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JC316

JC316

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JC316
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  • I don't mind it, any more than I mind Meyers 99% stalking.

  • Huntress. Too difficult to hit your target.

  • I've been pissed off in game before, enough to hit Alt F4, but I always hit cancel when it asks if I want to leave. If I'm getting tunneled or camped as survivor, I do my best to waste the killers time. If I'm getting bullied as killer, I make it my goal to black pip.

    There is a simple fix for DC's that don't punish the players. If killer DC's, automatic black pip and refund of offering. If survivor DC's, treat it as a sacrifice and if there are more than 4 gens, pop one.

  • I don't get this problem so much on survivor side, but I definitely get the crappy end of the stick on killer. Usually fighting way outside my weight class, which I will admit makes me OP against people that are actually near my own ranking.

    Last night, playing as survivor, we got a huntress, who clearly wasn't good. Took her forever to down one guy, then facecamped, then lost him, and spent 5 gens trying to chase them down. She only got a 1k due to facecamping the guy on hook. Brand new rank 20, perkless, with no add on's vs level 9's.

  • I use it as "I'm being camped, stay away".

  • Always seems like the game is screwing you over, regardless of killer or survivor. As killer, I get a disgusting amount of pallets, as survivor there's none to be seen. As killer I get purple rank gods with 3K hours in the game, yet as survivor I get potatoes that are self caring 20m from me when I'm on the hook, while the killer is chasing someone else, then they unhook with the killer RIGHT THERE and I get tunneled. As survivor, I can't find ruin, but as killer it spawns right in front of someone.

  • If survivors got utterly decimated or it's clearly a baby, absolutely. If you ran me ragged or were toxic in the slightest, not a chance.

  • @Thanatos_x said:

    30 is only half of DS lol

    Thought it was 30. Good to know. Thanks. But still, timer would be nice.

  • You have to think ahead as hag because of her movement speed. Don't place the trap directly in front of a window or pallet, as that can give them time to vault it. Place it further out. Also, don't swing directly out of a teleport, she's not Nurse or Spirit. She's a natural proxy camper due to the short distance she can teleport.

  • If I am being run ragged, you can bet I'm going to be the dirtiest player in the game. If I am wrecking the survivors, I won't tunnel or slug, or camp, plus I usually give hatch.

  • It's annoying for sure. I can beat purples and reds as a yellow killer, but when I am going against people with thousands of hours, I just screw around and try to at least safety pip.

  • They're probably trying to get safe unhooks for the archives, but being potatoes about it. I played 4 matches as survivor last night, I was the first one found every time and had terrible teammates. Annoying for sure, but nowhere near as bad as killer.

  • BHVR has basically slapped killers in the face, and I think a lot of them got pissed and either quit the game, or switched to survivor. Rank is totally useless as killer, because as you pointed out, greens are getting matched to purples and reds. As killer it's not a fun experience to go against a team that's far better than you, and unless you're a survivor that gets off on bullying killers, it's no fun for you.

  • @Tr0g said:

    https://forum.deadbydaylight.com/en/discussion/comment/927649#Comment_927649

    Blinking behind the exit door.. interesting! Could be fun if you run Insidious as well. Surprise #########!

    I only facecamp with Bubba if I see toxic behavior in-game. I can play nasty too.

    I did run insidious, it was glorious. It's a bad strategy since there are two doors and if all totems are gone, you're out of luck, but it's very amusing when you can pull it off.

  • @Tr0g said:

    Step 1: Play Bubba

    Step 2: Hook 1 survivor

    Step 3: Facecamp and watch the chaos unfold. SWF don't know how to deal with this.

    Usually results in a 2K. Sometimes more if they're bad but in that case they always DC.

    I loathe that build. It's one of the few killer styles that I will agree is OP. I figure if I'm going to be a jerk, I might as well have fun with it. Had a fun game as nurse last night. Went stridor, NOED, insidious, and save the best for last. 4 toolboxes in the game, so I knew gen rush was coming. I played normal, till the last gen was about to pop, then I blinked behind the exit door, and hoped they came to that one. They did.

    Downed all 4, two crawled to safety. It was most amusing from my point of view. They were salty.

    https://www.youtube.com/watch?v=XwUgG0NNkU4


  • @feechima said:

    https://forum.deadbydaylight.com/en/discussion/comment/927599#Comment_927599

    Then when the one hooked gets down still hit the saver. If you have Noed neither of them should get any distance from you when you are right on top of them. Also, are you talking about a hook tech? From what I hear it is no longer working.

    Don't know if it's the hook tech or not. All I know is I will be aiming directly at the unhooker and the game hits the one being unhooked, much like nurse targets the nearest bush when you blink. If they're close to an open door, it's GG at that point. No time to catch back up.

  • @NinoV1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/927579#Comment_927579

    On console at least, she’s so painful sometimes. Very map dependant.

    Same on PC. Badham Preschool, Hawkins, and Lery's are AWFUL. If I can get a 2K, I feel like I won.

  • @feechima said:

    https://forum.deadbydaylight.com/en/discussion/comment/923849#Comment_923849

    NOED doesn't need to bypass BT. You can hit the saver and down them in any health state, then hit the one with BT and unless they are hooked next to the gate, catch up to them in time to down them. At worse it is a trade.

    Except auto aim has a tendency to hit the one on the hook, allowing the saver to escape too.

  • I don't see the point of DC penalties. If killer DC's, guarantee a black pip and a return of all addons/offerings. If a survivor DC's, treat it like you hooked them three times and if it's over 3 gens remaining, eliminate one. Problem solved.

    That way, people don't get screwed by a DC, and you don't wind up punishing people due to a buggy game.

  • @NinoV1 said:

    Had a game last night as Nurse where I’d go to blink upstairs on Asylum, only for it to take me to the basement, even tho I was looking up.

    Cost me the game, super annoying.

    That is stupid annoying as nurse. I feel like they need to make the blink landing indicator as basekit for her.

  • Playing killer is a miserable experience right now, but I'm not going to quit. I've got my moneys worth, and I am mostly screwing around as killer, since there is no point trying vs people way outside of my rank and skill level.

  • @Frey said:

    https://forum.deadbydaylight.com/en/discussion/comment/926596#Comment_926596

    "you're agreeing the god loops are a thing"

    Yeah okay you're trolling.

    "only option is to break them"

    THEN ######### BREAK THEM

    " no windows or ways out"

    No windows? Isn't that... BAD for the survivor trying to loop? If it's literally just pallets then they'll be forced to drop one at some point. Oh my god, this is so stupid. I'm done, I'm ######### done.

    Since we're going in circles worse than a survivor here, allow me to direct you back to my original comment...

    "You run the loop until you catch up, then a pallet goes down and they run to the next loop, then the next one, then the next one, then the god loop"

  • @Frey said:

    https://forum.deadbydaylight.com/en/discussion/comment/926579#Comment_926579

    "Zero options" lmao.

    Oh you DO play hag... So how the hell are you getting bamboozled by these so called "god loops"? This has to be a troll, honestly...

    Zero options besides abandoning the chase, but we've already established that it means you're agreeing the god loops are a thing. Maybe I'm not explaining this properly. Meat packing plant, lower level, near basement. Perfect square of hallways with no windows or ways out. Just forwards and backwards. Two pallets are in this loop, no way around them, only option is to break them. Like I said, even the survivor running it agreed it was BS.

    Just because I main hag, doesn't mean that I don't play all of the other killers quite often. I pick hag when I really need a win, because I have an excellent success rate with her.

  • @Rizzo said:

    Please keep the discussion civil and respectful.

    Sure thing chief. Sorry about that.


    @Frey said:

    https://forum.deadbydaylight.com/en/discussion/comment/926416#Comment_926416

    I'm saying "switch targets" because you're clearly too incompetent to catch them, not because so called "god loops" exist. Also keep in mind windows can only be vaulted three times in a chase, they can't use it forever.

    "My rank is irrelevant because I'm not playing inside my ranks, I get nothing but red and purple survivors." Ah, so you're a yellow rank far outclassed by the survivors you're matched against. i.e: you're just bad. This explains basically everything.

    Watch this and try learn the map tiles and their variations, as these survivors clearly have:

    https://www.youtube.com/watch?v=9Jrv7TQYg5U

    You could also always just play trapper/hag/freddy and lock down these supposed "god loops"

    Meh, you're no different than bully survivors, just trying to get a rise out of me. No one can catch them when there is zero other option, like three hallways, no windows, and two pallets. I lurk around rank 10 currently and have a decent win rate over purple and red ranks. Problem comes in with players with 3K hours to my 95. I main hag actually, I do VERY well with her, because again you can sneak attack the strong loops.

  • @FJSJ_Lunar said:

    https://forum.deadbydaylight.com/en/discussion/comment/926422#Comment_926422

    Yeah. I feel kinda bad for dodging, but let's be real, going up against a shite ton of toolboxes really isn't fun.

    And if this isn't fun, why play, ya dig?

    But killer fun isn't important. You're just there as a punching bag for survivors. No go be quiet and enjoy all of your nerfs.

  • I rarely eat pallets, but the strategy of letting them throw it down is a joke on a map that has 20+ pallets. There is no amount of map awareness that's going to help when you get double pallets in a hallway with no windows or loop around. When you say "switch targets" you're acknowledging that god loops exist, because if they didn't, you wouldn't have to switch. You're saying that if the survivor knows the map, the killer has no chance and needs to move to a dumber member of the group.

    My rank is irrelevant because I'm not playing inside my ranks, I get nothing but red and purple survivors.

  • I would love a Supernatural DLC. Sam and Dean with Yellow eyes as the killer.

  • Killer queue is instant for me at rank 12.

  • Reported for tunneling when I wasn't. Trash talk about getting hatch, when I was standing on the hatch and let him go. General salt about losing.

    I can admit that I've said some stupid stuff too. I was hooked in the basement vs Meyers. I got unhooked, came up the stairs and he was suddenly there. Looked for all the world like he teleported. I asked him about it and he couldn't figure it out. Went back and checked the video, and he was there, just no red stain and he lunged right away.

  • I've had people whine about tunneling when I actively left them, but they bumped back into me. I've had people whine about camping when the survivor looped around his hooked buddy. I've had people rage at me for trying to let them farm. I've had people brag about getting hatch when I gave it to them.

    I've had people say basekit ghostface is OP, plague is OP, and hag is OP. It seems that survivors come in two flavors, toxic and potato.

  • Billy torque steers worse than a 1000hp civic. I HATED nurse when I first played, but she's very rewarding once you learn her.

  • Imagine a spiderweb that could block windows or hallways. Would be tasty.


  • @Eschatologue said:

    https://forum.deadbydaylight.com/en/discussion/comment/925331#Comment_925331

    >Imagine a 4 man SWF, all saboing every hook to start with and running petrified oak.

    Well, good. They just wasted a whole lot of time and toolboxes - or even more time if they run a perk - and it's pretty easy for me to catch on what is going on and erase their hard work in seconds, and I'll probably get a couple of smacks in and an occasional down while doing so. I'd gladly take this against three gens popping 90 seconds in. You should know that defending a 3gen with everyone alive and standing is a herculean task, often ending in 0k. Denying them gentime in exchange for having to hump a hook now and then works for me and should help me start the usual botched-save-cascade going. That is if they make mistakes of course.

    And yes, I will concede that properly coordinated well-synergized swf group on comms can wipe the floor with killer that makes mistakes, but than again they can do so now without sabo. Being coordinated and synergized is definition of perfect play for survs and should be beaten only by a perfect play on killers side.

    >Why does the killer have to play perfectly without making mistakes, but survivors are allowed to screw up constantly and still win?

    As for this, well mostly because mistakes cost killer and survs differently. Remeber, when playing surv every hook can be your last, that's why there are second chance perks for survivors but no way for a killer to easily deny decisive. And no, killer doesn't have to play perfectly; no-one plays perfectly (except for maybe otz) and those times when you got 4k were not because you didn't make a single mistake but because you made less of them then survs, i.e. you were better, Killer play should not be free of risk/reward decisions.

    Swf groups are an evil on its own, stemming from the fact that game's core was not designed with them in mind; but dealing with this problem is different topic entirely and still absolute majority of all players are solos. Survivors shouldn't be denied multiple alternative ways to fight back, variety will itself enrich killer's experience forcing him out of stale molds and into new avenues of struggle. As it exists now sabotage is practically dead and that's a systemic shame because it robs the game of aforementioned variety. Exact parameters, times and rules could be reworked to balance out the killer/surv dynamic, but surely the rework is overdue.

    There are like 10 hooks per map not counting the basement. 4 survivors do 2 each. So 40 seconds wasted to deny 80% of the hooks. Now they run to gens. You chase one for 2 minutes, three gens pop in that time. Now you have to waste say 25 seconds to slug, check, fix, check for survivors, then hook. In that time, the remaining two gens are 50% done. Survivor gets saved, last two pop, you chase, down them, they escape, entity displeased.

    You would have to do SOMETHING to delay them more than the time wasted. Halve the pallet count, injure them after the sabo, double gen times, etc.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/925345#Comment_925345

    It's entirely possible to get 3 hooks on multiple survivors without tunnelling but go off

    I figure why not tunnel, since you get accused of it even when you're not doing it. Not my fault if I actively chase another guy, then the one that got unhooked runs right into me.

  • @MysterTal said:

    https://forum.deadbydaylight.com/en/discussion/comment/925248#Comment_925248

    Ahhh... I don't know what you're trying to do, but...

    Step one: go behind the unhooker.

    Step two: smack unhooker.

    Step three: recover from attack cooldown while they finish unhooking.

    Step four: smack unhooker.

    I have done that maybe a thousand times.

    If there's a whole team bodyblocking you I don't see the problem - they're basically giving you free hits. Take some, then chase whoever will be easiest to down. Leave them down as long as you can see/know where the others are. Rinse and repeat.

    I don't know if there's a bug with flashlight saves but if you're looking directly at a wall (a wall that is in front of you - looking at a wall that's 40 meters away isn't what we're talking about).

    When in doubt, like I said, just leave the Survivor on the ground as a slug and search for the flashlighter. If they're around it's a 2-for-1.

    And when the doors are open? You get free hits, but the time delay guarantees escape. Not a bug, with the right light, they can blind from outside your vision, even facing a wall. 2

    @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/925293#Comment_925293

    And you're not getting that proper game design involves both sides having a chance to fight back dire circumstances.

    You get roflstomped all game long as killer, you can still get a kill if you play well.

    You get hooked as survivor, there's a chance you get saved without being 1-hooked to death.

    No one is entitled to anything except the right to put their skills at test and have a fair shot at winning. Survivors have the right to attempt an escape just as much as you have the right to try and kill them. Want a guaranteed kill? Hook them 3 times.


    And the best way of getting 3 hooks is to tunnel like your life depends on it, which survivors hate.

  • @Eschatologue said:

    https://forum.deadbydaylight.com/en/discussion/comment/925221#Comment_925221

    well, firstly I'm pretty even on my Killer/Survivor time, thanks for asking.

    Secondly, what you described is quite suboptimal way to go about that kind of situation. Should you suspect that there are janky hooks abound you would not pick up surv until you know exactly which hook you are taking him to. And yes, he'll probably crawl away, but he cannot get far anyway and you shouldn't have problems finding him at that length of time. Even if you do, well that would make deerstalker useful for once. Consider also that he does not recover when crawling (unless he has one very specific and not very popular perk). Also, survivor properly orienting himself in a chase he cannot win and running you to a place where there are no hooks in proximity or where there are hooks that he knows are compromised should be rewarded for it - as too should be the killer who manages to chase a surv towards a hook and down him right under it.

    In any case with good judgement that is still a net positive on gametime in favour of killer. Good judgement here implies making correct decisions about when to go for confident hooking, when to slug for a brief time and when to flush out survs hiding in bushes and preparing to go for pickup. This also applies to other examples you provided - while flashlight saves are certainly infuriating, they are still a punishment for your own overconfidence or failure to read a situation. Situations when you absolutely cannot know that there are survs with flashlights nearby are thankfully pretty rare, and even then you can always be cautious and pick surv up facing an obstacle, making a flashlight save harder, if not impossible outright. As for the pallet stun saves the solution is even more trivial - they are in all cases without exception a punishment for killer's carelessness. Head-on is so situational it's use is anecdotal.

    The fact that you think this change would be fair is plenty indication that you lean toward survivor. It's a gigantic crap shoot/time waster for killer that is 100% survivor sided. There would be no reason NOT to do this every single map.

    Imagine a 4 man SWF, all saboing every hook to start with and running petrified oak. It would be impossible to stop them. Why does the killer have to play perfectly without making mistakes, but survivors are allowed to screw up constantly and still win?

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/925248#Comment_925248

    It isn't a lazy, crutch perk at all. It is there because of people who play like you standing right by a hook desperate for that person to die on their first hook because you know you wont get them again if they get off. So you sit there watching gens pop all around you and then cry when someone uses BT.

    You can get 2 hits on a survivor unhooking. Either hit them as they get near the hook(since you're stood next to the hook) and then hit them after the unhook. The other option is they start unhooking, you hit them, that resets their unhook if you do it early enough. they use your stun to redo the unhooking of the survivor with BT, by which time your cooldown from an attack is done and you hit again.

    Entitled to a kill? What? This is really bizarre logic. Just quit playing. It is for the best as you're just going to get more frustrated and take it out on more people, ruining everyone else's experience because you aren't getting the kills you're "entitled" to.

    You obviously posted this expecting other killers to rally around you and tell you how right you are and it just hasn't happened because it is such an odd attitude to have to the game.

    You hear what you want to hear, because it's easier to assume that I do this every time and I'm bad at the game, rather than acknowledge that certain survivor perks/addons need balancing. God forbid that survivors aren't in a power role.

    I can upload PLENTY of video evidence that I don't camp and tunnel unless absolutely necessary. But yes, if I got bullied, I am going to dish it back out. May not be right, but it makes me feel better.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/925248#Comment_925248

    If that's how it worked, survivors hooked after the last gen is done would die instantly. That's not how the game works. Until the survivor is actually dead, you're entitled to no kills. Just like no survivor is entitled to escaping until they actively leave the game.

    You're not getting that you should be at the mercy of the killer, not the other way around. Plenty would escape, because killers usually leave the hook hoping to get them all. However, if you want to camp, you should be able to secure at least one kill and not be at the mercy of a crutch perk like BT.

    The proper balance would be NOED trumping BT. Bones were done, they you escape, if not, you die.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/925195#Comment_925195

    Dude, honestly what makes you think you're entitled to a kill in the endgame after you didn't kill anyone else before? You allowed the survivors to complete their objective. Now earn that kill or have a 0k.

    Just as much as you're allowed to 4k sometimes, survivors are allowed to have a 4-man escape sometimes too. That's the way it goes.

    If I catch you, no matter what else has happened in the game, I am absolutely entitled to that kill. You want a 4 man escape, don't get caught. I've had survivors use a pallet at the exact right time to escape, and I compliment them on the good play. Borrowed time is a crutch perk that allows you to be lazy

    @MysterTal said:

    I'm a Killer Main who's been playing DBD since late 2016.

    First of all, while bully squads do exist and I'm not suggesting the people in your first post's first example were just wholesome rascals, it's important for any aspiring Killer to learn to differentiate between getting outskilled/outplayed, having a Survivor use something that isn't really fair but also isn't really cheating against us and actual toxicity.

    Borrowed Time, flashlights and pallets are things that exist in DBD in the same way that forks exist in the world outside of DBD - and in the same way, 99% of people's only use for forks is to have their dinner with them, but forks can be abused (someone could stab someone else with a fork).

    Like our friend the fork, a Perk like Borrowed Time or an item like a flashlight are not inherently abusive and their use isn't automatically a toxic play.

    Both of those things have very, very simple counters.

    Flashlights can't happen when you're looking at a wall or when you're quick enough to look up/down and neither flashlight or pallet saves can happen if you just don't pick the Survivor up.

    Borrowed Time is only a source of frustration for Killers who for some demented reason cannot understand that smacking the rescuer is far, far better than to wait for a Borrowed Time hit on the unhook. When someone goes to unhook in front of you, you smack them. When they complete the unhook animation you will have completed your attack cooldown animation and have been handed a free down.

    And I'll tell you something more that you learn when you get past your first 1000 hours in DBD: As you progress in your career as a Killer you will learn to love flashlighters and overly altruistic SWFs!

    They are 100% my favorite thing in DBD. I love flashlights! I can't get enough of them! A Survivor who just runs around after me with a flashlight, thirsty for a save (which they will absolutely never get! This isn't my first match, Claudette) is a breath of fresh air! That means all I have to do is bait the save attempt without actually picking the Survivor up and instead down the flashlighter as soon as they show themselves.

    They're basically a 2-for-1 deal, flashlighters.

    Overly altruistic SWF buddies bombing the hook before I even had a chance to complete the hooking animation? IS THIS MY BIRTHDAY!? That's almost 2-3 free downs waiting to happen, depending on what Killer I'm playing. Multiple people are going down or at least getting injured, guaranteed!

    You see, the things you will learn to fear - actually fear - and hate seeing in a match, the things that will really, really frustrate you are not flashlights or Borrowed Time or Head On or teabagging or even broken god-loops... It's toolboxes, it's "Gens Before Friends", it's super-immersed stealthlords with Commodius toolboxes for whom this game is a gen repair simulator and their wet dream is to get 4 gens done in less than 3 minutes and sprint right out of the exit gates as soon as they can. People who reduce the game to about one fifth of what it's supposed to be.

    To understand why Survivors play SWF at all (toxic or otherwise), only play Survivor yourself in solo queue for about 100 matches. By match 20 you will probably figure it out, though.


    There are a few problems with your argument. Auto aim being one of them, body blocking is another, which is another problem of auto aim. You can't get two hits off in the unhook animation.

    That flashlight 100% happened when I looked at the wall, and I'm not the only killer to have noticed that. If timed right, there is 0 chance to look up.

    I play solo a lot. Easy points, easy pips, slightly more difficult escapes. About the only time I lose is if I have really bad teammates. Match I played last night, the idiot fast vaulted the first window he saw, which drew the killer right to me.

  • @Eschatologue said:

    https://forum.deadbydaylight.com/en/discussion/comment/925158#Comment_925158

    I am sorry, but I don't see where you're getting 30-40 seconds per hook. If you mean that constantly checking every single hook you come upon would add up, then yes it would and also you would be playing inefficiently. There is only reason to check hooks when you need to use one - and then it's at most 10-12 seconds, counting time to walk from slugged surv to a hook and back.

    Checking every single hook becomes reasonable and actually time-efficient if you know for a fact that they are saboing - it's 4 seconds of your time for about 20 seconds of surv-time not spent on gens. And if you are observant there would be a lot of signs to give you a hint that exactly that is happening, like no gens being done, survs in weird spots, etc.

    Now, what you described could be a good surv-tactic - instilling paranoia through precedent and forcing you to waste time and risk pickups. But that is another aspect of mindgames and whether you can call their bluff and distinguish a single saboed hook you come upon from a systematic effort. And that is ok, we need more diversity in approaches, both for survivors and for killers. And whether gen-times should be lengthened is another topic whatsoever. I consider that they do but in a subtler way than just slapping extra 60 seconds on a gen basetime or something.

    God I can tell you're a survivor main. 2 minute chase to down the survivor, risking the wiggle bar by walking to the wrong hook, adding to the wiggle bar by dropping, then they crawl away, which further adds to the time wasted. Then you have to look around again for A holes with flashlights, or head on, or waiting for a pallet stun. It would take a hell of a lot longer than 10-12 seconds.

    They're wasting 20 seconds not being on a gen, but you have three more that you can't pressure because you're dicking around making sure that you can actually hook the guy. The potential for abuse would be staggering.

    The only way it could work is by a single hook consuming the entire toolbox, much like an instaheal and not allow a perk to do it.

  • @gantes said:

    I,for one, am absolutely thrilled when survivors waste all their time doing stuff that doesn't progress the game at all.

    I mean, I've resorted to camping/tunneling when it's beneficial to me or when I perceive the survivors as overly altruistic. It can win you games sometimes, it's all about the game state. But when I get to the point of doing stuff like this just to be petty, I know it's time to take a break.

    Besides, there's your answer to why survivors hook dive/do risky saves: because it's boring af to just do gens to oblivion. Most survivors would rather die and have an action packed match than escape while doing nothing. It's a core difference of gameplay between survivors and killers (not killing everyone as killer is frustrating, as survivor you can die and still have a blast) and I don't think that's gonna change anytime soon.

    I don't mind an action filled game either, I enjoy the chases and the mindgames. The problem is that people don't want action, they want a bully simulator.


    @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/923849#Comment_923849

    Co-ordinated or not Head On is not OP. You have 2 people off gens right there. One being chased the other getting in a locker waiting for you to go by.

    Borrowed Time wasn't brought in to ensure an escape at all. It was to give survivors a chance when going up against Camping/Tunnelling Killers. People like you are the reason that perk was created. That you then claim is OP because it affects you.

    I don't really care what perks survivors bring in. I don't care what perks killers bring in. The only thing that bothers me in this came is camping and tunnelling. It is just a pathetic way to play. I know you're not going to see it any differently because you got beat and had a tantrum etc but stop blaming perks and just start focusing on playing the game.

    The whole I lost because(Pick one or multiple dependent on how upset you are):

    SWF is OP.

    DS is OP.

    BT is OP.

    Toolboxes are OP.

    Medpacks are OP.

    Torches are OP.

    And so on.

    It is an argument where no matter what is said you won't listen because you think you're entitled to 4 kills every game and if you don't or you go against a co-ordinated team the whole game should be changed to ensure you do get 4 kills every single game no matter who you are up against. Unless survivors start the game on the hook or right next to a hook and already injured you won't be happy.

    Fine under normal circumstances, but not when used by survivors that are trolling. I get the feeling you're one of these bullies and don't want your "fun" affected.

    The only time BT has come into play before the gates were open was because of auto aim screwing up. Once the doors are open, I am 100% entitled to keep a kill that I earned, not have a survivor walk right up without consequence and steal it. That's the whole point of tunneling before the gates are open, ensuring that BT or DS won't come into play and cost you a sacrifice.

    I've never said that toolboxes or medkits are OP. Lights aren't OP either, EXCEPT when they can blind outside of FOV. That doesn't even make logical sense, if you can't see something, it can't blind you.


    @darktrix said:

    Wah, society did not give me enough love so it made me into a dick and now I want to make everyone suffer. Please.

    Does this guy even have a pair to jump on survivor for more than a few games to see how the other half lives, and not just to DC in the first 30 seconds or be so full of false bs pride as to ever touch survivor. At the very least it makes you a way better killer knowing what they can and cannot do, besides moaning about not being able to kill everyone just by showing up.

    And if you are up against a bully squad look for the ones doing gens and hook those. They usually suck in a chase, just point your stupid face at a wall when you pick them up. You know the ones with flashlights aren't doing gens, you should be thankful they are saving you the trouble by bringing the party to you. Four flashlights in my lobby always brought a smile to my face cause it was going to be a good time.


    Yep, I'm not above dishing out the same abuse that I get. In my experience, 85% of survivors behave in a toxic manner, so I chalk it up to punishment for something they got away with earlier. I play survivor a lot actually, it's stupid easy compared to killer.

    I did point my face at a wall, still got blinded, hence the rage.

  • @Eschatologue said:

    https://forum.deadbydaylight.com/en/discussion/comment/923830#Comment_923830

    It would be alright actually, assuming there would be a similar difference in sabo/desabo times as is with my proposed concept. If killer wastes 12 seconds to compromise a pallet and only 1-2 to check and fix it for me - I'd take that trade. It would be not much of a waste of time to just check any pallets I come upon by as I transition to another gen or maneuver around the map, and if he just has to go around and touch every pallet it's more time survs can safely put into gens.

    Of course there are already killers that can do that kind of prepwork. Trapper can fairly quickly disable major pallet loops, and of course there is Freddy. Yes, this isn't base kit for every killer, but neither is meanungful sabo - you need either a toolbox (which are a limited, expiring resource) or a perk, and with the perk sabo times are fairly long. Even with alex's toolbox it takes 10-12 seconds to bonk a hook, as opposed to proposed 4 second check time. And if you see a flock of jakes hugging toolboxes in a lobby you could prepare with reworkes perks that specifically counter that, like aforementioned Hangsman's Trick, or Monstrous Shrine injuring any survivor that compromises non-basement hook.

    Furthermore, consider possible in-game situations. As a Killer, once you win a chase and down a surv you can either pick him up right there and proceed to a hook if you feel confident, but you will be punished if you read survivor actions wrong and fail to consider that there might be compromised hooks nearby. Or you could slug him for the time being if there is a hook in reasonable proximity and go check it out, but you waste time and risk him getting picked up or crawling too far.

    As a survivor you waste time not doing gens for a very uncertain benefit - killer could just undo all your work in seconds if he's cautious or vigilant. Or he could fake going to check on a hook only to doubleback and smack you for an attempted pickup.

    But the time wasted is too skewed in the survivors favor. You're talking 30-40 seconds out of the killers time just to get a single hook, or the possibility of another 2-3 minute chase. Gen times would have to be doubled if you need to check every damned hook. It would make the killer experience more miserable than it already is.

  • @PigMainClaudette said:

    https://us.v-cdn.net/6030815/uploads/189/KY7TSOSQ3OCM.png

    You think you have it bad? I'm at purple ranks on Xbox, and I have to put up with THIS.

    https://forum.deadbydaylight.com/en/discussion/comment/923814#Comment_923814

    And I don't think that it's really lack of killers due to nerfs. Ever since Archives, people have been doing generators WAY more quickly, and some of the people who play exclusively killer would be jumping over to survivor to get them done, getting out fairly easily, then staying on survivor. But that's my theory. Especially since a lot more of the survivor challenges are grind challenges, as opposed to luck-based ones.

    This didn't start with the archives, it started with the Oni Nerf.

  • @BasedMorlis said:

    https://forum.deadbydaylight.com/en/discussion/comment/923834#Comment_923834

    ..........with the Plague? The killer they designed to counter pallet loops???

    Not a single cleanse in that game.

  • Not the same thing at all. Those pallets only work in the dream world for starters. Imagine it was a basekit for all killers and worked all the time. Only way for a survivor to know is to spend time to check them.

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/923303#Comment_923303

    I disagree the grab is useless. I have had plenty of grabs when people have tried to unhook someone as soon as I have put them on the hook and even if the grab doesn't go through it will translate to a hit 99% of the time.

    Borrowed time doesn't even work with a number of killers now. Either when the killer is using their stealth ability or when the survivor is oblivious. Borrowed time isn't OP ad it only affects people who camp(not stealth) and tunnel off the hook.

    The Decisive Strike argument is pointless. As a killer I didn't have an issue with it before the changes. I would just get it out of the way early in the game and then it was done. Now because I don't tunnel anyone I don't see it.

    Head On..... I'm not even going to discuss this as being OP as I can't actually believe you're suggesting it is.

    The issue you have is you went against a team who was better than you. That's it. That will happen, even with people in the same ranks as you because of rank reset and people deliberately deranking or they haven't played in a while. Sometimes you just have to accept you will lose. You're not going to kill them all every single time.

    I agree with the next guy as well about how bad you must be at the game to stand still for minutes at a time when you get a hook because you are so scared they will get off the hook. I can't remember if it was on this thread or another, but was it you who said unless you get ruthless killer then it is a loss to you?

    You're not going to get ruthless standing still in the better ranks but you'll do it because you so desperately need a kill? Borrowed Time exists because of players like you who can't handle not winning so camp. If the survivor does get off the hook you will then pursue them because getting 2 hits on another survivor is too difficult, then you discover they have BT and you cry it is OP because you still have to get 2 hits on the person.

    I have been a Rank 1 killer and I have never camped and never tunnelled. Of course I have games where I get destroyed, so what? They were better than me. On to the next game.

    Your entire post seems to be that survivors should have next to no perks and certainly shouldn't be allowed items whereas you should have a whole arsenal at your disposal to obliterate them in every game before one gen gets done. Otherwise you'll make the players in the following games have a miserable time because you're mid tantrum.

    Borrowed time is not a problem until the end of the game. If NOED bypassed it, it would be infinitely more fair. If they did their job and cleansed the totems, they deserve the escape, if not, they deserve to get downed.

    I already said head on is not OP, UNLESS you have SWF, because they can coordinate the stuns. Annoying, sure, but not OP in solo. I consider brutal a tie and ruthless a win. However, when I'm going against toxic little turds, I don't care anymore and the only thing on my mind is killing them, depip be damned.

    This was not about who was better, this was about a bully squad. Survivors can't handle not escaping, so they whine and get OP crap like BT. Killers get nothing and are expected to like it.

  • @BasedMorlis said:

    https://forum.deadbydaylight.com/en/discussion/comment/923787#Comment_923787

    Why are you so stuck on ranking up? There is literally no incentive to ranking up, other than to feed peoples egos. I've played Killer around Rank 6-7 plenty of times, never cared about getting to 1 or w/e, its pointless. I've faced skilled teams that have absolutely crushed me and I've taken out teams without even 1 gen getting popped. I only play survivor with my friends and even still we get games where we get rolled over by the killer at ranks 5 and 6.

    https://forum.deadbydaylight.com/en/discussion/comment/923786#Comment_923786

    I've had several games where normal pallet spawns don't have any pallets in 2 or 3 close spots to where I'm able to down survivors without even hitting 30 seconds in the chase. To your point of 20+ pallets in the meat factory, thats because that map is INCREDIBLY pallet heavy. There aren't any windows on the top floor at all, and there are limited windows in the bottom floor, so it's compensated by pallets. That has nothing to do with RNG. I understand where you're coming from, but most maps are not like that. Door spawns are rarely far apart, and several times they've been almost touching. On top of that, if you get it down to 1 survivor and you close the hatch, its almost guaranteed to get all 4 killed. I've never failed at that point and as a survivor I've only done it once because I out-witted the killer. But I got lucky and that killer wasn't the brightest. RNG or not, the game play leans towards the killer.

    I have not gotten so lucky. The problem with the meat plant that I got was safe pallets. Just eff all I could do about it with Plague. I've never lost on the game with nurse.

  • @Eschatologue said:

    Here's how sabotage could be reworked.

    Saboing a hook does not immediately break it but rather makes it compromised. Killer does not get a notification when this happens, nor can he distinguish compromised hooks from safe ones. When Killer tries to put a survivor on a compromised hook it breaks immediately, stunning a killer briefly and releasing survivor, injured with a 10 second deep wound.

    Killer can check any hook if it was compromise when not carrying a survivor, an action taking 2 seconds + additional 2 to fix it should it turn out saboed.

    Thus, at the very least saboing wastes killers time and potentially allows for setups with last second saves. Some killer perks, like hangman's trick, could be reworked to counter saboing in a meaningful way - like seeing auras of compromised hooks in different colour when carrying a survivor.

    That would be ridiculously overpowererd. Imagine if killer could do the same to pallets.

  • Lack of killers is what's causing this. Seems nerfing them into the ground and then telling you to git gud as killer isn't a viable strategy.

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/comment/919083#Comment_919083

    Because it's safer to allow one person to quit the game as opposed to a sweaty 4 man SWF.

    I think the devs have alienated a lot of killers. If the queue times and matching is any indication, there is a major shortage of killers.

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