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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • @versacefeng said:

    You're missing 3 other tracks by the way. I don't know the names of them but I'm sure you can find them on youtube.

    But while I'm here, my favorite is B. It suits every killer and has the most unique sound.

    I am more than aware, I made another reply to someone in regards to this, I just woke up from my nap recently (I only got 3 hours of sleep prior) so Im working on finding the other 3 songs, my apologies for the inconvenience.

  • @WeakestNurseMain said:

    You forgot the best one(which is also my favorite) https://www.youtube.com/watch?v=rUakzJtf6S8

    There were 2 others that I know for a fact are missing but I also couldnt find a good example of.

    For DBD Chase Music, I normally use DBD's Leaks audio (for released content of course) since it has all the audio layers in a way that can be heard really well, but I could only find 3 from them, I may look around again to see if I can find more but right now Im really tired and may take a nap or something.

  • If you "tried them out" (presumably for the first time), then yea, they will feel good because MMR is probably (but not always) going to pair you against Survivors who dont know how to deal with Billy.

    When you face competent Survivors, Billy can feel awful to play without at least Engravings or Lo-Pro, since pre-dropping is way too common and loops are often way too safe with base Chain Sprint speed.

    It does not help that the cooldown for hitting an object is horrendous combined with awful map collisions (god I hate Eyrie of Crows with a passion, even after the rework). It can be rather punishing to learn the power, and even then, experienced players still deal with it every now and then.

    But as a Billy main, I hope it isnt too much of a turn off. There is a lot going for Billy. And a lot going against Billy. But the potential to do insanely cool and/or fun things is there, so I hope you enjoy them!

  • @BarnesFlam said:

    Let it go.

    I wont.

    I bought Demogorgan on Console. I moved to PC. I dont have Demo anymore since Im on PC. Im still upset by it.

  • Is it really "bullying"?

    Ya know, there is stuff like post-game harassment, DDOSing, DOXing, and being cyber-stalked. All of which I had to deal with before, and all of which have real world implications that are very bad. Ive dealt being unable to play with my friends who stream solely because of stream snipers using cheating softwares making it literally impossible to play without being held hostage for hours.

    But losing in a game, dealing with better players, or being put in a situation you find mildly annoying is suddenly "bullying"? Ive never understood this mindset, so Im really curious.

  • You say you faced "bully squads" but the 2nd team just seems to be making good or smart plays. Sabotaging a hook or trying to go for a pallet save does not automatically make them a "bully squad" like you seem to think, it's just people being altruistic and trying to help their team.

    Also, according to what you said, you seemed to have when idle really early on into the match. If you idle for too long, the game itself will force you to DC and give you a DC penalty. This system was made specifically to prevent people from botting for Iridescent Shards.

    Also what you are considered to be doing IS unsportsmanlike to begin with. You could easily just play the match out, but literally doing nothing just to prevent them from getting Bloodpoints is considered unsportsmanlike.

  • @Xernoton said:

    Ok, we need to settle this. Xeno-doggo or Xeno-kitty? I'm fine with either but we need to stay consistent with these things.

    I vote Xeno-kitty because we already have Demo-doggo.

    Also, have you seen it nodding yet? Easy S-tier nodding.

    I have not seen the nodding yet.

    Do you have any clips or footage of it?

  • @Ayodam said:

    xenokitty it’s more catlike

    I also like this proposal. The tail specifically just feels more cat-like.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/386422/is-blast-mine-really-an-issue-are-we-stooping-this-low-to-complain-about-it

    If this is pulled from other threads, please link them. People are here telling you this isn't the case, so someone has to be right. You're making the assertion. So link your sources, else be without credibility.

    Personally, if people are complaining over BM over other things, the game is in the best spot its ever been.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503439#Comment_3503439

    Some of the claims come from here. There are also a few replies from me directed towards other people, so you can see that I got a lot of stuff just from this thread.

    I also saw some replies on DBD Twitter but DBD Twitter will be DBD Twitter so frankly it's not really worth much.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/386422/is-blast-mine-really-an-issue-are-we-stooping-this-low-to-complain-about-it

    I have literally never seen anyone complain about blast mine, and i think this thread is just trying to stir people up for no reason.

    The claims I am addressing are taken directly from other threads.

    If I wanted to stir up pointless drama, I would make a post on DBD Twitter over some random stuff that makes literally no sense.

  • @nikodemo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503317#Comment_3503317

    guys. it's not about Blast Mine. it's the low effort/big reward design that they've been applying to Surv perks lately that's the problem. persistent for TWO minutes?! there's NO downside. that's the problem.

    now, maybe on ONE survivor it's annoying. but when these things start stacking because you have 4 survs with 4 perks each, versus one Killer with just 4 perks, things can get out of hand quick.

    and with competent survs, yeah, it can easily become just a miserable experience.

    once again the Killer doesn't feel threatening, and that's a problem.

    There is a downside.

    If you place it on a Generator that never gets kicked:

    • It never activates and you just complete the Generator, you have to re-earn it.
    • It sits there for 2 minutes and does literally nothing; which btw, you cannot make progress on earning another Blast Mine until it has been completely used, so you basically are left with 3 perks.

    Killers that do not pressure/regress via Generator kicking make this perk completely useless, and there are many Killers, addons, and perks which can support that as a playstyle (e.g. Corrupt, Deadlock, Hex: Ruin, Jolt, SH: Pain Resonance, etc).

    The perk is a huge gamble. And what do you get from it? A stun, that's it. It's not even that helpful in most cases, seeing how other stun perks like Head On allow you to actually coordinate and get massive value from it.

    This perk is literally meant to be a joke, something that does nothing but give you a small laugh and that's it, nothing else. It's not even a meta perk per say, seeing how the meta is focused around Sprint Burst/Lithe or Made For This at the moment, and if anything, I would PREFER people bring in Blast Mine over all the sweaty stuff you see, it's effectively a waste of a perk slot.

  • @UnavailableName said:

    How astonishing right ?

    Playing killer has become so frustrating at high MMR that i completely understand why killer mains refuse to play this role. I do not care about loosing and yet i do not play killer as often as before (max 2 to 3 games and i stop) cause it is boring to deal with MFT + Resilience + Hope on at least 3 survivors every game.

    It is also boring to deal with 32 charges Toolboxes + BNP + charge add-ons or Blast-Mine over and over again when you want to break a generator.

    Honestly that game, though the year, has felt down in a toxicity loop and this loop has been created by the devs.

    Who on earth can think that blast-mine is a good idea ? What happens when 4 survivors have it ? Same for the MFT combo or toolboxes, what happen when all 4 survivors have those ?

    Do you remember when survivors cried because they had to deal with 8 to 10 times POR ?

    Well, Dealing 8 to 10 times with MFT + Resilience is just as nboring and frustrating.

    Being blind by a mine 3 to 5 times in the same trial is boring.

    No wonder why the queue times are increasing as survivor, +100% incentive on killer pretty much the whole day but morning on EU servers.

    Neglecting the killer community so much that we (killer mains or both roles player) are leaving the role.

    Never in my life have I seen someone complain about Blast Mine of all things.

    BNPs, I can get that.

    Hope, so-so.

    MFT, 100% understand.

    But Blast Mine? Really?

  • I mean.

    If it is really that much of an issue, play Singularity. While you are in Overcloak, stuns while carrying a Survivor do nothing to you. Easy way to completely counter this.

    "But I shouldnt be forced to play a Killer to counter something", some Killers just have a better ability for countering things, e.g. Plague counters healing, I dont see the point in not using that to your strength while you have the opportunity to.

    Also perks like Coulrophobia and Knockout make slugging stronger, it can make rescuing a downed Survivor a lot more risky, they can help a lot. Deerstalker also counters Plot Twist pretty well if they use it to heal.

  • @Saiph said:

    Good. Now add a 150ms ping limit for killer and maybe I will consider attempting vaults again

    Ping Limit would not be necessary if they had the game have more server checks for things instead of just taking any information the client gives the server. It would solve a lot of other problems involving cheating as well.

  • @LordGlint said:

    It's fine as it is. Why is it an "issue" that some killers who arnt even high tier synergize with it? Why we trying to nerf Pig and Demogorgan?

    Honestly it would be a nerf to Demo more than Pig. Pig's Ambush is really bad, and using it to save STBFL tokens can sometimes be impossible unless you are in a complete deadzone. Maintaining stacks is significantly easier with Demo.

    I do think though, it should be changed a tiny bit, the values should be changed to what it was before Patch 6.1.0 by reducing the total amount of tokens by 2, BUT, you only lose 1 token perk Obsession you hit, which makes the perk a lot easier to maintain, since you lose 1/3 of your tokens on downing the Obsession instead of 1/2.

    I think it would be a fair trade-off, and the perk would still be really good.

  • @DavidHypnos said:

    I hope it’s exactly like Hawkins because I hate that it was taken away and now they can bring it back in a way.

    Not just that, but Hawkins was a good map, it rewarded having good map knowledge and awareness, and some of the loops were insane if you knew how to ran them.

    Most Survivors (fortunately) either didnt care enough to learn it or were not skilled enough when the map was out to understand that (not that I blame them, I use to hate the map for awhile until I learned how to play it).

  • @SunaIIanu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498748#Comment_3498748

    https://us.v-cdn.net/6030815/uploads/MWU8OC5QWXC8/screenshot-20230731-005331-7e2.png

    You're right, you geht them for owning L4D.

    The Black ones you get for following dbd on steam, in case you didn't know.

    Thank you for making me aware of this.

    I knew there were black versions of the shirts, I just never knew how you got them.

    Honestly, the shirts are pretty good, they have that classic DBD feel to them.

  • @Cryptikk said:

    Those shirts have been there since i started playing, which was right after the All-Kill chapter came out. I think they are free and included in the steam version. I do own L4D2 on steam though.

    It could be something you get for buying Left 4 Dead.

    I recently bought the Complete Valve Collection, which contains Left 4 Dead. I got a bunch of stuff for TF2 but it is possible that I got some stuff for DBD just for owning the game.

  • @Aven_Fallen said:

    I dont really care about Tournament Play or the Community Cups, but when it comes to Survivors (not their Perks), this rule does not really make sense. They are Skins, after all.

    However, what really makes the whole thing laughable is that the Killer of the opposing team only reported them after they lost. Which means they dont really care about the rules but about their own benefit.

    IMO it would have been fairer to DQ Eternal, but still give them the Win.

    Probably would have been the most fair outcome and best suggestion Ive seen.

    Again, I do think this rule should be looked at and changed to prevent future stuff like this happening, but otherwise, very solid idea.

  • @Chadku said:

    Tournament Restrictions

    Anytime a new Killer, Survivor, Perk, or Item is added to the game, they are unable to used in the tournament for 2 weeks from the release date of the Community Cup.

    Says right there that it´s forbidden.

    The rule is dumb to begin with. The rules should be looked at and changed so something like this doesnt happen again.

    @NoOneKnowsNova said:

    Is it a stupid rule? Yes.

    Is it in the rules? Also yes.

    They broke a rule.

    The rule is dumb. I am aware that they broke the rules, but it is still dumb.

    All I want is for something to be changed so this does not happen in the future. Im not asking for them to be put back into the tournament, I just want the event organizers to look at this rule and maybe fix it a bit.

  • Honestly not sure how to feel about it. Ive been playing a lot of Killer recently but just havent come across people using Buckle Up and For The People.

    From what Ive seen, mainly from other people using it on social media, it looks pretty strong.

  • You only have 4 uses of SH: Pain Resonance, so it's not as bad as it was before.

    Also if you are seeing a Survivor being hooked for the first time, you just get off the Generator if it has the most progression (which you can see via the Survivor HUD) to avoid SH: Pain Resonance with Dead Man's Switch.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494523#Comment_3494523

    What do you mean it got gutted?? That part of her kit if anything got stronger since now even if the Survivor sees a TP coming and double back they get Condemned anyway, AND the entire team gains Condemned as well.

    Manifest/Demanifest mindgames are quite literally the same as the only thing theyve changed in that regard is not being able to be stunned while Demanifested, and she also got some new add ons that help her out (Such as Telephone)

    The only thing that really got gutted, was the old Condemned playstyle that basically required 2 add ons.

    Allow me to explain.

    Chase Sadako does not care about building Condemned, they just care about getting hits/downs/hooks through chasing.

    • Teleporting; TPing was used specifically to try and get hits by cutting off the Survivors or using the speed boost at a loop to get a hit. The cooldown removes a lot of the fluidity that Sadako had with her Teleports, and with Condemned applying to all Survivors, it is more likely that the TV you need is disabled by a Survivor.
    • Manifest/Demanifest mindgaming is safer for Survivors than before, since it removes Bloodlust and windows can be vaulted without Entity Blocking, many loops that were once playable are no longer playable just from the single change alone (mainly because of the lack of Entity Blocking).
    • Her chase related addons got a huge nerf, Reiko's Watch (an addon that Chase Sadako REALLY relied on) allowed for huge skill expression and let Sadako's down people at loops more consistently, it got nerfed to the point to where it's not even worth using anymore.
    • Chase Sadako was pushed as a "dead playstyle" this patch since the optimal way to play Sadako is just spamming teleports and interrupting tapes, combine this with all the nerfs. Why play for hooks when you can just gets 1 Kill early into the match via Condemned?
    • The "inability to stun" Sadako while Demanifested is such a non-change considering the fact that many experienced players will just not drop the pallet until Sadako is Manifested, rather it be running around a loop an extra time or waiting a pallet for her to actually Manifest, especially when you can already walk through her and she cannot hit you while Demanifested.

    So yea. Chase Sadako, as a playstyle, got gutted this update. She is undoubtedly stronger than before the update, BUT the main issue I have is that she is pretty much forced into the Condemned playstyle since you are shooting yourself in the foot for trying anything other than it.

  • @Devil_hit11 said:

    I think the issue with Sadako entirely relies on Video Tapes giving 2 stacks of Condemned upon being hit. Nothing exactly is encouraging the Sadako to progress the game via hooking a Survivor. The previous version of Sadako (from the PTB) gain 1 stack of Condemned upon being Injured and 1 stack of Condemned upon being hooked.

    your not really suppose to be hooking survivors or downing survivors. your suppose to be building condemn to instant-mori survivors. this was still case before changes. it is just that her base-kit condemn build up was ineffective that you needed to use ring drawing slugging to get any meaningful condemn build-up as TV were random at best. she was not slugging because she wanted to bleed you out or anything. she was just playing into her condemn build-up mechanic. now she is no longer reliant on that type of condemn build-up that people considered "unfun" but identity of building condemn to mori people remains the same. condemn is just slightly modified for survivors enjoyment.

    The way her current power works, you just hit people carrying a Video Tape and instantly move on. You dont down them unless necessary.

    My issue with this is since there is no reason to hook Survivors, and hardly a reason to even down a Survivor, the Sadako is not progressing the game via hooks, it is disadvantageous to do so.

    I also think the current Sadako is just far too punishing for Survivors, and again, a single mistake can lose the match for the entire team. With SoloQ (and the lack of information that comes from it), I think is can be nearly impossible win against Sadako.

    As I mentioned before, my main concern is now how strong/weak Sadako exactly is, but moreso that I am concerned that Sadako WILL get nerfed because her Killrates are just far too high at the moment.

  • @Shroompy said:

    Shes in the same boat as Oni. Not only do you need to have a higher level of understanding playing just an M1 killer but you need to find a proper rhythm to make proper use of her power

    It amazes me that people immediately jumped the gun and claiming that she got nerfed when shes at the very least high B tier.

    I think my issue personally is I played her for the chase.

    Teleporting for cut-offs, Manifest/Demanifest Mindgames, etc, of which got gutted this update.

    I can understand Teleporting get nerfed with the Condemned changes, but removing her ability to handle chases with basekit/addon nerfs seems a bit too much.

    I hate how the playstyles I enjoyed got gutted while Condemned got heavily buffed.

  • @mikewelk said:

    Depends on the build. If it's a condemned build then it's absolutely overpowered. They just teleport to every single TV possible and once you're the most condemned, they mainly focus on you. You want to go to a new loop? She'll teleport over there. The only counter is to literally stand still as far away from TVs as possible and that isn't fair. If they run the add-on that promotes slugging (since healing gives you condemned), you're basically screwed. Getting killed at zero hook states because all the TVs are seemingly disabled isn't fun, especially when your entire team is slugged and you have to decide whether to take the Mori for them. I got so annoyed by one Onryo that I didn't give them the satisfaction of getting their undeserved Mori and just left.

    Safe to say I won't be playing until the surge of Onryo players slowly declines because it's miserable and you can't counter it.

    Just a correction I want to make here:

    Ring Drawing; it only applies Condemned when healing a Survivor from Injured to Healthy.

    Formerly it use to give Condemned to Survivors for healing a Survivor from the Dying State but it was nerfed to only affect Injured to Healthy.

    So no, that addon does not promote Slugging, it promotes staying Injured, which could lead to snowballing.

  • Not just that, but hooked based effects activate before they are actually hooked.

    Try out SH: Pain Resonance and No Way Out to see for yourself!

  • Ace In The Hole only applies to Items found in Chests, it says in the description.

  • @mizark3 said:

    Popularity nerf on a phasing add-on... I'm sorry but who approved this?

    Here is the thing as well, it's not even insanely meta to begin with.

    The only sense of popularity it had was among mid-high skill level Sadako's that preferred the mindgaming potential. And even then, there are just better addons, that are more consistent for getting downs/kills/moris.

    Sadako's entire Condemned playstyle was always stronger, and while it did get nerfed, nerfing her anti-loop this hard on an already weak Killer was not a good idea.

  • @tippy2k2 said:

    I got to DBD just after the scorching summer BBQ but I have heard that most people consider it one of the best events BHVR did in the game. So it has some high expectations from me! :D

    BHVR has taken some of the older events and made them a lot more simple (e.g. Chinese New Years Events), but this event is just special to me.

    The Grill Hooks and Margarita Machine Generators are really nice visually, Im hoping they bring back some of the older challenges combined with maybe even having some larger stuff to work towards.

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/384720/survivor-sided-patch-notes

    Survivors are literally cooking? What are they cooking? I found an interesting recipe for deep-fried poached eggs from a British restaurant yesterday, and I'm thinking of trying it out.

    I'm usually more into cooking Vietnamese, French, Japanese, Italian stuff - English food tastes way too bland 90% of the time - but this cookbook might change my opinion somewhat.

    In all seriousness, do you have any good recipes?

    Been looking to try new foods.

  • Im not a "Survivor Main" since I play both Survivor and Killer pretty equally.

    I think the three most boring things are just Camping a Survivor, intentionally Bleeding Out a Survivor, and intentionally 3-Genning from the start of the match.

    • Camping a Survivor is just kind of boring for both the Killer and Survivor, during the End-Game or when the Exit Gates are powered, it is fine to see, at least in my opinion, but early on into a match can be mildly annoying.
    • Intentionally Bleeding Out a Survivor is also boring for everyone. I think it would be better to just hook everyone if you know you are about to. I know there are niche cases where someone might have Flip Flop + Power Struggle, and it's fine to Bleed Out them, but otherwise it is kind of wasting everyone's time.
    • Intentionally 3-Genning from the start of the match is also just boring. Most people who do this dont care about winning, they just want to drag out the match for as long as possible to waste everyone's time. Obviously if the Survivors 3-Gen themselves, that is their own fault, but if the Killer goes out of the way to do it themselves from the start I take severe issue with it.

    Meanwhile, with Tunneling specifically, I know a lot of people hate it, and while I think Killers should be rewarded more for not Tunneling, Im fine with it being in the game since it at least creates interesting interactions between the Survivor and Killer. I like being chased as Survivor, so it would only be natural that Im fine with it being a thing.

    I also must state that I rarely get upset with DBD, and even if I am upset, I just take a break from the game and play something else. There are far more important things to get upset over and DBD isnt one of them.

    Also people can play how they want. Even if I find it annoying or boring, they can play in whatever way they see fit since that's the beauty in games, you get a lot of freedom to do what you want.

  • @jesterkind said:

    It'd perhaps be useful if you elaborated on why you think her core design is flawed.

    From my perspective, her core design has the potential to be one of the most interesting we've had in a long while. I can't think of another killer whose kit is as versatile and modular as the Skull Merchant's, and it'd be a damn shame to just throw all of that out because of the 3-gen problem.

    The main flaw with Skull Merchant's design is in regards to how it functions and interacts with the environment and players.

    Let me explain this the best I can.

    When you look at Skull Merchant at a base level, it is incredibly simple. You have a Killer who places AOE fields that provides buffs to herself and debuffs to enemies close by. The AOE fields can be disarmed and debuff the enemy. AOE fields can be further modified with addons. On paper, this does not sound that bad, the issue is that DBD has a wider variety of complex and nuanced interactions between the Killer and Survivor.

    Skull Merchant's entire power relies on placing AOE fields via Drones. Of course you can place these anywhere and their effectiveness have a wide variety of factors to consider when placing a Drone. Retaining back to what I mentioned before, with it debuffing enemies, it would naturally make sense for these Drones to be placed around Generators since they are an area where you a guarantee Survivors will go to since it is their objective to repair them.

    Of course the discussion would end here, but there is also another thing you have to mention.

    While the Drones can provides the undetectable status as well as moderate "anti-loop" from a loop, the Drone takes awhile to activate it's effect, and Survivors are given plenty of time to react to how they are used within a loop, which often results in them leaving a loop. Skull Merchant, upon their release, had borderline nothing goings for her within a chase.

    She was later updated to receive a stacking Haste effect whenever a Survivor disarms a Drone and receives a Claw Trap. Survivors who have a Claw Trap on them would also instantly break a pallet upon vaulting it.

    The situation that is created with this change is Survivors NEED to disarm a Drone for these effects to activate, Survivors are realistically not going to disarm a Drone in the middle of the map that nobody is going to run into. Survivors have to be obstructed to feel the need to disarm a Drone... so why not place them where the Survivors objective is?

    As I mentioned before, you can get consistency by placing Drones at Generators before that change was made, and afterwards her core design still enforces placing Drones at the Survivor's objective. Her core design was flawed since it could never provide something substantial within a chase but provided something substantial when defending Generators, it was only a matter of time before people optimized her core design's gameplay loop to what it is now.

    You could argue on and on about it being Shotgun Speakers or Adi Valente Issue 1 being problematic (which they are), or how the perks being used are carrying her, but the issue will always be her core design. She was never a chase Killer, it was never her design, she was meant to be a Generator defense Killer, and the only way to realistically change that is by completely reworking her power.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489287#Comment_3489287

    but failing skill-check is skill issue. how is that the killer's problem? overcharge punishes survivor for gen-tapping if they fail skill-checks and you need to gen-tap in 3 gens to break 3 gens. it is not skull merchant problem, it is a perk problem that can be solved by playing survivor better.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489267#Comment_3489267

    but skull merchant is at no fault for survivors missing the skill-check.

    Team Eternal missed around 40+ Skill Checks the entire match. Are you going to say that it is a skill issue when the best Survivor team there is missed Skill Checks?

    Also again, this is ignoring the fact that they were using Shotgun Speakers, which is an addon that removes the notification noise for Skill Checks. Shotgun Speakers and Adi Valente Issue 1 are both addons that are insanely problematic for Skull Merchant, Ive been saying this since Day 1 and everyone seems to ignore it.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486299#Comment_3486299

    There is counter for DS: DON'T TUNNEL.

    It's really so easy.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486295#Comment_3486295

    Like you said to me before, OtR should be like MoM. It should have different Endurance effect. So killer can't steal it from you with early hit.

    The issue with Old DS was that the Survivor who was unhooked would intentionally get away. They would put the Killer in lose/lose situations, especially near/around the Exit Gates.

    I think DS should deactivate when the Exit Gates are open (when EGC is active), not when they are powered, since the Killer can make the decision to open the Exit Gates to deactivate it, it also removes a lot of lose/lose situations.

    I also think DS should at least provide a Haste effect after stunning the Killer with it, half of the stun duration is spent getting off the Killer's back.

    The perk is a bit too weak in it's current state though, but old DS was a bit too much.

    I think that tunneling specifically should be decentivized with perks, since tunneling at least creates interactions between the Killer and Survivor... meanwhile camping, camping should just be sent to the abyss, it's boring for both sides.

  • @Xernoton said:

    What game are you talking about? Because in DBD the killer's hitbox is mostly a non-issue. There are like 4 perks that actually block pallets and / or windows and 2 of them are Hex totems. Aura vision is mostly a non-factor in loops because a killer cannot reliable trigger it (besides I'm All Ears with its massive cooldown), so really all it does is help the killer get into the next chase quicker.

    Bubba's chainsaw by default only lasts 2 seconds per charge. That is nowhere near 20 seconds. And most killers don't have insta down powers. And the ones that do, mostly have to do quite a lot for it. Like Bubba or Billy having to actually hit you with their chainsaws and Myers and Ghostface having to stalk survivors beforehand.

    It's bait.

  • Why is Pain Flail listed on there?

    It was made a free item for Trapper a long time ago.

    I looked it up, the cosmetics is called "Pain Flail [Copper]", you might want to change the name to avoid confusion.

  • @Lixadonna said:

    Ruins Matchmaking.

    No good reason but to select weak team.

    Why que just to leave?

    Alloud?

    I mean, they are allowed to leave, not sure about alloud?

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488971#Comment_3488971

    Ironically, I would have been using Iridescent Photocard and Diamond Cufflinks BUT the game literally never gave me a single Iridescent addon until I got Trickster to Prestige 1 Level 15.

    Before you even posted this, I started a match with those addons. Of course Im responding late because the match took awhile but I got Trickster's Adept done from that match.

    x4 MFT as well, I got a lot of Iridescent Photocard value!

    Im not the hugest fan of Trickster, at least in the current meta, but using Ricochet Knives with Piercing Knives is pretty fun.

  • @Equus said:

    This can be easy if you use the correct strategy. I mainly play trickster since his release so I can give you a dirty strat.

    Use iridescent photocard with diamond cufflinks (insta down add on + aura reading add on). Use a map offering for dead dawg saloon. Don't try to pressure the entire map but shameless defend the infamous 3 gen at the gallows and never go in the saloon.

    You get the first down with the iri photocard and try to get the hook inside the intended three gen. Stay somewhat close, trickster is a nightmare to unhook against if he stays close (pelt with knives). Always try to get the insta down with the iri photocard so no made for this. Spacing out and toolboxes don't stand a chance against a good 3 gen strat. Let them do the gens you don't care about. Dead dawg is really open which makes using knives easier.

    cufflink add on really helps if you do lose LOS for a bit to still secure the hit.

    Never let them lure you to far away from your intended area they will come eventually. Don't be afraid to strategically force second stage. And don't forget starstruck, if you suspect someone is affected use m1 instead of knives (knives are usually better but not with starstruck).

    This should secure a 4k before they get the gens done. If you end up with 1 survivor, look for hatch (often spawns under the gallows or in the main street) close it and wait in between the doors till they touch one and it blocks with no way out. Now you know where to look for the last one. If they don't suspect no way out and wait to long the endgame timer will get them.

    Good luck!

    Ironically, I would have been using Iridescent Photocard and Diamond Cufflinks BUT the game literally never gave me a single Iridescent addon until I got Trickster to Prestige 1 Level 15.

    Before you even posted this, I started a match with those addons. Of course Im responding late because the match took awhile but I got Trickster's Adept done from that match.

    x4 MFT as well, I got a lot of Iridescent Photocard value!

  • @mizark3 said:

    I think Devil's assessment of lowering the strength of more powerful Killers is probably one of the larger drivers. However Borgo is certainly good for ranged Killers, other than the 1 specific filler loop with recently raised walls.

    Also I consider Toba Landing an outdoor indoor map. I like the concept, because it feels open while also having it also be so claustrophobic feeling. I like it for variety sake. I also would really like an indoor outdoor map, like a warehouse or mall atrium. Having a mall with the 2nd story walkways on the sides allowing for a 'sniper's roost' would be super cool. Maybe a broken down ferris wheel in the middle to ensure you can't hit the entire map from 1 side.

    As far as MfT, I think it is more of a mid-skill/variety Killer crusher at least for ranged Killers. Most normal loops you can pop a hatchet or spear over the top in at least 1 spot, and you can clip their ankles in the larger loops with a well aimed shot. I know the jungle gym with a single pallet (no window) can be hit the long ways with that type of shot against MfT, as I missed and hit the wall with my hatchet because I'm bad at aiming. I had plenty of time (without quick draw add-ons) to get the rounded shot, but I missed due to skill dif. I can see this being disheartening for some, but for me it is encouraging, as it shows I can still get better/flashier.

    Trickster though feels like an entirely different bag. Most Killers aren't interested in him, and most Survivors aren't interested in going against him. It almost feels like a lesser Twins abandonment. With that I can't say it's 'justified', but I can say I understand.

    I actually kind of like facing Trickster, nobody plays them because they have been in a bad spot for a really long time.

    And I think the easiest way to make them more "enjoyable" for everyone is to bump up the base movement speed but add an invincibility period (or a period where Laceration is decreased compared to normal) after losing a health state (similar to what Plague has with Corrupt Purge).

  • @Sharby said:

    Ways to do it:

    -Unable to queue with 250~+ ping as killer

    -Everyone is able to freely DC if everyone is above 130~ ping for longer than a minute

    Probably more.

    I don't really care what anyone says, it ruins the integrity of the match from the get-go and there's literally nothing you can do and happens often enough to be really annoying.

    Tell BHVR to fix their matchmaking and servers first.

    I play any other game and have 30-40 ms, I never have any issues with it.

    With DBD, I am constantly matchmaked into foreign servers where I have high ping.

  • And how exactly do you intend on removing Hit and Run? The obvious answer to "fixing" Hit and Run is by making stealth Killers have a more reliable power to use in chase. You could punish Killers for leaving a chase but that idea is fundamentally flawed to begin with, that would just be awful for Killers, especially when on certain loops you can walk to remove chase anyways, it would just set up the game for absolute disaster.

    Realistically, Hit and Run is based on the idea of catching players off guard, and it makes up for the weaker areas of a Killer's power, mainly filling in for their weak chase potential. If you put yourself in a good position and are alert, then Hit and Run does nothing. The pressure for Hit and Run is not really the best either, since it takes awhile to actually get a down even when doing Hit and Run effectively.

    So who are the people who actually suffer against this playstyle? New players or less experienced players of course, they dont have the tools or knowledge to be able to deal with Hit and Run. But cant that be said about almost everything else? New players or less experienced players suffer to a lot of things, it's why the Killrates for low MMR are so high compared to other MMR ranges, but I dont think it is insanely necessary to change an entire playstyle just because of new players or less experienced players.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487496#Comment_3487496

    Ok, so i want you to go back and read my post, and explain to me where you could possible read anything i wrote there as "it is your fault if the killer wants to hard tunnel you"

    I misread the last part, my apologies for the mistake.

    Sometimes when reading, and even writing, my brain just autocorrects certain words into other words. English is something I have struggled with for a long time as a result, it's why I am typically horrible at articulating my thoughts.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487337#Comment_3487337

    If you get hard tunneled out you'll still land at least 7-8k points. I think this needs to be consistent, multiple matches worth of getting less than 5k for example. That would indicate that you are doing something you shouldn't be. It also shouldn't be based off a single match, but a pattern of behavior.

    How exactly is it my fault if the Killer wants to hard tunnels me?

    Im not talking about people running into the Killer or making obvious mistakes, Im not talking about tunneling for pressure, Im talking about actually focusing a player to remove them from the game and deny them Bloodpoints because they hate that player.

    Ive had MANY matches where Killers get looped for too long and throw the match to kill me specifically because they were too stubborn to chase someone else. And in most matches I die with barely any points while my teammates can easily escape.

    The idea that people get punished based on the amount of Bloodpoints they earn will just create more toxicity, where certain Killers will go out of their way to deny as much points as possible to a certain player to punish them.

  • @Sava18 said:

    Double down and make it harder to troll/get out of games and you will see the people who do it often quit the game eventually leading to a healthier playbase.

    1. Make DC penalties harsher
    2. Remove self unhook and skill checks for second stage
    3. Add a system that starts giving you penalties when you get absurdly low points outside of chase/hook/the ground. Just to be safe lets say you need 50-100 hours for this system to start working

    Now dcing is something you don't get to do for free twice a day and people can't get out of the game for free either. AFKing and trolling would also be negated this way. Yes, I get that it's frustating to go against SM and condemn onryo but just stop playing for the day.

    I do not agree with the 3rd point.

    Sometimes, you get hard tunneled and you barely get any points because the Killer wants to remove you from the match, you barely get any points. How exactly do you punish people who run to the Killer without punishing Survivors who are getting tunneled?

  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486943#Comment_3486943

    Not the point, Victor shouldnt be allowed near hooks, at all.

    And like i said, doing that is basically an exploit to bypass the intended anticamp mechanic.

    if you are healthy and Victor pounces on you, you can still unhook with Victor on your back.

    "But what if you are injured?" you should not being going for unhooks to begin with if you are injured.

  • @GoodBoyKaru said:

    You can't merge yet but you can link in preparation for the merge

    By "merging" do you mean just being able to use progress from a single account or do you mean combining progress from both accounts.

    Ive been waiting to get my Demogorgan back on PC, so I hope I can combine progress.

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