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JPA

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  • If I've had a bad game and I can sense a T bag party at the exit gate or something similar, I'll literally just look into a corner of the map (prevents them triggering chases), Alt Tab out the game and watch some relaxing and/or educational video, or just chat online, something productive.

  • @Mikeasaurus said:

    I'll happily play more killer when survivors learn to take their wins with some more grace and don't make me wait 4 minutes while they observe the architecture of an exit gate before they decide they've seen enough.

    Yeah, it's not enough that they win. They have to rub it in for the full extent of that minute and get any extra chase and heal points.

  • It's actually pretty hard to pull off a 4 man slug if the survivors spread out well intitially, and use their recovery and also try to spread out when slugged, meaning the Killer has to cover a large area and defend multiple slugs which can be revived instantly.

    If the gen speed wasn't so fast then slugging would not be necessary.

  • OP: It sounds to me like the real people who suffer from your strategy are people who don't run DS, and end up second hooked (granted, if they were already unlucky and got face unhooked).

    Just a shame that the counter to a tunnelling perk is to tunnel them, I think that underscores how silly this perk is. With a few changes making this perk slightly less effective towards actual non-tunnelling behaviour, it will also be more of a deterrent to the Killer actually tunnelling, and also improve the experience for other survivors who aren't being either A) hard tunnelled, or B) hard slugged for fear of DS.

  • Oni on Haddonfield, if the first chase is a long one it's basically a loss. Basically anyone on Haddonfield tbh, Huntress is slightly bearable since you can threaten balconies with hatchets.

    Any killer on Mothers Dwelling, just feels too big and too many pallets, difficult against any team which is not primarily potato.

  • @bkn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866486#Comment_1866486

    and how can i do that?I approach a gen, there are 2 people...

    when i chase 1of them that runs away from it, the other keeps working on it... how can i manage to pressure that gen now? Is that a perk or a skill to learn?

    If they stay on the gen in your face just rush them, at worst you injure them and then chase them, at best you get a grab and hook.

    If they are smart enough to wait for you to get away before they jump on the gen, you unfortunately need to finish the chase quick, or come back to the gen. If you get a down in the chase try and head towards a hook near the gen so you get back there quicker, then you can use PGTW on the gen or use Ruin to regress it when you chase them off.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865888#Comment_1865888

    Damn seems like written low-key sarcasm is still not my forte.

    Fyi I don't care for most changes bhvr does since I play this game rarely and when in a casual fashion. But hey atleast I can still have an opinion.

    It simply gets tiresome to either read "they are just a small company, so they can't fix everything" or "that's a different department". They have something around 600 people, if that's not enough hire more or relocate resources and funds. It just feels like they don't have their priorities straight sometimes. Don't add new features when the old are "broken"/bugged more stuff will only make it more complicated. But hey they need new shinies to get new players, instead of keeping the old, it seems.

    So I work as a software developer, not at a video games company, but I still know the pain of delivering complex software.

    In a nutshell, it's damn hard!

    Even if the lack of resourcing excuse annoys you, unfortunately it is legit. It doesn't matter how many people or teams work on a codebase either. If the code is not in a great state and has lots of technical debt, more changes and more teams can just complicate things.

    Hire more is also not a short term solution, new developers can take a long time to get familiar with a project, and also take up the senior developer time as they need guidance and review.

    The fact is, fixing bugs and adding features both need to be done, and they also both complicate each other. Bugs which have been there for longer than a year are likely embedded into the game and its systems so much that they are not going anywhere without a complete rewrite. That would probably take in the region of years and would take up all the capacity.

    Ain't happening, unfortunately.

  • @burt0r said:

    But hey atleast we get a change in the HUD UI without asking for it, right?

    Well yano the UI steam is going to work on UI whilst the other teams work on the balance and gameplay changes we all crave.

    Also let's see how the new UI feels when playing rather than hating on a static image.

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865840#Comment_1865840

    Discord is for communication. Its purpose is not only related to DBD or playing DBD or SWF. Putting a crosshair in the middle of your screen has a clear purpose: to help you do better as Huntress than you would normally. This is the textbook definition of cheating.

    This logic makes 0 sense.

    Discord is for intended for communication yes, used in tandem with DBD which is not designed for communication, it gives you a clear advantage.

    A crosshair overlay is intended to overlay a crosshair, on tandem with DBD which does not have a crosshair, it gives you a clear advantage.

    It's definitely equivalent so if one is cheating, both is.

    But neither is cheating as I'm pretty sure BHVR have said both are fine.

  • I played clown a bit and the only add ons I used were common ones (reload speed and extra bottle) as I only got him to level 40. His exhaustion effect is definitely viable on its own but your bottles need to be on point.

    It's easiest to aim at an area you know they will go to and want them to move away from or get the exhaustion (pallet/window) but on a lot of loops it's best to hit some tall object as the gas seems to expand more as it falls. E.g. hit the cow tree on the corn map and you can gas practically the whole loop.

  • @jrinkwater said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865787#Comment_1865787

    Honestly, in 2021... she should have a tiny dot lol. Btw, it's not cheating. And if it was, should EAC detect discord as well?

    I agree. Playing huntress is stressful enough given literally everyone knows where you are at all times thanks to your singing, and the slow speed makes you even easier to loop at certain objects unless your hatchets are on point. I don't think giving her a cross hair is overpowered.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865805#Comment_1865805

    Yeah... not new to the game.

    I know what clown does, just never bothered to play him beyond dailies or without addons. Literally my least played killer.

    Ok bro but you literally just made a thread questioning how the clown power worked

  • An easy way to tell if they've been hit by the cloud is when they scream. Maybe you're just getting near misses and potentially had a laggy set of games or something too?

  • @Mister_Holdout said:

    If you're on PC, invest in a monitor with built in crosshair overlay. Makes a huge difference.

    Other than that, hold the hatchet for a moment to see how the survivor jukes.

    You can also try running Shadowborn. That perk makes Huntress more comfortable to play (imo).

    There's free options to do this with software. You don't need a monitor with this function

  • If they're teabagging and turn out to be bad at chase then I'll happily weed them out first or give them a nice long slug followed by a re-slug immediately after heal. Often I'll even throw the game to ensure these guys don't escape.

    If they're teabagging but clearly good I'll probably try and avoid them unless I have another option as they're probably baiting knowing they can waste my time.

  • @Sonzaishinai said:

    BBQ and Chilly. the bloodpoints are nice but if you stop using it you quickly realise how little vallue the aura reading has. You are bassicly only running 3 perks if you have bbq

    I was thinking this but it provides value leading to AT LEAST 1 down every game. What tracking perks are better in your opinion?

    Depending on the killer I'll often use Discordance on top of that anyway

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865449#Comment_1865449

    Soo,i didn't watch many tournaments so far but from what i can tell is that camping only really works if you get a down very early in the game and follow it up with hard tunneling if they come for the rescue

    "if you get a down very early in the game"

    If you don't get an early down you've probably lost anyway

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865644#Comment_1865644

    You make the timer shorter and by the time the killer downs and picks up the survivor again it would have ran out, current ds is very effective at punishing tunnlers and if it is nerfed significantly, i would imagine there would be plenty of loopholes found to bypass it.

    If you made it so the person could not repair or heal without deactivating the perk I don't think it would be too bad. You could even extend the timer in this case, or not pause the timer while the Killer is in chase with the survivor.

  • @Withered8 said:

    Just a reminder that without ds, survivor experience would be miserable as it would mean free rein over the ability to tunnel and force survivors out of the game.

    1. Killers can already do this if they really want, DS just delays them 20-30 seconds (or longer with BT)

    2. No one's asking for removal, just lowering of the timer and maybe also a few tweaks around deactivating the perk if the tunnel-ee performs offensive actions such as fixing a gen

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865365#Comment_1865365

    So why not just leave. Isn't thats what's best for the killer to patrol?

    Patrolling is obviously required but is not the best strategy at all stages of a game, based on map, team etc.

    It's not optimal for the killer to leave a survivor who they already know is playing aggressively and will jump on a gen as soon as they're back is turned. But its basically the only choice.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865348#Comment_1865348

    I don’t even outright tunnel either.

    If I just happen to spot someone I know was recently unhooked, then my mind immediately goes “let’s see if they have DS, and let’s get rid of it”.

    Same if an unhook occurs in my face before I can even leave. “Sorry bud, but I want to force you to use your DS.”

    What do you do if they don't have the DS? I assume you waste another 20 seconds and allow them to wriggle free, to risk being associated with tunnellers, since obviously only tunnellers are affected by DS!

    No, I'm assuming you hook them anyway..so your counter to the anti tunnel perk is to tunnel them.

    Yeah great perk XD

  • @dspaceman20 said:

    I don't understand the hate people have for getting DS in a locker. If your chasing a person and they happen to go into a locker and you grabbed them then you still tunneled that person. Therefore the stun on you was justified. Its no different then vaulting a pallet or window and getting grabbed when you just got off the hook.

    The locker forces the killer to grab, leave, or wait out the timer. If they just carried on running the killer could just slug them instead. If they say on a gen I assume they could be slugged with a lunge attack (and no grab) but not 100% sure

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865309#Comment_1865309

    I guarantee you that John Carpenter has had no say in even introducing Halloween (tm) to DBD. Laws are complex and with how greedy corporations get, you can bet that the slightest errors in trivium and formality is going to land BHVR, a relatively small company, in court.

    Lol yeah I was kidding about the direct line to John Carpenter

    Would be interested to know the details though as I assume Halloween was filmed in a collection of real US streets (the map itself is pretty generic), and I doubt they trademarked the town name Haddonfield either.

  • @ShamelessPigMain said:

    To be fair, it is a licensed map, and it’s probably more complicated to make simple changes to those than original maps.

    BHVR: yo bro you mind if we put some breakable walls and stuff in the Myers house

    John Carpenter: whatever

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865282#Comment_1865282

    You can believe something's OP/Overtuned and not let it get to you.

    I think it should at least be made so it doesn't trigger on a grab, or something a little less invincibility bubble and actually anti-tunnel.

    But i'm talking about seeing someone with DS and just being like "Ooh nothing I can do, DS gamer, 0k incoming". I see so many people who mentally defeat themselves as soon as they get a whiff of it and only press on so they can feel justified looking at the end result perk screen and saying "See, look, what was I supposed to do?"

    There's a bucket of mistakes you made during the match, and a bucket of things DS prevented.

    And a loooot of people would rather shove it all into the latter bucket no matter the spread.

    Yes yes but plenty of people who are well aware of their own mistakes and also like to discuss the balancing of the game they partake in may want to do so, so I don't think your first 2 comments in the thread are helpful. Especially considering you actually agree the perk is overtuned.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865282#Comment_1865282

    You’re damn right it has design issues. It can only be used once, and so I fully exploit that as early in the match as possible.

    The fact it can only be used once is not a design issue, that's good design. Obviously it would be broken if it never turned off.

    Like I said in my previous post, this becomes an issue when multiple people run it, especially when they're running the same skins. It's just another mental burden on an already preoccupied killer.

    The design issue for me is the fact the perk does not deactivate if you repair, heal etc or another survivor is hooked (i.e. you are not being tunnelled and are participating in the match).

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865260#Comment_1865260

    But why do that when you could mentally condition yourself to believe there's nothing you can do and that a loss isn't your fault if someone has DS?

    There are lots of killers with plenty of hours in this game who believe DS is OP or at least overtuned. Or I guess you believe they are all mentally conditioning themselves.

    Myself I can take a loss, and I've been playing this game for 2 months so don't expect to be winning every game with a 4k. I can see that DS clearly has design issues.

  • At least they brought a cake and BPS

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865170#Comment_1865170

    Which means a killer only has to deal with DS 4 times at the most.

    It’s very feasible to have every single DS wasted around mid game. The survivors are screwed after that. Same goes for Unbreakable. Slug early. Make them waste it.

    To eat all DSs by "midgame" (let's say 7 minutes to be generous) you basically have to hook someone and immediately go for them again on the un-hook, 4x.

    DS counters tunnelling, but the DS counter is... Tunnelling?

    If you are playing without "camping" and just leaving the hook each time then it's not very likely you will be able to eat all DS's by the end game.

    (not to mention DS from a locker, or DS from survivors with identical skins...)

    Edit: typo

  • You can change the button struggle is mapped to.

    Do yourself a favour and set it to the mouse scroll wheel, which is literally designed to be used fast.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865150#Comment_1865150

    They won’t do anything about it because survivors can only use it once. These complaints about DS are absurd.

    Just eat the stun as early in the match as possible. Remove it from the game. There! DS is no longer a problem with that particular survivor.

    "With that particular survivor". Exactly, so it becomes a problem when everyone is running it, particularly with a team on comms. Even if it lowered the timer from 60s to 30s it would still help a bunch in tunnelling but make the perk less damaging to the Killer's precious time.

    Compare this to a Killer perk, say Thrilling Tremors, which blocks all vacant generators for 16 seconds. The timings just seem off to me.

  • Started the game 2 months ago, I'm enjoying it and playing it a lot, mainly as Killer, but yeah it's probably one of the most stressful games I've ever played.

  • @lagosta said:

    I would say strap Big Booty Jane + Elodie on your team and overwhelm the killer with screams.

    Elodie's hook scream is actually OP, it has a 70/80/90% chance of making the Killer player remove their headset

  • +1

    I wonder how long it'll go on with literally about 5 threads a day on the forums complaining about DS before they do something about it!

  • @Anniehere said:

    From what I understand, afk killers are standing there just to get free points or to kill survivors once they don't expect it. easy kills for them when the survivors are watching them standing.

    In case i play against afk killer, i finish the game as fast as possible but still enjoying it. finding a chest and taking an object for free and then leaving.

    It is wrong to get such a match after waiting more than 10 minutes though.

    No it's because they're tired of hard teams full of meta perks at high ranks on unfair maps etc.

  • With the third perk, would the generator not be finished in the same time?

    edit: I guess you could just get involved on other peoples gens towards the end to get the benefit that way, but anything which increases gen speed is a bit scary atm

  • The Spine Chill cat is actually really friendly

  • @thesuicidefox said:

    Adam would probably act more like a lone wolf. He's a detective right? So he would do his own thing and probably not care if others follow him.

    Dwight is more of a leader because he seems like the type of person that would think before acting and then make the safest choice.

    No, that's Detective Tapp. Adam is a teacher.

  • "The killers can only use there secondary ability, so not all killers will be allowed."

    Does this mean no M1, or no Killers with just one power?

    I mean if you actually go down the list look at how many of the killers will be straight up excluded from this game mode.

  • @chieften333 said:

    One thing I suggested in another post was making the use of perks in the exit gate area restricted.

    Basically meaning "get out, now. Or you're going on the hook." Which makes it risky for injured survivors to stay behind and T-bag at the exit gates. It also gets rid of the DS at exit gate situation. where the killer has no choice but to pick them up and eat the DS resulting in an escape, Or watch them crawl out.

    This means there would be no second chances at the gate, you get out now, or you die.

    I think it would be cleaner to disable those perks in the end game collapse, rather than near an exit gate, as then you'd have to decide how big the radius should be by the exit gate (e.g. there are often gens right next to exit gates).

    (but just to avoid turning this into another DS thread, I might try and keep this topic around the exit gate progress for now :P )

  • @DawnMad said:

    I think exit gates are good as a mechanic, it gives the killer something to defend at the end of the game. Of course they are much harder to defend than generators since at that point the survivors have won, it just gives the killer something to work with and a chance to maybe secure a kill or two. Exit gate locations should be changed though, them being too close or too far away can be unfair for either side, they should be made static and far enough away that survivors have barely enough time to open it if the killer is running between them. This would allow a 50:50 mechanic on a last survivor left situation where they would have to guess if the killer will come back immediately or go look at the other gate.

    Yeah I like the exit gates, it can be the most fun part of the match. I just feel being able to 99 them gives survivors who are already winning even more of an advantage. Dropping this to the ability to "50" a gate, or make it regress, IMO will help out a struggling killer a bit more, and not punish survivors who are struggling, as they would likely just hold M1 and get out in this scenario.

  • @ProfGameAndTalk said:

    I've been playing a few weeks now and honestly I don't have any issue with how exit gates work to open. My issue is with people not leaving once the gate has been opened. Matches getting extended because a team is sitting at the invisible barrier pointing, waving and teabagging waiting for the killer to come at them. I'd like to see a bloodpoint penalty to survivors as the exit gate timer ticks down.

    I know that I need to get better to get fewer survivors alive as the gates are ready to be opened, but that's what I'm dealing with now.

    I agree completely about the getting better part, for sure if the match gets to this point then the Killer could have probably done better, in the vast majority of scenarios.

    I feel at a minimum the exit gates should regress. Currently there's no reason for a killer to start pressuring gates (if they have a hook), as it is safe to assume any unvisited gate is just going to be 99'd.

    At this stage, a team of 3 or 4 are clearly winning, and this set up allows them to win even more, and combined with perks like BT/DS etc. means they can now win even harder and possibly deny even 1 kill.

    If there is only one survivor left, they are already in a bad position and I don't think they'd be 99'ing any gates in this case, they'd just hold M1 on the first gate they see, and GTFO.

  • @thesuicidefox said:

    Force people to play both sides regularly.

    This would solve a LOT of problems.

    Not sure about "forcing" but alternating dailies could help here (making the daily always be for a killer or survivor, and then alternate each day). Could also boost the daily rewards a bit too..

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864472#Comment_1864472

    You’re better off eating the DS than proxy camping waiting for a full heal.

    True!

  • lol I was thinking this to myself today, after a survivor tea-bagged me upon his escape after I didn't camp or tunnel them on a really bad map. Could they just remove crouching in the exit gates?

    Then I thought, no, why introduce this complexity into the game (which could lead to more bugs) just because I got slightly annoyed some random person somewhere hit ctrl a few times.

    The trick to reducing toxicity is to not respond to it. If someone starts talking trash, just leave the lobby. If someone clicks their flashy or tea-bags at you, chase someone else, as they're likely to be an unproductive survivor anyway and will probably just continue trying to sap your attention.

    They're doing it for your reaction!

  • @Speshul_Kitten said:

    It should completely deactivate when you are fully healed or have repaired ‘x’ amount of a generator.

    Not sure about fully healed, it would be too easy as a Killer to just proxy camp the area, wait for the heal, and then tunnel.

  • Also maybe something about deactivating on repairing a gen or un-hooking someone else?

    But this suggestion is better than the current DS

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864196#Comment_1864196

    "So this perk is like a Nurse of survivor perks:"

    I guarantee people run into DS way WAY more then Nurse players.

    Very true, DS is pretty much guaranteed to be in the game beyond a certain rank, and even if it isn't, the threat of a DS is constant.

    Meanwhile, Nurse doesn't appear too often in my experience

  • David King would lead the group as a natural alpha male. Dwight is clearly a beta

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1864402#Comment_1864402

    Apart from Freddy and Nurse, who very clearly have longer lunges when you play them, there is no real difference outside of the fact that the first person perspective makes it feel different, but this difference can make you feel you're closer than you are, etc.

    Gotcha. For me then I guess any character with low speed I may find the easiest to whiff, since I'm used to timing an attack with a Killer that would get from A to B slightly faster, so I guess hag.

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