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Johnny_XMan

Johnny_XMan

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Johnny_XMan
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  • I disagree with this post. There so many variables you aren't pointing out. Spirit (A good one) will deny you of these "tricks" that you speak of.

    Sometimes in DBD when you are in a chase against an M1 killer, you have to time things and not become out-positioned.... because if you do, you will not win the chase. Against Spirit your skill requires that and more. The problem is the "more" part is simply guessing, guessing where/when her next swing will happen. An opponent which by default cannot see a character while phasing, but that once the survivor is injured her audio is still crystal clear as to the exact location of that survivor makes it nearly impossible to counter... not to mention her 'downside' doesn't really amount to anything.

    I actively play Trapper possibly as M1 as you can get from how much RNG he is dependent on. He requires a lot more effort not because you think you are the one having to "mind-game". You forget he also requires time. Time in which he has to pretty much predict where survivors might loop in order to properly place a trap... and even then they can disarm and completely undo that time you just spent "preppin". So in that regard, Spirit has her power from the very start. Making her take less effort to play as. In other words, Trappers aren't winning because they have to be the ones mind-gaming, the only time when it is nearly impossible to mind-game is when there is a trap involved... which is not guaranteed to always be the case.

    Also, and especially with the way the maps were made to give you a safety 'net' when it comes to having some control over your chases. The devs never made these maps (and especially when you account the unsafe pallets) with different powers in mind. They only seem to go by each side's performance, when most of us who have plenty of hours realize that some loops just weren't really made to be played against certain killers.

    You are comparing apples to oranges.

  • People are allowed to complain. Especially when looking for totems feels like a damn chore and the killer keeps slugging/camping.

    This is no different than the complaints against certain survivor load outs.

  • @MojoTheFabulous said:

    A price drop because quite frankly it's absurdly high.

    @MojoTheFabulous

    See, I wouldn’t even mind the high price if it was warranted and I felt like I had something to work with. The other part of the problem is that their trailer renders look VERY different than in-game.

    Literally crushed my dreams of playing as the cool police officer Cybil, when I saw this. 😭

    F3CF881E-382A-42B3-A141-28A35BDE4DC9.jpeg


  • The game needs to stop being heavily RNG based so people can play more casual.

    I can’t guarantee what happens once I ready up, so it’s kinda of the game itself who renders you with bad/good maps, meta/non-meta perks, ugly survi— oh that doesn’t count. Anyway... just play the game casual, just be ready to lose if your other party is playing to win.

    • Different Voice Over.
    • Different Animations.
    • Having been in other games where they had a similar system (Marvel Heroes) where it was obviously easier to make them over the top because they could play with changing their powers as well. These skins though, should feel unique/special . I can totally get behind a different character becoming a “skin”. To me it has to make sense though. Like, I wouldn’t want Pennywise as a skin for Clown for instance... but I would love to see Dr. Samuel Loomis as a gender bender skin for Laurie for example.
    • Details, details, details. These skins should feel over-the top. I know there are instances where there is only so much they can do, but even if it was in the texture or adding little details on their outfits, just something to make them stand out.


  • Pro Tip: Not everyone you think is sweating is ACTUALLY sweating.

    I have a friend who is very good with flashlights and yet gets called a sweat lord all the time. All because he is somehow better than the average player.

    Some people are just playing the game.

  • They already know what would happen.

    All they have to do is look up matches in which no survivor brought those perks.

    Bloodlust is a BUILT-IN mechanic. Not a perk.

  • I still fail to see what Bloodlust has to do with the MMR system.

    Bloodlust doesn’t mean = Bad Killer. Bloodlust is indeed needed in some cases. Like when there is an abundance of pallets around a very strong set up. It has nothing to do with the player being “good or bad”.

    They already stated they would be looking at bloodlust upon the updates of maps and loops. We don’t need a conspiracy theory to try and dig into it.

  • I suppose you also thought no recovery on exhaustion while running was a survivor sided change when it happened after the fact.

    Yet here we are in 2020 where they have a vast number of unsafe pallets to run around once because you can’t mind game.

    Stop trying to make the us vs them mentality happen. Like the word ‘fetch’, It is never going to happen.

  • Because some of us prefer to engage in close-combat type chases rather than “getting away” type chases. In other words, we go for the ‘dodge’ rather than the ‘create distance between you and the killer.

    For me when a killer is good at baiting DH. I will mostly use it to extend a chase, instead of dodging.

  • Was wondering how Trapper would feel.

    Im glad it’s not that much of a difference, and I agree with what you said about forcing people into traps. This could be the data the devs need to buff him accordingly and give him extra traps to carry. Etc.

  • @megdonalds said:

    No, no and just no. Things like that are one of those reasons why games like F13 died.

    @megdonalds

    Lol what?

    Reason it died was because no new content was released, post lawsuit. Content is what keeps the community growing, because even without that some of us were still playing here and there.

    It’s not like the option being there affects YOU. You can turn it off.

  • They should add voice chat in lobbies with the ability to mute... and a radio (like on Friday 13th) that you’ll need to be able to communicate in game.

    In addition to this, survivors should be able to hover over the survivors in the lobby and see what perks they bring, items etc.

    Oh yeah, cuz I’m sure people are going to miss this one. Make a button that makes all of this optional, so people don’t get bent out of shape and “ruin” their experience.

  • @DoctorDarling said:

    Nope. That's a hard no from me. People get so... "passionate" shall we say, in this game it would foster so much trash talk and toxicity and rude criticism. It would be a large majority awful as your teammates tell you that you're trash for getting caught or not being on a gen or doing a bad hook save or whatever. Especially given the matchmaking often putting rank 18-20 with red ranks, I think the negatives would extremely weigh out the positives.

    I would turn it off, or if you couldn't turn it off, I would literally stop playing solo queue. People act like garbage behind the anonymity of the internet, ESPECIALLY when it comes to competitive games. And even moreso in team-based games.

    This is assuming you mean voice chat etc. If there were a couple more useful/objective-related emotes that might be cool.

    @DoctorDarling

    First off, not everyone is like that. I have met some nice randoms off of solo queue.

    Second, as long as it is something you can turn off, I don’t see how this affects your gameplay. Regardless of how you feel about it.

  • Just the same that happens when there is no obsession in a match. Killers feel more inclined to tunnel off the hook.

    They don't need to turn it off, they already know what would happen.

  • Take care of yourself and sending positive vibes your way.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761061#Comment_1761061

    Tinkerer and/or Undying/Ruin does it every game. Survivor has no choice but to lose. At least with DS, the killer has a choice to chase someone else if they are afraid to be stunned.

    @Sluzzy

    Don't bother explaining yourself, they will find every single excuse in the book to say DS is broken. Including but not limited to bringing up perk combos like DS/UB...Even though these perks literally counter for a small amount of time their unlimited Slugging and Tunneling.

  • @Healthore77992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760792#Comment_1760792

    Well it's not killer problem that survivors abused something that was given to them, blame yourself, not killers.

    If survivor is doing objective he isn't tunneled. If I know that survivor is on death hook, and I find him on gen ofc I'm going to kill him, but that isn't tunneling.

    @Healthore77992

    What are you going on about? I asked for you to list perks OR built-in mechanics that 100% are guaranteed to successfully counter Slugging, Camping or Tunneling. You listed an experiment which failed because the devs decided not to pursue it further, and that is not an answer.

    I am asking for a counter like when Slugging completely diminishes any potential DS activation by depleting it's timer completely.

    Again, I am not going to get into it about "the survivor is no longer being tunneled if they do the objective" ... because I've already explained to you how it isn't black and white. There are many variables to consider because you can easily work around not having to facecamp someone in order for it to "count" as a tunnel.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760792#Comment_1760792

    And if the killers hooked someone else? And still gets dsd anyway after hooking someone else (which obviously nullifies tunneling by definition since tunneling is going after the same survivor and ignoring the rest) should that killer still be dsd?

    @supersonic853

    You deal with it. Same as survivors have to find work-arounds against potential abusive mechanics against killers.

    One way is to slug them (something which is free to use) There is only going to be a limited amount of time (since the timer starts after they are unhooked) that you will not see Unbreakable procc, and if they hop into a locker, you can wait it out.

    This is why the devs never by definition have called DS strictly an anti-tunneling perk. Because it isn't.

  • @Healthore77992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760755#Comment_1760755

    Because it would be abused, there was a try that devs tried to implement for camli, but ofc survivors did abused it.

    You just showed that you have no idea what tunneling is, so let me explain that to you. Tunneling is when you are chasing unhooked survivors from the moment he was unhooked untill he dies. When survivor does object he clearly isn't being tunneled, if killer leaves you and come back that isn't tunneling, you survivor rulebook is wrong.

    In a game where is 4v1 and killer is having absolutely zero pressure, it's stupid to have antimomentum perk that is being abused into the oblivion.

    @Healthore77992

    Again. I am not interested in what the devs have tried to do. I wanna know what they have done. So far is nothing against the killer players who knowningly abuse those mechanics.

    Sorry to break this to you but Tunneling isn't as black and white as you see it. If the killer breaks chase to continue to chase the survivor who just got unhooked recently, that IS tunneling. If the killer bypasses and ignores, any survivor trying to take hits for the recently unhooked survivor, just to get them out of the game, that IS tunneling. I could go on and on. Just because you touch a gen, totem or start healing doesn't magically make a killer less likely to tunnel.

  • Learning killer for the first time depends a lot of what killer they want to play as.

  • @Healthore77992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760727#Comment_1760727

    If you actually read the post you would know that DS would keep the same effect but it would be disabled if you are doing objectives. Usually you are getting one slugged, more than one is waste of the time because one will always be up. If you are in SWF slugging doesn't help most of the time so.. I already told you the perks, if killer keeps slugging he will lose the game against good survivors.

    @Healthore77992

    You still don't list perks or survivor built-in mechanics that allow a survivor to properly counter abusive and excessive Slugging/Camping/Tunneling. No surprise there because they don't exist.

    Doing objectives doesn't stop the killer from being able to tunnel you out. You can easily (as killer) walk away from the hooked person. Only to come back and track down that same survivor who has not engaged in "objective activity" as you seem to want to pin it as. To get tunneled out of the game who now has lost their DS activation timer because of some silly argument that you want to nit-pick.

    All this, while DS was never strictly meant to be a Anti-tunneling perk. Don't know how many times this needs to be said.

  • @Healthore77992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760572#Comment_1760572

    Nice whataboutism, all of those can be countered, let's not mention SWF because all of your 'arguments' will fall into the water. Plus you have perks to help you with that. I was mentioning things that have absolutely no counter, similar how PH had no counter.

    @Healthore77992

    It's not whataboutism when DS counters this broken BUILT-IN mechanic. But nice try.

    You have perks to help you against 5-10x being slugged? Or the fact that someone can tunnel you even while other people are trying to take hits for you? Please list the perks that activately and are guaranteed that will help counter abusive Slugging Camping or Tunneling.

    I'll wait.

  • This is why survivors will always bring meta perks and then they'll still wonder WHY.

  • @Healthore77992 said:

    As we know this perk isn't used how it was supposed to be used, it's most abused perk in the game. DS + UB, zero counterplay, hop in the locker, zero counter play.. Sit on the gen in your face but you can't do anything because of the DS and UB combo, now pair it on 4 survivors and it almost impossible to win. Like many other people recommend it should be disabled if you do objectives, because you are not being tunneled anymore. It could have multiple uses and last longer but if you do objectives (doing gens, healing, doing totems) it should be disabled. It's absolutely unfair to get him by it if you are not even tunneling, i can't express how many times I hook different survivor, find the other survivor, down him and get hit by DS. And like i said in some cases it has absolutely zero counter play, it should be tweaked a bit.

    "As we know this perk isn't used how it was supposed to be used, it's most abused perk in the game."

    Do you mean like Slugging and Camping and Tunneling are abused? Wait, nvm. DS can actually be prevented from being used and even then it can only be used once. Slugging and Camping though.... you can use those at any time and they aren't even perks.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1754794#Comment_1754794

    That's simply not true. Theres a lot of misinformed or inexperienced people here but there's also a lot people like myself that have been playing killer and a pretty much equal amount of survivor for 4 years and actually want it to be a true, fair anti tunnel perk. I mean, it doesn't even do much to downplay tunneling right now anyway. Most killers will just stand over the slugged survivor and outside of a SWF chances are the survivor wont gain anything because teammates will try to save them. The last 3 matches I've seen solo where DS triggered ended with that same survivor dead less than 2 minutes later.

    @gibblywibblywoo

    The problem I think is that even though we all know it's only a 'segment' of the killer community. They try to be the loud voice. They point out how "broken" DS is because they got an undeserved stun while claiming that they played "fair". Even though there is virtually no way for the game itself to recognize what is an intentional tunnel vs a non-intentional tunnel. Even though they are allowed to tunnel beyond getting DS stunned indefinitely. They talk about abusing ONE perk because survivors decide to play reckless, while they themselves abuse all 3 Built-in mechanics Camping/Tunneling/Slugging. But everything on their end is peachy, right? It's actually quite amusing.

    I play both roles and it doesn't take rocket science to understand how if one survivor who has been recently unhooked and tries to recklessly save another.... you being aware of when and who you've hooked prevents someone from being able to use it because you can slug them or wait at the locker for the remainder of their timer (which is no longer 60 seconds).

    Like I said before, they shouldn't touch DS until they first actually do something about the Camping and Tunneling and how you can turn that into an abusive mechanic.

  • Depends on the skill level of the player tbh.

    For me running 3 slow down perks as killer means you are likely to be one of those who needs the extra time to kill. Whereas there are people who don’t feel like they need slow down perks if at all.

    For context, My build as Trapper (in red ranks) consists of STBFL|Sloppy|Whispers| Nurses And I am constantly getting 3ks with some 4ks thrown in there.

  • I have to turn it off sometimes.

    Idk why but the majority of the survivors I meet in cross play have potato tendencies.

    Like, I’m not even talking lasting in a chase for 10 seconds. I’m talking about crouching to come unhook me only to turn around (while still crouch walking) and letting me go to phase two. 😬

  • @ThePolice said:

    The thing is though, bbq, pop, ruin and undying can be countered, ds + unbreakable cannot

    DS and Unbreakable counter 2 built-in mechanics, Tunneling and Slugging. Which aren’t even perks. Also, what is the counter to Pop? I am specifically referring to the effect.

    OP isn’t even making comparison of perks, they are saying there is hypocrisy on both sides because of people who are quick to judge the other side’s load out, while having strong perks themselves... which does exist.

  • Look at it this way...

    If you are a killer and you realize that the moment you turn your back, there is someone there to save every time you hook someone. Chances are the killer will catch on and start proxy camping more than leaving immediately. That to me becomes a strategy because you are basing your actions on how the other side seems to play.

    I do agree that this can be abused though, and people will force a trade or a stage 2, and that to me isn’t a strat. It’s basically just taking advantage of a built-in mechanic. Same as a survivor who wants to say they were outplaying you when they have 2 extremely good set ups next to shack.

  • Because it gives me something to look forward to such as earning different outfits while playing the game.

  • In order to "fix" DS, they would first have to fix the built-in mechanics known as Camping/Tunneling. Mechanics which I am sure they will not touch.

    You can't nit-pick the usage of a perk that counters a mechanic that is fundamentally broken within the game. A mechanic (which I repeat) is not a perk or an add on... it is built-IN into the game and become boderline excessive.

    As far as I am concerned DS is fine as it is. Because if we were actually going to make it "fair" DS would (and quite frankly should) become some sort of built-in tool for survivors to counter excessive Camping and Tunneling. Right now you can get around being stunned unless the survivors brings a secondary perk. Still, it doesn't take away the fact that they in fact got tunneled.

  • I feel like at this point I we should have a generic message response ready for these threads.

  • It's not when there are far bigger problems that do not involve perks. Like built-in mechanics which are unlimited and have no downside for how exploitive they can be used.

  • When you start a sentence with... "We all know how killer games go. Find your first survivor, he runs in circles for 3 minutes, all the gens get done and they escape with Adrenaline/BT/DS/DH."

    First off, No. Not all games go like that. If someone is running you through the entirety of the time it takes to finish all gens, you aren't doing a good job as a killer. I know many would like to claim that you should be able to have so much amount of time to catch a survivor, but it doesn't work that way. You have to do your part too and understand when you need to break chase... because in reality, if they are dropping every pallet on the map they are wasting their resources should the killer decide to go for someone else.

    As for the meta perks that get brought into the match like BT, UB, DS. I'll give you the argument that they are common, but guess what is ALWAYS present as an option even if the killer doesn't decide to use it? Built-in mechanics like Slugging, Camping and Tunneling. All which those 3 perks counter. So in reality survivors have to bring perks in order to counter those mechanics.

    The looping "mindset" IS the game. You see that even in the very first launch trailer for this game. Stealthing is secondary at best.

    https://www.youtube.com/watch?v=JGhIXLO3ul8&ab_channel=DeadbyDaylight


    What we need is more interactive chases/plays.

  • She has similarities but not for the reason you think “her skin”. Elodie’s main hair resembles one of Claudette’s hair styles for example. She also seems to have similar fashion styles.

    I think it’s another way of saying that the Claudette model (Meaning the 3D model) seems outdated in comparison. It has nothing to do with the color of their skin, it has to do with design and textures.

    Meg and Nea both share similarities too, and again, nothing to do with skin tone. They both have buzzed cuts with sportswear styles.

    I honestly just think people need to lighten up and chill sometimes. Like, especially when you have to take things out of context to make your point across.

  • Honestly I didn’t expect anything any time soon because more than likely these characters that have come out since were already in the pipeline.

    I know BHVR stands with the LGBT community and even if they don’t go as far as giving us queer peeps some cosmetic goodies I am still grateful for them acknowledging us across the player base.

  • Actually if a survivor TBags at the exit, I would assume they are good not bad since they got out.

    Too bad some people get triggered by a T Bag. They should reconsider what triggers them and perhaps not go to the exit gate and witness such cruelty.

  • Devs have already explained it isn’t a baby, the lore itself tells you.

    If people refer to it as a “baby” I’m sure it’s more as a joke and not an actual baby more like a mini monster.

    To me he kinda resembles the small creature from Dont Be Afraid Of The Dark :

    0A720649-D2D7-419D-9A55-56D83F6934FD.jpeg



  • @Zaytex said:

    I think the unpopular opinion, is that survivors is harder than people give it credit for, but is still easier than killer.

    @Zaytex

    This. I agree wholeheartedly.

  • @Thatsmartguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1741760#Comment_1741760

    Ok, so what's his power? How does he hook survivors? Wait what about pallets?

    They could get creative like they did with this new killer.

    I am just saying. I think it doesn't make sense for him to be a re-skin through a killer he doesn't even have a connection to.

    Legendary skins now make sense because they are somehow connected with said character (eg. Cheryl , Lisa and Alessa all belong to the same franchise).

  • I'd rather have Chucky be their own character and not a re-skin of another killer.

  • Its expected, especially in this community.

  • Night of the Demons. 80's and 90's Goth horror would be right up DBD's alley.

    Killer: Angela Franklin

    She is iconic in her own right, a demon who goes from beautiful to demonic looking. I think she would be very cool to see in this game.

    Untitled Image


    Untitled Image


    As a killer she would probably be a mix of Nurse but with additional features, since she has incredible strength, teleportation, telekinesis and immortality. She is also able to possess the dead to gain minions. So she has a lot of abilities that would be cool to see in action.

  • I wouldn't go so far as calling this new perk "Meta"

    It doesn't seem very useful. Good killers don't just walk through pallets.

    It is extremely situational.

  • Meta 👏 will 👏never👏Change👏As 👏long 👏 as 👏 built-in👏 Mechanics👏 Remain👏 The👏 Same.

    It’s really simple. I get it. “Not every killer plays sweaty”... the problem is NOBODY knows this prior to going into a match, we don’t even know which killer it is. So, your options are take the risk that the killer won’t abuse their free pressure. OR have a decent time in the match where you can counter these mechanics.

    Survivors are literally bringing perks to counter these mechanics, because the alternative is to either sacrifice yourself or another.

    I agree with the rest though.

  • Michael Myers.

    He actually has to work for his power which feels rewarding and balanced.

    I would put Hillbilly with him too. His power isn’t just an easy down unless he catches you in a very bad position.

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