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Ivaldi

Ivaldi

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Ivaldi
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  • The last part is called sarcasm.. Survivors literally just got a major nerf to them and within less than 24 hours, Killers are already crying for More and More nerfs.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/148023/spoilers-dwight-tomb-iii-archive-cutscene-confusion-flaw

    This is probably before the events of the forest. Maybe his boss got revenge on him?

    I don't think so.. He assaulted a co-worker, the boss would have been put in jail or at minimum removed from his position.

  • I dont understand how people can say someone is a "boosted" survivor, when the ranking system is literally based on individual performance. A good team can't magically help you pip. That survivor still has to do objectives, that survivor still has to save their teammates, that survivor still has to run the killer.

  • Just like very other map.. This map is made for certain types of killers. It's made for stealthy killers

  • @Arbmos1998 said:

    https://us.v-cdn.net/6030815/uploads/595/D239O3NNHDWV.png

    https://us.v-cdn.net/6030815/uploads/834/0P95Y8WHOHPV.png

    This is a good example of how bad the Killer emblem system is. You play well and your score shows it yet according to the game you didn't even meet the requirement to get a pip. I think what irritates me more about this bad emblem system is i can guarantee the player on 20k pipped and the player on 13k most likely black pipped.

    Essentially the game is telling me i played roughly the same as that bottom player which is insane due to the drastic score difference. 1,900 score away from the max and to be honest if i did get that the game might have barely just given me a pip.

    This is why Killers slug for the 4k, because it is potential their rank up can be easily robbed from them. If the devs fixed the emblem system so it's fair Killers wouldn't need to slug for the 4k

    For ranking, each Emblem is worth a certain number of points which determine if you've pipped or not. For Red Rank you need a minimum of 13 points to pip, 16 to double pip. (Bronze-1, Silver-2, Gold-3, Iri-4). You received Emblem 12 points this match.

    Additionally, each emblem has it's own individual point system that determines if you've earned a mentioned medal above.

    https://deadbydaylight.gamepedia.com/Emblems

    For your Devout (or Hook/Kill) category.. You received between 4-7 Devout points out of a possible 10 points, leaving you with a Silver Medal.

    • 2 points: awarded for each Sacrifice
    • 2 points: awarded for each Kill
    • 0 points: for each bleed-out death
    • 2 points: awarded for each Disconnect
    • 1 point: awarded for having hooked all Survivors at least once
    • 1 point: a bonus awarded after having hooked all Survivors a combined total of 9 times

    With the information you provided, this means you could have theoretically hooked two survivors once and just camped them till they died. You don't NEED a 4K, you choose to go for the 4K. Realistically you can get an iridescent Devout by hooking all 4 survivors twice and only killing 1 of them.

  • @JediWithASniper said:

    Increase the repair speed of all remaining survivors by 10% for each player that DC’s. Also, remove cooperative generator repair nerfs.

    And how does that fix Killer DC's?

  • @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1244348#Comment_1244348

    Tell people with 4k+ hours and always in red ranks who complain about genrush that they just need to improve their gameplay, LoL.

    A lot of them are almost forced to play certains killers and/or builds with Pop goes the wessel and/or Corrupt Intervention which are META due the genrushing.

    Imagine needing to run a META perk?.. Doesn't that sound familiar when Survivors are told they should just run DS/BT to prevent tunneling? Or to just bring Detectives Hunch/Maps to prevent NOED?

  • @Blindninja said:

    You all know you have it easy and you are laughing at 90% of The Killers out there quit playing

    "Survivors have it easy"... We've literally been nerfed patch after patch after patch and this most recent one practically destroyed all chances of survivors being able to loop you long. When are you going to stop complaining and just realize maybe YOUR gameplay just needs to improve?

  • @Fiv55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1241991#Comment_1241991

    what the f is this? A room with a window and 3 (!) breakable walls? Whats the point of breaking them and increasing the loop strenght? Thought this was supposed to work the other way round: loops get unsafe when doors are broken.

    Straight up a death trap if you vault the window.

    The only function I can see this room having is if you have DS/Head on and get in the locker.. you should be able to stun the killer and vault back out before they have time to see what direction you went.

  • @Milo said:

    Wasn't this always a thing?

    Was it? I never had it prompt that early before; usually it wouldnt appear until I was right up next to the window.

  • @Peanits said:

    The running vault zone is quite a bit larger than the normal vault zone. This is normal. You don't run any faster after pressing the button or anything, you'll just continue to run towards it at the same speed.

    I guess the part I question is; since it prompted so much earlier am I actually closer to the window than I appear? and should we be hitting the vault button the second it procs to avoid latency hits?

  • @[Deleted User] said:

    That's scary if true.

    I'd recommend making a bug report though if you haven't already detailing the issue so it can get seen and fixed ASAP.

    I already did; I went through 4 different blood webs and it never showed up, the perk is greyed out in the Shrine so I can't purchase it again and y shards were removed. If I go to Dwight's character info, it doesn't show as locked, but rather an unchecked diamond telling me the perk is available for purchase in the shrine.

  • It doesnt work most of the time so its fair I guess.

  • Umm what?.. How can they run an infinite if its been blocked off completely?

    20200429075043_1.jpg 20200429074958_1.jpg 20200429075009_1.jpg 20200429075013_1.jpg


  • @ClickyClicky said:

    So they fixed the infinite by cutting off some rooms entirely? 😂

    Well...least the infinite is fixed I guess.

    XD When I saw it, I couldn't help but laugh.. I even went into custom games multiple times to see if it was just a bad RNG, but nope every match was the same.

  • Sorry what?.. As a Rank 1 survivor and Red Rank Killer, you're completely wrong.. Killers more often than not get at minimum a 3K in over 70% of the matches i've been in as both Killer and Survivor. The numbers BHVR releases proves this as well but you can continue to stay ignorant to the truth. Please consider maybe you just need to improve your own skill before immediately saying survivors are "too OP".

  • @tactic said:

    I haven’t seen killers complaining at all recently. In fact, from what I’ve seen, survivors have been complaining more.

    No killers complaining? Literally the same day the patch got released you got guys like this making insane Survivor Nerf requests..

    https://forum.deadbydaylight.com/en/discussion/147492/survivor-are-in-need-a-major-nerf-rework#latest

  • Killers: Survivors are OP, BHVR HELP!

    *BHVR Releases a patch completely removing many safe pallets/infinites in every map, plus nerfing Gen speeds*

    Killers the next day: SURVIVORS ARE STILL TOO OP! Remove their ability to run plz.

  • @whammigobambam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238379#Comment_1238379

    The problem with having a tech with only 1 counter is that all killers have to run the counter. Trapper could counter this tech but not many low tier killers can fight this strat without anchoring yourself to 3 perk slots. Whenever I play killer now if someone brings a flashlight whispers comes off and lightborn goes on simple as that.

    The same can be said about survivor and bt. Survivors have been anchored to 3 perk slots bc of the strat many killers can fall back on and they do so often that I can never not run bt. If there is a problem in this game releasing a perk to address it is not the way. Fast actions to distract me while I'm chasing someone is one instance where I'm still looking for a solution. I'm all ears is not useful at all.

    Run Iron Maiden? Lightborn? Look around for a survivor?

  • @Batman781 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237038#Comment_1237038

    Did you really just say this game is killer sided? First, the skill cap for killer is much higher because mechanically they are at a disadvantage and outnumbered. Two, Dead Hard isn't broken. The reason people go down when they use it is because Dead Hard is only active for a split second while hits register in an instant. In order for Dead Hard to avoid the hit it has to be timed properly, which is extremely difficult. Hence why a lot more people don't use it, and why many who do use it improperly. Dead Hard is not meant to just avoid a hit , it's meant to give the survivor a slight window of extension to get them to a window or a pallet. It's foolish to think that a perk could not only be considered, but considered meta when it's use was solely based on clairvoyance. Three, camping is not an "issue", it's a tactic and a foolish one at that. What is camping? Camping is staying at a hook and waiting for someone to come to the rescue instead of going to look for them. The killer is only wasting the survivors time if the survivors don't make use of it. As a general rule, if there are 2 gens done and one being worked on when a survivor takes their first hook and the killer is camping, the rest of the team has sufficient time to finish the gens and get the rescue before the end of second hook state. The killer does not run on the survivors time, both roles run on the killers time. The less time the killer has to chase, the greater the chance of the survivors escaping. When survivors aren't doing gens they are not wasting their own time. They are in fact giving time to the killer. Top tier killers don't camp(unjustifiably), lower tier killers do. The reason is because top tier killers know that good survivors are taking away from their time by getting gens done. If a killer knows someone is close and focused on rescue they won't move, and that's not camping. Complaining that the killer camped your entire team to death state because you showed the killer you weren't getting anything done, doesn't mean there is something wrong with the game. It means the survivor needs to improve their fundamentals and the way they play. Camping is so frequent because there SO MANY survivors who reward killers time and time again by not doing their job that they just keep doing it because it works for them.

    TLDR. Fact of the matter is, you're wrong.. stop throwing massive paragraphs to try and justify your reasoning.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237038#Comment_1237038

    He went over face camping. There are plenty of videos of people rescuing people being camped. Even face camped. Its called skill. The skill of your team. Like it or not, this is a team oriented experience. No survivor should be able to 1v1 the killer the entire game.

    Complain all you want about bugs and glitches. He never said not to. Bugs and glitches were left out for a reason. There are fundamental areas that people need to learn. Bugs and glitches make it harder yes, but barring any of them, there are no situations, except maybe Mori, that skill can't overcome.

    Alright; show us the skill it takes to rescue against a face camping bubba or infinite tier 3 myers.

  • @Batman781 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1236959#Comment_1236959

    Kid, go take ritalin so you can focus. I said things pertaining to the game in its proper working order, that's number one. Number two, I understand that bugs, glitches, latency, connection lag, hit boxes, and other optimization issues pose a heavy problem but that's not what this was written about. And number three, 60 percent of game function is an overwhelming portion to not work. You're talking about The end result of 6 out of every 10 matches being either completely unfair, not even making it to the end, or just not loading in or functioning at all. Not only that but you're also getting into things like perks, offerings, items/add-ons, as well as daily rituals, the store, even settings all completely malfunctioning at the same time. I know, the game has problems but saying 60 percent is like saying The Patriots won every Super Bowl for the last 20 years. We understand why you say it, but you're stretching the truth a little too far.

    "Most of your complaints are based on lack of skill"... How is it lack of skill when the game is literally Killer sided? Survivor Latency is the biggest flaw this game has that leads to Killers being superior. Dead Hard not working, being hit after vaulting when you're a mile away, being hit while dropping a pallet, or pallets just not dropping at all even though you mashed your space bar into oblivion.. And camping killers have nothing to do with skill, "Just do gens" is a bs excuse and fix to the overall issue. The fact of the matter is, the killer is A) wasting a players time B) making it a poor experience for said player that just sat in a 10-15 minute survivor queue C) gets rewarded for literally not having skill.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1237004#Comment_1237004

    yes, because on your screen you hit the dead hard, causing exhaustion, while on the killer's screen you didn't hence he hits you. Since killers have the last word in terms of what happens in the game, you go down, generally spasming on the ground while your exhaustion is, generally, not every time, taken back, since now the game "understood" that "you haven't dead hard-ed" because killer's screen said so,.

    that's basically how latency works.

    Exhaustion always procs when this situation occurs; if I didn't dead hard because the killers screen says so, then my exhaustion should immediately be recovered. This is a massive flaw in the game that needs to be addressed. They either need to add in a delay that looks at both sides, like "if player exhaustion activates within .25 seconds of hit, dead hard trumps killer side".

    With the amount of times dead hard fails on survivor, this is an issue that needs to be taken serious by the Devs.

  • Nope you're not the only one.. it's been broken forever and the Devs refuse to fix it. They blame "Latency"; yet how can it be latency when the perks exhaustion goes off and the perk is supposed to make you invincible? If it was "latency"; the exhaustion part shouldn't even proc.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235682#Comment_1235682

    Deliverance off hook, get slugged, now wait 60 seconds before picking you up....

    Still same problem and if your saying you want the free escape from being next to an open exit gate running that build, well how is that fair?

    Getting slugged = "Unbreakable into Sprint Burst".. You really dont read, do you?

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235069#Comment_1235069

    This is a team game, with the option of playing selfish and being solo. You only need 1 perk slot out of 16 slots to counter a Killers 1 perk slot out of 4. All your statement reveals is that you don't want to give up any of your meta crutch perks to counter 1 Killer perk that is now widely used.

    You also have the option to not use any perks and bring in a map. If maps are too expensive for you, farm them with Plunderers.

    I am not a Killer main, about 95% of my games are as Survivor. If I play as Killer I don't play seriously and don't care if I only get one Kill. I just don't want the game dumbed down any more than it is. I am actually a total potato and am terrible at running the Killer, but I enjoy the risk of getting in the match, knowing that I have to be careful or I'll die. The game needs to have uncertainties to fell this way, removing them will just dull the game further.

    Farming entails actually surviving.. and again you completely ignore the point of the argument. You killers constantly say "If you don't like it, run this.. or do that".. but when we do, were using "Meta perks" and you complain about it. But alas you killer mains only see what you want to see and only care about yourselves.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235246#Comment_1235246

    Why though? If deliverance did work on last hook then killers would just wait it out, and then we would be right back to the reason last survivor has their sacrifice sped to phase 3 all over again, to prevent wasted time doing nothing.

    Because Deliverance/DS/Sprint Burst/Unbreakable can give you more than enough time to get to an open exit gate.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235254#Comment_1235254

    No it does not. You're just waiting killer's and yours time.

    +SWF partner to sit at the exit gate and wait for me to hop off.

    Oh look another person is in the game? Makes sense why he didn't just "camp the hook and down you again".

    @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235254#Comment_1235254

    Yeah, with a partner in game the killers focus is shifted on where the partner is. If it's just you on hook, they're 99% going to sit and wait for you to try and Kobe, hit you and watch you for 60 seconds, and re hook you.

    I guess neither of you can read.. You deliverance right in the killers face and can still make massive distance regardless. If they dont pick you up, you crawl out with DS. If they pick you up, they get hit by DS and you run away making it to a gate/hatch before they have a chance to react. The "my SWF group" sitting at a gate had nothing to do with it.. they walked out the second I was hooked but left me a chance to deliverance and escape.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235262#Comment_1235262

    I'm honestly not shocked some killers find Moris balanced and okay to use.

    It's honestly amazing how many Killers defend Mori's and think they're good for the game. Yeah the animations are cool to watch, but the fact that an Ebony and Ivory could kill you after just 1 hook is ridiculous. Could you imagine the outrage we would have if Survivors could use a key after completing just 1 Gen? They're no where near comparable.

  • @Speavy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1235062#Comment_1235062

    And how so i failed?

    I hooked you and killed you. There is no objective that force the killer to hook 3 times.

    Killers job is to keep the gens off, hook the survivours and kill them.

    As i see my job is well done. You got hooked, rescued, healed, found by the killer and downed. Now put give or take the time you just kept hiding because of the mori or the killer kept chasing others. I think thats a decent amount of time. But rather spent it on the hook, you spent it in the game, and after you got downed you get the mori.

    Except you didnt.. you used a gimp item to bypass 2 hook phases, any chance for decisive strike, a pallet save or a flashlight save. And in most cases, people that Mori on first hook camp the hook for an immediate down before the survivor even gets a chance to run away.

  • Going up against noobs?.. I don't think match after match after match of red ranks would all be noobs. The way to solve infinites? Give up the gen and pressure elsewhere.. or leave chase the second you see someone planning to use an infinite.

    I main Wraith and Freddy, using Surveillance, Thana, Slobby and Dying Light.. on high speed killers the amount of gen pressure you can put up is insane. You don't commit to long chases, you keep injuring, keep running to gens you see people are working on. Hit & Run play style is the key to success at higher ranks.. Hit a survivor, break a gen and commit to a chase. The moment you see another gen being worked on, leave chase and pressure the other gen. You constantly want to juggle targets and never commit to a chase lasting more than 10-15 seconds.

  • It's intended and needs to be fixed.. People that say "Well the killer can just camp the hook and down you again" don't realize that you can get half way across a map using Deliverance, D-Strike, Lithe/Sprint Burst and many times have allowed me to escape matches simply by telling my SWF partner to sit at the exit gate and wait for me to hop off.

  • @EthanW said:

    My bruh moment was when I played Trapper and I saw a feng disarming a trap near a window in the Macmillian Estate, which she did, and then I set it up again, and as I chased a Bill, that got trapped in an obvious trap placement and as I picked Bill up the Feng tried to do an epic flashlight save and failed, which then she ran away to THE SAME WINDOW that she disarmed a trap in and that I set up again and well, ez bruh moment.

    Top two...

    Literally everything about Deadhard (Dead Harding and getting caught on the corner of a pallet or ramp, or dead hard just not working in general)

    When someone is hooked and you're working on a gen at the complete opposite side of the map.. you wait a good 20 seconds to see if anyone's going for the save and finally decide to leave your gen.. You run your ass off, wasting sprint burst in a panic to get to your teammate.. You see them in sight, your eyes glow bright because you're about to make an epic save before they hit phase 2!!!! And then... A potato comes from behind the wall and steals your unhook.

  • No, Lightborn does not work on resisting Lightburn. You cannot counter it in any way. Looking up doesnt prevent it, turning around doesnt prevent it.


  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1234749#Comment_1234749

    You don't need a dedicated totem build to find totems. You only need to give up one perk slot to counter a killers perk slot. Actually, you don't even need to do that, you can bring in a map.

    You need 1 perk slot to counter tunneling, you need 1 perk slot to counter camping, you need 1 perk slot to counter slugging, you need 1-2 perk slot to run the killer.. and now we need another perk slot to find totems? You killers hate "Survivor Meta Perks", but you give us no choice but to run them due to your playstyle..

  • @Speavy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1234797#Comment_1234797

    You failed to do the gens. YOU FAILED YOUR OBJECTIVE.

    Why the hell do you think you deserve a free escape?

    If you last one alive you can simply bypass the whole end game by an item. At that point, you failed to do 5 gens, 3 person died, the killer closed the hatch, and you still can win via an item that bypass everything the killer done.

    It punishes the killer for doing good in a match.

    So yeah mori and key are the same powerlevel. Both lets you skip the main objective of the game. Sure mori are faster to use but remember each death brings the hatch closer as well. So Mori works on keys being usefull much faster.

    But now that i think about it keys are like NOED. Where the survivour hinders themself with a useless item/perk so they can have an advantage in the late game. But oo wait every survivour cries about noed being a no skill/no brain perk for being a LATE GAME perk that gives advantage when the game reaches end game. So why does key not counted as a no brain no skill item that offers no counterplay what so ever?

    "You failed to hook me 3 times, you failed to your objective! Why the hell do you think you deserve a free kill"? Fact of the matter is, with a mori all you have to do is catch a survivor, camp a hook and insta down them and BOOM out of the game. You can literally mori someone out of the game in the first 60 seconds of a match. Survivors cant use a key in the first 60 seconds of a match.

  • @Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231230#Comment_1231230

    You are talking like if there's just a couple of walls close to each others xD stop right here, no sense talking with entitled survivor mains

    Entitled survivor mains?.. I play both and am red rank in both. Obviously you need to work on yourself if you think you need to break every single wall just to fix what you think is an infinite. I'm so sick of you unskilled killer mains complaining just because you cant outwit a survivor and then claim gen rush. I don't use hex perks, I don't tunnel, I don't camp and I very very rarely have trouble with gens.

  • @Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231001#Comment_1231001

    More like gen rush saloon. There are infinites everywhere, you can get rid of them by breaking the nearby walls, at the cost of losing 1 gen with 0 hooks, otherwise you get looped for ages

    "breaking walls at the cost of losing 1 gen".. it takes 80 seconds to do a gen, it takes 2 seconds to break a wall to an infinite.

  • @Viceus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1231180#Comment_1231180

    not only ruin... another hex also easier for sure... devour hope, huntress lullaby....

    like I said before up there this update also buff survivor... for clear-ing hex totem ( because smaller ) ....

    maybe ruin is small matter to you.. but for some people which have ruin or another hex build maybe it's huge things....

    I think this update benefit both....

    If you have to rely on Hex perks to win as a Killer, then you're doing it wrong. I main Wraith and Myers and have no problem winning; recently I've picked up Freddy and my play has only become even more dominant. 4K'ing with minimal gen pressure; most of the matches only result in 1 gen being completed. I dont use ruin, I dont use Noed, I don't use BBQ and I don't use Mori's.

  • @Schmierbach said:

    The chance of getting the saloon when the Deathslinger patch landed was higher than normal and was reduced to the same chance as all other maps over time. It's like Lerys and The Game where they only have one version of the map so the chances of getting it is low. Badham for example has multiple versions of the map.

    I don't know.. I feel like the only time I get Dead Dog Saloon is if someone brings a map offering and that's like once every other week. But yet we can get Backwater Swamp 3-4 times in a single day.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227061#Comment_1227061

    Not sure if this is Thanas success. Replacing it with Nurses in this build might be of more use. The 0 gen thing is more likely a ruin thing

    Don't need Nurses, I run All Seeing Blood and Boneclapper.

  • @Aven_Fallen said:

    There should not be a Meta for Survivors. Most people are maining one Survivor and have all Perks on them. If, for example, Quentin gets an awesome passive Ability, players want to switch to Quentin. So they would need to get all the Perks again, Lobbies will be filled with Quentins and so on.

    Also people have spend money on Cosmetics, if their Character will be worse than others, they might not want to play it anymore/switch to another Character.

    Thats why they shouldnt have massive effects.. and there wont be a "Survivor" meta; people all have their own different playstyles.

  • @Name_Unavailable said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228811#Comment_1228811

    NOED is like the hatch for me, to make the game more intersting at the end, for now its a bit unfair, but this nerf will make it ok perk for me.

    About Adrenaline the problem is SWF run it so they can rush gens asap dont bother to heal or sometimes do saves. So if they want to play this way they have to cleanse totems too, this will make more time for killers to not be gen rushed.

    Difference is; all 4 people cant escape through the hatch just because they run a perk. They're forced to find the totem and try to open the gates.. meanwhile the killer just gets an "Oh.. you got your ass beat? Let me help you out"

  • @Vampirox said:

    NOED is not overpowered, its overpowered by the fact that there is no totem counter for solo players. imagine going to a swf team being solo get 1 or 2 totems dont know if there is still others up.

    If anything put NOED in Base kit and add the totem counter.

    If you want to make NOED base kit for Killers.. then the hatch should immediately open the moment all 5 generators get completed. Why should a killer be able to run a perk that can instantly ruin a game just because they got 1 lucky hit? You know how many times ive gone entire games without getting hit, then NOED procs and I end up getting 1 hooked during a solo match?

    If you want to make NOED fair; two things need to happen.. A Totem counter needs to be applied for both sides and the killer should not be able to see totem auras. Because countless times; especially with Devour Hope.. Killers just set up shop at their totems or Freddy, Hag and Trapper just put a trap/snare down infront of the totem so they know any time its being touched.

  • @MegaWaffle said:

    Problem is Thana is pretty useless as it currently stands but even a slight number tweak either isn't enough or pushes it too far under specific circumstances.

    I think the perk needs to be reworked, but its not a priority.

    Tell that to my Wraith... Ive been 4k'ing with 0 gens done running Thana, Sloppy, Ruin, Surveillance.

  • Survivor queues have been pretty bad on PC the last few days.. Was waiting 15-20 minutes for matches today at Red Ranks. Killer queues were instant though.

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226239#Comment_1226239

    I play solo?

    If you are that worried about totems i suggest using Detectives Hunch or small game.

    You're missing the point.. a solo queue survivor shouldn't be forced to run a detection perk just because a killer may or may not have brought an overpowered 2nd chance perk

  • @Steel_Eyed said:

    Devs - Please do not remove the DC penalty.

    OP - Help your guy get a better connection because in order to get a thirty minute timer, s/he might need some improvements there.

    You cant blame/punish someone for having poor internet as it could be all they have available in their area or all they can afford.. besides half the time its DBD's servers having the issues anyway.

  • @TunnelVision said:

    Here's a thought.

    What if people cleansed totems!?

    I know right, it's a scary thought!

    Again.. How are solo queue survivors supposed to know how many totems have been cleansed? Are they supposed to all stop and look for 5 totems that may or may not exist because another survivor already cleansed it?


  • @Dzeikor said:

    what if people stopped complaining about noed when there's so many ways to deal with it

    Let me guess.. "Do totems?".. The problem is, unless solo queue players bring a map or detectives hunch, they have no way of indicating if all 5 totems were cleansed. Because of this, now you have 4 players all looking for 5 totems, that "may or may not exist" instead of doing their objective.. Meanwhile the killer gets to steamroll everyone.

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