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JustAnotherNewbie

JustAnotherNewbie

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  • Maybe they'll stop saying Eruption is fine if we start saying Dead Hard counters eruption. Now we can ask for Dead Hard to be more reliable so we can counter Eruption finally.

    Dead Hard buffs when? I need my Eruption counter so the killer can't down me.

  • @GillyBeannn said:

    Please enlighten me on how to counter eruption then. I am very curious to know the counter plays.


    Play killer > run 4 regression perks > Try to 3k-4k everygame > Make a youtube channel > Convince killers to also run this build > Maybe you'll prove a point and the perk will be addressed.

  • @WorthlessBeing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289337#Comment_3289337

    Of course, not saying the opposite, far from it, but I've been in games where the weakest link was still able to loop me long enough.

    Eruption's useless on a completed gen, or if no one goes down.

    That's like me saying DH is useless if you grab the survivor or instadown him. Do games where no one ever goes down really happen often to you or games where Eruption never pops even once?

  • Yeah but this is a game that can match you with someone who did the tutorial yesterday.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289289#Comment_3289289

    I am sorry if i sounded rude.

    It's just that it is not the first time that someone tells me "Eruption is balanced" because they expect survivors to last 3-4 minutes in every chase against every killer so that this perk can never activate.

    Don't forget that killers can just not chase the guy who will probably last 3 mins in a chase. They know how to go after the weak link, I don't understand their argument. Most lobbies aren't balanced and sometimes even prestige can give you away.

  • [Survivors] should never be afraid to [repair] !

    If you got it, got it.

  • It should be a thing when 2 survivors are left so we can reture the whole "slugging for the 4k" idea. It doesn't incentivize survivors to do gens right now nor help each other if they wanna get hatch. At least that way we might either incentivize killer to hook the 3rd survivor or risk losing both. Perhaps when 2 survivors are left they should also gain repair speed as there are no comeback mechanics at the moment for survivors. perhaps it would incentivize survivors also to work and not simply hide.

  • It's because solo survivor is the silent majority,

  • @drsoontm said:

    Survivor is way more chill than killer, so it's nice to relax a bit after a few stressful matches.

    If you like killer better, you should still play survivor because it makes you a better killer (and killer a better survivor).

    Also, if you keep on trying, you'll survive more and whatever you find difficult now you'll find easy later. (Same for killer)

    Just don't go with the expectation to win. Go to try some specific task.

    e.g. My last survivor games, I've been trying to multi-stun a killer using tripwire, flashbang and head-on, plus a pallet if I can squeeze it. I'm not surviving much (maybe 50% of my matches) but I'm having way more fun than just playing for gens and escapes.

    (I'm mostly solo)

    What is Tripwire?

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/356898/counterplay-to-eruption

    Once upon a time DBD was built on an idea that you didn't have an omniscient level of knowledge of what to do at any given moment. Should you hide? Should you stay and work on the generator? Should you go for the save?

    Uncertainty when it was built into the game (before SWF was an option) made the game fair.

    The counterplay to eruption is that gens can be completed in as little as 40 seconds. Nerf minimum gen time to a mind blowing 60 seconds and then let's talk about eruption.

    It's 2022, any game with a lifespan and a dedicated playerbase will use knowledge to their advantage, what is this argument. Smash was a party game and the people who enjoyed playing it competitively tried to eliminate the randomness of it as much as possible just to make it more skillful, what are you on?

  • @FreddyVoorhees said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283565#Comment_3283565

    Scratchmarks are built in by DBD devs. Voice chat in discord is not. Thus exploit.

    Hatch used to spawn after 2 gens done and more than one survivor could use it, but they changed it. Scratchmarks could also be changed as well as the game adding voicechat or at least ingame chatt. If vc was added in the game how would you argue against it since it couldn't possibly be "unacceptable" anymore?

  • That's the silliest counter argument. But I'm ok with just having to open exit gates.

  • Ok, remove scratchmarks then.


    Object of Obsession finally meta?

  • I don't see him that often to be honest.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283215#Comment_3283215

    Okay let me try to answer this wall of text.

    You're forgetting that certain strategies are only countered by being a SWF. So even if you wanna try hard as solo good luck with that.

    A good team of solo with equal skill can be indistinguishable from swf sometimes and here we again have the problem of not working MMR. If it would work then all survivor and the killer would have comparable skill and the same drive to either win or be casual since that determines if you rise or fall in MMR.

    And since you seem to be a little hung up on lol now, it's the same in normal queue where matchmaking works and the normally good/tryhard players play with other like them and the casuals or bad players are mostly matched with the same except for mixed premade teams like mine with me around platin-diamond and a friend that will never climb out if bronze with her having played it for 5-10 years already and still maxing E first on her main Jinx 😩 and buying tank items when falling behind.

    MMR isn't the only thing that would need fixing. Communication for solo would need as well.

    Others and me have advocated for a ping system or in-game voice for years now and it is up to the devs to finally do something to bring swf, solo and everything in between on the same level.

    Even casual players in league run meta builds, so it's more likely that if those perk combinations stays then the lower levels of DBD would also have to run them to counter them.

    That is exactly what I was saying. The casual is dying out in online pvp games after time when the most efficient stuff aka meta is slowly established.

    I for example played rainbow six siege since release and stopped after my best friend i play it with died 2 years ago. I was pretty good, also around gold/diamond, but nowadays i would get steamrolled because I have no idea of the fast paced meta i see on YouTube today.

    DBD is no different.

    But the problem with that is BHVR giving you mixed messages. If you win too fast you de-pip and don't get a lot of Bloodpoints. If Bloodpoints reflected a win even if quick better you'd see a lot more people become meta slaves. As it is right now if you play too well on either role, you are punished with risk of de-pipping and not gaining many Bloodpoints.

    Maybe if I could get a pip if I won and bloodpoints I would be running Stake-out + Hyperfocus just to counter the current meta and maybe more people would run it as well under those circumstances. So suddenly it would be easier to counter slowdown as people are more focused on winning.

    I won't address your point about pips in more details since that is a subjective goal in my eyes with the monthly hard reset and only the BP rewards.

    But your point about games going too fast with the meta perks, that only happens when non "tryhard" meets "tryhard". When bots sides bring the best then we end up on the same level as if both sides brought absolutely nothing since meta is there to counterbalance other meta. Again a point i made earlier already, when both sides have the same mentality it works but matchmaking does not guarantee that to the same degree like in other games.

    People keep asking for the Bloodpoint bonus to be added to BBQ and chili to incentivize going after other survivors and not killing and if you believe in that argument, we could make the same one for survivors. Perhaps if you got a 100% bonus Bloodpoints if you escaped people would tryhard more.

    The bbq incentive made people play more into the casual mentality not the other way around but that perk is dead today anyway. And you don't need an incentive to make people go for the win, that is inscripted into humans on an instinctual level, but to make them play less competitive and more easy going need a more carrot like approach from the "stick and carrot" principle.

    I play DBD almost daily. I don't play 8 hours because I have work and other obligations, but playing DBD daily and once a week or on the weekend are quite different things.

    Of course they are different and normally different queues should separate those different players but DBD does not allow for that so matchmaking should do that job, to a certain extent.

    As for you quiting, if you've been playing for years already it's only normal you play more sparsely.

    I own this game since its release but played only around 300 hours, just for information. I quit exactly because as a friendly casual killer you get often matched with survivor doing everything to win or not trying to win at all but to toy with the solo killer player.

    I did an experiment by playing the few dozen hours in the last 2 years avoiding all killing and playing extra friendly without blatant farming to see how grateful survivor would be for the different treatment to all the unfun playtstyle compalined about on the forums. And I can tell you it does not feel rewarding to not go for the win and therefore DBD wasn't worth my time after 300 hours, it got boring and repetitive without teammates coupled with occasionally still negative feedback.

    It buffles me that people in this community consider try-harding an insult or something bad, even in ARAM people tryhard and want to win even if it's supposed to be casual. The make it as far on the ladder, what team? If you play non-meta builds in League you get flamed but if you make it to Diamond or even higher with it you simply get extra bragging points and showcase your skill. What more tryhard team? Most people playing ranked are try-harding, that's what the mode is and it is primarily solo-duo. There are no premade teams, But there is Flex queue for that reason. If you want professionals then Unicorns of Love in the past have run some very non-meta comp teams.

    That is the same in all online pvp games. Casuals aren't welcome after game run a certain time. They either get their own playing mode or have to adapt to not be left behind by the people that want to win, no matter what prize awaits them and let's be honest, being the best in whatever video game gives nothing more than only bragging rights outside of real eSports with prize money. Nobody in the real world cares if someone is diamond, platin or challenger in whatever game.

    And about tryhard being an insult, that comes from other casuals that don't like when they don't get their casual matches.

    Uff that's a wall of text and a half. Let's end this discussion here maybe. We went hard of topic and I don't see us seeing eye to eye onto those points.

    I was casual and quit, you are casual and complain about repetitive tryhard killers in your games but the sad reality is that the tryhards always win in the long term in online pvp games and the casuals either adapt, are okay with being at the bottom of the ladder or are driven out of games. That's the way online pvp games go over the course of their lifetime.

    I'm so confused right now, have you only played 300 hours of DBD and quit but still posting on the DBDB forums or is it a typo and you meant 3000 hours.

    League has plenty of casual players because it is free. So there's no bar to entry, there's also bot games that you gain blue essence from and even count towards your missions so you can claim your rewards for events.

    DBD's problem isn't simply the game turning try-hard, it's the inability to pander to both in a balanced way. The game cannot survive without new blood whatever "tryhards" say in any game, not just DBD and the reason MMR is not working isn't cause BHVR cannot come up with a decent algorithm, but because they don't want queue times to be affected. Even in League in high MMR queue times take longer than average. But to have a functioning MMR and fast queue it would need a bigger supply of newer players as well as managing to retain those newer players, but currently the game costs money to buy AND it doesn't run on toasters unlike League (I would know, it doesn't even run on my laptop).


    If DBD could attract a lot of newer players then the separation between casuals and ranked mode would be more feasible.


    My problem with Eruption is that it needs SWF to counter it, I'm playing solo so tell me how do I and 3 other random people counter Eruption + Call of Bring + Pain Res consistently? Even in League stupid stuff that works in solo but would not work in a team get nerfed like Master Yi + Taric. Heck, League has many more comeback mechanics for the losing team than DBD does and come back mechanics are controversial and frowned upon by tryhards, but I don't see anyone advocating for them on the survivor side for casuals. You already know how unwinnable games are once 2 survivors are left with 2+ gens.

  • How should they play then according to you? What's a skilled way for survivors to play?

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283094#Comment_3283094

    "try to make it as far as possible"

    Yes but ik the end they will end up against a team with a more tryhard mentality and lose. Like it's supposed to be with a working matchmaking. Even Aram has tryhards and people that treat that game mode seriously.

    DBD does not have a working matchmaking and only had it (maybe) for a few weeks/months until it became clear that the top is way to sparsely populated to make it feasible without hour-long queue times.

    The result of countermeasures is now that practically everyone plays with everyone at random. And over time the "serious for the win" players aka "tryhards" with gen speed up, sabo coop, gen slowdown, slugging or whatever most effective built will drive the casuals away like you when you start to make rant posts until you one day maybe quit, others already have, me included as casual killer.

    And then you inevitably end up with only ranked mode.

    To focus back onto my point, the matchmaking is the problem and is back to being close to completely random. So your problem with gen slowdown perk killers shouldn't even exist when the system would put them with opponents of similar mentality and loadouts.

    But both sides either prepare for the worst and are oppressive against other casuals or get steamrolled if they don't and meet tryhard.

    You're forgetting that certain strategies are only countered by being a SWF. So even if you wanna try hard as solo good luck with that. MMR isn't the only thing that would need fixing. Communication for solo would need as well.

    Even casual players in league run meta builds, so it's more likely that if those perk combinations stays then the lower levels of DBD would also have to run them to counter them. But the problem with that is BHVR giving you mixed messages. If you win too fast you de-pip and don't get a lot of Bloodpoints. If Bloodpoints reflected a win even if quick better you'd see a lot more people become meta slaves. As it is right now if you play too well on either role, you are punished with risk of de-pipping and not gaining many Bloodpoints.

    Maybe if I could get a pip if I won and bloodpoints I would be running Stake-out + Hyperfocus just to counter the current meta and maybe more people would run it as well under those circumstances. So suddenly it would be easier to counter slowdown as people are more focused on winning.


    People keep asking for the Bloodpoint bonus to be added to BBQ and chili to incentivize going after other survivors and not killing and if you believe in that argument, we could make the same one for survivors. Perhaps if you got a 100% bonus Bloodpoints if you escaped people would tryhard more.


    I play DBD almost daily. I don't play 8 hours because I have work and other obligations, but playing DBD daily and once a week or on the weekend are quite different things.


    As for you quiting, if you've been playing for years already it's only normal you play more sparsely.


    It buffles me that people in this community consider try-harding an insult or something bad, even in ARAM people tryhard and want to win even if it's supposed to be casual. The make it as far on the ladder, what team? If you play non-meta builds in League you get flamed but if you make it to Diamond or even higher with it you simply get extra bragging points and showcase your skill. What more tryhard team? Most people playing ranked are try-harding, that's what the mode is and it is primarily solo-duo. There are no premade teams, But there is Flex queue for that reason. If you want professionals then Unicorns of Love in the past have run some very non-meta comp teams.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283096#Comment_3283096

    Sure, some form of basekit UB would hinder slugging for the 4K. The version tested in the previous mid chapter PTB isn't it though.

    A better form would be if survivors got basekit UB, complete with a boost to recovery speed, only when all survivors are hooked or in the dying state.

    This wouldn't penalise killers for applying pressure mid-game by slugging the odd one or two survivors, but it would make slugging for the 4K virtually impossible. As soon as you knock the last survivor down, the other one can get right back up again.

    I agree with you. If anything I'd like the suggested changes changes for when 2 are left. I think that would level the playing field for when 2 survivors are left better. Killer can't slug with no penalty for 4 whole mins so he has to either choose guaranteed 3k or put some risk for the 4k by slugging. Even if he chooses to not slug killers still can close hatch a lot of the times and get the 4k.

  • @Nick said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267913#Comment_3267913

    But you kinda want the first chase over your weak random teammates right?

    Maybe he prefers to go where 3 survivors are doing a gen. Seems like more value to me, I can't really force a killer to chase me right?

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282952#Comment_3282952

    It has to be more or less even.

    If it's in the killers favour, survivors will just give up.

    If it's in the survivors favour, killers will always slug for the 4K.

    Slugging for the 4k should be more difficult. This is where basekit UB would be useful. As it stands right now, slugging for the 4k seems like a low risk (you'll get at least one kill) and high reward for the killer. Especially if there are like 2+ gens left. The only argument you can make for it is that not all killers choose to do which for me is not much of an argument if I'm being honest.

  • @burt0r said:

    Well that sounds, like most of the time, like a matchmaking problem when "casuals" are getting matched with "tryhards".

    And if the scenario is that on side doesn't have anymore casuals left, thanks to everbody going tryhard to prepare for eventual tryhard opponents.

    And if that's the case, that's the point when the rest of the community has to accept that the casual part of the game is dead.

    For example league of legends, you can't really play goofy casual and expect to win. Going for a ADC and make a tank built will inevitably result in your loss.

    Same in DBD today, either you die a casual or become a tryhard too.

    League has normals and ranked to cater to both crowds. On top of that it has aram and roating game modes.


    Also, there are people who run only off-meta builds and try to make it as far as possible. Here's even a youtube channel dedicated to all the weird builds people have managed to get use off:

    Finding you New and Innovative Strategies for SoloQ that You've Never Seen Before from Master, Grandmaster and Challenger players. Streaming at: https://www.twitch.tv/happychimenoises Join the Community: https://discord.gg/NqEfsG3VMT New Videos Every Friday, Subscribe to not miss out!

    Even aram who is a casual mode has gotten balance changes over the years (I would no, I have like 7k games on that mode) that are only for aram. There are still unbalanced stuff that gets through the cracks but it's much better than when people could have aram only accounts to only get ranged and poke champs.

  • @TeleportingTurkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282465#Comment_3282465

    that's why hatch exists, it gives survivor essentially 2 50/50 chances to escape.

    50% chance is different than the guaranteed survival final girl has in the movies.

  • Does one survivor get hatch 90% of the time or more?

  • @Seraphor said:

    Other Exhaustion perks are just bursts of speed that occur under a certain condition. If these were on demand, not only would they all be identical, but they'd all be far more effective than Dead Hard is, and would be more broken than the old Dead Hard.

    But they'd still have to meet the same conditions. I would simply choose if Lithe should activate when I decide to vault this window or the next one.

  • @l33t said:

    Specifically i have been seeing arcane dowsing rods being played by killer and survivors alike, are they hacking or what I know I can't play them but it pops up sometimes?

    Anyone know I'm just curious as to why play that offerong, it dose nothing to help you without the event, or am missing something.

    They never appear in the begging of the game when the offerings are burned I've noticed. You only get to see it at the end, but it's simply if you had it pre-selected during the event and didn't change it as I understand it. It doesn't seem to actually work. Its icon simply appears at the end screen.

  • @Ayodam said:

    Head On, Lithe, Sprint Burst, and Balanced Landing kind of are. There’s no button to activate them but each one is triggered directly by the autonomy of survivors. Overcome isn’t.

    I was talking more like Dead Hard. I guess you get to use them more this way no doubt, especially sprint burst, but I would entertain the idea of it not been used automatically when you press the run button. Maybe then we wouldn't have to see all those walking Megs.

  • @Ayodam said:

    Hatch isn’t a good “final girl moment” for survivors. Killers generally find it first, survivors need to play very specifically for a chance to use it, and it isn’t treated as a win for that one survivor but a null. Final girls always live. Not “maybe” but definitely. 🤷‍♀️

    Yeah I agree, if we were to follow horror movie tradition, 90% of the games would have at least 1 escape and I agree that hatch is sort of a consolation prize. If anything, sole survivor should have been basekit if they wished to honor that trope.

    I left a 10% cause sometimes final girl is killed in the sequels (only for another final girl to get her place, but you get the idea).

  • I just had a teammate who got hooked once in basement and proceeded to kill himself. I even got hooked cause I was trying to get to him in time. Isn't that great🙄

    That game was so winnable if he had only decided to play, lol.

  • Yeah, but slugging for the 4k is a thing that counters it, so you'd have to prove that slugging for the 4k isn't that good at denying 1e through hatch. Can you prove that? And maybe slugging when 2 are left should be nerfed so the game follows horror conventions better, wouldn't you say?

  • @StickyB said:

    50|50 shouldn't be a things, sure when you look at it from the killers perspective then it should be, but 50|50 means that a Killer getting a draw has 2 survivors win.

    60|40 means that 1 Killer winning should result in 1~2 survivors escaping. As BHVR has made it clear that this isn't a team game where if 2-3 people escape then your team wins, it's if YOU escape then YOU win and YOU have your MMR increased, regardless of performance.

    I could even see them aiming for a 65|35, meaning statically a 3K is more common than a 2K. But due to hatch, I see this being more unlikely.

    But BHVR has plans to add team MMR. So basically 2 survivors escaping isn't a team win. It's a draw.

  • @BringShaggytoDBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282465#Comment_3282465

    They already do. The last survivor always has a chance at the hatch. That's a privilege none of the other 3 survivors got.

    If the killer slugs though, that chance drops down significantly. And killer is faster anyway, so he finds it faster no?

  • @Exxodus21 said:

    I've always felt like surviving shouldn't be an expected outcome. 3k 1e should be the balance, kinda like in horror movies. A 4e should be almost impossible to get.

    It's always more fun when you have to fear/respect the killer. Being able to do things like pop a gen in their face, go on 2+ gen chases, and bodyblock hooks all without fear of serious consequences makes the game feel silly.

    Does that mean 4k should also almost be impossible to get?

  • @Thusly_Boned said:

    I like a 60/40 balance in favor of killers, honestly. I feel like thematically (I am a huge horror fan in general) the game feels better when you feel like death is the more likely outcome as a survivor. I want the odds against me, it makes escape feel like an accomplishment.

    In horror movies, how often does half the main cast of protags make it out alive? Essentially never. An imbalanced kill rate just feels more appropriate to me.

    Objectively, the game is fundamentally asymmetrical and unbalanced. Shooting for a 50/50 is trying to lay a symmetrical game balance ideal on a game that is inherently imbalanced, and likely unbalanceable.

    By horror convention, shouldn't 1 survivor always have more than 50% chance of escaping then? Perhaps even higher. Considering the final girl trope.

  • @Sycamore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282389#Comment_3282389

    Yes I don't think Survivors need any kind of buff in the current state of the game.

    Maybe you should play solo survivor more often then.

  • @EntitySpawn said:

    Will there be a chat "do gens" or "stop giving up like a man baby" that actually controls people's minds so they do that?

    Because if not it wont fix the biggest issues with solo Q.

    Seriously the worst solo Q games are the ones where theres 1 or more members not trying to push gens or someone is being a baby because its X killer, X map or they got outplayed and decide to give up.

    If I could avoid those solo Q would be great

    Ok, so basically a teammate being hooked and someone saying "I'm going for unhook" doesn't help you with your decision making at all? Or someone without Kindred saying "killer is camping me".

  • @Sycamore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281479#Comment_3281479

    But it does matter, because even then - on top of all that. Now the Killer even has less info than the survivors, and the survivors have an even easier less stressful game.

    Ok so, don't give solo queue anything then? Is that what you're suggesting? In that case hyou should be advocating for the devs to nerf the teamplay part of survivors and buff survivors individual. Then it'll be more like a skill matchup.

  • @dspaceman20 said:

    I think counter picking is a valid argument.

    You use perks to counter things that you most hate the other side using. The counter is there any other exist. It's like when people complain about Survivors body blocking but then they don't use the perks that counters it.

    This goes for both sides. If you hate being slugged then use perks like unbreakable to help mitigate it. Otherwise you shouldn't complain about it because you could have used a counter you just choose not to. That's on you.

    But i also feel its a different question of is the counter effective to justify the use of counter picking

    I don't think people complain about these things in a vacuum. They complain is that you have to make a leap of faith. Ok so I hate slugging, camping and Tuneling. So I bring Unbreakable, Reassurance and Off the Record. That leaves me with one perk now so i'll probably use an exhaustion perk. Well what do you know, the playsyle of the killer is not countered by any of those things because he wants a slow game and keep his 3gen. What am I supposed to do now? Hope my teammates have a perk that deals with gens?


    You go in completely blind as survivor, not only against the killer but against even your own team. Why can't we at least see our team's perk? Maybe then I can try to bring something that I feel the team lack, you know?

  • @remoirel said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282188#Comment_3282188

    no idea about the meg clip but the ada clip she already has 1 stack at the start of the clip and then gets hit with 4 blades making it a full bar of 5.

    I receoved two bars with what seemed to be 1 knife. You simply gotta focus when I get bar 2+3. The rest is not an issue. But at the same time I didn't have a very good view of the killer so I'm saying it felt like I was only hit with 1 knife.


    In the Meg clip, he seems to have missed her and then throws one more and she gains two bars while vaulting.

  • Counter-picking is actually available in other games (like say League) but it depends on your turn. If you have to pick first you don't really get to counterpick much but you can always play something safe.


    Killers currently have somewhat of an ability to counter-pick against survivors because they see items. If they see 1 or 2 flashlights and they don't enjoy going against flashlights they just bring Lightborn. If they see a lot of toolboxes they can bring gen-slowdown etc. Perks they cannot counter though, but survivors get no such ability against the killer.


    I think it would help if survivors could at least see their team's perks. If I see there are at least 2 people running chase perks etc. I might try to bring something for gens and focus on that and vice versa.

  • @Someissues said:

    Caps Boons first then sure.

    Or Remove all Boons and remove all gens perks

    What has Dark Theory ever done to you?

  • Yeah, it would be good if we could communicate intentions with teammates. Like ping a gen we want to get done (like say the one in the middle of the map) or trying to tell teammates to take the killer in some other part so we can work on the gen here or co-ordinate a save that could be easy with 2 people.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280912#Comment_3280912

    Cope Harder? lmao I'm not the one complaining about solo Queue. make a better build forehead

    Damn, you got me there. I would never expect someone who's more invested in killer not to be found complaining about solo queue. It's like they could be biased or something.

  • @jmwjmw27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281668#Comment_3281668

    Those add-ons are for throw rate, the speed he throws blades at. One of his old iridescent add-ons used to make knives deal more damage to the meter the more you hit without missing, but it was removed. The only way for trickster to currently deal more than 1 bar of damage with a knife excluding bugs is the combo CBT137 mentioned above, dealing 150%. So the behavior OP is mentioning is most likely some sort of bug, though I've never seen it myself.

    I have no idea what most of the terms for Trickster mean. I simply thought those addons could make one knife count for more.


    @niverso2 said:

    I’ve ran into multiple games where one knife ends up counting as multiple. So a trickster will land one knife but it registers as two, three, or even four. In turn this bug is downing survivors quicker than he’s supposed to. With sometimes only having to land 4 knives to injure or down. I’ve ran into this countless amount of times whenever I go against him as of recent. It’s not the add ons either. None of the tricksters I was going against used add ons which affected how knives worked

    Is this something that happened to you too? When this Meg goes through the window she seems to be hit by 1 knife but two bars of laceration go up (2nd and 3rd). In fact I remember I started recording the match because it felt a bit weird how fast those bars went up but unfortunately I didn't capture the whole thing.

    Add-ons: Diamond Cufflinks + Fizz-spin Bottle

    Watch "Dead by Daylight 2022.11.04 - 21.11.23.00_Trim" on Streamable.

    I also checked another game I had vs a Trickster yesterday and I got a similar effect where I got hit by what I thought was 1 knife but got 2 bars instead, although my view was very obstructed so perhaps I didn't see the second knife.

    Watch "Dead by Daylight 2022.11.29 - 23.27.39.11_Trim" on Streamable.

    Add-ons: Trick Pouch + Caged Heart Shoes


    Anyone who knows Trickster better can maybe judge if this is legit and we just don't know his power very well or if it's a possible bug.

  • @MaTtRoSiTy said:

    I like all the MacMillan maps except Suffocation Pit as I dislike 3 gen maps in general (such as Azarov's).

    Though a map that grew on me a lot as I have been playing more survivor with a Lucky Break based evasion build is actually RPD. I used to despise this map and its variations even after the rework but I have learned to actually really like it even though it also has 3 gen potential as well.

    Probably an unpopular opinion as I don't see many fans of this map

    I actually kind of like RPD. It gets pretty rough though when there are 2 gens in the main hall and survivors wanna be chased there instead of taking the killer somewhere far.


    I also like Eyrie of Crows aesthetically and it is a good survivor map, but I can understand why killers hate it.

  • I mean they're all anecdata right? When I feel like the chase lasted too long I simply watch my replay and realize ok, it didn't last that long (now I can measure it) but it did feel like it. And chases are more likely to take long at the start of the game when there are so many resources around. Certain days can follow certain trends, I think one time I had like 5 afk killers in one single day but I was probably playing during night time.

  • I don't think they got buffed because of the locker thing, since it was so rare anyway. They were probably buffed because they removed the ability click fast and as a result experienced players could not readjust the timing of their flashlight saves as they used to. So probably this buff is a compensation for that as well as removing a non counterable playstyle.

  • I actually think I may have encountered this, but is it really a bug? Or is it an add-on?


    I think these stack blades fast? But someone who knows better correct me. (Taken from the DBD wiki)


    Ji-Woon's Autograph: A signature from the celebrity known as The Trickster.

    Sore as his wrist was after hundred of these, it was invigorating to know he was so in demand.

    • Increases initial Throw rate of Blades by +1 Stack.

    Fizz-Spin Soda: A limited edition can of soda promoting NO SPIN.

    High sugar and caffeine content.

    • Increases initial Throw rate of Blades by +2 Stacks.


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281454#Comment_3281454

    Everyone starts somewhere. I got CJ tech'd in my first comp killer game (live streamed in front of an audience of course to rub salt in the wound) and our team placed top 4 in a tourney a couple months later. There's a wide range of skills and everyone can improve if they put in the effort. Most are chill and they'll tell you how it works if you tell them you're new.

    Then please go right ahead then, I would like to get better in chases. Is there a variety of skill levels on that discord? Do you happen to know?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281407#Comment_3281407

    The comp community is very active in 1v1s. If you're interested in that, you could join a comp Discord server like DbD Scrims. I can get you an invite if this forum has a message function

    I like the idea but I feel like I'll embarrass myself😆 It sounds so serious.

    I don't think the forum has messages, or at least I couldn't find it personally.

  • @[Deleted User] said:

    I really wish there was a coaching sub-forum. I feel like there's a lot of constructive help that could be given if people include VODs with these posts

    Actually, this has crossed my mind as well. Or a Discord where people could try to 1v1 killer and try to get better at chases. I'd love that. It doesn't help that the guides forum is geared towards complete newbies and not more intermediate players and most of the time it is outdated.

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