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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290434#Comment_3290434

    It seems people are in this thread are using it as an example for any 3 gen situation. That's what my response is to. Anyway, to be frank, I'm not that invested in this argument. I'm out for the count.

    I literally said it entirely is about players who camp a 3-gen at the start of the match and never leave the area. The entire post, in fact, is about that. It was literally the first 2 paragraphs of the post.

    Survivors can 3-gen themselves, but I think people often forget that the killer has the power to force a 3-gen since the beginning. I mean, it's literally how most trap killers win anyways, because they otherwise cannot protect a wide generator spread (neither can most other killers).

    Ive stated it before, I dont blame the players for being this way. I think the game design does not support killers enough to deal with a more health playstyle atm. I also think people are always going to lean towards what is best naturally, people are not going to intentionally handicap themselves to be "fair", it would be silly to assume so.

    It would be neat to have increased movement speed after hooking a survivor that goes away once you enter a chase, it would cause people to not do stuff as much. But also perks should always reward killers for doing their objective. Old Pop Goes and Pain Res were good for this since you had to hook survivors to get them; the current meta just rewards players without need to progress the game, which enables holding the game hostage among other things.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290359#Comment_3290359

    I'm not saying this to be rude, but I have no idea what anything you wrote has to do with my comment. I'm assuming you replied to me by mistake because you are making claims that I never stated.

    Some claims are not directed towards you specifically but moreso the community as a whole, albeit I worded it poorly, I will admit that. "You" is a very broad term but in the context in is written in, I can see how it would seem directed towards a specific person.

    I mean, if you want to see what I mean in regards to some of the stuff I said, just go through the replies in this or any other killer meta thread and youll see people constantly defending the perks like they have a bomb strapped to their chest or something. There are also many people defending people taking the game hostage as well, because the rules never apply to whatever side they play apparently.

    Honestly, this is the closest the community has come to a civil war. Ive never seen the community more divided over a perk than now, not even with old DH.

  • @JoByDaylight said:

    Personally I haven't encountered a 3-gen strat game that lasted 30 minutes. I have faced 3-gen Killers but usually my teammates give up after 10 minutes and feed themselves to the Killer. When playing solo this is not worth the time trying to coordinate with randoms with no comms.

    I saw a video by Hens yesterday and how he patrolled a 3 gen in Glenvale with the Knight. It is actually impossible for the survivors (a competent 3 man SWF) to finnish the last gen. That is not good and I hope the devs are looking into this. Eruption being the centre and biggest problem of the build in my opinion. The video was to showcase the playstyle but sadly some people choose to play like this and exploit it giving them easy wins most of the time. The 3 gen strat works in most maps if the Killer can recognize it from the start.

    Again, I dont blame the players.

    Blame the developers and the game for enabling stuff like this, BHVR has not been acting upon community feedback regarding the perks and has let stuff like this stay in the game until it becomes beyond problematic.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290238#Comment_3290238

    "The 3 gen strat on its own in not bannable, it only become an issue when it’s being used to grief instead of win."

    See, to me that's not very clear if it is bannable. Because he states himself "being used to grief instead of win" so all someone can say is "I'm doing it to secure a win'.

    You need to still hook survivors, your objective is to hook and kill them. Not protect the generators and make the matches last forever. This being said, Ive had matches were Killers hold the game hostage until all survivors die to the match timer. There are videos of people doing it on YouTube, and I even have VODs from Twitch of streamers I faced intentionally doing it.

    "Oh, but by making the match last that long, all survivors technically die, therefore you are still playing to win" shut up, like actually, shut up. There is a clear line between someone playing the game and taking it hostage. Matches should never last more than 20+ minutes. Again as I stated before, Im sure you can maybe find the reply Mandy made to someone, Im too damn lazy to find it, but it is bannable.

    This same logic of "it doesnt matter how long it takes, it can take hours, but as long as the survivors die it's perfectly fine" is the same logic that survivors do when taking the game hostage. "Survivor's objectives are to escape, well if I hide, surely I will eventually escape if the other survivor is found" type stuff. Just because you THINK it is right DOES NOT MAKE IT RIGHT.

    You literally cant sit here and say "killers are doing their objective" but "survivor are taking the game hostage" with the other. Both are objectively wrong and bannable. Both are taking the game hostage. Both are against the rules, end of story.

  • @VideoGameMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290330#Comment_3290330

    You don't see how nerfing mostly gen regression on killer side with no buffs to anything would be bad?

    Some of the meta perks on survivor are exhaustion perks so how would you even go about nerfing those? Kindred is meta too, the most important info perk for solo q, not to mention off the record being the only good anti tunnel perk.

    I wouldn't mind perk nerfs, if it came with some hefty basekit changes, but just a bunch of nerfs would make things worse for both sides.

    Reworks exist.

    Most Exhaustion perks are fine, actually, in my opinion, most survivor perks are fine in general now, aside from certain generator speed-up perks. The issue is items. Medkits and Toolboxes are too strong, Flashlights and Keys need more utility, and Maps just overall need a buff.

    Nerfing regression perks overall and increasing basekit kick regression further could be the ideal way for killer to do. Maybe even buff/rework killer powers to tune Blight's addons down and Nurse's power down, but buff all the struggling killers (and make Sadako have a chase power because she really needs it).

    Also map offerings need to be reworked to be more fair for killer, Ive made a post on a map system that would do this. Another thing is giving killers access to the "Shroud" addons that make people spawn together, and mist/fog offerings, well, mist/fog in general, needs a rework.

  • @NightBlade said:

    https://forum.deadbydaylight.com/en/discussion/comment/3288990#Comment_3288990

    Maybe not a blur but some other screen effect, something similar to Spirit but unique for the nurse. Thank you for your opinion though! :)

    Yea I was going to say that the blur would definitely effect people who have motion sickness, issues with headaches or migraines, or anyone with a visual impairment that gets disoriented from certain motions or effects.

  • @fake said:

    Ruin was nerfed due to survivor frustration. I didn't think so even during the red skill check. It could have been disabled just by breaking the bones.

    And now Eruption is in vogue as an alternative. I do not like to play against it. I can understand the frustration this time.

    I think it should be tweaked. But do you want a big big nerf?

    I am worried about which PERK nerf call will happen next after nerfing it. No, everyone knows it will happen.

    Hex: Ruin was originally reworked because of frustration. Then it was nerfed because it got used too much, the meta shake-up had nothing to do with people not liking the perks, they were all based on usage rates.

    If you go through the comments on my page, I have suggested many ideas to rework the current meta perks that make them better against SWF but not as strong against SoloQ. Some of the changes might even reduce hostage situations as mentioned in my original post.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290175#Comment_3290175

    They are not, that's why those types of games last 30+ minutes

    If they would get downs the game would atleast end without having to give up

    If a survivor gets caught off guard while doing a generator, they will often just down them and slug them to go and protect the generators.

    They only hook if the generators are not at risk, but if they catch the scent of a single survivor within 16 meters of a generator they must protect the generator instead of hooking. All jokes aside, the current meta really enables this playstyle, you have generator information constantly from Call of Brine, and Eruption is the cherry on the cake for stopping the generators from completing.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290221#Comment_3290221

    "Normal gameplay" is Survivor code for "Play the way I want you to".

    Which most of the time is wanting Killers to run at them to give them a chase and run every tile the hardest way possible. And if you happen to down them you MUST pick them up, and if you happen to pick them up you MUST hook them and then GO AWAY.

    This is "just play normally".

    You NEVER see a Killer scream for people to "just play normally". It's unironically Survivor propaganda.

    "Normal gameplay" means ACTUALLY FOLLOWING THE DAMN RULES OF THE GAME. This isnt even "survivor propaganda" or whatever the BS you want to spout to cope with it, if something is breaking the rules, and it's very much bannable, then it's not "normal gameplay", there is no excuse.

    hostage1.png

    Again, 3-gen strats are fine on their own. But if you refuse to chase survivors and only protect the generators, and bring slowdown that physically makes it impossible to progress the objective, you are breaking the game rules, and actively taking the game hostage. I believe Mandy also confirmed this a month or two ago, however considering how many comments Mandy has made since Im not going to bother to find it.

    And again, it is bannable btw. I would (at sign) Mandy to confirm this but I dont want to bother them atm considering it's 3 CST AM and BHVR is based in Canada.

  • @WesCravenFan said:

    Killers, stop tunneling.

    Also also, don't camp.

    Also also also, don't run Eruption.

    Also also also also, don't slug.

    Also also also also also, don't strat a 3-gen.

    I would ask if they want me to just stand there and do nothing but they don't like that either.

    Where did I mention camping and tunneling in this post?

    This entire post is about people making matches last 20-30 minutes and refusing to participate in normal gameplay and instead playing Generator Kicking Simulator 2022.

    5 minute matches were awful for killer. 20+ minute matches are awful for SoloQ. It's not hard to understand.

    I even said I understand WHY killers play like this, they can do what they want, since it's just a game, it's just up to BHVR to remove this because it is a horrible experience. Blame the game, blame the devs, not the players.

  • @danielmaster87 said:

    I don't know what you want the killer to do. Just let the gens go? 3-gens don't even in happen in the way y'all describe it most of the time. "They just never leave that area ever." Then they're not getting downs, or the survivor is foolishly going down there when they know it's gonna be their 3-gen. And if the killer has 4 survivors still alive, what good is a 3-gen?

    Killers are just desperate at this point for ways to win, man.

    Screenshot (182).png

    They spawned right at a 4-gen and never left it the entire match, even with other survivors progressing the object, and even healing in front of them but distanced away from the 4-gen, they stayed at the 4-gen the entire time. Right now I am being camped on hook because all generators are visible from where she is standing.

    I noticed this 4-gen at the start, I tried to break it, got hooked, I got unhooked and ran away but they persisted at staying where the 4-gen was and only ever hit survivors if they were working on generators. Sloppy Butcher + Eruption + Call of Brine brought the game to a crippling halt where we couldnt progress the objective due to Eruption, and we couldnt heal because of Sloppy Butcher and rapidly regressing generators.

    We were gen-locked. This match lasted 20+ minutes. Killer got a 4K.

    Matches like these are pretty common now, and again, Ive seen lots of discussion on social media about this. It is an issue with the game that has to be resolved.

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289723#Comment_3289723

    1. dont get 3 genned
    2. check how long it approx. takes for your teammates to get down. if someone gets down in quick succession after the 1st hit hes probably a bad looper
    3. if a killer is chasing another survivor you can see if he gets injured, if youre sitting on a gen he kicked, go search for another or wait until the other surv is downed.
    4. if you get incapitated by errutpion, go search for other gens, check where exit gates are, search hexes, make way to the hook, check which tiles are still up on pallets, check where basement is, get freakin information! If you decide to stand at the gen for 20 sec and look at it, crying about how unfair erruption is, thats your choice...
    5. maybe get the killer to chase you next? so others can do gens, bcs you are actually a good survivor and youre not going down so fast right? bcs you had time, to check for active tiles, you are able to loop the killer so good, that your teammates can finish the errupted gens :)

    Surv Mains crying for every effective killer perk to get nerfed bcs they still cannot win with all the handholding the devs give them.

    Do you even want to play the game? Or do you wanna `watch the "I Win every match" Simulator?

    "Dont Get 3-Genned"

    Screenshot (182).png

    Killer spawned right by a 4-gen and never left it the entire match (generator at the loop I am hooked at, generator by the rock to the right, generator in a loop further to me left, and a generator by mini shack). How is it my fault when they refuse to leave the area since the start of the match?

    Worst part is, this happens so often. Ive been having A LOT of matches that play like this. Trying to break the 3-gen does nothing since either way you are still 3-genned. But again, dont sit here and say that is it always the survivor's fault, because guess what, sometimes it actually isnt, I know, a hard concept to understand.

    (Also no, the Spirit was not phasing either, I was being camped on hook since all the generators were visible from her location.)

  • @Aven_Fallen said:

    Gens feel faster because Survivors are more focused on Gens due to the oppressive Slowdown-Meta run by Killers. Basically, the first thing a Killer does is not go into the chase, but to kick the Gen and then you already know that they have at least Call of Brine and Eruption. And Survivors adapt (which they always get told by Killer Mains) and do more Gens.

    Not cool for either side, but it is what it is I guess. Killers want their 4 Slowdown-Builds because it is the easiest way to play Killer, but since many Killers apparently STILL struggle nowadays, it will also stay like this for a long time I guess.

    But hey, we have people here who think that 4 Slowdowns mean that there is more variety. Because you will never encounter a Nurse or Blight with Eruption, Call of Brine, Overcharge, lel.

    image_2022-12-06_225335877.png

    Literally my last game was a Spirit just camping a 3-gen since the start of the game, they refused to take chases if people left the generators. 28 minute match.

    Fun.

    Im just disappointed that something like this is in the game. Im not mad at the players, Im mad at the devs.

  • @BlueRose said:

    I agree also. I love ppl talking about how it needs to be nerfed (yeah I think the incap part is too much) but let's talk about survivors' items and addons for those items for a moment. Sorry I know its a different topic but let me tell you the sec I don't run gen-kicking perks I get a lobby with BNP Toolboxes with hyper force or Green medkits and a CoH. Just now I dc from a match as demo when I got to the middle of the map tinkerer went off then the sec I got the gen opposite I started it pop. Two ppl were on it with toolboxes and they both were running hyper force and had BNPs. I try to carry out the rest of the match but one after one the gens pop and I just said screw it, DCed and log off for tonight bc every match I had tonight was survivors sending me bad maps, dealing with 3 to 4 medkits and a boon or BNP toolboxes. Yeah, Eruption sucks for soloQ but if survivors choose to run the best items and add-ons against a B or lower-tier killer on the map of their choice and had the best medkits, boons, and BNP toolboxes then that killer is in for a bad time. Esp if they not running the current meta(which I wasn't the only slowdown perk I was using was deadlock).

    "Because ____ is stupid to deal with, it's fine if ____ is in the game" is not a good way to immediately start a comment.

    Multiple things can be problematic, so solve all the problems, dont just allow problematic things to be in the game because the other side just so happens to have something problematic as well, it's not good game design.

  • @FrodoTbaggins said:

    And why is it Wraith?

    ACTUALLY, I dont think Wraith has the worst perks in the game. I think Huntress has the worst perks in the game.

    Shadowborn is something I use a lot on Billy because the collision zones for his chainsaw are wider than what can be seen on screen, so without Shadowborn, you hit objects you cant even see. It's one of the only reasons why I main Billy actually, as without Shadowborn I would literally never play him.

    Bloodhound is also really good on Legion, since most people are going to be injured, and with the lack of scratch marks in Feral Frenzy, it can make getting that 4/5th hit way easier. It's also really good whenever there are bugs that make tracking more difficult.

    Predator is a perk I prefer to use on Spirit more so than Stridor, since Stridor messes with my auditory tracking too much.

    VS

    Territorial Imperative is literally only useful on meme builds.

    Hex: Huntress Lullaby is literally only useful on meme builds.

    Beast of Prey is entirely useless since you can just moonwalk to hide your red-stain. Also it reduces red-stain mindgames you can do which is an active hinderance in chase.

  • SBMM can be good if implemented right. SBMM in DBD has a lot of flaws that can be abused maliciously.

  • I think it's because BHVR is trying to do new things.

    Nightfall is interesting, but it feels really experimental since we've never really seen anything like it before. And the Knight's Guards are insanely clunky, we've seen AI with Zombies, but nothing that really fits the role that Guards do. They are weak due to their designs not really being the best, but they feel more like tests for more diverse or unique concepts.

    In a sense even Wesker was experimental, he just so happened to turn out well, his power is basically just several other killer powers thrown into one. It's not even really that special other than the fact you can throw survivors, but I believe BHVR was toying around the the engine to do stuff like that a really long time ago anyways.

    But that's just my two cents on the whole thing.

  • @RavenBirb said:

    No, there's nothing OP about it. 20 seconds isn't that long and it's miniscule regression bonus yet people still crying.

    I swear some players of this game want the killer to just stand there every match

    1. It's 25 seconds, not 20 seconds.
    2. If someone is running Eruption, there are normally other regression perks, it's not "just Eruption" every game. And this is ignoring the fact that Eruption got shadow-buffed (or bug fixed depending on your way of looking at things) which increases the amount of regression you get from the perk.
    3. I would have no issue if the Entity blocked the generator and they removed the screaming part so killers will be more likely to use BBQ or Thrilling Tremors. Where it stands, Incapacitated is a stupid debuff, because unable to play the game for 25 seconds is a stupid mechanic. I cant even cleanse totems or search chests or heal for an archive challenge. And figuring out which teammates are Incapacitated or not from Eruption is borderline impossible so you often waste time by expecting your teammates to do stuff they cant even do.
    4. It's a perk that is only designed to be strong against SoloQ and only SoloQ. SoloQ is rough as it is, this perk just makes it unbearable to play. As I mentioned before, Entity blocking the generator would be the best solution. It's effect will always proc on generators, which makes it better for SWFs, but removes Incapacitated which destroys SoloQ. This isnt even about doing just generators, I want to be able to play the damn game.
  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287563#Comment_3287563

    First of all, although you must not balance a game around the top 5% players, you cant also choose to ignore the effect that a certain perk made basekit would have on the strongest killers. Perks like Awakened Awareness have been nerfed purely because of nurse.

    The same would go to your buff. Even in basekit BBQ would not mean a lot to a trapper or a ghostface, it is a serious buff for killers like blight and nurse that can snowball the entire team very quickly.

    And the issue of Borrowed time being basekit. It was never meant to be a "buff" for survivors. It was meant to fix a flaw in game design that was a survivor being downed the second he was unhooked. This situation should have never been in the game to begin with, as the hooked survivor had 0 chance to escape and this would force every team to waste a perk slot to play normally.

    Wouldnt the solution just be reducing the effectiveness of high tier killers?

    I think we've reached the point in DBD's lifespan where everyone can agree it is stupid that the strongest killers in the game reduce the effectiveness of all other killers.

    Game design should always promote a healthy and fun experience for everyone. A lot of things clearly need to be addressed since they have been neglected for several years.

  • @Coulderoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287432#Comment_3287432

    Because it's completely unnecessary, just move between the gens to locate survivors, as well as areas of effort. Use the hook to locate them as well, if unhook occurs you know at least two survivors are there. Like old dead hard if you crutch on bbq you will naturally be worse at the core mechanics.

    "If you use anything, you will get worse at the game by relying on it."

    I mean, it's an alright argument to have, but couldnt it be said about anything? You use second chance perks... perish, you rely on those perks. You use slowdown... perish, you rely on those perks. Etc, Etc. I think there is a certain extent where "it will become a crutch" is not a valid argument anymore; especially when Game Sense will always be superior to Aura Reading.

  • @svtore said:

    I'm a survivor main and I'd like to expand my horizons on playing killer!

    I bought some DLCs with cool hunters (The Trickster, Ghostface, Pyramid Head I regret buying him since I heard he's a pretty difficult hunter)

    And wanted to try them out one day but I tried being a killer once today (as trapper with no perks) and my heart was pounding so fast I couldn't even calm down in the match 😭 But in the end, (Image shown below)

    https://cdn.discordapp.com/attachments/958648634646351872/1048671031356821634/image.png

    It went pretty well! its just that the anxiety/adrenaline that overwhelms me whenever I play killer :( so I'd like to know how to overcome such fear?

    Going into a match with a positive mindset helps.

    If you are winning, good on you, just try to stay calm and focused. If you are losing, you can use the match to practice aspects you are not good at.

    Overall, just try to have fun. If you feel like you arent enjoying killer, or DBD in general, just play something else. Forcing yourself to play the game when you arent enjoying it is not healthy for your mental health.

    1. Why would anyone do that to begin with, you can easily dodge the powers as survivor from a distance. It's just overall a horrible idea to script with their powers.
    2. Nemesis has the ability to use their power instantly when it comes available with minimal effort, it's literally apart of his design to make him easy to play and learn. And Demo has a visual and auditory cue for when his power is fully charged.
    3. How do you even know they are scripting with no physical evidence that they are? How do you consistently count to a fraction of a second when you are in the middle of a chase?
  • @Zachcjjj said:

    when the snowmen come back in a couple days for the love of god i better see none of yall being THAT person that has a sook about survivors getting a hit from them theyre cute and they are funny have fun with it and pls dont take the game so seriously that something so innocent and fun makes you mad it is NEVER that serious

    I typically just relax during the winter time anyways. Im nearly done with my college finals. And with several Christmas event happening, I wont ever find myself being frustrated because I am going to be swapping games so much lol; and besides, getting mad at a game over something as simple as snowmen is lame.

  • @HugTheHag said:

    Plenty of killers have addons that gives them other effects than just boosting their power.

    Ghostface has a mini I'm All Ears.

    Legion has mini Nurses's Calling, mini Third Seal and other unique effects.

    Hag's purple and iri addons litterally change her power and even base speed.

    Those are the 3 I play most currently, but it's not uncommon for some killer addons to change their power or "give them perks", especially in purple and iri addons.

    It's super fine.

    I made a full list of everything. Some of them were annoying to go through since I had to determine if their effect was similar enough or not, but it still proves the point regardless.

  • @daniel_owenz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285045#Comment_3285045

    Nah VERY FEW killers have perk like abilities for add ons, most killers have you know, actual add ons that boost their abilities.

    Also if they're going to introduce crazy new add ons that no one knows about, they need to let us read about them somehow, we can see what perks each character we don't have says, but we cannot see the add ons, and no one is going to go to the internet to read all this #########, not gonna study all this crap just to play the game, that is a horseshit add on that shouldn't be on this game, anything that makes me have to go to the computer to memorize and learn something about a specific character is not a good thing to have in this game.

    Basically, any perk or add on that gives bad players a participation trophy win, should not be in this game.

    Ahem. Here are all Killer Addons that act like perks/offerings or have insanely similar effects to perks/offerings. In fact, this entire list kind of proves you wrong, a lot of killers have at least one addon that acts like a perk/offering. Let it be known that I went through EVERY single killer's addons individually to make this list.

    Trapper: Serrated Jaws + Rusty Jaws (Sloppy Butcher, Perk); Coffee Grounds (Play With Your Food, Perk)

    Wraith: The Hound (Bloodhound, Perk); Windstorm (Play With Your Food, Perk); Shadow Dance (Fired Up, Perk)

    Hillbilly: Death/Doom Engravings (Play With Your Food, Perk); Big Buckle (Monitor and Abuse, Perk); Pighouse Gloves (Brutal Strength + Enduring, Perks)

    Nurse: Metal Spoon (Stridor, Perk); Bad Man Keepsake (Nurse's Calling, Perk)

    Myers: Dead Rabbit (Monitor and Abuse, Perk); Tombstone Piece or Judith's Tombstone (Ebony Mori, Offering)

    Hag: (None)

    Doctor: Calm (Monitor and Abuse, Perk)

    Huntress: Coarse Stone (Stridor, Perk); Begrimed Head (Sloppy Butcher, Perk); Deerskin Gloves (Iron Maiden)

    Bubba: Shop Lubricant (Knockout, Perk); Begrimed Chains (Franklin's Demise, Perk); Rusted Chains (Forced Penance, Perk)

    Nightmare: Outdoor Rope (Surveillance, Perk); Jump Rope (Stridor, Perk); Black Box (Blood Warden, Perk)

    Pig: Utility Blades + Rusty Attachments (Sloppy Butcher, Perk); Jigsaw's Sketch (Surveillance, Perk)

    Clown: (None)

    Spirit: Zori, Muddy Sports Day Cap, or Mother-Daughter Ring (Play With Your Food, Perk); Senko Hanabi (Bamboozle, Perk)

    Legion: Mural Sketch or BFFs (Play With Your Food, Perk); Etched Ruler (Hysteria, Perk); The Legion Pin (Forced Penance, Perk); Stolen Sketch Book (Franklin's Demise); Stylish Sunglasses (Nurse's Calling); Defaced Smiley Pin + Joey's Mixtape (Sloppy Butcher, Perk); Frank's Mixtape (Brutal Strength)

    Plague: Incense Ointment (Infectious Fright)

    Ghostface: Olsen's Address Book (Im All Ears, Perk); Knife Belt Clip (Monitor and Abuse); Drop-Leg Knife Sheath (Play With Your Food); Driver's License (Eruption, Perk); Outdoor Security Camera (SH: Floods of Rage or BBQ, Perks)

    Demogorgan: Eleven's Soda (Surveillance, Perk)

    Oni: Kanai-Anzen Talisman or Akito's Crutch (Play With Your Food, Perk); Iridescent Family Crest (Infectious Fright)

    Deathslinger: Marshal's Badge or Gold Creek Whiskey (Monitor and Abuse, Perk)

    Pyramid Head: Obsidian Goblet (Insidious, Perk); Iridescent Seal of Metatron (BBQ, Perk)

    Blight: Blighted Crow, Blighted Rat, Adrenaline Vial (Play With Your Food); Summoning Stone (H: Blood Favor); Soul Chemical (Oppression, Perk)

    Twins: Madeleine's Scarf or Forest Stew (Play With Your Food); Spinning Top (Franklin's Demise)

    Trickster: Melodious Murder (Iron Maiden, Perk)

    Nemesis: Serotonin Injector (Tinkerer, Perk); NE-a Parasite (Hysteria, Perk)

    Pinhead: (None)

    Artist: Thorny Nest (Sloppy Butcher, Perk); Silver Bell (Hysteria, Perk)

    Onyro: Sea-Soaked Cloth (Fearmonger, Perk); Distorted Photo (Infectious Fright, Perk)

    Dredge: Tilling Blade (Sloppy Butcher, Perk); Sacrificial Blade (Bamboozle, Perk)

    Wesker: Bullhorn (Hysteria, Perk)

    The Knight: Chain Mail Fragment + Broken Hilt (Sloppy Butcher, Perk); Iridescent Company Banner (Bamboozle, H: Crowd Control, Blood Warden, Perks)

  • Exactly what I was thinking.

    You cant say one thing and then go back and do the complete opposite. This is probably the most frustrating part of all this imo. I can handle the limited time stuff, since Im guessing BHVR wants things to be more seasonal, but THIS, this is something to be pissed about.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284690#Comment_3284690

    They will not become purchasable with shards, these themed seasonal outfits are exempt from that.

    Im guessing because they technically arent out for the full 4 weeks before leaving the shop?

    That is something I kind of disagree with. I can get why collab and ultra-rares cost Auric Cells. But this just feels super unnecessary. Im fine with limited time cosmetics, and I can understand to some degree why older cosmetics are getting the same treatment, but having cosmetics locked to Auric Cells after yall stated you would stop doing it pisses me off the most.

  • @sizzlingmario4 said:

    Counter-picking is never a good argument. You can’t change your loadout once the match has started.

    I can see 3 CoH and wish I’d brought Shattered Hope but I can’t go back in time to do that. Or I can go against a Plague and wish I’d brought a toolbox instead of a medkit, or go against a Blight with Lethal and C21 and wish I’d brought Distortion, but I can’t. Whether something is too strong or not shouldn’t have anything to do with whether some other perk or item on the other side counters it or not. Some perks are effective at shutting down other perks, eg. Fearmonger pretty much hard counters Fogwise. But that has nothing to do with Fogwise’s balance.

    Kind of the thought I was having. But it feels like people only really use counter-picking as an argument where it is convenient to them and only them.

  • @Phasmamain said:

    I’m just glad cross progression is returning. Means I can finally play on steam and not epic games

    Cross Progression is only for Stadia to PC I believe. I do not think it is there for other platforms yet.

  • Okay, Im just going to say it, the Killer's objective is hooks, the Survivor's objective is generators. Killers should be expected to get 2 Kills; or a better metric of 6 Hooks. Survivors should be expected to complete 5 generators.

    You can play the worst match of Killer you have ever played, get 3 Hooks, and still leave a match with a 3K. You can play the best match of Killer you have ever played and still leave a match with 8 Hooks but a 0K. Kills do not matter at all. Some of my most fun matches of Killers are ones where I perform well and Survivors also perform well.

    Tunneling and Camping are good at building pressure, but they suck if you want to improve. If you want to actively get better at the game, and have more fun as a result of improvement, making sure everyone else has a fun and fair matches. Go for unique survivors. Go for more hooks. Otherwise you are directly shooting yourself in the foot.

    "Oh but fun is subjective", and it is, BUT, there is a huge clause here, how much of the game's skills you pick up on is a metric that can actually be measured. If MMR is throwing you into more difficult matches, and you take cheap methods for Hooks and Kills, it starts a cycle where you are only put into more matches you cant handle leading to the same cheap methods to play out over and over. It creates an unfun situations where the Survivors are forced to deal with your BS, and an unfun situation for the Killer because they feel like they cant do anything to win.

    And if you think that what I am saying is a load of crap, allow me to just say, I use to be stuck in that cycle. I use to think that Tunneling and Camping were fine, so I tunneled one person out, and camped for my other Kills. I got stuck in this mindset that it was all I need to do to win. And I was not having fun with the game, and I blamed the game for it when really it was just my fault the whole time. You can go through my older posts and maybe even see how I felt about it.

    I just dont want the same to happen to others.

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279376#Comment_3279376

    You escaped 32 times out of your 250 games I find that hard to belive I could of expected at least 50 escapes these stats seem kinda not bonafied didn't mention anything about the other perks that were played

    I typically play in SWF when I play Survivor, so Im not too use to the SoloQ experience since I only really play SoloQ to do Archive challenges. My escape rate with SWF is significantly higher (I havent recorded my SWF data, so I cannot provide a %, but I know I escape more times than I die) which probably lead me to be at a high MMR range.

    Another thing is that I purposely avoided teammate information perks; Kindred, Bond, and Empathy were off limits, I wanted to get the raw SoloQ experience (NAE).

    The build I ran for almost every game was Dead Hard, Adrenaline/Off The Record, Hope, Renewal to try and prevent me from getting tunneled out, but even with this build I still got tunneled out for a decent amount of matches, which is why my escape rate is so low. Taking hits as well was kind of pointless since most Killers will just slug and chase relentless, so a lot of my teammates just stuck to generators instead.

    Most matches basically resulted in a Survivor getting tunneled out or DCing at 4-3 generators remaining, with, as mentioned before, me getting caught at the end of this a decent amount of matches; and with stacked slowdown bringing the matches to an unwinnable state, Survivors either gave up or tried to power through an unwinnable situations and obviously fail.

    Also I mentioned the perks in a reply, albeit I never really talked about Survivor perks, mainly because the only perks that were consistently seen throughout the matches were Dead Hard, Lithe, and Sprint Burst; AKA, just exhaustion perks. I was honestly kind of surprised by the lack of Overcome users but after the shadow-nerf where it no longer procs after an Endurance hit, I can see why. Adrenaline appears to kind of be making a comeback in the meta, I saw it a lot throughout my matches, ignoring exhaustion perks it was among the most used perk with 38% (285 / 750) of Survivors bringing it.

    Ive been in this thread answering questions whenever I can, so if you have any more questions or statements I can respond to, I am willing to provide an answer.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278683#Comment_3278683

    I'm just going to track killer, killer perks, match result, my own escape rate, and DC's, with an asterisk denoting gift escapes/kills.

    Do you have data for average kill rate and your own personal escape rate over those matches? I'm only 20 matches in so far and it's depressing to say the least.

    The Average Killrate was 72.1% (721 / 1000 Kills) of all the matches was (I count DCs as kills for this data, since killing a Survivor effectively removes them from the match, and DCing does as well; 92 of the kills were DCs, 67 of which were done on Death Hook).

    Almost every match ended in a hatch standoff, I escaped 27 / 250 times through Hatch and 5 / 250 times through the Exit Gates, meaning I escaped 12.8% of my matches; the rest of the escapes were my teammates getting out via Hatch or Exit Gates.

    All matches were played in SoloQ.

    Yea, it is depressing. I would recommend taking breaks. It goes a long way.

  • @Rogue11 said:

    Mind if I ask how you laid out your stats for the survivor perks? I'd like to track my matches for the next 100 or so solo queue games, but not sure how to do it in a way that would be easy to aggregate into tables/graphs in excel.

    I've just been saving a screenshot of each endgame screen so far to record later.

    I would always advise starting with a fresh slate.

    Also for formatting, you can typically just do whatever you want with it, since Im not sure what data you exactly want to capture. It's also important to format it in a way that makes best sense for you, some of my formatting is weird but it makes sense for me, so I do it, but it's something I would never do in a professional setting so it might not work for you or make sense; Id recommend experimenting until you find something that works for you specifically.

    As for learning Excel, there are several YouTube tutorials that can help, Im use to using Excel since Ive used it a lot when tracking stuff required for my degree in Art Education, and when I first started using Excel, I heavily leaned on YouTube because there are a lot of amazing tutorials out there to use.

    I hoped this helped.

  • @Bupkiss said:

    what other stats did you collect?

    I did a similar thing years ago, tracked 200 games for wins/losses and bloodpoints. The info did not have any bearing on the developers, but at least I knew from data the game was heavily killer sided for number of wins and bloodpoints earned.

    I collected data including how many generators were completed, items brought (and addons), killers used, how many times each survivor was hooked and what amount of generators remained when they were hooked, maps played on, offerings used, etc. A lot of my matches were recorded so after the match I had to rewatch to get the information put down properly.

    I wrote A LOT down, and a lot of it is somewhat organized in an Excel sheet I made, though counting all of the data was time consuming, the perks counted were still in the spread sheet but I used a separate application to keep track of the perks used since it was probably the hugest amount of data to keep track of.

    I plan on doing this again in a few months once things get changed a lot more, and new perks are introduced, etc. It's kind of a pain in the rear but I love seeing everything come together after all the time and effort invested.

  • @WeenieDog said:

    Jolt supremacy is the true way.

    I can get behind this.

    Current Jolt and Old PGTW are among the best designed perks in my opinion, kind of sad to see nobody use PGTW but after the nerf I dont really blame anyone.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276812#Comment_3276812

    OP's stat is very suspect, given its ranking on various metric sites.

    It's super popular and meta, but it is 100% not THAT popular.

    I stated at the top of the post that the matches that I used the data from were not from consecutive matchups and breaks were taken between playing (normally a few days between because I was literally losing my mind from Eruption), during the breaks I would play other games entirely; every match of Survivor I had played, I collected data for though. But Im not really sure if it would create inaccuracies or not so I put a disclaimer regardless.

    Another thing to note, is that with most of my data, Eruption was the most used perk in the gen-kicking meta. Overcharge and Call Of Brine still saw high usage, but I faced many killers that either used Overcharge + Eruption, or Call of Brine + Eruption. SH: PR and Jolt also saw a lot of usage due to it's synergy with the perks as well.

  • @Dionysus42 said:

    65% of survivors using Dead Hard while saying it's 'balanced' now

    Ive seen people defend Eruption like their lives depend on it, Ive even been cussed out in my Twitter DMs and cyberstalked by someone over it. "Just gen off the generator, normally only one or two survivors get hit by it a match, it's not that good"... 95.6% usage rate.

  • This is a GFN issue, I have DBD on GFN and have no issues so I would recommend contacting them.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273114#Comment_3273114

    That does *not* sound like the game for me, I only play Minecraft for the aesthetic anyways.

    I mean, even for building, the game gives you a lot to toy around with, since it is still a sandbox after all.

    Hundreds/thousands of blocks, decorations, walls. You can even paint objects, so if they have the texture you need for a build, but they arent the right color, you can always change it. There are a lot of amazing builders out there, you can probably look some up to see what's out there.

    They also have a LOT of vanity and customization options for the player, as well as dyes, which are basically paints for vanity.

  • @ShamelessPigMain said:

    I have no idea how Terraria works but it's giving impenetrable fortress realness. If this is a WiP then I better glue down my wig before you get to the final product

    Basically 2D Minecraft, but with a lot more focus on exploration and combat (there are a LOT of bosses). But the building part of the game has a lot of potential once you learn to combine different blocks and stuff. There are also NPCs that move into houses you make, they can sell you stuff or buy stuff off of you.

    The game is also split into two segments: Pre-Hardmode (when you just start the game), Hardmode (halfway point, but basically acts like a reset in a sense because everything becomes just as difficult as starting out). Im currently in Hardmode.

    It's 10 USD, well worth the price.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272319#Comment_3272319

    Na, the killer is definitely bad. He'll destroy terrible survivors but even decent survivors will just hold w and he does nothing.

    The only time I have ever struggled against Knight is when Im in some sort of corner. But that's a given since he can hold both areas to exit. But also like, Dredge can literally do the same, but better anyways.

    In most of my matches though, it has been easy. I cant believe some people were wanting them to be 4.4 m/s on Twitter, but to be fair, it's also Twitter.

  • @Crowman said:

    The map seems to just spawn every possible pallet and has no cap on the number of pallets it can spawn.

    Sometimes you can get complete deadzones spawning, mainly towards the center where that crooked tree spawns. But whenever it happens, the pallet generation throws a lot of pallets everywhere else, which leads to situations like this.

    Most loops are wide short-loops as well, there is no mind-gaming. It's literally just The Game 2.0.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3272160#Comment_3272160

    No, most of the time would then be used on educating people on how the board is used and asking what's happening about it, which is normal anyway.

    It would be easy to screenshot it, and use it against the devs at every question.

    "You have known about this bug since JANURARY, Its on your trello board!!!!!"

    Nah, it would be a terrible mess and waste even more time for developers to update that board.

    Trello isnt the upgrade you think it is and nobody should have their every day task open to the scrutiny of this community. its savage.

    Youre saying that but the only people who really have to manage it are community managers, it doesnt require the entire team to learn how to use it. And this is coming from someone that has used Trello Boards mid-projects for Multi-Animator Projects, Ive used it myself, it's not that hard to swap to and it's easy to pick up and learn since it is straight forward.

    Also this is ignoring the fact that BHVR already do spend time answering a lot of questions, of which can be reduced a lot by doing this. Ive seen a lot of community managers responding to posts about game balance and changes that could be looked into, Trello would heavily reduce that time spent answering questions since they could just add it to the Board.

    And not everything has to go up there, again, it's basically a board for BHVR to let us know information, but they still have the option to put whatever information they want. It's just there for transparency.

  • Even then, NAE and NAW servers are still multi-lingual. I kind of feel like people ignore the fact that some people speak Spanish (I mean, it is one of the most spoken languages in the world), Ive even seen some Portuguese in the Post-Game Chat.

  • Because it is information about the game's development, it shows were BHVR are at, what BHVR notices and are looking into, etc.

    It would reduce a lot of the questioning the community has since the community is no longer left in the dark about game progress.

  • @Nicholas said:

    It would be great, but it would be filled with empty promises and likely abandoned. They announce things like Realm Beyond and then nothing. Did we ever get the promised PS4 Pro and Xbox One X Enhancements? Nope! The last update was in 2017 that it was coming. What about the current-gen (PS5/XSX) enhancements like Ray Tracing and Haptics? The last update was two years ago! They never follow through; the only thing reliable is the sometimes lackluster Chapters featuring, more often than not, mediocre perks.

    Sometimes BHVR's priorities change when developing the game. MY main issue is how BHVR is not transparent about it, BHVR can decide what they want to do to their game but the lack of transparency about them stopping development on a feature is just frustrating. The Trello Board would at least let us know when they stop developing an aspect of the game if they remove it, at least it is something to go off of.

  • @Emeal said:

    Terrible idea, people dont have patience and perspective to wait out bHVR on anything, it would be the Complaint Board.

    People cannot comment on it, only BHVR themselves can post on it.

  • Glad to see someone finds Onryo scary.

    The only time I got scared from Onryo was when my audio bugged out so I couldnt hear the lullaby to her ability or manifesting.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271154#Comment_3271154

    my main question is why are not all 3 proplems treated equally? why does erruption get shake up the masses but somehow COH and DH is just an accepted thing at that point. Its not like there is 70% survivor only players and 30% killer only. I feel like the majority plays both sides and yet its the killer perk that gets the most attention.

    I mean how long old Dead Hard get the spotlight for being busted? What about old Circle of Healing? Times change, people's priorities change.

    I play both sides myself and I have no issue with Dead Hard and Circle of Healing because often me losing to either perk is a result of my errors. Guy uses Dead Hard and extends chase for a long time? My fault for not waiting it out, or for waiting it out too long. Lost to Circle of Healing? Maybe I should have focused on removing the Boon to force survivors to be more altruistic.

    Eruption does not feel the same way. In SWF it is completely avoidable, in SoloQ you get hit with Eruption constant with seemingly no effective counterplay. I cant read minds, and even with aura reading perks, I cannot always predict when my teammates are going to go down. Also Incapacitated as a debuff is fine in small amounts, but 25 seconds is frustrating, you cannot play the game or do anything for half a minute.

    Ive seen people suggesting to buff the Incapacitated duration or adding an AOE, and I still disagree with it, the solution is make things less frustrating but still as strong. Entity Blocking the generator should be the direction the perk goes, makes it better against SWF, but not the bane of SoloQ.

    And if CoH and DH prove to problematic, they can change as well, people have their own ideas, but Im tired of seeing "_ is problematic, therefore _ is fine".

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271174#Comment_3271174

    Yeah.

    As I've gotten more experienced in DBD (accepted my role as a grumpy veteran) I've come to care more and more about how fun things can be for both sides.

    There are bad things on both sides that I will argue against.

    With my experience, Ive just come to realize that if something is frustrating, it can be a good area to talk about it, but most of the time I just go and play a different game. Ive recently gotten into Modded Terraria (Calamity Mod + QOL Mods) and it's been an absolute blast. Alternatively, I swap to the other role and play for a bit. The only time I dont do either is if Im working on Archive challenges and have nothing better to do, but those cases are few and far between, and overall it's been a huge boost to my mental health.

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