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Karl_Childers

Karl_Childers

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Karl_Childers
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  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/644595#Comment_644595

    People won't want to take the time it takes to do a quarter of a generator to do an action that literally notifies the killer about where you are.

    Oh I agree for sure. I don’t think people will close them either if it takes 18 sec as someone said above. Not worth it.

  • @rayoxium said:

    The lunge alone would make him better than the bottom tier killers, IMO. The teleporting across the map is a huge bonus for map pressure, however, it can be destroyed by other survivors. I'm concerned with putting the power of the killer in survivors hands, mostly because of SWF. It is too early to tell, we'll have to see with the PTB

    It can be destroyed sure, but how long does it take? It certainly didn’t appear to be instant. It’s a survivor doing something else besides gens so it still helps him even if it gets destroyed.

  • 13.You are only allowed to wear killer approved, non threatening cosmetics, otherwise you will be either lobby dodged or camped.

  • @GrootDude said:

    11.If you lose it is because survivors are OP.

    OR it is because they faced a toxic bully deranking 4 man SWF (regardless if all are actually solo)

  • Gens taking over 2 minutes?!? That’s insane. Killer could sleepwalk his way to 4K. Why is it that a lot of killers seem to want survivors balanced around low tier killers? “These killers (Wraith, Legion, Clown, etc) are weak. Solution- nerf the ######### out of survivors.”

  • I thought when they buffed Prove Thyself, at the same time they added (or fixed it cause it wasn’t working properly) the 10% penalty when working with another survivor on a gen. So Prove Thyself even after the buff, didn’t make gens any faster than prior to that patch. It just nullifies the “new” coop penalty for anyone you are with. So if that’s correct, that complaint doesn’t add up.

    As for everything else, both sides have to address their issues with perks. If you struggle with gens, you have slowdown perks available. Survivors are also expected to dedicate perk slots to fight tunneling and camping. That goes both ways. If you want gens slowed, then tunneling/camping needs to go also.

  • @I_Eat_Worms said:

    @se05239 unlike freddy the Demogorgon cant straight up teleport, he has to get to one of his fairly small portals and can travel to different portals, and unlike pig he is crawling on all 4s so he could possibly be stealthing faster and lower. also looks like survivors can also use the portals, or try to close them. so I think that Demogorgon will have a lot of map pressure being able to teleport out of portals usually unnoticed and able to stealth on all 4s and crawl around the map, basically i think he could be anywhere at anytime which sounds really cool

    Yeah, I’m going to guess survivors can close these portals, given one of the pics we’ve seen with Steve and Nancy at a portal. I doubt they can use them. The tradeoff obviously would be having to take the time to close them with the reward being to decrease his map pressure. So like maybe if you see a portal near a gen you want to work on, you’d try to close the portal first or something. Probably works like a gen where multiple survivors closes it faster.

  • @FishFry247 said:

    Should just be a bandwidth on the amount of gens being done, example

    1 gen being worked on = normal speed

    2 gen(s) being worked on = 15 % reduction in repair speed

    3 gen(s) being worked on = 30 % reduction in repair speed

    4 gen(s) being worked on = 40 % reduction in repair speed

    Next one is on repair speed on a single gen stacked with survivors. Speed reduced per survivors repair speed not speed overall on gen. (Example instead of 200% repair speed from 2 people, it would be 160% speed.) Following the chart bellow

    2 survivors working on a gen = 20% slowdown on the single gen repair speed

    3 - 4 survivors working on a gen = 45% slowdown on single gen repair speed

    What about campers? They would love this idea. Harshly penalize survivors for trying to get multiple gens done while they camp!

  • @Accorn said:

    That being said, a mandatory second objective should be added to aid M1 killers and add more suspense/fun for survivors. It's no fun for either side to have two gens done when playing as the pig (or another M1) before you even get a glance at a survivor

    But what about those killers that don’t need the aid? Are we nerfing them at the same time? People would just continue to use them and dominate at any time. Just as people say not to balance the game based off low ranks, you don’t balance (nerf) survivors based off weaker killers.

  • I’ll say 3. I subscribe to the devs belief of 2K being balanced. I have reason to believe this is the case now across even red ranks since EGC was added, definitely above in ranks below. Yes individual games can be titled to one side, but all in all I think things work out to being balanced.

  • @wheelgrl said:

    What if, instead of two different survivors, they do a legion type thing where it's either Nancy or steve.

    Scroll up, this was mentioned 😉

    I think this is highly likely, my money is on 2 survivors Nancy and Steve (interchangeable/costs more/ 3 perks instead of 6) and no killer. It would be the favorite if there were Vegas odds imo!

    I don’t know why but I just don’t think there will be a killer. I think they believe that will be forgiven by having 2 survivors from a popular show like this. Maybe they’ll add a killer later on to sort of milk it. Sell the survivors, and then later sell the killer. Can’t say I blame them from a business standpoint.

  • @brokedownpalace said:

    I wonder if it could be like Legion where they are technically one survivor but you can swap skins. That's how they'd get around releasing 6 new survivor perks, anyway.

    Yes, I was just thinking about that. Totally agree, it will be that. Hard to imagine them introducing 6 new perks...no way. One purchase will get you both of them, in which case I’m expecting an outrage over the cost since it will no doubt be higher.

  • You are making DS only usable after first hook, how is this not a massive DS nerf? Hard pass. If you want to buff DS into being a mori counter as well, then maybe the discussion can open back up.

  • A kaiser blade. Some folks call it a sling blade, I call it a kaiser blade....mmm hmm.

  • @prayer_survivor said:

    If the game last longer, the actual balance of the game is dead. It's 100% true that longer games are more deaths for killers.

    Yep. Once again “We need more objectives for longer games” is simply code for “I want more kills every game.” I’ve yet to see anyone propose an idea that adds to both sides for longer games, in other words, something that’s balanced? It’s always survivors need to search for parts, gas, or have longer gen repairs...meanwhile killer operates as normal where they can still camp and tunnel as they please, with nothing additional to slow them from “kill-rushing”. The typical response is killers wouldn’t play like that if they had more time, and that is complete BS. Add to both sides or don’t add to either.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/632609#Comment_632609

    Um..but you can...? See everyone..that's the point lol, but the color change idea seems solid too

    No, you can’t. I’m talking about when YOU have Kindred and another survivor who does not have it gets hooked. You see nothing. If Kindred was reversed, when someone else gets hooked and you have it, you see the other 2 survivors and the killer aura. Hell I think it should do both what it does now as well as that...since it’s a solo perk anyway.

    just to clarify, everything I said above is just referring to the perk and nothing to do with any effect of it becoming base kit.

    edit - I can see why maybe you were unclear on what i meant, I will fix it

  • If seeing the direction the killer is going with base Kindred is an issue, why not instead just have the aura color of the hooked survivor change if the killer is within 16m of the hook? So for example, it turns white if the killer is within range. Serves the same exact purpose as seeing the killer aura but removes the direction aspect. Just a thought. Doesn’t sound like they’re going to make Kindred base regardless though, and I very much doubt the reason for it has anything to do with the the killer aura. Personally I wish they would at least buff the perk to work the other way around. I would find it more useful for me having Kindred and being able to see everyone else, plus the killer, when someone else gets hooked.

  • @Carlosylu said:

    Ok, this is just my opinion, I really believe, as this is a HORROR game, the game should base it's performance on the killers having a higher average than survivors, I play both sides, and do good on both, but yes, it feels like survivors ain't afraid of KILLERS, and that's contrary of what a surviving game should feel like.

    I want to feel the wrath of being a killer, and I want to be afraid of being in a chase when being a survivor, but I'm afraid that, right now, the game makes me feel like a bully when I'm a survivor (quite fun though) and as a cat hunting a mouse (Tom and Jerry reference) when I'm killer (even when I usually get 4/4, t-baggers are the proof that a killer ain't someone to be afraid of)

    In my opinion it’s really not horror. You are never going to be afraid of a killer in DBD like you might be afraid of a killer in a game like Outlast or Resident Evil though. That feeling will never exist. You are playing against another player, you aren’t going to fear them. You play this game with more of a competitive mindset, where you just want to beat that opposing player controlling the killer. It doesn’t matter how strong you make killers, that fear factor you are looking for will still not exist. If survivors keep losing, they’ll just switch to killer so they can win. That’s why I do agree with the devs on the balance of 2k. That’s how you keep players on both sides. I mean seriously, if killers were 3-4K at a high rate..who the hell would play survivor?

    Thats my take, as someone who has never felt fear playing this game but craps their pants in single player horror games. Just a completely different mindset. To me DBD is more like, I don’t know, action/strategy? It’s hard to label it but I don’t consider it horror.

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/630423#Comment_630423

    Moris cannot be found in chests, keys are hard to see in the lobbies while moris clearly appear in the loading screen, if you easily win a match as survivor you keep the key, while you waste the mori if you're the killer, keys have addons to save from losing them, to use moris at least you have to won chases and if you want to tunnel you'll to deal with bt, ds, bodyblocks and so on, to use keys just press one button to get your free escape even after playing badly, starting egc isn't a counter either, since survivor can still reopen the hatch.

    No way moris are stronger than keys.

    DS? A tunneling mori killer completely avoids DS. It’s useless against it. 4K ebony mori games are leaps and bounds more common than a key resulting in 4 escapes. Ebony has far more impact on a game and is stronger. I am in the camp to remove/heavily nerf both though. I think key escapes should only work in the EGC 1v1, if anything.

    On that note though, I’m all for DS stopping the mori animation with a surprise stab 🙂

  • @Locker_Monster said:

    https://forum.deadbydaylight.com/en/discussion/comment/629291#Comment_629291

    So a killer running 2 perks (50% of his perk loadout) and ONE of those perks being a Totem you can easily clear while he hook camps means the Devs need to nerf things instead of you learning how to play around it. IE: Clear totems and THEN genrush.

    That's pure lazy, man. Learn to play around it instead of complaining & asking for selfish nerfs to make the game easier for you.

    Lol yeah run around looking for and cleansing dull totems while the killer is camping. You can’t be serious. I guarantee if you were on the hook with a killer standing in front of you you would not be cheering the survivors on as they didn’t do generators. Campers with NOED is a clear issue as you can not counter both at the same time. But keep on being biased I guess.

  • @SpyMature said:

    The problem with SWF is that this game is not balanced around them in the first place, it's balanced around all 4 solo teams.

    The tremendous gap between solo teams and SWF needs to be closed so there would be more room for killer buffs that need it the most.

    By not playing a top tier killer against SWF team you're essentially just asking to get shrekt.

    Nah, no way you can say this game is balanced now for killer vs 4 solos. That’s clearly advantage killer. Balance lies somewhere in between.

  • @Nickdela9812 said:

    I don't know what they'll do (and if they'll ever do something against it) but i would at least like them to do something to make Ruin not an absolutely necessity.

    Btw i don't use Ruin anymore, it gets found after 30-40 seconds always. I switched to Corrupt Intervention long ago and it works, even against rank 1 players. But the problem is the same. If you don't use a perk every game against gens you lose.

    I mean, same can be said though for survivors needing perks to combat tunneling and camping. Both sides need to address their biggest issue in the game with perks. Not saying that’s how it should be, mind you, but unless they’re going to address both in the base game I say leave it as is.

    And let’s be honest, even if they made gens slower to where gen slowdown perks were no longer required, people would still use them as it would give them a big advantage. There would need to be a lot of nerfs. Also these types of topics (add survivor objectives, increase gen time) are pretty much code for “I want to get more kills”. Otherwise, we’d be talking about slowing down both sides, which is how it should be. No more genrushing, no more tunneling/camping.

  • @Chickenchaser said:

    https://forum.deadbydaylight.com/en/discussion/comment/622866#Comment_622866

    I did read the post. did you read my comment? Or are you good with just taking what I say out of context so you can be toxic?

    I don't even use NOED. It's easy to counter. it is laughably easy to counter.

    Umm what? What other possible context could your post have? Lol. You can’t be serious. You literally said are people salty over NOED that they want to destroy all hex perks. Absolutely nothing said afterwards or in further posts makes it sound like that wasn’t the exact context. Sorry but calling you out for BS doesn’t make me toxic.

    All I see is you complaining about gens, and it took about 30 seconds to find you talking about using NOED/Bloodwarden in another thread. But yes I’m so toxic and took everything out of context lol.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/598153#Comment_598153

    This is PvP. Your opponent doesn't give a ######### if you think they're skilled or not. The fact that you lost already objectively proves you're worse than they are.

    Wait are you actually arguing that a killer tunneling a survivor out of the game means they were the better player? Lol!! Well hopefully you apply this same logic to everyone who escapes against you. They were the better players, don’t blame the game.

  • @Chickenchaser said:

    Are people really so salty over NOED they want to destroy all hex perks?

    It's already easy to break totems. You guys want it super saiyan easy? Would you also like some chocolate cookies on that silver platter?

    “Destroy all hex perks”...lol! Did you even read the post? Or are you just so reliant on NOED that you are automatically dismissive to anything that might lead to the perk not activating? 👶🔪

  • @Andreyu44 said:

    https://forum.deadbydaylight.com/en/discussion/comment/621493#Comment_621493

    Nah.

    Remove the aura reading downside

    Fix protection hits

    Make it so it triggers even when you're healthy

    My exact thought as well. The nerf to only Protection hits was enough, there was no reason to also remove it working while healthy like they were going to do. Also no reason to have the aura downside anymore either. This fix would at least make it somewhat usable as opposed to worthless. Who in their right mind take the effort and time (let’s not forget healing in between hits!) to give 3 “extra” hits, to get 1 back but ONLY while injured. It makes no sense. At least with instadown protection, you could see a little benefit in taking a shot with it sometimes.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/621583#Comment_621583

    Actually I thought the stats were more recent than Pre-EGC.

    No, the doctor graph stats are the latest and that features MoM and no EGC. I wouldn’t be going on about this if it included it 🙂 It’s the whole basis for my argument, I’m very curious to see a new set of stats as this was a significant change that benefited killer. There’s no doubt in my mind escape rates have dropped, just a question of how much. Hard to put a number on it.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/621537#Comment_621537

    Yes, but these 4ks are considering the fact hatch stand off no longer exists. Where as a killer you lost practically no matter what and resorted to slugging. The fact that a mechanic is broken doesn't make this one not balanced. The fact is hatch is now a race. Not only do you fail all gens, you fail hatch, if you fail both doors (Other than on the same wall) that is a you problem. The 4k rate has increased due to survivors not being able to force hatch. Excluding Dc's count matches that played out to the extent of what the game sets up to be a match a 4v1 not a 3v1 and a dc or a mid game stop screw yous all I am out. I certainly believe that the escape rate is not >80% however, it seems lower than what I experience as a survivor. My matches are generally 3+ out if you exclude nurse and spirit games for me.

    Your post proves my point though? I am not arguing whether EGC is balanced or not, I never was and that’s where you seem to be focusing. All I am saying is point blank that killer is getting significantly more kills now with the existence of EGC than they were before. You just said it yourself that killer practically lost no matter what if they didn’t slug. So even if you call EGC balanced, 1v1 going from unbalanced to balanced = a lot more kills. And a lot more kills= a significant decrease in the escape rates. So if you felt survivors were escaping at 60-65% clip before EGC, which featured an unbalanced end game, there’s no doubt that number would be much lower today with EGC. That’s my entire point as most people don’t even acknowledge these stats were before EGC and included MoM.

    Again, I’m not arguing about EGC being killer sided, it is but I really don’t even care. This is entirely about the impact EGC has had on escapes WHEN COMPARED to non EGC games.

    As for the DC thing, so a game plays out, a survivor leaves on death hook, killer gets 4K....and it’s fine to exclude this entire game ? That would very much skew things

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/621093#Comment_621093

    I would say possibly? However, a disconnect means the match is not a proper 4v1 not dependent on who screwed it up. I want stats based on real games that were played out by both teams. However, the skew here would be suicides and farms which you can't really weed out of the stats but it would be a hell of a lot more accurate than disconnects counting. A disconnect can screw over a 4k for a killer or cause an entire 4-man plow. Both not equally as weighted. 1 loss of a kill vs 3 extra kills. Again really skews data here saying survivors die more.

    Removing these as stated several times keeps the games to being at least proper 4 man games. More accurate considering this is what matches are suppose to be. We shouldn't balance around disconnects. We should be balancing around real matches.

    As far as EGC goes I would really need to play 100 games of both that made it to the end and record data to give you a justified opinion that is based on fact. However, as the EGC currently stands.

    No Hatch Grab - I miss these it was neat mechanic RIP

    The gates situation:

    - Too Far Away - Survivor Sided

    - Decent 90 degree corner door setup - 50/50 however, you do have the 30% gate strat which is kinda survivor biased. However, this is also dependent on map layout RNG.

    - Same wall - Killer Sided

    Keys seem to be more common from chests I find I lose randomly to hatches with no keys brought in more often. Even when nobody is running plunder's. However, RNG is RNG.

    EGC Mori - I generally allow this to happen as survivor just to see the mori. Otherwise it simply doesn't occur most games it is a forced situation where you could have already hooked them anyway.

    So my general thoughts is the EGC is somewhat balanced a few issues obviously:

    99% gates, Distance of Gates problem on both sides, No Hatch Grabs :( I miss those. Having pressure during EGC actually hurts you as killer since time slows to a crawl. Door opening as killer has 0 worth-while pressure.

    As Peanits said though, excluding all DCs also skews the data ...as now you are likely favoring games where the survivors did well. You would be throwing out all games every time someone rage quits on death hook..which is extremely common. That would definitely mess the numbers up. In a perfect world, only games that had a DC VERY early on would be thrown out, as you definitely can’t just exclude all DCs.

    Even if you think EGC is somewhat balanced, that doesn’t change the fact that killer is getting far more 4K games now than prior to EGC. There is absolutely no doubt that LESS survivors make it out through hatch now in a 1v1 than before. I don’t really see how that can be disputed at all. Remember all the killers complaining about hatch and how they felt helpless with survivor sided it was? Well now it’s the other way around with survivors complaining. How is killer not getting a lot more kills now in 1v1? It’s impossible for it not to be the case. If the killer couldn’t find the survivor first, all they could do was force a standoff. Now they kicking it shut and winning most of those games.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/621093#Comment_621093

    these stats also include old MoM, you know that perk that killers complained about so much, hardly any dc's during that period because it was so easy to upset killers with the perk

    Yep, I mentioned MoM in my first post. Death of MoM plus EGC would have a major impact on new numbers. That can’t be argued!

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/621069#Comment_621069

    https://forum.deadbydaylight.com/en/discussion/comment/621042#Comment_621042

    My previous post still applies. I would generally say the real stats if they counted only matches that were 'proper matches' Ie: 4man completed matches. Although, this would include farming games which with full matches are less often. It would be a more accurate representation. Then we can just assume real matches are slightly lower. I would generally say the survival rate is ~60-65%

    Would an early killer DC also count as 4 escapes?

    Just for arguments sake though, if we were to use these numbers, what effect would you say EGC has had? I have to think the large amount of previous 3K/hatch escape games now having become 4K cause of hatch closing has to seriously add up. That’s got to take at least 10% off I would guess, could even be more.

  • @altruistic said:

    https://forum.deadbydaylight.com/en/discussion/comment/621041#Comment_621041

    Oops maybe it is. I thought the doctor background was for the SWF stats.

    It was for a bunch of stuff including SWF as well as overall. Im too lazy to post images but if you look in the News category it’s a topic started by Peanits and has it all there. It’s titled Data sheets.

  • Isn’t that old? It’s definitely not the latest one that I believe has Doctor in the background.

  • It’s as a whole. It starts to rise above 50% as you go up (although rank 1 was 43%). However it should be noted that this last data was taken when MoM was still usable and EGC wasn’t a thing. So there’s no way the numbers haven’t dropped across the board with the significant decrease in hatch escapes alone.

  • @Okapi said:

    https://forum.deadbydaylight.com/en/discussion/comment/620363#Comment_620363

    No. No more compromises. It's time to close the SWF-solo gap for good. That's the only way you can balance the killers properly. If SWF get a free totem counter so should solos. It's not fair for solos if they need to use a perk to get a limited version of what SWF already have.

    Considering I’m just a solo player, I definitely can’t argue with that.

  • @Okapi said:

    How can a totem counter in the hud be OP when the devs are a-okay with SWF voice chat which provides survivors with a totem counter and so much, much more? 🤔🤔🤔

    I do definitely disagree with OP here that a totem counter being base is OP, but I still would be good with their idea plus the counter being in Small Game as a sort of compromise.

    What really gets me the most though is when you have killers who claim to never run NOED be against a totem counter. That just makes no sense at all. Either they are lying and run NOED, or just aren’t thinking it through and automatically saying no to any survivor buff. Any killer who doesn’t need NOED benefits big time from a totem counter. More survivors will waste time to prevent something they don’t have and give them additional time. Why would they be against it?! It’s so dumb.

  • @AWesley91 said:

    To quote the killer mains here, that sounds like your problem lol. Survivors aren't responsible for your fun. 😂

    Lol yep, I’m a survivor...my job is to either survive myself or help members of my team survive! That is all.

  • This is definitely true and I have felt the same. While the game is not balanced for killer vs 4 man SWF, anyone who actually believes the game IS balanced for killer vs 4 solos is fooling themselves. It’s clearly advantage killer. Balance currently is killer vs a hybrid of SWF/solo.

  • This is a great idea, for real. It lets you know if the rest of the survivors are bothering with them or not. For instance, 5 minutes into the game and you come up to a dull with 4 or 5 scratches, it’s pretty safe to say doing a totem is going to be a waste of time unless you do them all yourself. At that point you evaluate how the game is going and whether you have the time or not. Of course the opposite is also true, you see 2 scratches left and it makes you want to do it!

    I would still say even with this implemented that Small Game have an actual counter. Anyone bringing the perk deserves to know if they are all done.

  • Why even stay in a game with 2 early DCs? Just as the killer is under no obligation to play nice, you are under no obligation to stay just to get killed. Just get out and move on the next game man.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/618765#Comment_618765

    Of course it wouldn't stop altogether because some people just like to watch the world burn, but yeah a decrease in camping and tunneling is what I believe MOST survivor mains would agree would make this game actually enjoyable.

    So if a secondary objective would accomplish that, then I'm all for it. I just don't think it would and I think killers will just take the easier 4ks and tell survivor mains to stop complaining about it and git gud.

    For sure, people who camp and tunnel now will continue to play that way even if survivors had an additional objective. That’s why they can’t add one unless they actually put measures in place to where camping and tunneling is no longer a “strategy” at all, because they won’t be able to do it. Whether that comes from giving the killer an additional objective as well, I don’t know. But they’d certainly have to do something. If survivors can’t genrush, killers can’t killrush....simple as that!

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/616948#Comment_616948

    Excuse me, but what you said sounds like when killer is punished for tunneling cancels out when killer is punished for not tunneling. Killer is punished either way.

    That’s what you took from the post?!

    Ok let’s flip it. Is it fair that a survivor brings an anti- tunnel perk, get tunneled, and doesn’t get to use it? Nope... sure isnt, but betting you don’t care about that part of it. So what I am saying is both sides can occasionally get screwed, but overall it’s working as intended. Just deal with it, it doesn’t need any changes that might end up ruining it.

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/616558#Comment_616558

    I think it would be enough if the effect was reversed.

    Yeah, I could see that. I would definitely be more likely to use it if I had the information for myself. Also would be used way more throughout the game since you could have it for multiple hooks of the other survivors, as opposed to just your own 2 hooks.

  • I say leave it as is.

    Yes, there will be instances where a non-tunneling killer will be hit. But also yes, there will be times where a survivor is legit tunneled and unable to use their anti-tunnel perk. All in all, I would just say these things cancel each other out. Overall the DS change is working out well so it’s best if they don’t mess with it.

  • @PolarBear said:

    If kindred worked the other way around where you'd get the information people would use it but because it only currently benefits other people and not you, it's barely used.

    I was thinking about that also....I agree. People don’t want to use a perk thats 100% reliant on other people making use of info, they would rather have the info themselves and decide how to use it.

    Do you think my idea, where it involves having both the current version plus the other way around, is too strong? Because it’s a solo perk, I really don’t think so. It would be a great perk this way.

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/616083#Comment_616083

    except it's only when they're 16 meters near the hook. it's still not OoO, just Mini-Kindred specifically for you

    Yep, I don’t know where people are getting this idea that you can see the killer anywhere on the map, nowhere that I can see is it even remotely worded like that!

  • @Raptorrotas said:

    Well then it would be YOU whoch tells everything to your buddies on discord. Not much a difference in terms of swf-communication.

    ITS STILL ONLY THE 16M. So I’m telling my buddies on discord the killer is camping? If I have buddies on discord playing, the guy on the hook would be telling everyone the killer is standing there lol. SWF don’t need or use Kindred.

  • @Killermain6116

    Not at all. It very clearly states that when any other survivor is hooked, you (with Kindred) still get the benefits of the perk...meaning you see the other survivors and the killers aura. Nowhere does it say the hooked survivor sees the killer at all times on the map. I don’t know how you came up with that, and it wouldn’t even make sense.

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