but it needs to be balanced for both sides." A lot players could at least see that the developers are trying to fix an issue, But instead the developers say "camping is perfectly fine, we have no issue with it." Despite the fact that it is legitimately killing the game. So people are complaining until, the developers attitudes change. Its worse when you realise they are completely aware of this issue, otherwise why would they be considering making Borrowed time basekit?

    What's worse is that the developers make rushed changes, that don't consider the game's impact all the time. Look at object of obsession, did it need a change, yes. However they openly came out and stated the perk was perfectly fine and they had no plans to change it, a massive amount of players complained and they made a rushed change that ruined object of obsession, and in turn, sole survivor. Same thing with colour blind feature. It was something the devs should have added a long time ago, but they couldn't be bothered to add it. Then a developer was streaming, and somebody asked when it would be added and he basically said shut up, stop asking. Soon after that, it was added.

  • The nurse isn't overpowered, she is an excellently designed killer. She is far more powerful then any other killer, and its not hard to see why. The devs have even mentioned before that they have no plans on making a killer like her again, because she is so far above any other killer, its impossible to balance around.

    Where I think your understanding of overpowered comes from is more based off the survivors. In a typical match of DBD (say against Blight). Unless you are SWF, the devs try to pair people on the same skill level, although they have admitted that they prioritize wait times, and connection stability over balance. The result is survivors skill range can be quite broad. With sometimes their being one survivor far above, or below the others. Generally this is fine, because good survivors can make up for their teammates weakness. However the nurse is different. Because she has such a fast downing speed she will have the opportunity to quickly swap between every survivor, you need 4 good survivors to beat her. (This assumes she is skilled with her, fair and does not tunnel or camp). SO technically 4 good survivors, with good perks, can beat a skilled nurse, at least 50% of the time.

    All in all, I love playing, and versing her and hope they never change her.

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