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Kaitsja

Kaitsja

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Kaitsja
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  • NOED isn't a problem. It only activates after all the gens are done, which means that for 90% of the trial, the killer is playing with 3 perks. This means they're effectively gimping themselves. Do bones. It's not that hard. See a dull totem on the way to a generator? Cleanse it.

  • So what if you do manage to yeet. The killer isn't exactly going to let you go.

  • I just knock out DS early. Hook, tunnel to down, pick up. If DS, find another survivor. If no DS, drop them.

  • Not until the new MMR system is implemented. As it stands now, it's a hard no. Red ranks are gaming the matchmaking with alt accounts.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/220047/will-we-have-a-ds-nerf-someday

    You mean like these?.. How many times are you guys going to cry for a nerf? Simple solution is "Don't tunnel". DS/Unbreakable isn't even overpowered; it means you tunneled and had 1 player out of the game for 40+ seconds. They still have to recover, they have to heal, they aren't doing gens.

    https://us.v-cdn.net/6030815/uploads/WV63TXXA66MK/image.png

    So even when killers don't tunnel and find the person with DS again by chance, they're supposed to do what, exactly? Just let them be? People with DS generally don't spend their time healing. They play aggressively because they know they can.

  • It's a good idea for custom games. This would allow new players to adjust to the game, but also allow more experienced players to test out new killers and builds without worry.

  • @kaeru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873120#Comment_1873120

    It's rare because killers mostly want to play normal game. With iri heads survivors give up at 5 gens. It's fun first couple of games, but then it quickly become boring.

    It's rare because there's the good huntresses that don't need to rely on it and will use hatchet to down you after basic attack, then there's the bad ones who can't hit you with a hatchet except for guaranteed hits like mid-vault or right up on your ass. Yellow ranks might give up early, but purple and red ranks? Unless you're really good at Huntress, you're going to be spending more time reloading than getting those insta-downs.

    It's like Tombstone Myers. Gives him an insta-kill, but it's worthless if the survivors know how to loop.

  • Iri head is fine and doesn't need changing. Bad Huntresses will miss 90% of the time and spend 3 gens trying to down one survivor, while good huntresses don't use it because they don't need it. It's already balanced out by the fact that you get one hatchet. Even Infantry Belt only brings the total up to 3, which brings us back to how bad huntresses will spend 3 gens trying to down one survivor.

    If it were more common, then there might be reason to change it but as it is now, I see no reason to nerf it further.

  • I like this much better than the idea of the little portraits that they're going for.

  • Slugging to avoid DS is bad if it's still early game. You want to get DS out of play as quickly as possible otherwise you could end up being DS'd at a crucial moment like when the gates are open.

  • Looping and 360s. I'm okay at looping. I can loop long enough for a gen or two to get done, but only if the killer is bad at loops. I still haven't quite learned how to 360 on console.

  • Most killers who 4k will average around 23k to 27k BP. Stop blaming others for your own personal failures.

  • Perks do not apply to Victor, nor do they work against him.

  • It's called dumb tech. It's generally used against baby killers.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837159#Comment_1837159

    I do it all the time. Sometimes I win, sometimes I lose. I mostly win. Stop acting like SWF's are the reason you lose. More times than not, it's because you didn't play well.

    There's a vast difference between not playing well and being bullied by a 4-man SWF using cheap tactics.

  • First game of the night as killer vs toxic 4-man SWF bully squad. One plays the bait, one is the designated Head On mid-chase to prevent bloodlust while the other two do gens. All five games as survivor tonight were against tunnelers and campers.

  • @tactic said:

    otz did catch hackers escaping without hatch or gates, so most likely they were hacking if you swear they weren’t able to use either of those.

    One survivor was dead, one escaped with a key via hatch which I promptly closed and triggered EGC, one survivor was slugged without unbreakable and one survivor was looping me at killer shack. Neither gate had been opened. Unless I'm missing something, it has to be hacks.

  • My personal perk setup for Ghostie is Corrupt, BBQ (For the BP), Discordance and Nurse's Calling. It's honestly super fun rounding a corner on a healing survivor and downing them.

  • @TheClownIsKing said:

    This has been a long needed change, and provides a lot of benefit to both sides. A mori can now be an animation both sides enjoy without it feeling like a survivor got cheated. Please, no “whataboutism” regarding keys as that’s an entirely different topic.

    There should be no further reason now for “error: match cancelled due to a player disconnecting before loading” other than a genuine bug booting a player from the match

    A killer crazy enough to use Shroud of Separation (or simply has a specific strategy involving the offering) also should no longer experience this either.

    Mori’s will still offer distinct, strategical advantages late game to mitigate DS, Flip Flop, Soul Guard, Unbreakable, Flashlight Saves, and Pallet Saves.

    So relax Killers. This has been needed, and is NOT going to be the handicap so many seem to be exaggerating about.

    Moris won't offer any distinct strategic advantages to killers in the endgame. I don't let that final gen pop. Soul Guard only works if you bring a hex. Unbreakable only works if you're leaving them slugged. DS is usually eaten around mid-game. If the survivors brought flashlights, why wouldn't you bring lightborn or face a wall as you're picking up a downed survivor? As for pallet saves, who's walking through pallets to get to a hook?

  • Keys and Moris both needed changing and while they aren't the same thing, they are both extremely powerful and are used to cut part of the game short. More importantly, they needed changing at the same time rather than doing one first and then the other maybe whenever.

  • I disagree with mori on death hook. May as well scrap the ebony and ivory moris altogether. The idea of hooking everyone once seems excessive but it'd require gathering some data to determine if it is or isn't.

  • Moris and Keys should've been nerfed together. Also, Mori on death hook feels very pointless. May as well scrap the mori altogether.

  • While representation does matter, I think it's unnecessary in a game like DBD where the focus is on either surviving or killing. The gameplay itself doesn't really leave room for expressions of sexual interest. Sure, it could be added to the lore but I doubt that would be enough for the LGBT community.

    The best you'd get with DBD is very shallow representation, which would probably be more offensive to the minorities in question than not being represented at all.

  • There really isn't much point to having a LGBT Character in DBD. It's not the type of game where you say, "I relate to X character because I'm XYZ and they're XYZ."

    I feel like it's very superficial to relate to a character purely because they're LGBT. The character's personality never really shows in the game, and sure I get the whole wanting to be included and acknowledged thing but it just seems a little pointless to have it in a game where you don't really get a glimpse of the character's personality or lifestyle.

  • It's harder to safely rescue someone from the basement.

  • No. I don't think FNAF is a good fit for DBD. Sure, the lore is great but that's all it has going for it. One of the biggest cons would be it would attract toxic kids and I think DBD has enough toxicity as it is.

  • DS needs to have deactivation conditions that change it from anti-momentum to anti-tunnel. It's not tunneling if the killer hooks someone else then finds the person with DS coincidentally.

  • 20201206_203049.jpg

    Not noticing anything different with the matchmaking since they turned off the new MMR.

  • I think it should just be highlighted for all survivors and left as is.

  • Personally, I think the hatch is just a bad mechanic in general. When you're down to 2 survivors and they've achieved their minimum of 3 gens done, the hatch spawns and then they stealth until one of them finds it. At which point, one plays the bait and the other camps hatch.

    I don't like hatch campers. It's boring and the survivor just waits, teabagging at the hatch until you find them, and as soon as you approach they take hatch almost as if they're rubbing it in that they escaped.

  • Bonus BP from BBQ should be basekit for killers and Kindred should be basekit for Survivors.

  • I think Bloodlust Tier 1 should remain while the other two tiers should go. They're unnecessary. Without Bloodlust, maps would need to be redesigned with fairer loops.

  • Don't teabag the killer at pallets/exit gate. Killers see it as being cocky, plus it's rude. Don't rapidly flashlight click either. It's just annoying. Lastly, don't repeatedly fast vault to get the killer's attention. It's annoying. That's really about it for etiquette towards killers.

    Use whatever perks you like. It's all fair game.

  • In my experience, most survivors beeline for shack while in a chase to loop. Dropping the god pallet early turns shack from a strong loop into a possible death sentence.

  • I think the developers just need to take player behaviour into consideration when releasing perks. Take current DS for instance. The idea behind it was to be anti-tunneling, but then we see aggressive uses of it such as deliberately jumping into a locker or working on a gen infront of the killer or even going for an unhook mid-chase to force a grab.

    This is the sort of thing that needs to be accounted for with future balancing decisions and perk releases.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1666843#Comment_1666843

    What if alternatively they changed 'cleansing' yourself to only removing infection and the Broken status if it exists - but not recovering your health state; so if you let yourself get broken, you are basically 'injured' even after you cleanse.

    This would be fair. It would encourage players to cleanse more often rather than waiting until Broken.

  • Broken is a bit of an overrated status effect. Yes, it can give you an insta-down but at the same time, with a power like Plague's red vomit there's really no need for it. Not to mention that survivors typically cleanse only after being afflicted with Broken.

  • I have played against a SWF Team of Red Ranks running these perks. The only way to win is to tunnel, and not the "target one person until they're out of the game" kind of tunneling. The kind of tunneling where you commit to a chase even after hitting them. That being said, a chase should last no more than 30s. If you can't get the down in 30s or less, pick a different target.

  • If a killer is camping in the endgame, they're doing so because getting a sacrifice and not getting a sacrifice is more often than not the difference between a safety pip and de-pipping.

  • @I_rely_on_spineChill said:

    Fair game-when hooked, if the killer stands for more than 10/12/14 seconds within a 2/8/16 meter radius from the hook, his basic and alt attacks are blocked until he stands outside the radius or after 2/3/4 seconds after you're unhooked

    This would be bad for endgame.

  • @extonjonas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1651087#Comment_1651087

    Do you not think it is weird for a game to have a way for one player to be denied the opprotunity to even attempt to have fun. What if that unfortunate victim is you twice??? I think the game should not allow something like that

    Unfortunately the only solution that could be implemented to stop this would be abused by survivors.

  • @BigTimeGamer said:

    i like it.

    issue with alot of people suggesting to simply lower the DS timer is that T1 and T2 of DS are utter garbage. 45 Seconds for a DS timer is nothing, especially if you are even half decent at looping a killer that if you are tunneled off hook, by the time you go down, DS is gone.

    That's 45 seconds of the killer's time wasted.

  • I think DH is fine as is. I'd consider it the most balanced of the exhaustion perks, with Adrenaline being the least balanced imo.

  • If killer is face-camping in any stage of the game outside of endgame, rush gens and leave the unfortunate victim to die.

  • I'd put basekit Blight at B Tier. Without add-ons, he's just not great. Especially on Console. With add-ons, I agree with the original post.

  • @AhoyWolf said:

    We all know that Decisive Strike is one of the most abuseable perks in the game, so I'm here to make it a true anti-tunnel perk.

    Decisive Strike

    Nerfs:

    • Unhooking yourself no longer activates Decisive Strike.
    • Slightly reduced the Skill Check size.
    • Reduced the duration of Decisive Strike to 30 seconds from 40/50/60 seconds.
    • Recovering from the Dying State while Decisive Strike is active deactivates Decisive Strike.

    Buffs:

    • Decisive Strike goes 3x slower while in a chase or while in the Dying State.
    • Decisive Strike can now be used multiple times.
    • Decisive Strike no longer creates an Obsession at the start of the Trial.
    • Increased the stun duration to 5/6/7 seconds from 5 seconds.

    Unhooking yourself no longer activates Decisive Strike.

    Reason for this change is to remove some synergy between other second chance perks.

    Slightly reduced the Skill Check size.

    Since with this change Decisive Strike can be used multiple times, slightly reducing the Skill Check size and making it a bit harder doesn't sound like a bad idea.

    Reduced the duration of Decisive Strike to 30 seconds from 40/50/60 seconds.

    If not being tunneled there is no reason for Decisive Strike to last a whole minute.

    Recovering from the Dying State while Decisive Strike is active deactivates Decisive Strike.

    This change is done to remove synergy with some second chance perks, like Unbreakable, just to be clear, if your teammate picks you up from the Dying State it deactivates Decisive Strike aswell.

    Decisive Strike goes 3x slower while in a chase or while in the Dying State.

    If you're being tunneled, Decisive Strike goes 3x slower to give you some time and to waste some of the Killer's time, so if you're being tunneled right of the hook, the Decisive Strike will most likely last for 90 seconds.

    Decisive Strike can now be used multiple times.

    You can be tunneled after every hook, so to be true anti-tunneling perk this will prevent the Killer to tunnel you again.

    Decisive Strike no longer creates an Obsession at the start of the Trial.

    Very simple reason for this change, when there is no Obsession in the Trial, the Killer will most likely tunnel, also just to be clear, you will become the Obsession after using Decisive Strike.

    Increased the stun duration to 5/6/7 seconds from 5 seconds.

    To give Survivors more time to escape when being tunneled to death and to punish tunneling Killers.

    DS is and should be a strong perk but multiple uses would just be too strong. The punishment for killers who relentlessly tunnel is that it will cost them the game. When they're focusing exclusively on one survivor, they're giving the other three survivors the opportunity to do gens.

    DS would be fine with just two nerfs. The first being that it can't activate after the final gen is activated. The second being that the timer is reduced to 35 seconds, down from 60 seconds. A compensatory buff would be that the timer pauses while in a chase.

    I know, two nerfs and a single buff seems unfair but the timer pausing in chases is VERY strong and 35 Seconds is about the average time a mediocre killer should be spending on a chase.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1632527#Comment_1632527

    Technically, Survivors can already see blocked generators thanks to Cheryl's Perk: Repressed Alliance. So now there's actually contradicting mechanics surrounding entity blocked gens. They're not always unable to be seen by Survivors

    It's intended. I have gone up against repressed alliance before and you can't see it's active via generator auras.

  • @Pryzm said:

    Punishing people for playing with friends is foolish and a very bad business move.

    Buff solo survivors and buff killers. Problem solved.

    This is definitely not the solution. It doesn't solve the issue of 4-man SWF all running the same meta perks.

  • I think this is a bad idea. It's just another PP-Measuring contest. The idea of a win-streak just doesn't fit in a game like dbd and would just create more toxicity.

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