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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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    • No BP Incentive.
    • Chance of getting No Mither.
    • No basekit changes since last time.
    • Killers just proxy camp or bleed me out when I play Survivor, which are boring.
    • Cant play Killer with Spies From The Shadows due to colorblindness on some maps.

    Yea… no. Outside of the Archive for the DnD rewards, there is no reason to really play it.

  • Their BP scores are low? Did they give up early on or just not score a lot?

  • To be perfectly honest, I really dont think it matters that much if you Lobby Dodge or not, it's one of the most non-issues Ive seen people complain about.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873917#Comment_3873917

    Ah, ty.

    I've recently let Trapper sit in the dugout a bit and try my hand at another killer. Settled on Drac, but as my wife is a Demo main, I had him in mind as well. I didnt think to comb through the maps to find shred spots, etc, so I think Ill give ol Demo a go and feel him out.

    Thanks for this write up, actually quite useful. Bookmarked.

    Demo has a lot more depth than people let on, granted, it's not the highest there is compared to other Killers, but I dont think people take full advantage of his kit of the various Techs that exist for Demo.

    I will go ahead and say one thing, some maps DO have some really cool Shred spots, like for example, Badham had some cars you can slide against while using Shred, but when rating the maps I considered the totality of the Map Structures and Badham, despite having cool stuff, gets a lower rating, so dont let the ratings de-sway you from trying out new or cool things.

    I do hope you enjoy playing them. <3

  • @Spare_Them_Mori_Me said:

    Reasoning for the strikethrough? Do those thoughts no longer apply?

    They are just personal thoughts about the maps AFTER I ranked them.

    They do not actively contribute to the rankings process so I crossed through them so they dont become the main focus.

  • @Camilll3e said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873734#Comment_3873734

    There are 2 generators remaining but you made the choice to hide. I don't see how you have been repairing generators ¯\_(ツ)_/¯

    You don't need to get so mad. Relax.

    But you made the choice to hide.

    I literally didnt hide. She would constantly push me off the Generator and would sometimes have to sit next the Generator and watch it regress. Keep in mind while she did it, she had LOS of the other Generators in the 3-Gen.

    I dont see how you have been repairing Generators.

    2 of my teammates gave up, the Kate did basically nothing, and I have been trying to chip away at the 3-Gen since the start of the game since I had Deja Vu.

    The only time I didnt repair try to progress the objective is explained below the screenshot. I was trying to pick my teammate up since they were being slugged.

    Screenshot From 2025-01-19 12-46-27.png

    You dont need to get so mad. Relax.

    When I spent 40-50 minutes in a game because Huntress wont leave a 3-Gen and someone says "you are the problem for not doing anything" even though I was trying to progress the game, and was the ONLY person progressing the game, I am, of course, going to be a little upset.

  • @Camilll3e said:

    https://forums.bhvr.com/dead-by-daylight/discussion/437073/does-this-count-as-holding-the-game-hostage

    Wait, aren't you holding the game hostage? You decide to hide for more than 30 minutes and here you are blaming others for the choices you make.

    Interesting.

    You decided to hide for more than 30-minutes and here you are blaming others for the choices you make. Interesting.

    You didnt read any of that did you?

    Screenshot From 2025-01-19 12-41-38.png

    I did repair Generators. In fact, I say this multiple times throughout the post.

  • @PetTheDoggo said:

    It's not, you are free to end the game at any point. Just work on the gen in front of her. It's up to you if you want to try break 3-gen, or give up. It's easier than ever before, but still hard for soloQ.

    Funny is if you don't try to push gens and just wait(hide), you are the one, who can get reported for it…

    Funny thing is, if you dont try to push Gens and just wait (hide), you are the one who can get reported for it…

    So technically the Kate could get reported then?

    She never touched a Generator was too afraid to get close for most of the time. I was the only one actively doing Generators the entire game, but after it was a 2v1 she basically just clocked out and stopped doing anything.

  • @king_ab said:

    Have you tried the tutorial yet?

    Ah cool, another new account trying to bait reactions and adding nothing meaningful to the conversation… yippee.

  • @FMG15 said:

    It#s a common occurence in this mode. When I play survivor I get sweaty killers, when I play killer I see people bringing stacked items and strong map offerings.

    People are overrelying on their perks and in this event it shows. Since add-ons, items and offerings aren't random, people are compensating the lack of perk strength with those instead and play as tryhard as possible. BHVR should make everything random, maybe even the survivors and killers. That would be so much more fun

    Honestly Ive been avoiding Killer because of the lack of Enduring and/or Spies From The Shadows makes it feel awful to play.

    Those are my two comfort perks, they arent meta, but they feel nice to use, and playing without them feels awful.

  • Still, til this day, I will not understand why we dont have a "randomized perk" option. You need to have the Archive or be in Chaos Shuffle to do it, but you cant do it in normal gameplay, which sucks.

    Literally every other game I play has a randomized gear option so Idk why DBD doesnt.

  • @tjt85 said:

    https://us.v-cdn.net/6030815/uploads/8QVWVIZI6ZR6/chaosperks.jpg

    I haven't had any interesting builds yet, but have you ever seen so many perks active at the same time on the HUD? The Wesker also had the Houndmaster perk that's like Merciless Storm for healing (making a total of 8 icons) but I was too busy hitting the skill checks to take a screenshot. That was kinda funny.

    The amount of icons in the buff/debuff HUD lol.

  • Honestly I havent gotten that good of builds through Chaos Shuffle yet, most of them have been pretty bad, but Ill make sure to come back and share something interesting I find.

  • Honestly, I can agree with this, mainly the last part.

    There are so many achievements tied to get a specific map in Realms that already have lots of Maps, such as the "repair the main building Generator and escape" achievements, and it's incredibly annoying to go through and get them.

    They could have a Map Offering that is Uncommon-rarity that takes you to Maps/Realms you need for achievements as opposed to sending you to specific Map/Realm every single time. Maybe have it be a "broken compass that is broken in half but always points towards an uncertain direct".

  • @joeyspeehole said:

    I get ya. While I try to mislead them with my movements, but the I feel the perk still heavily favors the killer.

    Because it had to be reworked.

    The original effect allowed the Survivor to constantly see the Killer's location within a certain range (64 to 72 meters depending if you were the Obsession or not) as long as they were looking in their general direction, the effect would cancel as soon as you entered the Killer's Terror Radius. Since the effect was based on the Survivor looking at the Killer, they could cancel the Aura Reading by intentionally looking away from the Killer.

    It was insanely strong upon release since teams could constantly reveal the Killer's location and tell their teammates in a Voice Chat. Since most teams sucked at chase around this time, Object of Obsession was a tool that SWFs would leverage to warn their teammates to hide in advance, or roughly call out general locations so people could have time to process how to play around the Killer. To make matters worse, set-up Killers like Trapper or Hag could have their traps called out during their set-up time, making them completely useless.

    Also the original effect of Aura Reading was uncounterable by most Killers, Undetectable had not existed at that point, and only Myers could prevent Aura Reading effects and "sense-perks" (perks that reveal the Killer's general location but use audio cues or warning, like Premonition or Spine Chill).

    The effect got reworked to be a constant effect that the Killer/Survivor now have to both play around.

    The Survivor no longer has control over the Aura Reading and the 30-second timer provides more room for the Killer to make plays and it can easily mess up the Survivor if they dont play around it. Since the effect is tied to the Killer seeing their Aura, instead of the other way around, it also cannot be directly modified with Survivor perks and comes with the downside of providing free information to Killers with Undetectable.

    The idea was to present positives and downsides to balance out the perk's design, rather it was "effective" at that tends to be really subjective since some people love the perk and some people hate the perk.

  • Can I have the tierlist website link? Id love to make one for Demo since they are my main! :3

  • Im guessing you need to be on the Newsletter to get this?

  • @Orvarihusklumpen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/436806/remove-tunnelling-from-the-game

    You remove tunneling from the game and Survivors will only see Nurse, Blight and Hillbilly every single match

    People have been saying stuff like this for years and we still have good Killer variety so I beg to differ.

  • How would "anime" be bad for the game?

    Horror can be in all types of mediums, this includes animation, and anime is just animation from Japan (outside of distinct visual and culture styles/elements, there really isnt much that makes it different from standard animation anyways).

    If anything, Id encourage BHVR to try and experiment and move away from standard Live-Action Horror and try other mediums, would love to see some Analog Horror or maybe experimenting with Cell-Shaded effects/filters for animation-based Killers.

  • @smurf said:

    Sometimes I communicate with my dog by crouching and pointing at her nose :)

    Actually, though, I think a few meaningful emotes wouldn't be bad. Like one that indicates the word 'killer'. That way you could say 'killer' and then point.

    My preference is to avoid voice chat or open chat in solo queue though. I'm sure that I don't want to know what certain Aces or Megs are thinking when they show up next to me on a gen. But a few emotes sound great to me!

    Honestly Id prefer Proximity Chat. It would be funny to hear your teammates screaming as they are running away from the Killer, and as they move further away the screams get quieter.

    We'll probably never get it because BHVR did not build the game around it but it's something Id love to see, it leans more towards having a Voice Chat but keeping it casual.

  • @Zuiphrode said:

    The vast majority of tunnels happen because people are stupid enough to go for the unhook when the killer is still nearby.

    And if the Killer is not leaving the proximity of the hook…

    They can sit far enough to not proc the anti-camp, but close enough to where they can intercept and unhook and/or tunnel the Survivor who gets unhooked.

    You unhook/trade, they tunnel (and potentially get an extra down on the unhooker and slug them for pressure), you dont unhook, they die on hook and that person just loses, and if your team doesnt have the perks to handle this situation (or are in an event queue that restricts perk options), they just lose without any recourse.

    Keep in mind that perks that counter this, such as Decisive Strike, Reassurance, Camaraderie, etc. are locked behind paywalls since they are licensed perks, so not everyone has access to them either. To put it bluntly, I think you are oversimplifying an issue.

  • @Unequalmitten86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872114#Comment_3872114

    This. This game is designed more and more for SWF because that's who the killers play against most. They are coordinated. Soloq is bad and I won't play the event because I don't know every perk and if I'm going to be slugged, camped, and tunneled I want my own perks

    I dont know every perk

    None of this is to rag on you, but you can actually check and see what your perks do.

    While ingame, you can press Esc (or whatever Controller bind is the equivalent) and in the player list, at the bottom right of the screen, it displays all your perks. You can hover your cursor over them (applies to PC and Console) to see what they do.

    Here is an example:

    Screenshot From 2025-01-16 20-31-23.png

    If you ever forget or doubt what your perks do, you can check anytime. It's a really helpful tip to know. :D

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872062#Comment_3872062

    It's a constant struggle... made worse by the fact you're on a time limit to fix before anyone notices...

    (They still notice) xD

    Im a DBD Forums rat, I always notice (for better or worse… Ive seen some funny and awful things on here).

  • I find it funny how the embed failed, not just once, but twice. (The DBD Forums are a mess but I love it for that.)

  • @Devil_hit11 said:

    i have to agree. i think the 4 perk vs 16 perks is a bit too much. the 4 perks have to be insanely powerful to compensate 16 perks. 5 perks vs 16 would put less strain on singular perk being strong and allow you to create more middling level perks in power that gain power through synergy.

    survivors can synergy perks but killer does not have enough slot space to create synergy. The synergy is super limiting.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872019#Comment_3872019

    in the end, the perk are always going to be certain perk. it is the whole X factor. the slowdown perk are so neutered that they barely affect the game. it's same for undetectable, aura perks or chase perks. they're like survivor-tier strength perks but you get less perk slots as killer.

    I feel like the whole "4 perks versus 16 perks" argument ignores the fact that DBD is an asymmetrical game so there are goings to be benefits/disadvantages to playing a given role. :)

    Anytime I see this argument, I have to ask, what would make it fair? 16 perks on Killer? Less perks on Survivor? Where do you draw the line?

  • @FMG15 said:

    That certainly is a hot take because I'm dead confident that it is a terrible idea

    5th Perk Slot Expectation: "We can now run an Aura Reading or Undetectable perk without compromising our Slowdown."

    5th Perk Slot Reality: (5 Slowdown Perks on Nurse/Blight)

  • On one hand, higher Killrates might lead to balance changes based on Killrates, most likely nerfs and/or basekit changes (good, makes sense, amazing).

    In the other hand, 20-minutes games where you are bled out over ego is… not so good, because having to wait many, many minutes within a match you dont want to be in when it could have been over 10-minutes ago (bad, stinky, smelly even).

  • @Aceislife said:

    What exactly are survivors supposed to do over 40 seconds of no gens? Why would a killer not run a perk like this if they want to win? Say 1 person would be getting chased for the 40 seconds, if the other 3 would be available to do gens, that's 1,333… worth of gen progression lost for the survivors (best case scenario) and there's not a lot survivors can do to prevent this.

    It's 10 seconds 3 separate times and 40 seconds 1 time (all Survivors hooked once).

    I think it is generally balance, just an inconvenience and annoying. Since it blocks Generators, you are still able to do other activities, such as cleansing totems, healing, doing Glyphs for Archives, etc, so at least you can do something during the downtime.

  • @Musxussu575 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871091#Comment_3871091

    I keep seeing people talk about a notable cue when Slinger aims at them, but I've never noticed it when playing against him myself. What exactly is it?

    There is a faint ringing you hear whenever the Deathslinger is aiming the Redeemer with a 45* area of you and you are within their Redeemer's range.

    It's loud enough to hear when not in chase and the Killer has Undetectable (or you are not within their Terror Radius) but is quiet enough to be masked by chase music (meaning youll never hear it in a chase).

    Some people think it is bugged, as far as Im aware, it isnt, the audio balancing was changed so you wont hear it in chase anymore which makes people think it is bugged.

  • @Rokku_Rorru said:

    It literally doesnt need a nerf and is the perfect example why old dead hards complaint of "DEAD HARD FOR DISTANCE" is not a valid reason to gut the perk.

    I'm so tired of this game taking away good options for survivor while keeping it in for killer in terms of Blight etc.

    Im pretty sure the main complaint around old Dead Hard was not strictly "Dead Hard for distance" but the fact that it also provided Invincibility Frames during the whole animation.

    To put it bluntly, it was a lot of utility with no downside. You could effectively negate a lot of Killer's powers with it, make distance and/or ignore a hit, phase through the Killer if they are animation locked (helped with Flashlight Saves or Window Techs), etc. There was no risk/reward.

    Dramaturgy is balanced in the sense that it only has a few of the upsides of Dead Hard while having drawbacks to balance it out. Dramaturgy can only be used while health, you run the risk of making yourself one shot, the distance you gain is less than other Exhaustion perks, etc.

    Dramaturgy'ing for distance CAN be strong, but that's the point of the perk, to have a strong effect with a CHANCE of a heavy downside. It's risk versus reward.

    I will never understand why anyone would complain about Dramaturgy since it's really well designed…

  • In some cases decreasing the Terror Radius size can be a nerf.

    For Pig, they can make amazing use of Infectious Fright with their current Terror Radius size, and decreasing the Terror Radius size would nerf her ability to defend Jigsaw Boxes. It also nerfs a lot of other perks that benefit from the Terror Radius.

    In the same boat, however, it would be a buff to her stealth allowing players to use Whispers to tell if a Survivor is close by and then use stealth to close the distance without the Survivor ever realizing. It could help her get easier hits and downs as a result, which helps her since she has really weak chase potential compared to other Killers.

    I really dont know what side of the fence I sit on since both are appealing.

    @Musxussu575 said:

    Yes, and bring back 24m-TR Deathslinger while we're at it. Ah, the good ol' days.

    Personally, I think all killers who can move onto you quickly need the Weskar TR: Blight, Nurse, maybe even Hillbilly.

    I kind of disagree with this since it opens up Deathslinger to use Starstruck or other Terror Radius perks, and considering how strong his anti-loop is, I rather not lose the perk potential in favor of stealth; especially when ADS'ing as Deathslinger notifies the Survivors that they are being aimed at, which kills the "Stealth ADS" playstyle/addons.

    Generally speak for balancing reasons as well, Deathslinger being this way is more beneficial to the game as a whole. Stealthslinger was only good against new/less-experienced players and/or SoloQ players, the increased Terror Radius moves them away from being a "pub-stomper".

  • @BloodBird said:

    This is not a tier list, just a list for discussion sake, the killers are in order of release date.

    For those interested the killers with the least status effects are Spirit and Oni with 0 and with the most is Skull Merchant with 9

    https://us.v-cdn.net/6030815/uploads/QVQFVTZLQNGB/killer-status-effects.png

    You forgot Oblivious from Demogorgon. It's a basekit effect applied when you are within 4-meters of a Portal, which is the exact range you start cleansing the Portal from.

  • @BurnedTerrormisu said:

    They tried to fix it, failed and now they say its working as intended.

    "Taking a broken down car, giving it a new paint job, and selling the car as if it is brand new."

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870203#Comment_3870203

    Thank you for contributing another good example of unproductive discussion on the DBD Forums.

    In recent news, it probably isnt a good idea to spam a thread with images that get your account nuked. Masterful gambit, I guess?

  • @BuffDH said:

    Cry about it.

    Thank you for contributing another good example of unproductive discussion on the DBD Forums.

  • While I do hop in lockers when I know the Killer has Knock Out, you also have to consider the fact that Knock Out is significantly stronger against SoloQ and practically useless against SWFs.

    Let's say someone goes down across the map, I wont know that the Killer has Knock Out until they have already downed someone, and even still, sometimes people use other perks to mask Knock Out so it's not even 100% certain. The only way to really confirm that they have Knock Out is to go down to it, which means feeding into their slugging playstyle.

    Likewise, while I can hop into a Locker to avoid it, with DBD's current matchmaking, you get a lot of Survivors with a variety of different skill levels, meaning I will get teammates who wont hop into a Locker to avoid it. Pair it with the lack of communication in SoloQ, and you have a miserable experience that (to a heavy extent) cannot be avoided.

    Keep in mind as well that Knock Out isnt the only complained about perk. For high mobility Killers or Killers that can use their M2 to great effect, Hex: Third Seal is objectively better for slugging/bleeding out Survivors, and Hex: Third Seal overall sees more usage since you dont have the 16-meter Aura Reading on downed Survivors that Knock Out has, since Hex: Third Seal completely masks the Survivor's Aura Reading.

  • @KueenKara said:

    Listen up nowhere to hide is for terrible killers. Like you cant find survivors so you use the perk and it plays the game for you like it is op no cooldown nothing you just kick gens and see all survivors like crazy to me if survivors had a perk like work on gen for 5 secs to see killer for 5 secs and keep regetting on the gen killer mains would be going crazy.

    Like you cant find Survivors so you use the perk and it plays the game for you…

    The entire point of Aura Reading perks is to counter stealth, you are trading off slowdown or chase perks for information.

    Also the perk doesnt "play the game for you", you still have to chase Survivors. The only time it does anything effective is if you are playing Nurse or the Survivor is crouching behind a wall and not running away (like they should be doing, since kicking the Generator wastes time and gives you free distance).

    …It is OP, no cooldown, nothing, you just kick Generators and see all Survivors…

    You see Survivors with 24-meters of your location. Not all Survivors.

    Also you have to take the time to kick the Generator, and the Generator needs to have progress. It also comes with the downside of having limited uses per Generator, meaning there are limitations to how many times this perk can proc.

    …If Survivors had a perk like work on a Generator for 50 seconds to see the Killer for 5 seconds… Killer mains would be going crazy.

    Fogwise is already a perk that exists and outside of people fearing it would be problematic, you literally never see it. It's definitely an underrated perk but it effectively does what you just mentioned.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869571#Comment_3869571

    it invites survivors to go next on first slug. it's already a problem with hooks. you'll hook someone, they attempt unhook themselves, fail the 2 skill-checks and that is all she wrote.

    self-kill on hook and d/c is a bit of a problem.

    Bleed out faster still invites the idea that it will take time. The idea is to speed it up enough to only affect situations where bleed outs occurs and to not affect normal means of slugging.

  • @notacamper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869583#Comment_3869583

    I don't hold double standards, if the killer was genuinely toxic to you during the match "slugged you for no reason"(and no, slugging you to keep pressure on the team is NOT toxic), performed the back and forth motion implying their buttscrewing you, or tunneling you out for no reason(aka: You have no flashlight and thus can not be a flashlight jesus or are not running a troublesome perk), and you weren't toxic at all during the game, then teabag the hell out of them for all i care as they deserve it for being toxic first.

    Though the tunneling you out one can be debatable on if its toxic or not depending on the circumstances. And yes, I thought you to be a toxic survior because you were white knighting them by downplaying being toxic at the exit gate.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869598#Comment_3869598

    Be sure to tell that to your kid when the other kids on the sports team are bullying him for not playing "good enough" i'm sure it will go over really well.

    I thought you to be a toxic Survivor because you were white-knighting them by downplaying being toxic at the Exit Gates

    Im not white-knighting, Im giving my opinion.

    Bleeding out is just objectively worse than t-bagging in the Exit Gates, and it solely comes down to player agency. Killers are able to stop to t-bagging by forcing them out, they arent forced to wait 2-minutes. Survivors dont have any agency if they get bled out, and they are forced to wait the 4-minutes.

    This being said, both are still horrible. One can be worse than the other, but both should still be looked at because both still can persist as an issue.

    Personally, I think BHVR should create a perk similar to Blood Warden that discourages t-bagging in the Exit Gates. Survivors can still do it if they want, but they risk being punished for it, so it naturally trains the players to avoid doing it or they will risk dying to the perk. Blood Warden trained players to 99% Exit Gates to avoid it, even if you only see it 1 in 1000 games, so think of what a perk could do to train people not to BM in the Exit Gates.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869191#Comment_3869191

    The hit is confirmed unless the Killer is bad. There is no Survivor skill expression there, the only way they delay the hit is due to a Killer misplay.

    Strawman argument.

    I can think of a LOT of maps that are Killer-sided. Here they are

    Killer-Sided (or leaning):

    • Aazarov's Resting Place
    • Coal Tower
    • Dead Dawg
    • Father Campbell's Chapel
    • Forgotten Ruins
    • Cowshed (somehow)
    • Haddonfield
    • Midwich
    • RPD East
    • RPD West
    • Rotten Fields
    • Sanctum of Wrath
    • Suffocation Pit
    • The Game
    • Borgo
    • Hawkins
    • Torment Creek
    • Rancid Abattoir
    • Lery's
    • Wrecker's Yard

    Neutral Maps:

    • Blood Lodge
    • Gas Heaven
    • Greenville Square
    • Grim Pantry
    • Pale Rose
    • Groaning Storehouse
    • Ironworks
    • Ormond
    • Shelter Woods
    • Thompson House
    • Wretched Shop

    Survivor-Sided:

    • Badham
    • Disturbed Ward
    • Eyrie
    • Family Residence
    • Garden of Joy
    • Mother's Dwelling
    • Nostromo
    • Temple
    • Toba

    A 3v1 at 3 gens is a win for the Killer unless they make a colossal and repeated mistake. That's as easy of a win as it gets. A 3v1 at 2 gens is also a Killer win 9/10 times.

    I try to refrain from bringing personal skill into it, but you already did so…

    If you have trouble winning a 3v1 at 3 gens, it's probably on you. If you think maps like Haddonfield are Survivor-sided, again, that's on you.

    Honestly I think The Game, Mother's Dwelling, and Nostromo should be moved to the "neutral" section since I feel like those are both maps that either side can easily leverage to their benefit.

    The Game has a lot of strong pallets that most M1 Killers cannot play around, and depending on the Killer you can easily get stomped. Inexperienced Survivors can also waste all the pallets and create massive deadzones for your entire team. In my opinion, it is one of the most centrist maps in the game since it's strength shifts towards Killers or Survivors based on so many different variables that it roughly equates to the center when you consider everything.

    Mother's Dwelling is large, and the main building is decent, but there is a large amount of deadzones on the map and half the filler pallets have those tiny rocks that you can just walk around so half the time they are useless if you dont get the stun or they have Enduring. This is one of those maps where the map size is the only redeeming quality about it since it makes the Killer's job of defending Generators significantly harder.

    Nostromo has a bunch of decent loops and a bunch of really weak, mindgame-able loops. Outside of the god pallet at a main building, there is basically nothing redeeming about the main building and it just serves to do nothing but take space and pretend to be loop while containing actually nothing. The only redeeming quality of this map is it takes so long to get from Point A to Point B as Killer so Generators are significantly harder for the Killer to pressure.

    Overall, I really dont think there are that many "Survivor-sided" maps in the game, most are neutral or "Killer-sided" at the moment.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868980#Comment_3868980

    Their post isn't about the agency of the person made to wait but exclusively about the mentality of (partially the SAME) survivor players crying about having to wait for 4 minutes in some games but have no problem waiting 2 minutes in many others just to spite.

    And can we please stop bringing up waiting in at the gates to help someone still in chase or on a hook. Nobody, and I mean NOBODY , complains about those scenarios but only the case when all remaining survivor have no problem staying in the match for nothing but spite.

    It's just as irrelevant to the discussion as the argument made by killer players "that slugging to chase another survivor mid match is a tactic" in a thread about "4 people bleed out slugging"or "slugging for the 4k".

    It's just as irrelevant to the discussion as the argument made by Killer players "that slugging to chase another Survivor mid-match is a tactic" in a thread about "4 people bleed out slugging" or "slugging for the 4K."

    You know what. Yeah. Im willing to admit that there is a time and place for posts like that and my comment was neither in the time or place.

    It really didnt add much to the conversation and I kind of just posted a nothing burger.

    @notacamper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868980#Comment_3868980

    Don't give us that BS if your being slugged, odds are you deserved it for being a toxic pos unless the killer is running a slug build then well… "sucks to be you". You have zero agency to leave in ECG until you get the chance to be toxic as hell and teabag the killer otw out and if you don't get that chance you hold them hostage for the entire EGC timer out of spite because they won't give you the pleasure of being a toxic pos.

    As survivor i've witnessed my teammates teabag otw out or wait at the exit gate for the entire EGC timer, I report them everytime i see one doing this no killer deserves to be mocked with the non-verbal equivalent of: "Haha you suck! GG EZ!"

    Odds are you deserved it for being a toxic POS

    Very rarely do I get upset the game nor do I get upset at other people.

    I will admit that Im not perfect, but I always try and remain conscience of how my words or actions affect others. Only twice out of thousands of hours of playing have I gotten upset enough to say/do something and most of it was just talking in chat and saying stuff that I heavily regret, mainly since it's just a game and there was no reason for me to take it seriously. While it definitely doesnt justify anything, again, keep in mind that these are very rare occurrences.

    But in most my games where I am bled out, I did nothing, I looped the Killer, I went for unhooks and took Protection Hits for the team. I just played how I would normally play, which is for the team. I dont bring meta perks in most my games. Sometimes, just sometimes, people bled me out for reasons beyond my control. Maybe they are having a bad day or they just want to do it because they think it would be really funny to make someone else upset.

    You have zero agency to leave in ECG until you get the chance to be toxic as hell and teabag the Killer otw out, and if you dont get that chance you hold them hostage for the entire EGC timer out of spite, because they wont give you the pleasure of being a toxic POS.

    Except I dont do that?

    While in the Exit Gates, I am given the agency to leave anytime, and I do just that, leave anytime, often when it is necessary. I dont tbag in the Exit Gates, I dont waste the Killer's time out of ego or toxicity.

    Often when I do wait for my team, it is not out of toxicity, but so I can take a Protection Hit to help them escape, or heal them at the edge of the Exit Gate to prevent the Killer from picking them up instantly. There are strategic reasons for doing such, and if there is no reason for me to stay, I just leave.

    As a Survivor, Ive witnessed my teammates teabag otw out or wait at the Exit Gate for the entire EGC timer

    I do see that sometimes and I really wish people wouldnt do it. There is nothing that is gained by players from doing this other than inflating their already large ego. I play both sides so I know what it is like to be on the other end of things.

    But, in the same response, I also have the question your one-sided viewpoints.

    Killers can bleed Survivors out if it is "deserved" (according to you, me being bled out was deserved and it was justified) but Survivors cannot t-bag in the Exit Gates because it is "toxic" (something you are heavily against). You even went as far as to instantly call me toxic and make false assumptions/allegations about me to make these points.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868926#Comment_3868926

    it is valid tactic to win. it is that current iteration of slugging is too long. that is why i think the dev will slightly on right track when they experimented to ending the trial when all survivors are on the floor. i think instantly proc instant death is likely too extreme because it prevents survivor from using anti-slug perks like unbreakable & boon:expo/no mither but if it was like a timer of 35 seconds like EGC, it would speed the end game for slugging.

    bleed out threat feels only there if survivor does not do gens. it's like bleed out is designed to only work vs inefficient survivor teams with poor chase capacity. if survivor tactically ignores slugs like they do on hooks, you can rush gens and then pick people up once they have recovered.

    It is a valid tactic to win

    I have no issues with slugging to get pressure. If Survivors are intentionally grouping up while injured it is 100% on them to prevent situations like that from occurring.

    I do have issues with being forced to sit on the ground for 4-minutes and bleed out. Especially when the Killer can just hook Survivors and save everyone's time.

    This is why I proposed having a way of bleeding out faster, since it does not remove the Killer's ability to slug, all it does it give Survivors the agency to end the match faster when slugging occurs, since being bled out just sucks.

    @Falcao said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868926#Comment_3868926

    Ok. I'll try to explain. you complain about the slug and show a screenshot in which three survivors, although lying on the ground, but one was sacrificed through a hook and all were hooked once, and the last survivor just fell. and you want them to believe that the killer mocked everyone? The best proof of your words would be a snippet of video recording than a dubious screenshot that does not completely confirm your words.

    Let me just go back in time and record… yea. Unforunately we cant really go into the past and change that.

    I didnt think at the time to record, I just took a screenshot since I just need to press a single button to do it. I dont record all my games anymore since the file sizes for videos gets too big really fast, nor did I think it was worth recording at the time since this isnt something reportable either.

    Slugging, or bleeding a Survivor out, while annoying, is not against the rules of the game or at least as far as Im aware, so I just screenshotted, made a post on the DBD Forums, and that's it.

  • Except the two are very different.

    As Killer, if I see Survivor t-bagging in the Exit Gates, it is annoying, but I can force them out. I, as a player, am given agency to end things faster. Depending on the situation, it could even result in an extra hook/kill. At maximum, if I dont do anything, it will take 2-minutes, but I can actively choose to make it take 10-seconds.

    As Survivor, if I am being bled out, there is no agency, I cant speed things up, Im forced to wait 4-minutes. I cannot DC because Im hit with a 5-minute DC Penalty, I cant go next because the Killer is actively choosing to not hook me and let me bleed out, to put it bluntly, there is quite literally nothing the Survivor can do to shorten the amount of time wasted.

    It is dumb how both scenarios exist, where the opposing side can waste your time because they want to, but I think it is objectively worse to be bled out as Survivor due to how the game is designed.

    All of this is ignoring the fact that not everyone sits in the Exit Gates to BM. I normally sit in the Exit Gates to make sure my team gets out or to take a hit if needed. I dont BM, I leave when it is clear that there is no reason for my to remain in the trial since I dont want to waste peoples' time. Meanwhile, I get bled out in a decent amount of my games for basically no reason. Part of me thinks it solely has to do with "pay-it-forwards culture" which is its own can of worms.

  • @Falcao said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868761#Comment_3868761

    but your screenshot shows that everyone got hooked once, and one survivor wasn't on the ground the whole time.

    ~ I never said "nobody was hooked at the start of the game". Idk why them hooking at the beginning of the match matters here when they still spent 4-minutes bleeding out all Survivors for literally zero reason at the end of the game.

    ~ I said that the Killer started to slug the Survivors to death after one Survivor gave up on hook. Before the Survivor gave up on hook, they hooked other people. It should be abundantly clear by the screenshot and what I am saying that this is the case.

    ~ After it was a 3v1, because 1 Survivor gave up on hook, the Killer stopped hooking us and they started to hardcore slug and bleed us out. After we were all in the dying state, they proceeded to spam the Ambush roar and t-bag through crouching while refusing to hook us. We all bled out.

    Being forced to sit there for 4-minutes and do nothing is horrible game design, it should be looked at. I cant DC in games like this, because I get punished with a DC penalty. I cant go next because the Killer wont hook me. Im forced to sit there for 4-minutes with no real way of dealing with it.

  • @Falcao said:

    but your screenshot shows that the killer was hooking survivors

    After the first Survivor gave up on hook and it became a 3v1, they started slugging the entire game and bled us out while spamming the Ambush roar and t-bagging with their crouch while we all bled out.

    And it's not like there wasnt hooks close by either, there are multiple hooks incredibly close by. Im 3-5 meters away from one, the Survivor to the right when down directly next to one as well.

  • I really dont care if they are weak or strong, at least the rework made them interesting to play as/against, which is all I wanted from the rework.

    Before they were boring. They were incredibly weak but their power design was so generic and uninteresting that I absolutely hated going against them. Now they have more going on, interesting plays for both sides to make, and I love that, I think this is a prime example of how BHVR should rework Killers.

  • @Jtflorencio said:

    I really wanted a buff, the killer chase perks, most of them are useless or easy to counter

    Bamboozle- Increase Vaulting Speed ​​6/12/18%.
    Brutal Force- Increase 15/20/25%
    Dark Arrogance- Pallet Stun +15% - Increase Vaulting Speed ​​20/25/30%
    Fire Up- Increase 5/6/7%
    Superior Anatomy- Increase Vaulting Speed ​​35/40/50%

    It would be a great option to stop seeing so many killers with 4 anti gen perks

    https://us.v-cdn.net/6030815/uploads/OCLX1T6YD9SG/image.png

    I know everyone is discussing the balance of stuff like this but I just want to point out that it is “Brutal Strength” not “Brutal Force”.

    I will not stand the Brutal Strength slander, ya gotta respect the goat.

  • @Yggleif said:

    We're getting to the point where this was necessary, give it another couple years and there's going to have to free weekly character rotations and maybe you can only level them up to 15 so you can try a full build but nothing past that.

    This is good.

    Players who don’t want to buy Licensed Characters can finally do Adept/Power-related Achievements without being forced to fork over money.

    It also leaves more room for players to make educated decisions about purchasing a character since they can try it out before deciding to spend money or not.

    It also helps new players learn the game easier since they get broader access to content.

    This is a massive step in the right direction for the game.

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