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Ink_Eyes

Ink_Eyes

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Ink_Eyes
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  • 10 minutes for survivor in NA Servers, I have the bad luck of having a horrible work schedule so I can only play starting from 10 pm until midnight so I guess that has to be the reason for my horrible long queue times I guess

  • Yes you can't kick a generator with ruin, but it's your ''plan B'' ruin doesn't last long if you are not running undying, so pop becomes your second option once ruin is cleansed.

  • Yeah but those killers have an added effect when they use their powers, you can't use pallets if doctor shocks you, you can't heal against a plague if she pukes on you, with nemesis...is there even a side effect when you whip a survivor other than turning their screen slightly blue on the edges of the screen? it should do more, give it an effect even a small one.

  • The ones I think are unfun are basically M1 killers, at least with killers like deathslinger or huntress you have to dodge their powers or you have to play around hags traps to counter her, they have interactions with you, M1 killers like legion just follow you until they hit you.


    I want more interactions between survivors and killers, the thing about survivor is that it's only fun to play if the chase is fun, having to dodge something for me makes the chase a little bit more interactive than just holding shift + w to run and wait until the killer bloodlusts me enough to catch me.

  • I'd like to hear an official response from the devs, it makes no sense to me and actually I would be more willing to spend money on a skin knowing that I can combine it to make my character look the way I want.

  • your gen speed is like 7 seconds faster if 2 people are working on a gen, not really that impactful, they actually had to buff it because the perk used to be super bad and even after the buff is not that good....

  • Hard for me to choose a killer, I like deathslinger, plague and blight. For survivors I like steve and kate.

  • I bring haddonfield offerings myself even when I play killer just because I like the map, I play for fun...I don't care if I go up or down in rank, despite the fact that I am rank 1 survivor and killer I could de-rank to 20 right now and I wouldn't care...in fact I would probably have chill and relaxed matches by de-ranking anyway, I just like to enjoy the ambience and scenery of that map as killer or survivor.

  • @Uotsumi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296435#Comment_2296435

    Ruin & Undying are Hex perks. If totems are destroyed, it's over.

    And if there are many Killers who are uncomfortable with Blast Mine, Killers will be biased towards the Ruin & Undying.

    Sure but sometimes in solo play totems last 10 minutes XD

  • I tried so many times to use it but 9 out of 10 games the killer has ruin/undying and never kicks generators :(

  • Nurse, a godlike red rank nurse can slug the entire team so fast sometimes you don't even get a single gen done, and most of them just do it to feel good after they lose a game with any other killer and don't even care if they de pip that match for not chasing enough or not kicking gens they do it just to win fast and feel good with themselves, and they are so popular in red ranks, everytime I play it's either against a nurse or spirit.

  • It's basically another pyramid head with 2 zombie npc's ''helping you'' so if you already played pyramid head a lot playing with nemesis won't amuse you much..

  • Pretty much agree with this, make it a 1 in 10 lucky chest spawn in the game and remove it from the bloodweb to avoid people using it game after game just because the game allows you to hoard keys.

  • Both being tunneled and gen rush is kinda your fault, you are the one who needs to go out there and pressure generators, if 3 gens got done then you probably chased a strong looper and completely neglected your gen defense, I see tunneling as the same, if I play killer and I notice I am chasing a weak looper then I try to get him out of the game as soon as possible, if the survivor gets killed supper early it's his fault for not knowing how to loop and being a weak looper, no excuses for survivors or killers (I play both at red ranks)

  • Deathslinger if you have played shooters and know how to aim it's pretty simple to down a survivor with him as he technically removes windows from the game and even some loops (not all but most)

  • Loop a pallet like always, if he whips you Shift +w to the next pallet, he'll take like 15-20 seconds to catch up to you, repeat process, do that and you will run him longer than the average survivor out there who falls in 10 seconds flat.

  • I feel like half the killer population would leave if they give survivors the ability to coordinate with voice chat, maybe just text chat or pings could do it. Plus I don't want to hear an angsty teenager yelling over my headphones with his squeaky voice while being looped by the killer.

  • This happened to me yesterday, I was extremely confused as to why, now that I remember I did get pallet stunned at the start of the game.

  • Well, it's not that bad of an idea, the hatch already works somewhat like this, with it being available depending on the number of survivors/generators, having repair speed work like that doesn't sound terrible but very unlikely to happen.

  • The only problem with this map is the fact that you have no vision over the generators, you actually have to go behind a house or completely inside to check if someone is actually working on it, other than that 90% of windows have already been blocked and the ones still open are mostly on second floors which are actually pretty good for the killer unless the survivor has balanced landing or you are playing a slow killer like trickster, and pallet spawns can be as bad as having only 3 -4 safe pallets, so I don't think it needs to be nerfed for the 1000th time.

  • A lot of killers do this to de pip and get easier matches against lower rank survivors...

  • It's still ok, I play mobile games that charge you up to $50 for a skin for a single character on a game that has a roster of 80+ characters.

  • Something similar happened to me yesterday, I could see that I had my ability fully charged but I couldnt dash, it was as if the ability was on a long cooldown (like when you use all your charges) but the ability icon was displaying full charges.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2292826#Comment_2292826

    Well you see that's the issue, if boom totems improve action speeds it's not giving extra things to do its speeding the other up. I get what you're saying about the killer but they shouldn't be so strong a killer has to find them. But if a killer crosses one being able to destroy it to remove a strong perk would be interesting. Plus if both sides can interact with it you have many more possibilities for the effects. Limiting it would be a downside imo. The more something can bring to the game the better!

    *Boon totems not boom XD

    ''Well you see that's the issue, if boom totems improve action speeds it's not giving extra things to do its speeding the other up''


    if the time to break one of these new totems is something like 20 seconds and all it does is give you a slight buff it can help stop gen rushing even a little bit, which is what the devs intend by giving survivors more things to do instead of just smashing gens. Now the survivors will have to find hex and boon totems, I just wish they introduce a new mechanic for opening chests that actually forces survivors to open chests and not just when they are wounded and need a med kit

  • I think they are gonna be rather simple, 3 boon totems will spawn, a survivor cleanses it and they will get something like 5% repair bonus speed/heal speed for 30 seconds or something like that. Asking for a killer to break a ''survivor totem'' will put killers at a disadvantage since gen speeds are already super fast...having to look for and spend time destroying a totem will only slow the killer from the main objective, remember that when they anounced boon totems they said their intention was to introduce more objectives for the survivors to have not to distract the killer.

  • The game should be balanced around 2 escapes/deaths, I am both red rank 1 survivor and killer and on average I do a 4k most of my matches and only 3k if the last survivor has a key or finds hatch before I do.

    Most players are so used to the idea that because the game was ''extremely survivor sided'' some time ago then the game should be survivor sided now...but the game has slowly evolved past that, the game has slowly changed over time from infinite loops and ultra safe pallets (most were removed over time, 4 years of tweaks) to mostly dead zones and unsafe loops.

  • I would remove the speed buff and that's pretty much it.

  • I agree with SWF but when it comes to solo queue, it's pretty bad...there's at least 2 - 3 posts a day of people complaining about how bad it is, I actually made a poll about it and most people said they only escape 3 out of 10 matches playing solo, most of them even said that they had already given up on the idea of consistently escaping and playing mostly for points, it shouldn't be like this in my opinion.

  • @Aven_Fallen said:

    I get more Killer-DCs than Survivor-DCs. Like, Killer has Tinkerer, 2 Gens done, my Gen hits 70% (he gets notified)... Game over.

    No wonder with those instant Queue times in the evening that Killers just DC to get into the next game when they think they lost.

    Kinda disagree, theres times when the killer manages to trap you in a corner and decides to stay there forever, we have to waste time or disconnect with a 5 min ban included if we decide to disconnect, there should be special scenarios were surrendering and getting out of the match is an option.

  • It makes sense and we all have thought of it, there's like 10 posts a day from new players who come here with the same ideas, problem is devs don't wnat a specific survivor to be better than others and having unique abilities will mean there will be survivors that will be picked more than others, it will also mean meta picks on tournaments, throwing the balance of the game more than it is now...

  • A lot of players have this ''mindset'' that because they are matched against a SWF team then they surely are at a disadvantage, when most of the times SWF teams are casual players who want to have fun and sometimes ends up being detrimental to them when they are introducing their friend(s) to the game, so many times I have won a game with a 4k because the team was composed of 2 red ranks and 2 yellow ranks, basically a premade of 2 friends introducing their other 2 friends to the game and makes it easy for me to chase the 2 new players, but for some reason people always choose to think that they are always at a disadvantaje, most SWF teams are casuals who play for fun, SWF sweat squads are actually not that common.

  • I want rebecca but probably wont happen

  • It's a good tile for both killer and survivor, it allows both a fair attempt at juking/mind gaming, as a friendly advise if you are having a hard time looping this tile always remember that there is an efficient and inefficient way for a survivor to loop it, a survivor will try to loop it clock wise, you should always push the survivor to loop the T wall counter clock wise by the middle of the tile, this will prevent the survivor to loop the ''L'' wall shortening the loop.

  • the only cases were I can say I need this perk is indoor maps, but still a good perk to have...

  • Lmao create a problem for yourself, ask devs to fix it for you LOL

  • Use it around corners or when the killer is breaking a pallet?

  • you didn't de pip, you safety piped. It looks about right, in order to pip you need at least 3 iridescent emblems, you got 2 so safety pip for you it is...

  • Isn't there one dev that streams on twitch? I don't remember her name...

  • Rushing 2 gens doesn't really mean that much for survivors if they don't know exactly what they are doing, a big part for me to consider during the match as a killer is knowing which generators to defend more than others, play for late game instead of running around defending random gens, what I do is I identify 3-4 generators that are close to each other and I defend those generators the most , even if they do 3 or 4 gens if you protected your gen line up you will have a good late game set up.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289646#Comment_2289646

    That would get the game banned in certain countries where recognizing the existence of other certain countries is a crime.

    Add them where possible obviously...

  • Wraith, he's not so strong but it bothers me that I have bad eyesght so it's really hard for me to see him even when he is close to me, I usually only get to see him when he is already de cloaking on my face...

  • It depends on your definition of fun, I like being chased as much as possible, there's no fun for me if all I do is press m1 to repair a generator the whole match.

  • A solo queue game is a 4 v 1 you versus 3 ''teammates'' and the killer LOL

  • A combination of everything, my take on this is that there's multiple borders that a player needs to cross to have the minimal chance of having a fair match.

    A - Problems with matchmaking:

    1 - You have to be lucky enough to be matched with 3 other players that are around the same skill level which is something that rarely happens.

    2 - You have to be matched with people who are willing to play the game, basically people who will not go AFK, disconnect or troll during the whole match.


    B - Problems with how the game works:

    1 - This is supposed to be a team based game without the tools to act as a team (at least for solo queue) you are supposed to perform a very specific task (lets remember that the game is just not about repairing generators but knowing which ones to repair otherwise you end up 3 gen'd and will most likely lose) you are supposed to do this very specific task on solo queue basically with a team that's blind, deaf and mute since there is no communication between players, this is why SWF are so powerful compared to solo.

    2 - At the same time the game is about efficiency (basically knowing when to stay/leave a generator) that's a problem for solo queue survivors as most of them don't know if another survivor is being chased or camped which leads to lots of players wasting time (again part of the problem being no communication) sometimes you can see that a survivor is repairing a generator and leaves it to try to unhook someone else (despite the fact that the hooked person can be very far away) simply to arrive at the hook and realize there's already another player unhooking the survivor, this simple action took away 3 survivors from doing generators when 1 could have finished a generator if the survivor repairing the generator knew someone else was already going to unhook, this problem is again due to having to work as a team without the tools to actually work as a team.

  • That's basically identity V standards of win/lose, that's how I take it.

  • No way to de rank manually, you have to lose a match to be de ranked..

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