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James4125

James4125

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James4125
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  • @[Deleted User] said:

    Don't.

    Play, let your MMR fall to where it may.

    When high MMR survivors can't get matches, and new survivors aren't having fun, they'll address it.

    The problem is thanks to BHVRs idiotic concept of sbmm you can 4k against babies and the game will consider it just as good as beating literal gods. A few easy games and you're straight back to struggling for every hit.

  • Every game I've played so far since the update. Xbox one cross play on.

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2580236#Comment_2580236

    I’ll gladly play him on any map but especially on haddonfield.

    All I can say to that is that there's oddballs in every species 🤷‍♂️

  • 2017 until just after Stranger things release. Maybe even later.

  • @legacycolt said:

    I love haddonfield, I’m a big Michael Myers fan!

    Play as Michael Myers on Haddonfield then see if you're still a fan.

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553417#Comment_2553417

    Yes, its me here that said Injured Survivor movement and/or action rate is the missing link.

    Maybe if you actually played Killer, you would understand that, and also inversely that it could facilitate the removal of Bloodlust speed in the interest of Survivors.

    As to rank, your position is irrational.

    The problem is that Injured Survivors are not movement and/or action impaired.

    Low rank Killers and Survivors should be matched together, and there its irrevelant what the speed of Injured Survivors is changed to as it would be the same in all rank brackets.

    Ah yes. Telling me again that I don't play killer even though that's practically all I play. 😂 I HAVE EVERY KILLER MAXED OUT AND EVERY SINGLE KILLER ACHIEVEMENT.

    I'm not sure how you're still not understanding this. So I'll try to explain it very slowly.

    New players playing killer almost always get a 4k because new Survivors hide instead of doing gens.

    New Survivors almost never escape because they don't know how to loop or lose the killer in chase. Nor do they understand the importance of pressure so they often leave gens and hide in corners.

    New killers don't have this problem because their objective is to kill. Doesn't take much knowledge to follow someone until you catch them and as survivors run into the open instead of towards pallets they go down fast.

    Bloodlust doesn't matter because the survivors don't know how to loop so they throw every pallet instantly and run in the open and baby killers kick every pallet asap so it never kicks in. Removing Bloodlust will have no affect in these ranks because chases either don't last 15 seconds or killers are constantly resetting it. On top of that NONE of these players even know what bloodlust is so they never force it.

    If you nerf Survivors speed when they're injured that 4k almost every game becomes every single game. Why? Because the survivors are still just as bad but now they're bad and weaker.

    If new players cannot win they won't have fun. If they don't have fun they stop playing. They stop playing and when older players inevitably get bored and leave the game dies.


    You cannot change something so fundamentally important to the game and have it work out the same at low ranks and high ranks because low rank killers dominate and high rank Survivors dominate. Making Survivors weaker affects ALL survivors not just the strong ones. Removing bloodlust only affects the mid/high killers who know how it works and actually use it to their advantage. And those are the killers who ACTUALLY DO need help.

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553364#Comment_2553364

    Now, a third time, you misread, misunderstood and misrepresented.

    I said reduce the movement and action speed of Injured Survivors.

    Nowhere have I said anything about increasing anyones (Killer or Survivor) movement speed.

    I specifically also said that Bloodlust, which is a mechanic that artificially increases Killer speed, could thus be finally removed, if/when Injured Survivors as already having been hit and not healed, have reduced movement/action speed.

    Increasing killer speed is literally all this thread is about? Nobody at all is talking about changing Survivors speed apart from apparently you. And that would also be a terrible idea for the same reason as op's idea. It will mainly affect those at low rank where Killers dominate every game.

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553119#Comment_2553119

    You are confusing issues.

    There is a majority of Killer characters that are nigh obsolete, whereas it doesnt matter what Survivor you play, just the perks you slot.

    I play many Killers, many of which Ive bought, cos each is different in abilities, but for Survivor games I have bought none, and only need one.

    Some Survivor perks that I want I just flat out bought with Shards from the Shrine Shop.

    I played some Survivor characters to get their perks, then just pool those into the only Survivor character I play, and never touch them again.

    Do you see the difference?

    Survivor chars are interchangeble.

    Killer chars, are not.

    The commitment to a Killer char, and how they operate, is profoundly different. I can do the same with any Survivor, but I cant do the same with any Killer.

    This is also how I know that, for whatever reason, you have not invested into or experienced what its like on Killer side.

    16338085027876361993250369285809.jpg

    Also please tell me more about how I haven't played killer? Must have magic magicked all the killer achievements in the game huh?

  • @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2553119#Comment_2553119

    You are confusing issues.

    There is a majority of Killer characters that are nigh obsolete, whereas it doesnt matter what Survivor you play, just the perks you slot.

    I play many Killers, many of which Ive bought, cos each is different in abilities, but for Survivor games I have bought none, and only need one.

    Some Survivor perks that I want I just flat out bought with Shards from the Shrine Shop.

    I played some Survivor characters to get their perks, then just pool those into the only Survivor character I play, and never touch them again.

    Do you see the difference?

    Survivor chars are interchangeble.

    Killer chars, are not.

    The commitment to a Killer char, and how they operate, is profoundly different. I can do the same with any Survivor, but I cant do the same with any Killer.

    This is also how I know that, for whatever reason, you have not invested into or experienced what its like on Killer side.

    You completely misunderstood my point. All killers (even low tier ones) are viable for beginners because survivors at those ranks are clueless. Buffing movement speed would severely negatively impact survivors at those ranks and many would simply stop playing.

    At higher ranks however survivors dominate and will run rings around many killers without breaking a sweat. Making those killers faster wouldn't change that very much because those survivors are already capable of outplayed most killers. Ghostface moving faster would still have all of his current problems. Same goes for clown Legion Trickster Trapper and so on.

  • Yes. It would be a horrible decision that would be the equivalent of using duct tape to fix the survivor bias at the highest level but would remove any chance for survivors at the lowest.

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2552690#Comment_2552690

    Against swf who finishes games in minutes you need early pressure more then anything.

    A good early game will do much more then something like pop where you get your first activation when 3 gens pop.

    These perks might be "gone" in a few minutes but the early game pressure is something that snowballs throughout the match if you capitilize on it strong enough

    Also 9 seconds of aura reading. You reach survivors before the aura reading goes away. There is no way you lose them even on big maps

    I'm yet to see a single game as killer where I can't pinpoint a rough spawn location for survivors at the start of the match. Sure lethal removes the rough location and makes it certain but for the sake of a valuable perk slot that doesn't prevent them hiding or running away as soon as they realise you're coming or help you relocate them if they do I think lethal is a wasted slot.

    And you definitely aren't crossing RPD Haddonfield or mother's dwelling with any killer not called Nurse Billy or Blight before they have time to leave.

  • Then he's losing 2 perks in as many minutes and if they're remotely competent they're not gonna stay in the spawn once they notice corrupt so by the time he gets there on big maps they could be anywhere.

  • @Harold_Shipman said:

    OP:

     if you can’t kill without perks, you cant with perks unless they carry you.

    Also OP:

     refuses to let me use ds to i crawled to the gate. i wasn’t gonna leave my friend behind so i stayed, used unbreakable

    I'd bet all the money I have that the other two he had were dead hard and borrowed time.

  • Utterly useless perk that nobody will ever or has ever wanted to run actually being given a purpose?

    That's illegal! Devs nerf!


    I really hope you don't complain about killers who run undying ruin BBQ pop on every killer or survivors with nothing but unbreakable DH BT DS.

  • So basically he used a perk exactly the way its intended?

  • Ghostface is still gonna be just as add on dependent as before. If not more so.

    16 seconds is far too long a cooldown for a power that can instantly be removed by any survivor or mistake you make and isn't very strong in the first place.

    Making it shorter without add ons but still waaaay too long but not improving anything other than that just means his now weaker add ons (that are still the only worthwhile ones he has) are still gonna be almost mandatory just to make his power semi useful.

  • All I'm gonna say is if dead hard isn't a top tier/overpowered perk why do you see it in literally every single game? Usually two three or even four of them.

    Do you see that with sprint burst? Not often.

    Lithe? Never.

    Balanced landing? Only on the teams that permanently run Haddonfield offerings.

    Head on is basically a meme and is the only other one you'll often see on full teams.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2539726#Comment_2539726

    That's just you being salty. I've had plenty of hexes spawn in very out-of-the-way spots, and unless you've played fewer than twenty matches, you have, too.

    The 4v1 argument is semantics too. Flip your wording around: Hexes weaken four people, while boons only hinder one.

    Keep in mind that boons declare themselves to the killer more overtly than hexes do. All the tools survivors get to hunt them, killers don't need.

    And boons may not trigger any killer perks, but neither do hexes trigger any survivor perks.

    Inner Strength? That's -any- totem. It's not dependent on you bringing hexes.

    Yeah I've had plenty of good totem spots. But I've had far far more that are blatantly obvious.

    It's a 4v1? If they didn't hinder the 4 then the 1 wouldn't be getting anything from them? No other survivor perks can freely benefit the 4 without some additional input. Even bond and kindred that do help all 4 can't be seen at all times.

    Remove the sounds. Problem solved. The sounds aren't needed anyway.

    Dull totems can become hexes. Dull totems activate small game detective's hunch and inner strength. Even if the killer gets perks that benefit him/her finding totems he has four moving objectives and can't afford to search dead zones like survivors can.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2539224#Comment_2539224

    Hex totems are also automatically installed at the start of the game, affect the entire map, don't have an audio cue to help find them, and take 14 seconds to break.

    Boon totems take 14 seconds to break -after- finding one, affect only their area, indicate their position innately, and take 2 seconds to snuff out. Sure, you can put it in a spot where the killer is unlikely to patrol, but that also puts it out of the way for you, meaning you get less benefit from it.

    Sure, Deliverance gets used. Once in every 30 matches, maybe. Doesn't mean it's in an okay spot and it definitely doesn't mean it's a balance level we should be aiming at.

    Hex totems can't be spawned hidden in a good place. Sometimes you'll get a good one. Most times it'll be captain obvious.

    Hex totems also only benefit the one in this 4 v 1 and not the four.

    Boon totems don't have four people to look for them. Boon totems can be moved if the user finds a better spot. Boon totems don't activate any killer perks like inner strength. Boon totems don't have to beware of maps. Or have perks directly based around countering them.

  • Little too strong? You know nobody used it before and probably won't use it now either right?

  • Remove the cooldown and have it always activate regardless of how you down them. I really like surge but it had too many drawbacks.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2538718#Comment_2538718

    Make them unable to be replaced and they go straight in the bin, no survivor's going to touch that.

    Hex totems can't be replaced and they see plenty of use.

    Deliverance can't be guaranteed and that's still used.

    All you have to do is put your totem in a place the killer is unlikely to patrol. Such as an area where the gen was already finished.

  • @Huge_Bush said:

    Select Trapper.

    Equip Bloody Coil and Stitched Bag.

    Make sure Iron Grasp and Agitation are equipped. Devour Hope is also good if you get lucky with Totem spawns.

    Down a Survivor and haul their butt into the basement.

    Trap the inside of the window, the two doorways and one outside corner of the shack that has a bush.

    Leave the Shack and head back to it when you hear a snap.

    Enter the Shack and reset the disarmed trap before the survivors make it up the stairs.

    The only thing that can counter this is if the whole teams comes together to disarm the traps or if they have Dead Hard.

    If they have dead hard...

    Insinuating almost every survivor isn't running dead hard.

  • The only change boon totems need is to be unable to be placed on a hex and be unable to replace once broken. The actual numbers are reasonable.

    That said there should be a cap on how fast you can heal so that your never faster to get up than the killers wipe animations after a hit.

  • @Miles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2531681#Comment_2531681

    lets be honest for once, none of us have used any ghost face add ons besides recovery and camera, maybe even crouch speed if we feel like going smolface. we for once can atleast try to stack some of his other add ons and maybe find some other fun thing.

    Exactly. I'm still not gonna use anything besides double cooldown because there's no point.

  • @Miles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2528681#Comment_2528681

    not really.if you go green reduction add on rn (as in live version) with yellow, you get a 14 seconds reduction, which leaves you at 16 seconds recharge. since he is no at 24, going green + yellow leaves you at 17, which is only a second of diference. but in exchange, now you can actually not run recovery add ons and go, lets say, extra fast standing stalk or something, Smolface perhaps, while also being able to use your power.

    But why would you bother with those add ons when the tiny benefit they offers still not nearly as good as double cooldown?

    They're not popular because they're good they're popular because unlike all his others they're not awful!

  • @Miles said:

    i feared worst. anyhow, those changes are quite good, specially for ghostie.

    Ghostfaces only good.add ons are now weaker. Do the math they nerfed him!

  • They nerfed Ghostface too. His only good add ons (recovery) now take longer.

  • Watching otz stream and he's doing gens in 16 seconds and using built to last to rinse and repeat.

    Devs: nerfs Ghostface.

  • @Voodoo_Thirsty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2528232#Comment_2528232

    It's not THAT bad. Boon totems' effects are bound to one area.

    Hex totems are global.

    And ironically, do bones.

    Exept you do bones and they just reactivate it. And that's on top of potentially stealing the killers totem from them so that they have to do their own bones.

  • Love the key nerf. Don't really care one way or the other about Deathslinger Plague and Spirit but the Trapper buff is great!

    Now if you could please do something about 90% of survivors being carried entirely by dead harding for distance I'd be ecstatic!

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2520977#Comment_2520977

    I was referring to when killers wont do anything else bud defend their 3 gen the whole match,so I dont think this is a matter of survivors screwing up.

    If a killer kicks a gen it takes about 4 seconds that you can undo in a millisecond. All you have to do is wait until he's forced to commit and problem solved. And unless your entire team is terrible he WILL be forced to commit.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2520969#Comment_2520969

    I'm saying even if you waited until you complete other gens,you still cant complete a 3gen one if the killer guards it and wont leave.

    And he's saying (quite rightly) that if you get into that position in the first place it's because you screwed up. Many killers Trapper most notably will try to force you into that and its on you to recognise and work to prevent it.

  • When you see a Strode house offering close the game down and reopen it. You won't lose anything but time and you also won't have to play on that "Bad word" map.

  • I love alien. One of my favourite films of all time along with its sequel. They will never ever be able to do a Xenomorph killer without it being a soulless mess.

    Xenomorphs are far too fast for DbD. Imagine Blight with full control and no bounce needed. Can't be done in game and still be balanced.

    Xenomorphs crawl across any surface. Can't be done in game and still be balanced. Imagine looping a long wall and the killer simply jumps over it?

    Xenomorphs just wouldn't work in DbD in my opinion. Same goes for Yautja. (The Predator)

  • Step 1: Remove all keys from chests. This means if someone has a key you can see it in the lobby. No finding one mid game.

    Step 2: Buff plunderes instinct accordingly. As it can't help with keys anymore it needs something to make it viable.

    Step 3: Lock survivors into their character much earlier. No more last second switch.

    Step 4: Hatch only spawns when all but one survivor is dead and/or gates are powered.

    Step 5: To prevent key hiding next to the hatch the entity begins to claim unguarded keys after 60 seconds.

    Step 6: Green keys can now open hatch but have a lengthy animation. Purple have a short animation and Iridescent are instant.

  • Even if I did think this was a good solution (It definitely isn't) swfs could just go into matchmaking at the same time and back out until they get matched with their friends.

  • @Shroompy said:

    Yes they have, and it goes a little something like this:

    I'm not sure if I should laugh at the accuracy or cry at the accuracy.

  • Remove the house of pain. Remove some of the god windows. Move some of the generators around. Remove all the great fences of Haddonfield.

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314361#Comment_2314361

    Well, that’s always debatable. It feels like I survive a lot more often on Fractured and Rotten than I ever do at Shelter. I think I can still count on one hand the number of times I’ve survived Shelter. Definitely not more than 10.

    That's exactly my point? All one sided as he'll! As in survivor sided!

  • @CountVampyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2308872#Comment_2308872

    I get those too, but at least there are things do and places to hide other than behind rocks when the killer is near. Is it too much to ask to at minimum add more brush?

    Difference is they are all horrible one sided maps.

  • I hardly ever get sheltered woods. Or any similar maps for that matter. 20% rotten fields 30% fractured cowshed and the rest all other corn maps mother's dwelling and Haddonfield.

  • @Hummer65 said:

    I know, right? And like every single one is SUPER safe and has extreme visibility. It's to the point that I wouldn't even want to get that map as survivor because it wouldn't be a challenge. I had a game where I played a lower tier killer and got only one kill, mostly due to the map. I complained about it in the post game chat and was told that the map "isn't that bad." And that I should "focus more on pressuring gens." Honestly I don't see any reason why BHVR thought this change was a good idea. And don't get me started on the TWO god pallets on that map.

    Two god pallets?

    There's at least eight potential god pallets!!!

  • The UI is awful

    The clown buff is barely a buff

    The game map is now a god pallet maze with obnoxious breakable walls

    That's just 3 obvious problems with the update now where's the improvements exactly?

  • I want to get rid of mist offerings because they're pointless, hook offerings because they're unnecessary, all brown offerings because why would I use them when yellow and green exist?, all shroud offerings because they're backwards anyway, Cheat offerings because again they're unnecessary, And ideally a minimum of 1 green plus bp offering per web and no more than one map per web. I neither want nor need 4 Haddonfield offerings on my Trapper. Hell I don't want 1 Haddonfield offering on my Trapper!

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806521#Comment_1806521

    If gif you think ruin undying is fine and doesn’t win games for killers with ease and make beating killers extremely hard, then come vs my ruin undying blight, and bring ur best team along whilst ur at it. I’ve literally gotten 4ks because of ruin undying on blight in tournaments. No survivor perk combination can be said the same for, not even Ds unbreakable.

    If ur losing because of borrowed or Ds or adrenaline, then you need to shake up ur game play. All of those perks are extremely situation and require the killer to be committing to some sort of tunnel or camp play to work. There are plenty of ways to avoid those perks, which can not be said for ruin undying.

    The only argument I accept is ds unbreakable in endgame, but even then you arguably could have avoided getting to there.

    First of all if you want to be taken seriously maybe don't type like you're ten years old.

    Second. That's bollocks. Anyone who has ever played killer regularly at high rank knows that totems can and regularly will go down instantly in regular games and ruin especially does nothing against a really good team who are constantly on gens because the gens will never get time to regress. As for DS unbreakable not winning games I'm not even gonna bother showing the overwhelming evidence that it does because the evidence is everywhere for anyone to see.

  • @Xayrlen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806521#Comment_1806521

    Lol, your entire point circles around "keep going through" mentality.

    It's not like you have other 3 survivors to hunt while unhooked person is on the DS timer.

    It's not like you have a second person who just unhooked survivor that is likely to have BT.

    It's not like Adrenaline by itself is idle and activates only after every gen is finished, making it extremely situational.

    You complain at the fact, that you can not bruteforce your gameplay go win, instead of thinking ahead and planning your actions. Yes, some perks or perk combinations make it easier to survive, but you don't need perks to survive and you make it sound as if these noted ones make survivors invincible.

    You make it sound as though I claimed they have no counterplay. I never said that. The only perk that is true for is OoO.

    What I did say is they are strong on their own and need no other perk to prop them up. Undying ruin requires two perks one of which is there entirely to prop up the other and that is why undying ruin is perfectly fine. Something that absolutely cannot be said for OoO.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806393#Comment_1806393

    I'd be down for an object nerf once ruin undying gets nerf and pallets get buffed from being almost totally unusuable, you see where this goes right?

    Strong stuff on both sides, don't act like it's just survivors.

    Ah yes undying ruin. That combo that requires two perks just to benefit from the effect of one as well as good map rng and can still be completely countered 10 seconds in by spawning right on top of the totems having a map, small game, detective's hunch, or simply not being blind.

    Meanwhile object is only countered by the otherwise useless third seal offers free zero counterplay information for an entire swf prevents multiple killers from even having a power (Trapper Demo Hag Freddy) all but guarantees that none of your swf will EVER be caught unawares allows you to run around maps like Midwich without ever being in the killers hit range and kills any fun in playing killer...

    Yeah they're sooo very similar.

    Then let's look at survivors meta perks. DS can win a game with no other perks needed.

    Borrowed time can win a game with no other perks needed.

    Adrenaline can win a game with no other perks needed.

    I could go on but if you don't get the point already then you never will.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1806393#Comment_1806393

    Screaming your list of grievances at devs every time they actually show up is probably not that productive.

    Wasn't aware I'd ever interacted with the devs 🤔

  • @Janick said:

    Hello

    Victor cannot be kicked or interacted with (except than the Survivor inside the locker) while he is on the locker. It is also full 10 sec. lower than this, is a bug. Yes we counted the 3sec wake up of the killer when we decided on the 10 sec. It might feel as a conservative value but its a new feature and was not on the PTB so we do not know how this feature will really affect the gameplay yet. If it requires a buff, we will readjust.

    Also, Victor locker check was never approached as a sure grab, so its totally ok that the Survivor can still escape under certain conditions. If Survivor would know that its a 100% bad outcome, they would simply not use the locker.

    And how about the way hoarder already a weak borderline useless perk now literally benefits the survivors? You want to nerf something nerf Object of obsession! You know that perk that literally breaks several killers and completely removes any semblance of fun from the game?

    Or how about doing something about keys soon and not two years down the line? Yeah Mori's needed a nerf but only when keys get the same treatment!

    But back to the topic at hand 10 seconds is obviously nowhere near enough time as if Charlotte isn't already close to the locker you get nothing and have wasted considerable time during which the survivors will have no pressure at all on any of them.

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