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Johnny_XMan

Johnny_XMan

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  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083712#Comment_1083712

    The simple task of kicking a gen takes 4 seconds to complete, and can be undone in less then one. Its not always the best idea to kick a gen. Watch other videos and you will see him kicking gens depending on the circumstances and perks.

    @Vetrathene

    Kicking gens in that circumstance would have been good. Why? Because as I said the perk he is using (Save the Best For Last) and others being there. He clearly saw them too:

    https://media.giphy.com/media/QUGRtgKK588lwtUFb4/giphy.gif

    Pressuring gens means giving the survivor a reason to leave, if that Dwight would have been hurt, he would have probably not committed, considering how safe they were playing.

    My main point is, you cannot complain about gen speeds when you aren't even doing the smallest task to pressure a gen. Especially on a Trapper.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083691#Comment_1083691

    When the entire match is only 3-4 minutes chasing someone for half of it isn't that long. Breaking off to chase someone else, especially on a large map, may end up wasting just as much time.

    @Vetrathene

    He didn't even bother to kick the gen that was in the 90% progression. So to me, when he complains about gen speeds but doesn't even bother to do a very simple task as kicking the gen he loses all credibility. You KNOW for a fact there were more people there, and with him having STBFL you better believe I would have stuck around and searched for the others. Instead he chases the Feng who has every pallet on the map available and accepts defeat.

    At this point these kind of videos are a joke. It's almost like he wants the gens to passively regress without doing anything.

  • Was he deliberately not kicking that gen for content purposes?

    I feel like the more this guy posts about gens needing fixing while he ignores gens, the less he is proving his point. Continuing to chase the SAME person for half the match is not a good play.

  • Nicely put together thread, and although I disagree with most of these "fixes" I think you did a great job explaining each point.

    I think for me, I will only touch on one thing that I think can be used to argue much of your reasoning on the sort of gameplay these perks encourage, because I don't agree that they are mechanically broken.

    As a survivor, your job is to survive. Everyone knows this. Part of surviving (in the general term) is also finding the courage to make bold moves in whichever form that applies. In this game, many people seem to have an issue with that, and honestly I like the bold moves survivors make sometimes because it makes the match more exciting.

    Many times I have had DS and I've made it work for myself when I traded hooks with someone else and the killer had to guess whether I still had DS or not. On the other hand, I've also had killers who baited it out or were smart enough to understand my "plan", which ended up in them getting a 4k.

    My point is that much of the complaint has been the way survivors use these type of perks, especially if they like the interaction aspect with the killer. DS for example, was never strictly made to be an anti tunnel perk. DS is literally a move drawn from Laurie Strode's lore when she stabs Michael as her last resort to escape his grasp. In one of the comments one of the devs specifically explained how if you happen to find the unhooked survivor again, it will come down to a strategy at that point. Which is in line with the movie lore.

    Camping and Tunneling are luxuries that do not deplete or end. Unlike these perks. Many killers in all ranks use these tactics because they work. So, many of the survivors who bring these perks have to plan around a killer doing either one of those two, because unlike guessing perks those two are always available.

  • @OperationMintyHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1079710#Comment_1079710

    Rank 4 killer? Lol. Idk how you don't experience this unless you main billy, spirit, or nurse.

    @OperationMintyHippo

    I have over 3,000 hours and I have a lot of map awareness.

    My main is neither of those 3, it's Michael. I'm not denying that gens can be fast at times, but a lot has to do with map set ups, and overall skill of the player.

    You aren't suppose to get kills while all gens are still up, you are suppose to outpace survivors in their objective. So even the best killers lose gens, but if they kill everyone and 1 gen remains they have succeeded in their objective.

  • @OperationMintyHippo

    Typical comment, but if you must know I am actually a rank 4.

    Which has nothing to do with the topic at hand.

  • @CrassardStreams said:

    lmfao "slugging is a heavily abused luxury" sure except there's like 3 perks in the game that utterly negate it, and if they have DS you can't really avoid them either.

    Not to mention they could just get healed, at least on the hook you get a notification on the where/when they were helped out.

    @CrassardStreams

    I'm going to respond, since I assume you read my comment from your wording.

    It is an abused luxury. You literally don't have to do anything just leave survivors on the floor and u got someone off a gen, and apply pressure to the rest of the team etc.

    Unbreakable can only be used 1 time. Slugging can be done multiple times there is no punishment for it. And as for DS... guess what? Slugging counters it up to 100% guarantee.

    But go ahead, carry on. please.

  • Scott's idea was much more simple and straight forward.

    I don't like this idea at all. Why should the killer have an even bigger advantage right at the start?

    Slugging is a luxury and heavily already used.

  • How do you save a game that doesn’t need saving.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1078529#Comment_1078529

    Im not talking about healing either, im talking about doing any objectives in the proximity of the hook.

    And no, it doesnt disable as soon as killer walks away, it disables as soon as YOU disable it. If you have enough intelligence, you can disable it after you are sure that the killer is not going to come back.

    If you dont want to be tunneled, then at least do ANY effort to run AWAY from the killer before you start doing something that killer cant ignore (eg: gens).

    And no, I never said hooking one person would disable DS.

    I think I should clarify when DS should work imo:

    DS TIMER IS PAUSED WHILE IN A CHASE

    DS deactivates:

    • When you perform any action for more than 1 second (except vaulting
    • When all other surviviors are dead/hooked/downed
    • When another DS activates (cant tunnel multiple people at once)
    • When caught in a Bear Trap
    • After 2 other people get downed (-30 seconds for each down)

    @Archimedes5000

    I don’t think you understood what I was trying to get at. So let me try to be a little more clear.

    I am saying that in the event that the person on the hook has DS, a killer can easily walk away and come right back to that same area looking for a wounded survivor and if the survivor happened to start on an objective, they could easily be “tunneled” again, only this time DS isn’t present.

    This can happen even when the survivor has tried to made an effort to stay as hidden as possible.

    So in that scenario DS kind of becomes pointless by design because you don’t even need to tunnel to turn it off, you just walk away and pretend to leave the area.

    Also, why when you get caught in a bear trap? What if you were being chased and you get caught?

    All these ideas of how it should deactivate further complicate DS. All when a simple slug gets rid of it.

    Slugging is known to be a way to slow down the game so people are already doing it even when the person doesn’t have DS.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1078207#Comment_1078207

    I think you need to inderstand something first: IF YOU DONT WANT TO BE TUNNELED THEN RUN AWAY. Simple as that. If you decide to heal directly under a hook or do a gen 5m away from it, then dont talk about tunneling.

    What is killer supposed to do if he sees you doing a gen right next to him? Let you finish it or what? I dont understand how killer could abuse it, YOU are the one that decides when you want to disable it.

    So yes, if you get unhooked and then start doing a gen, then you will be defenceless.

    But there is incredibly simple solution to that: DONT DO GENS UNLESS ITS SAFE. When you are unhooked, run to a safe place, and when you are sure the killer is not following you, disable DS and start working on objectives.

    @Archimedes5000

    I never said anything about healing under the hook. I said working on a gen near the hook (as in the general area). A killer could simply watch you from a far wait until you touch a gen and/or start to heal by which point your DS has already deactivated.

    This is the entire purpose of the timer in its current iteration. Something that your idea is missing.

    A deactivation simply because the killer walked away for a few seconds doesn’t make any sense. Same as if another survivor gets hooked. Killer can camp the hook and hook the other guy instead of the one with DS first.

  • DS is fine as it is.

    Just because some people choose to use it in a risky way and fail at it doesn’t mean everyone is using it this way.

    It is very easy to counter.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077996#Comment_1077996

    You cannot have anti camping, anti tunneling and anti slugging in one perk lol. You need separate perks for that.

    I never said that hooking one person would disable DS, so no, it wouldnt work like that.

    I think you dont understand how bad current DS is, it gives survivior 60 seconds of immunity, in that time he can do like 60% of a generator without a toolbox. This is way too much, DS shouldnt work if you start repairing.

    Eating DS pervents it from being used in endgame, but it also wastes your time and destroys built up pressure. It literally makes one hooked person into injured person that can do gens or unhook other people...

    @Archimedes5000

    So let me ask you this then.

    Cuz I feel like at this point if this perks gets nerfed it will be as useless as Mettle of Man is.

    Say I get unhooked and my DS activates. I see a gen I can work on close to my hook. Not 5 seconds from touching the gen the killer decided to come back. According to you the fact that I touched the gen deactivated my DS. I am now left with nothing to protect myself with. How is that even a good design?

    It would easily be abused as a killer... to pretend not to tunnel but turn around and do it.

    As a killer I like the way DS works now because at least i believe a survivor WOULD find a way to stab me as a killer. What I couldn’t get behind is this notion that I need to somehow tame myself from tunneling because I get punished? When has that been a thing in any horror film or media. I don’t get it.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077761#Comment_1077761

    Thats why I think it SHOULD be more anti tunnel.

    Deactivates under certain conditions (doing objectives, stepping into traps, last survivior alive etc) but timer is paused while in chase.

    Yes, you can still tunnel after DS, but eating DS wastes you time and can completly break the game momentum, so its not worth it. Unless you are forced to, like with current DS.

    For DS to be strictly an anti tunnel perk, that would mean that any killer who comes back to the hook cannot be allowed to slug. Because then what is the point of it “protecting you”. This applies to the soft campers with long range attacks like Huntress.

    I don’t think you understand how bad a deactivate feature would be. You could easily camp a survivor, let them get unhooked and down them again while downing the other survivor. Hooking the survivor who came for the save, and bam you just lost your DS.

    Eating DS does not waste time if anything it prevents it from being used in EGC. It’s all about position, of course if they are in an extremely good spot they will have the upper hand but if they are in a dead zone they will go down again seconds later. Again RNG.

    DS exists because of the luxury that killers have to slug, camp and tunnel. Not saying those things are bad BUT it is a luxury nonetheless.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077573#Comment_1077573

    It can be countered by slugging, but slugging is countered by Unbreakable and Lockers. This is an endelss circle.

    Right now DS should be strictly Anti Tunnel, original purpose of this perk doesnt matter, as half of the mechanics associated with this perk were scrapped.

    Just finding someone randomly is a different thing that finding someone doing a gen in your face and then hiding in a locker, or finishing opening an exit gate.

    @Archimedes5000

    Thats what DbD is though. An endless circle of RNG. Imagine if survivors knew a killer had exhaustion add ons, do you really think they would be inclined to brining a perk that an add on basically renders it useless?

    As much as people might hate DS this is probably the most balanced it’s ever been. This perk is not an anti tunnel perk because you can continue to tunnel even if you get hit by it. It merely slows down the killer.

    Most of the time if you find someone after not seeing them for a bit they won’t have a 60 second timer. So if they wanna be cocky and go on a gen, they are just delaying the inevitable for what? Another 15 seconds.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076798#Comment_1076798

    Then this is just a normal OP perk and should be nerfed to the ground.

    The only reason DS is not nerfed is to prevent tunneling.

    It was surviviors that decided that this is an anti tunneling perk

    @Archimedes5000

    It’s not an OP perk because many killers (myself included) know that slugging is a way to counter it.

    The devs themselves addressed that if the survivor who got unhooked happens to find the killer later after the killer didn’t “tunnel” it would come down to strategy for both sides. They never said it is strictly an anti tunnel perk.

  • Take out the explanation that it 'works as an anti tunnel perk' and leave the perk as is.

    The devs never said it is strictly an anti tunnel perk.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075597#Comment_1075597

    A good survivor wont make it that easy..also you didnt uptake into account that 2 of the gens are almost impossible to defend and there are quite a few safe loops on that map as well..but let's just avoid all the factors to make a point I suppose

    @immortalls96

    The safest one is in the big room with the two pallets, which you can easily mind game.

    Where are the rest of them?

  • @Feyd

    I agree with your comment so much. The game is full of good and bad players in general.

    I am in red ranks as well and I am constantly pulling my hair because of how many survivors are playing like they just got the game yesterday. In the same way I meet killers who spend an eternity chasing 1 injured person and then complain they got gen rushed.

    Sometimes I think people want to put this game in a bad light because of how bad they did which isn’t fair.

    I think it’s important to acknowledge that before we start coming to conclusions.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075403#Comment_1075403

    Unless they use more than two pallets together and ignoring the fact that this plan will 100 percent make you lose from time waste lol ..soo yeah no

    @immortalls96

    Building bloodlust isn’t wasting time.

    As I pointed out you can literally ignore the pallet thrown in front of you because by the time they are throwing it down you are already walking around for the hit.

    If anything you are saving time not wasting it.

  • @immortalls96 said:

    name one map that hands killer the ball as much as a corn map..and killers dont have crutches akin to certain survivor perks , ruin was the only one and it's gone now

    @immortalls96

    Hawkins Lab - Virtually any corridor/hallway. The amount of unsafe pallets this map has is incredibly bad. (For survivors)

    You can literally ignore the pallet and go around while you build up lust, and get a guaranteed hit.

  • You must be playing with very low skill killers then.

    Anyone could list a bunch of killer sided tools and even maps that do not benefit survivors. Yet here we are continuing the narrative that survivors have crutches and maps that side with them.

    Give me a break.

  • I use BBQ for the points so when I hook someone I just close my eyes for 5 seconds so survivors don’t think I can’t play without it.

  • People will blame SWF even when it isn't because they need an excuse to make themselves feel better about how they played. Period.

  • The same people that keep saying “Camping is a strat” are also the ones complaining about “Gen Rush” even tho Gen Rush is a direct counter to hardcore camping. 🤣

  • Games are still fun for me because unlike many people who claim they lose 2 gens at the start, I know when to stop chasing and injure survivors that I know are working on gens.

    Sure some gens get done faster but at the end of the day it doesn’t matter because they were all dead by the time there was only one gen left.

    You gotta work with whatever build you got. I’ve seen people camping while they gained a stack of PGTW like what??

  • No More than 2 min matches from a camping Bubba.

  • So what are you gonna do when they slow down gens (according to your idea) and all those slow down builds become a nightmare?

    Some of them are borderline too much.

  • @humanbeing1704 said:

    eh if it's a bad game at that point I just try to kill atleast 1 guy

    @ocafghanistan I’m with you.

    I can take a loss but you better believe in getting my points. Sometimes I have even snowballed when I thought I had lost. Lol

  • More bugs than ever before? I’ve hardly come across any. A couple maybe.

    5-6 min matches? Mine have lasted about 9-15 mins. On average.

    As for the rest there is always an update communication regarding matchmaking, and it is currently being looked at. You only need to look at their twitter and click the link.

    The world is not ending and neither is the game.

  • Play how you want.

    It doesn’t even need to be discussed.

  • ^Just turn off chat. There is literally a button you can hide chat permanently.

  • This was a very important thread to read.

  • Oh so you don’t think Bubba got back?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057707#Comment_1057707

    Unlike DH, Sabotage takes time and they automatically replenish themselves over two minutes. Furthermore, you will be wasting a lot of time exploring the map for Bear Traps and even then, you can't sabotage traps the killer has in inventory. There are even add-ons for the killer to use, which can be prepped and ready to use if the killer sees too many toolboxes in the lobby. If the killer wants to free up his add-on slots, he can always bring Franklin's to damage and put toolboxes out of play for awhile.

    On the other hand, Dead Hard, when used on an armed Bear Trap, can significantly waste a lot of time. You force an animation or make the killer take a detour, either way is too impactful for a low cost of getting Exhausted. You can use exhaustion perks, but if they don't have DH, you waste a perk slot because exhaustion by itself does not do anything.

    Another thing:

    Dead Hard is (at best) a counter to 1 trap.

    Dead Hard doesn't counter one trap, it counters one trap every time it's off cool-down assuming the survivor gets the opportunity to use their perk. Therefore, at most a survivor can use DH to avoid 3 traps of they are smart and keep tabs on you. A good survivor will make your power work against you by baiting you near areas that are normally a guaranteed downed.

    You knowing they have DH doesn't allow you to have the opportunity to counterplay them either, so you just have to deal with it.

    Sabotage, has counterplay and things to alleviate its effect. Can backfire on survivors who go out of their way to make you a powerless killer for at most, 2 minutes.

    Dead Hard, when used correctly, forces the killer to waste time picking up a trap or taking a detour. No way to counter this perk unless they already used it to gain distance on you, and perks that cause exhaustion are extremely ineffective.

    @NMCKE

    Have you ever played Trapper and more specifically against a sabo squad? I can tell you, you are not going to find a trap in sight. You become an M1 killer without traps.

    You are literally using words like “taking the killer’s power away” but you think DH take his power away and Saboteur doesnt?? Lol 😂 ok.

    Let’s see, how do you counter a trap that you can’t pick up? 🤔Hmmm hey I have an idea! How about just start tunneling the person you think it’s doing it and waste your time. Oh wait but there is a second and a third person also doing it!

    I have never in the 3,000 hrs I have in this game used dead hard over a trap 3 times in the same match. So that isn’t the norm. Still, Dead Hard doesn’t take away Trappet’s power because the trap isn’t taken away from him, the effect is... and there are several other traps so it’s only at that instance that it counters it.

    You can throw any variable you want, bottom line is the topic of discussion is a perk that supposedly takes out Trappers power not add ons or specific scenarios. Cuz I mean it we wanna do that I can also say maybe don’t set it where it can be seen. Easy counter.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057499#Comment_1057499

    I don't think perks should almost render a killer's power useless because if you ever face that killer, they can't do nothing about it.

    One time, I Dead Hard over a Bear Trap and it forced the killer to pick his trap up. By the time he started chasing me, I made so much distance and if the killer swings in anticipation of me getting trapped — the killer will get himself trapped.

    Pallets are different, just don't place the trap directly where the dropped pallet would be at. You have control over that, but you don't have any control over survivors using DH to make your traps be a detriment to you. 😁

    @NMCKE

    Dead Hard is (at best) a counter to 1 trap. If we want to talk about taking away Trapper’s power via a perk then we should be talking about perks like Saboteur which when paired with a map you can literally render all his traps unable to be picked up at all.

    Picking up the trap being an inconvenience depends a lot on the location... and personally I don’t feel like it takes that long.

    I know about where u can place traps at pallets the reason I bring it up is because by your definition and many on here anything that will hinder a trap not being triggered is being considered “taking away a killer’s power” which i don’t think is the case at all.

  • Do what you have to.

    Face camping is a part of the game. Good survivors know how to counter it.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1056606#Comment_1056606

    There's a reason why the developers removed the DH tech against RBTs because it's completely negates the purpose of a killer's power.

    Therefore, DH rendering Bear Traps useless by a single perk is not okay and should be looked at. 😁

    I know the perk is risky and changing it will make it worse, but that's mainly due to connection issues. The perk should, upon use, grant the Endurance status for 3 seconds and the survivor during that period will raise their arm in front of them.

    @NMCKE

    No offense but I think that the way DH affected RBTs is completely different than Trapper Traps

    I play a trapper a ton and so I’ve been exposed to people using DH over traps but in my experience the trap is still useful because a) it’s in a good spot so why would I pick it up? b) There is a chance someone else will step in it.

    It isn’t the most unbalanced thing in the world and honestly I give props to anyone who is that aware of were my trap is.

    Ive used this tech where I “thought” they might have had a trap and sometimes I succeed and sometimes I just wasted my DH.

    What’s next? Remove pallets because you could also throw those down and vault completely negating the trap that’s underneath.

  • I have over 3k hours and I still find the game fun on both sides.

    I still make mistakes, I still find myself frustrated but I also still find myself having a ton of fun.

    Go into a solo survivor queue where no matter how optimally you play your teammates inevitably decide the outcome of the match. If they can’t run the killer be prepared to carry and possibly die.

    I say this as a red rank who most of the time gets found first because I am not an immerse player. Which is why I switch to killer sometimes cuz I Clooney have to rely on myself.

    Good luck tho.

  • I'm not going to change your mind...

    It doesn't take skill, but just like in many horror movies and a monster/killer trying to kill people, do you ever sit there and say "Now that's unfair why can't he just leave so they can get rescued?". 😀

    Untitled Image


  • I disagree.

    Perk reads:

    "You can take a beating. When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage."

    Yes. You should be able to "take a beating", this perk is suppose to work along the same lines of Mettle. You're only evading an attack (i.e. Trap, Swing whatever form).

    Sorry, but thinking the reasoning is "stupid" isn't enough for me to agree.

  • • There are rocks and then there are Blendettes. If you get “stuck” and don’t understand why, try hitting eventually she will move.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055424#Comment_1055424

    I've experienced something different against SWF.

    I've been running discordance on my PIG, so I can Sneak up on the most critical gen.

    Was chasing a guy early today, and dropped the chase as soon as my discordar went off. Pretty sure they were all SWF, cause they were gone by the time I go to the gen.

    I agree dropping a chase is a smart move, and that's why I believe SWF are broken and completely ######### up the balance of the game.

    Had the team I was facing not being a SWF, I would have the chance to try a new chase or even a grab.

    @Sylorknag

    If I’m being completely honest I think the Pig’s ambush could be sped up a little. She already gives a pre warning she is coming so it gives the survivor time to react.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055252#Comment_1055252

    Hm, dropping a chase doesn't necessarily means you're going to stop other gens to being done right way. Worse yet, what stops the first survivor from just going back to the original gen? Genfobia?

    And I'm yet to see anyone ask for 4k 5gen.

    What I reckon is that most players want a fairer ratio for Chase time / gen speed.

    And for the killer not have to bear all the time pressure by itself.

    @Sylorknag

    Dropping a chase is a smart choice sometimes. This has been proven time after time and it is very good against SWF. It forces someone off their gen and in a SWF situation it could mess up their communication, allowing the killer to find someone in a bad position.

    I have played with my friends and have had killers switch targets and mess us up to the point we are wondering who they are on.

    What I mean when I said that you can’t 4K at 5 gens is not that people are asking for this, but rather that your job is to out pace the gens, meaning some will inevitably get repaired. If you want to slow down gens at the beginning then you need to prepare a build for that. The killer can’t be in 5 locations at once.

    There are things I agree that need to be reworked... god windows, certain maps, and also individual killers’ abilities....why this? Because you can’t make a giant buff and not overtune killers that are already strong. I know Pig can’t teleport, but her dynamic during a chase could change, to make up the difference. Etc.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1054825#Comment_1054825

    How dafuq are killer playing bad when they finish chases in 30 sec and still get 2 gens popping anyway? Heck, if they team up on a gen, that gen Is popping before you can even physically walk to it in some maps.

    Could you kindly enlighten all killers here on how to apply pressure against decent survivors. You know, those who last more then ten sec in a chase and aren't scared of touching the gens.

    @Sylorknag

    So what you’re asking is for no gens to be done until the killer gets their first down? Not every single 1st chase is 30 seconds. It depends on many variables. Also, it’s 33 seconds for 3 survivors working on one gen, so when you say 2 gens pop, that is virtually incorrect. This is assuming they don’t have a toolbox.

    How do you apply pressure? hmm let’s see... you have to understand how the map is laid out. If the survivor you choose to go for first finds themselves at a strong tile, you might as well leave them and go to a gen. (If they are as good as you describe them to be). That’s just one way.

    If you can’t out smart a decent survivor at tiles I would suggest to watch killers who have content showing exactly how to run specific tiles. That’s how I learned.

    You can’t really expect to be in a chase and not have one gen pop. This is why you have to coordinate yourself because you are trying to out pace them. You aren’t suppose to kill 4 survivors while having 5 gens up.

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1055051#Comment_1055051

    Well... Depending on what you are saying, I doubt it.

    The nr.1 question I get from dbd veterans that have left is: "Is dbd still that boring m1 game?".

    And my answer then is: "yes".

    Because it is. I will not start to lie, to the people that I know, just so that this game get some customers back.

    If they like to let me say "no". They actual need to put more actions for killers and survivors in.

    Of course, I know that is exactly the opposit of what the devs seems to achieve at the moment, but while parts of the it-industry seem to think that their customers are nothing more as braindead sheeps (and that is for sure in parts true), there are also people that not fit in this category.

    And those people like to have challenges. They like to have interessting chases and they would like to do more as only pressing m1, to repair a gen, to heal themself and to escape.

    One of my best friends was almost more annoyed about the Legion rework as I was - and I am still pretty damn annoyed from it - and he was a survivor main!

    Can you believe it?

    His mainreason for being so annoyed about it, was because he has lost with the Legion rework 1 of the last true challenges, dbd had.

    Today there is just Hillbilly left and maybe 1-10% of the Nurse-playerbase that could give him a change to the usal and that is for some people not enough.

    @Talmeer

    Do if hillbilly is the only killer you see these days, why do I keep seeing Clowns, Huntresses, Legions (played against 3 today), and Trappers?

    I play killer too and I don’t think it’s a boring M1 game. You are entitled to think that but kinda seems pointless to say when your presence still remains here. Like could you imagine telling your friends “Yeah I quit that boring game but I still frequent the forums to post things.”

    I would take it with a grain of salt at that point. Because obviously something keeps you coming back.

  • @DingDongs said:

    Playing as solo survivor: Boring match due to killer is noob thanks to broken matchmaking, Boring match due to early die thanks to camp/tunnel/mori, Frustrate match dues to top tier killer or insta down pink addon, Tired of seeing campfire and waste my time for loooong match finding

    Playing with frie- OOPS! YOU DON'T HAVE A FRIEND TO PLAY TOGETHER

    Playing as Killer: Frustrate due to gen rush, swf and toxic. (Good luck playing killer with terrible map pressure against 4 swf with key/toolbox/flashlight. I dare you)

    WHERE IS THE FUN FROM THIS GAME? I SERIOUSLY SEE WHY IT IS WORTH TO QUIT

    Also i'm already addict to other game so why give a s**t about this game?

    @DingDongs

    Clearly something still keeps you here. They will make money simply because even you are still talking about the game.

  • @ausanimal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1052886#Comment_1052886

    With the DC the killer might safety pip if lucky or depip just because someone wanted to DC, where as the survivors might still pip at the end off the match just like a few people have pointed out.

    Maybe before looking at to lower the gen count look at making it so the killer safety pips guaranteed then you can look at making the gen count lower, But just making the gen count lower like you suggested would make killers work harder to try and safety pip and i have seen survivors DC over some stupid stuff and knowing they won't get punished for DC they don't care.

    @ausanimal

    I never mentioned anything about pips in the OP, that’s why I opened it up for discussion. I’m sure the devs could accommodate/adjust the proper emblem points.

    My main point was that at a fundamental level, the match plays as if someone didn’t spawn in, which is what they avoid when the game detects the DC during a loading screen.

    The requirements could be changed for killer points purposes as well.

  • Gen Rushing is a side effect to making bad plays and not properly applying pressure.

    People that tunnel for example, think that tunneling just means you are focusing on that one survivor... but it also means not proactively pushing that survivor into an area where you could check on a gen or gens. Survivors who have great map awareness will never take you to an area where other survivors are working on a gen, at least not on purpose.

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