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Jerek

Jerek

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Jerek
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  • Only managed to play it once so far, the offering is still disabled though. So i am not sure if we were supposed to actually play on it, but it was very awesome with all of its details. In my opinion though I feel like it is a bit too large of a map. I like how navigating was easy given my many playthroughs of RE2 remake.

  • So you really want to take away a major learning portion for the survivors? Everything you complained about is based purely off of the map and those aspects are only semi randomized. Survivors need to learn the layout and plan accordingly when being chased, it is all part of the fun of outrunning the killer. But if you make the entire map safe, and take away any penalty to survivor mistakes, without any perks even, most survivors will always get away and never go down let alone be hit. Also the angle of approach when vaulting thing is uncalled for.

    Killers vault very slowly and if a survivor always gets a perfect vault no matter what they will never be caught. The killers single purpose is to chase and hook survivors. If every map variant was built for the survivors it would just destroy the game for all killers, especially with highly skilled survivors.

  • @Micheal said:

    https://forum.deadbydaylight.com/en/discussion/246034/doctor-unfair-power

    I think it should let you put down pallets when he shocks or vault.

    Have you people ever played doctor? Most of the time, even when you shock survivors within a decent timeframe, they will still perform a vault or pallet drop. That and the fact doctor is slowed down a lot during his shock process is what balances his strength with weakness.

    The worst thing you can do is try to camp pallets or mind game windows. Doctor is a killer you have to either watch or listen to more than others. You will always hear him charging his shock therapy when he is chasing you, you should keep running and not try to mind game when he does this. Doctor is an easier than most other killers to face off against, he just has a much more efficient method of exposing survivors than most others.

  • I haven't had a problem with grabs in a awhile, then again they are rare without stealth killers. But most of the time my grabs get cancelled because the game says so i guess, it is when a survivor is on a generator. Windows and other vaults work fine, for me, but pulling one off of a generator only to get it cancelled is just very aggravating.

    Grabs are a vital mechanic that reward crafty killers, or punish greedy/unaware survivors.

  • Maybe don't be a bad survivor. It's no that hard to play around every killer, the only wild factor is the player's skill level and experience with that killer.

  • @Phasmamain said:

    Nah. Crows are very useful for both sides especially for survivors if you’re fighting a stealth killer

    I suppose that is true. I didn't think of stealth killers mostly because I hardly ever play as or against them. I still think they could add it as a side effect to a perk like spies from the shadows.

  • @MadLordJack said:

    NOED is a bad, unfair perk because it's just a free kill perk and nothing else. That is it's purpose: get a pity kill. It's a perk that turns every killer into a facecamping Bubba.

    Yeah, but like I said it is a perk controlled entirely by the survivors. Cleanse totems or suffer the risks of not doing so.

  • NOED is perfectly fine as it is. Mostly because it really isnt that hard to cleanse all of the totems in most maps, and the fact it is a powerful perk that can give you absolutely no value, just like adrenaline if the exit gates are never powered.

    If a killer want to camp a hook that is fine. If NOED is in play then survivors should focus on totems more often when they play and not cry when they caused their own losses. Leaving a single hooked survivor is an entirely valid option, but some survivors just have to try so hard to deny the killer as much as possible, only to end up giving them even more.

    NOED punishes survivors that try too hard when it comes to risky saves. I cant tell you how many times a killer has gotten multiple kills just because my teammates try so hard to defy the killer points.

    Survivors have no one but themselves to blame when it comes to this perk. They control how many totems they cleanse, if they just want to rush generators and not do anything else it is their own fault.

  • It's a tactic to get the killer tilted and tunnel them or demoralize them. A lot of survivors do this carelessly when they make it to a window or pallet safely. But are generally pretty bad and last long in chases. But good survivors do this because they are confident in their looping abilities, or have perks to help them make you waste more time than you would like to on them.

    Just ignore them and focus on who you can down quickly or need to defend a zone. Like this guy said just shake your head and whack 'em on the hook, it'll get them riled up and make mistakes usually.

    @xXCAM3R0NXx said:

    Just shake your head at every cheeky downed survivor or hooked survivor. Hit them as they get hooked.

    If survivors can be cheeky then you can too :)

    It ain't banned :P


  • Yes but lucky break is gone forever once its time expires. I think everyone is overselling it. If not that is on less meta perk survivors might have.

  • @Canas said:

    I don't see how it's balanced in any way for a killer to only achieve 8% of their objective the moment they get their first hook while survivors are almost half-way done with their own one (2 gens -> 40%). Now that is blatantly broken.

    Yes but with how often the first few generators are lost is nothing compared to the survivors not being able to do the last 1 or 2. So many matches I have played where survivor team lost because they just choke on the last 1 or 2 generators is just hilarious. While yes you will get 1 or 2 hooks against a team focusing on 3 generators at once, the tighter the last few generators are the easier it is for the killer.

    Like I have said before you are not going to be able to defend every generator at all times. Unless you have perks or add-ons to help with generators and your playstyle is to defend generators your going to lose them fast every time. If it is such a recurring issue switch to survivor, to see and learn what they are doing.

  • @Tio_Croc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130621#Comment_2130621

    https://forum.deadbydaylight.com/en/discussion/comment/2130731#Comment_2130731

    You can't regain the time you spent trying to get a hit on the best looper. 15 seconds is equal to 18.75% free progress. That's pretty much 3 gens with half progress. Plus the time you'll have for finding another person, plus the time to down them, plus 12% free progress from the hooking process.

    What I am trying to say is that this game gives too much free gen progress, it's actually #########. Look at what happened on the high MMR week test, 5 gens done in 7 minutes against 4k hours killers. ######### even is this game.

    If you take in consideration how many 2nd chances survivors have compared to how killer are harldy punished even by just wiffing an atttack, this only gets worse.

    This is why the game is full of sweaty Nurses/Spirits that slug and tunnel. In some matches if you don't do it you lose, and there's nothing else to be said.

    Your absolutely right, time lost to generators can never be gained back once they are complete. There are plenty of gen defending perks, but after awhile they get predictable and boring, sometimes even unreliable.

    A SWF, even if it is just 2 or 3 of them, will show you just how little control you have if you don't properly patrol. Some trials you will just not be able to defend effectively as other times.

    Yes survivors have many second chance perks, yes each killer is different and preforms differently on each map. But when I play and see killers just not knowing when to let a good looper go, they have no right to blame them for their bad choices. Their are many ways to bait out these good survivor perks and tactics. How relevant that is depends on your killer, map location, and personal skill. It's ok to lose generators, no killer can effectively chase all 4 survivors at all times, the game would be very unfair at that point.

    For example on a single story map like fractured cowshed, if you patrol maintain half of the map you want to defend you will see that there is no such thing as free generator progress at that point. By the time survivors need to finish 1 or 2 generators, they wont have an easy time as the remaining ones are all within a small section of the whole map. As a killer you need to focus on defending your zone, even if it means letting survivors go if they try to make you chase them to the other side of the map. Because if you break off of your zone, they will destroy you since they will most likely have all of the pallets on their side of the map.

    The best case scenario of a game with gen rushing survivors is to get one hooked near where your defense zone. All you have to do is wait and the others will just throw themselves at you to get an unhook. It may not be the best tactic but survivors that try to simply rush gens have no actual game plan. If you are having this much trouble defending gens, you should instead switch out to some end game perks.

    At the end of the day though, how good or bad a trial is mostly dependent on the killer. I play 50/50 when it comes to survivor and killer so I can see the fault of both sides. If a killer doesn't use their perks/add-ons properly, or relies to heavily on a hex totem that can easily be wiped out, they have no one but themselves to blame. A small portion of this also goes to survivors, because there have been and will always be those dumb idiots that will do nothing but crouch walk, hide in corners, or in lockers if they even hear a killer heartbeat.

  • Most matches that I play I rarely see Rancor. As a killer I never use it because I just don't like it. As a survivor when I can tell it is being used it really never is a big deal. The information it gives the killer is okay, but the fact the obsession knows exactly where and what the killer is doing is a huge downside. Being able to mori the obsession at the very end just feels out of place for this perk, but that's just my opinion. I have not actually had to deal with this perk very much so I honestly can't form a very good opinion on it. If anything this perk is just a free mori, and encourages the killer to ignore their obsession completely until the very end.

  • I honestly feel you about dead hard. With the new change to DS, dead hard has seem to taken its place as a must have for any and every survivor. Chasing down really good survivors just to have them use dead hard and reset all the time you just spent closing the gap in the chase, is very frustrating. But to have to deal with this scenario almost every single match, and also on every survivor, just get boring and annoying.

    The fact that it causes exhaustion is fair. But the fact a survivor can use it on command and not worry about finding a vault spot or something to trigger their speed perk, is a bit OP. My idea of a change would just to give it tokens, then survivors wouldn't be able to abuse it as much as possible. Either give it a set limit at the start, or they gain a charge if they take a protection hit or something similar.

    It's not that big of a deal on inexperienced survivors, but we all know how cruel it can be on those that can perfectly loop every map. And when the really good survivors have looped you for awhile and use DH, suddenly all that time you spent is just wasted entirely. Your only choice is to commit and sacrifice more generator pressure, or leave them and chase someone else. But by the time you find them again their DH is ready to use again and your back to square one.

  • Honestly in my opinion, Spirit is actually balanced and fine as is. All of the aforementioned killers, save for nurse, have a movement of 4.6 m/s while spirit has 4.4 m/s. Some people think its not a big deal, but every point of speed does count. Because of this Spirit cant outright loop or chase survivors as well as everyone else with normal speed, which is why those killers suffer a cooldown or penalty when using their powers. Most other speed killers can injure, down, and or apply negative statuses, on multiple survivors in a short amount of time. Spirit doesn't inflict any special effects, or insta-down with her power. So giving her a fatigue or cooldown effect would be very harmful and ruin her efficiency.

    Her biggest strength is the fact that using her power gives no warning or any animation to the survivors. Watching Spirit stop mid-chase and looping back on yourself, only to realize she just stood still is very hard to predict in a split second. This alone gives Spirit opportunities no other killer can ever have, which helps her stand out.

  • A general rule I follow is if I cant get a hit or pallet out of a survivor in less than 15 seconds I will leave them. If they go to a very strong loop like the killer shack or other unique map based ones, I'll just leave them. Because when you chase a survivor for too long the others are guaranteed to be on generators. So just break off and interrupt a survivor on a generator.

    I usually let a few generators go though, because it is just impossible to defend every generator. This is also presuming that these survivors are actually doing generators and not searching for totems or chests. Because a friend group will do this all the time, just try to control which generators you want to defend by the end game and hook survivors as close to them as you can.

    A big mistake I see other killers do, when I play survivor, is they either just don't give up a bad chase that alone will destroy any control they could scrounge up by then end without endgame perks.

    Your perks and killer matter a lot in the style you should play as well. Ex: If you are playing wraith the last thing you should do is chase down a survivor. Instead focus on ambushing and cutting of survivors as you uncloak and most hits are guarantied that way.

  • I honestly like No Mither with all the effects it gives. Never leaving blood is a huge advantage, and the self revives and reduced pain noise are awesome. The obvious problem is a killer knows to not leave you alone at all. Unless you have teammates to distract the killer, it's main effect will rarely get any use. But I did have a few matches where I actually escaped because the killer left me after downing me.

  • If a killer is camping then they are practically throwing the rest of the game. It does suck hard, but as long as your team realizes it, they can blow gens out super fast. Besides their are some survivor perks that easily counter this tactic, most notably borrowed time. I play solo queue so most of the time I always have kindred, the most powerful solo perk in my opinion, because then everyone will know when to rescue and the location of the killer. And that way when someone else is hooked, I know when to focus on objectives or stop and go for the rescue.

    Camping is a playstyle, everyone just has to deal with it. The only time I understand camping is when all the generators are done and the killer wants to try and get at least 1 sacrifice. Having a pause timer based on killer proximity is very abusable and just plain unfair.

  • Yeah not sure what could be done really, it sucks cuz they are very powerful. But the often chance it gets cleansed right near the start because a survivor spawned next to it is just discouraging. It's the main reason why I rarely ever use totems in my builds.

  • Reality is you're not going to get kills off of bear traps very much. Out of all the time I have played as and against Amanda, only 2 times I have recalled that her traps have gone off. Their main concept is to basically disable the survivor entirely from doing anything besides getting the trap off. I agree that the jigsaw boxes should never be visible until their trap is active. Furthermore they should make some add-ons where failing skill checks, searching the wrong box, or even trying to do a generator would decrease the timer in variable amounts.

    Ultimately everything else about the Pig is pretty well balanced. Being to stealth round and have a lunge is amazing. Survivors get a very brief warning but not too much of one. The Pig's lunge is also very generous in distance as well. With how easy it is to get rid of bear traps without the Rule Set No. 2 add-on, a lot of her other add-ons fell genuinely pointless to even equip.

  • Apparently I pip enough to reach red ranks really fast, but I am just not a great killer I suppose. I do much better as a survivor anyway, and I still find it too easy most of the time no matter what killer, or perk set, i have to face against. As a solo queue survivor my biggest threat are my teammates. Too often sometimes my teammate will either give up too easily, or they will just not do anything. And I mean they will constantly crouch everywhere and hide in corners when they even think they hear the killers heartbeat. Worst of all their ranks are equal to mine but they just somehow don't know how to play decently. It's not too hard to loop a killer for awhile, but God forbid they ever get hit or hooked.


    As a killer a SWF is simply so much harder to fight against simply because they know exactly when and where to do gens, and when to swap out chases and hooks. Solo survivors are notably much more disadvantaged. Without information perks, which most SWF don't need, your simply not going to know when to do a gen or have to stop to unhook someone. Which can cost so much repair time or even prevent 1 hooks or more.

    But in the end I am just a better survivor than killer now. Which is a shame because when I first started playing was when Ghostface was just released. During that time as a killer i could have 4k's left and right no problem. But I guess a lot more survivors are skilled and intelligent by now.

    My only real complaint at this point is how at times matchmaking is just plain unbalanced. Half the time I get matched with killer/survivor of all sorts of variable ranks. One thing BHVR really need to reinstate is skill based matchmaking, not spamming out cosmsetics every 2 weeks.

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