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KayTwoAyy

KayTwoAyy

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KayTwoAyy
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  • Ghost Face had been stomping in all my games after rework, until I learned the new strat against him.


    If you’re confident enough in your ability to loop, I suggest designating yourself as GF’s shadow.

    Basically, you follow Ghost Face around and pull him out of stalk whenever he is trying to mark another survivor. If he chases the other survivor, hop on their gen and keep line of sight on the chase. If the chase goes on for roughly a minute, and is still close to you, hop off the gen and go get ready to pull GF out of stalk so he can’t mindgame your teammate.

    If at any point you’re confident he has you 99% marked, take a protection hit while he is carrying another survivor.


    If you want to have more fun against Trapper (or Hag), I suggest the same exact playstyle. Disarm all traps immediately after they are set.

    Power denial goes a long way

  • I want to reply to this post, but I need to sleep first.

    If you see this and you’re commenting on this thread, can you pls reply to this comment so I get a notification reminder? Thx :)


    P.S. I never took issue with old DH, but I LOVE new DH—think it is much stronger

  • I'd be interested in seeing the perk grant a permanent haste status effect, considering how insignificant Boon: Dark Theory appears to be.

  • Parental Guidance, Head On, Quick & Quiet, Iron Will, and a decent flashlight.

    This build really extends the value of a single pallet

  • Just gotta hope I don't open that chest before you! ;)

  • I'm a big fan of the presentation of this post

  • Watching other survivors play the game is like watching Planet Earth.

    I don't know why it is so entertaining, but I watch almost every game to its conclusion, even if I'm sacrificed very early on.

  • There was a honeymoon phase for roughly 2 weeks after patch 6.1.0 where killers could run just about any build and comfortably win the game. Unfortunately, at that same time, some killers were bringing 4 busted gen regression perks that made for many a miserable survivor.

    In the end, survivors were left with the the classic "if you want to enjoy the game, you'll need to run X, Y, and Z perks."


    Now, because survivors need to come prepared for the worst possible scenario, chill killers are back to being punished for their sub-optimal playstyle.

  • @Nun_So_Vile said:

    Yeah, Slinger is in a rough spot, especially compared to the rest of the ranged cast. He just does not feel rewarding to me either for the amount of effort that goes into his gameplay. He needs his X-factor back online. Put some hollow or incendiary bullets in that gun or something.

    I would love his Hellshire Iron add-on to be turned into Hellfire Iron, and have it turn his chain gun into a buckshot incendiary that plays more similar to the Artist. i.e. First shot sets them on fire, and will leave them in deep wound if already injured, second shot downs them if they don't pat themselves out in time--even from full health.

  • @The_C12H15NO2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3151597#Comment_3151597

    Right, so play style aside, this means for the amount of safe tiles there are on maps that killers should just brute force as many as they need to for a down. Then hope 3 gens aren't done in the 1st chase. This in my opinion is a large part of what has led to the camp/tunnel strat being so prevalent lately. By the time a dead zone is created and you get a down, survivors have done like 2/3s of their objective.

    Instead i would prefer to see smaller tiles which are mind-gameable to increase skilled play. B/c right now, as long as the rest of the team is doing gens, survivors can just throw a pallet against a killer then run to the next.

    They're playing a killer with no real mindgame potential on jungle gyms, with a build that capitalizes on creating deadzones.

    They established pressure really early in the game, then threw it away by chasing a survivor who wasn't going to be touching a gen for the next minute (preoccupied with removing bear trap), got baited into procc'ing Dead Hard from said survivor, and then didn't force a pallet drop as soon as possible.

    Furthermore, once Kate dropped that pallet at cow tree, they should have ran around the right side and pushed her back into the tile she just came from, instead of letting her get distance towards shack, or dropped chase all-together.


    When you run a build like this, you need to be deliberate about how you zone survivors--you need to corral them into dead zones you create in the early game so you can snowball in the mid-to-late game.

    People shouldn't expect to find success when they don't use their tools correctly.

  • @The_C12H15NO2 said:

    Anyone who takes the time to point out all the mistakes made, no killer player is 100%. The point of the video is to showcase how many safe tiles there are which M1 killers have no mind game. This is also why so many higher mmr survivors complain about only seeing nurse and blights. I do refer to this as poor map design but it is technically poor tile design. Sadly, instead of addressing poor tile design, bhvr is making killers with anti loop abilities which just means the older killers are no longer viable.

    OP ran Brutal and Fire Up, and chose to mind-game all of their chases instead of just brute force through the map's resources.

    Considering OP had 2 pallet gyms in excellent locations for creating dead zones, and the fact that the decision-making in this video was questionable at times, the criticism feels warranted.

    This video isn't the smoking gun it wants to be.


    My thoughts on map design aside, it doesn't appear in the video that OP knows how to force value out of their build--they definitely could have 4k'd this game.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150947#Comment_3150947

    You could try making friends for 15 years and play with them as a team instead of asking why you have random results with random potatoes.

    You should learn to stop drawing conclusions from your assumptions.

    But mainly you should stop making assumptions.


    You might feel like you "know better," but your presumptuous attitude leaves you incredibly short-sighted.

    But I think you already know that. You're just a cynical gaslighter who rather start drama than facilitate a real dialogue.


    I'll ignore your comments going forward, as it is clear you're not interested in discussing ways to improve the game in any capacity.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150925#Comment_3150925

    • Are you saying SupaAlf has never lost against comp teams ?
    • Are you saying a single solo survivor should be able to carry consistently a whole team in a 1vs4 game ?

    Are you saying a single solo survivor should be able to carry consistently a whole team in a 1v4 game?

    I’m not saying that, but you sure are with your “just get good” attitude.


    Get outta here.

    I could learn to loop a nurse for 15yrs—it still wouldn’t change the fact that everyone else goes down in 15 seconds.

    Nurse pub stomps, and no amount of “get good” comments is gonna change that. BHVR needs to change her

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150912#Comment_3150912

    • Watch comp
    • Watch survivors winstreak on youtube (they win against everyone, including nurse and blight)
    • Ask the best nurses yourself. You can join their discord and dm them.

    SupaAlf practiced with Oracle last year and he 4k’d them in their first game.

    Are you suggesting they weren’t good survivors?

    https://youtu.be/0OUo6CKy-qo


    And can you link me to a solo escape streak that demonstrates a solo survivor proving that good players always win against nurse?

    Because the good survivors play solo too, don’t forget!

  • Do you have data to back that up? You seem pretty confident in your opinion.

  • @Murgleïs said:

    Just get good instead of blaming people on the internet for playing a video game.

    Entertainment me for a moment, because I’m genuinely curious…


    If the undisputed “best survivor” of DBD made a similar post expressing their woes about Nurse, would you have commented the same thing?

  • This post might be slightly misguided, but I kinda share the sentiment.

    Nurses account for roughly 30% of my games, and it is never a good time.

    It feels similar to when Blight was released, and every other game was a sweaty Blight match--except I actually enjoyed playing against Blight and it was noticeable that players were beginning to learn the counterplay. Now, people are just getting stomped and leaving.


    People should challenge themselves more, and play something that will actually stimulate their brain. The nurse games im encountering are so mind-numbingly boring, it is hard to believe the killer feels challenged in any way.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150430#Comment_3150430

    Your anecdotes are not even a fraction of the userbase. None of ours are. They don't account for different regions, different timezones, different MMRs, you have to take them with the biggest grain of salt. For all the times you never see it, there are streamers who will actively call out every single situation where their hand gets forced. Its always important to assume that our individual experiences are only a piece of the puzzle.

    The incentives simply are never enough, and they keep getting diminished. Even BBQ/WGLF losing their aura reading hurt going for new survivors rather than camping, because many killers were so focused on taking it for the grind that "they already had it, might as well use its other effect." Now the reason people take it got removed, so the secondary effect's influence is gone. If they removed some of its thousand counterplays we might actually see it again, but the AA nerf due to nurse is more proof that they flat out do not care about incentivizing that type of direction when it will cause survivors to complain more. (for the record, I think the nurse synergy absolutely needed to be addressed, but the lazy way they handled it ruined an incentive opportunity. Exact repeat of the Thana situation.)

    I absolutely agree that the same should be applied to survivors as well, more incentives for less efficient play. It kinda feels like thats the direction they went with how absolutely awful some of the challenges in the rifts are, basically forcing you to sandbag yourself for some extra BP and progress. If that was actually their reasoning, its the right idea but terrible execution.

    For a while now I've been strongly of the stance that the efficiency cap dilemma is the biggest cause of a lot of these problems, and addressing it would fix things for both sides in a lot of other ways. Survivors simply start too strong and lose too much power with each interaction, turning survivor early game into "maximizing as much damage as possible" and killer side "maximum damage control, while attempting to start progress." Then the late game for survivor becomes "we dont have enough people, i cant do all these things at once" and for killer it becomes "I have plenty of time for these longer chases."

    The unfortunate thing is that survivors will complain that the killer is stronger early, while ignoring the fact that they stay stronger and things get less hopeless as the killer gains momentum. Likewise, killers will complain that they have to work harder continuously through the match rather than work hard at the start and then relax the rest of the way. Nobody will ever be happy as long as they put their perspective above healthy balance.

    Nobody will ever be happy as long as they put their perspective above healthy balance

    https://media.giphy.com/media/dOJt6XZlQw8qQ/giphy.gif


  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150361#Comment_3150361

    Well yeah, they're kinda related. CoH had more impact on playstyles than even DS, and it continues to do so since they only do numbers adjustments instead of adjusting how far its impact actually reaches. I understand that the basement is not always the best decision, but I also understand that this change has diluted a major part of its strength. And you're right, its value comes from how you play around it, to which i say "this will have the opposite effect of discouraging camping, because it made that the only way to guarantee value from your investment."

    I don't argue for wanting my side to have an advantage, hell i barely play killer. I just acknowledge that pidgeonholing killer strategies doesn't "fix" problems like this, it only makes people double down and decreases the value of matches for everyone. If they started working on more ways to encourage killers not to camp/tunnel instead of trying to find new ways to slap their wrists about it, we might have had a healthy game start forming a long time ago.

    If they started working on more ways to encourage killers not to camp/tunnel instead of trying to find new ways to slap their wrists about it

    I've experienced far too many games where the killer clearly does not need to camp/tunnel to win, yet opts to do so anyway, to believe incentives are a healthy solution. I've seen this especially since patch 6.1.0.

    Amidst the height of survivors disconnecting, I'm being subjected to far too many games in which the killer camps and tunnels one survivor at 4-5 gens, even tho another player has already disconnected. If incentives were enough, we would not be seeing this type of behavior from killers.


    This road definitely goes both ways, however.

    Boon: Circle of Healing has had a negative ripple effect on the game. It squandered many potentially viable playstyles by offering convenient and quick healing to all survivors at an extremely low cost, with little to no consequence.

    BHVR needs to slap survivors' wrists when they play recklessly, instead of just encouraging them to be efficient.


    Over the past 2 years, I don't really feel as though the core player base has grown in their understanding of DBD, because BHVR continues to provide these avenues to mitigate reckless decision making and inexperience.

    Patrick's quote of "don't you wish you could do all that, and sometimes get out alive?" perfectly embodies this mentality from the devs, as they've shifted their focus towards giving the people what they want rather than what they need.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150265#Comment_3150265

    I cant tell if you're not seeing my points due to perspective or confusion, but i don't mind trying to explain it better if you're honestly trying to follow.

    1) Exactly. It means that it encourages facecamping the hook, because even proxy camping you might not see them in time before they get down the stairs. The only way to guarantee that preemptive hit is to already be in position for it. By proxy camping you are gambling that you will let someone slip past between checks. Back when healing was less accessable, basement plays took a lot more coordination and invoked a much bigger efficiency hit, now a lot of that gets mitigated both directly (healing for basement save) and indirectly (people less likely to stay injured in general, with less efficiency cost vs requiring healing from a teammate.)

    2) You're saying the basement only giving you one hit is worth it because of the pressure of hooks positioned right next to strong loops? That doesn't even offset the time taken walking them to the basement in the firstplace (unless they got downed on top of it or something.) You need to consider all of the factors of the mechanic, as even just putting them down there and walking back out can cost a quarter of a gen (up to 3 individual gens) during that time. And as a bonus, stray hits are once again diluted in value due to the existence of CoH, there's a reason you rarely see hit and run playstyles anymore.

    3) You get zero benefits if you are in a chase with the obsession elsewhere on the map, survivors have any aura reading perks for the situation (like empathy and kindred, part of why i promote them so much) or you have any mechanics that betray your position (like clown bottles or other global sounds) so it can be very easy to know when the killer is not fortifying their basement position. Again, it funnels back to the only way to guarantee value is to camp harder.

    4) Again, CoH. Each hook stage gives plenty of time for either faster multi-survivor heals, or even 3 individual CoH self cares. And since they can then rush the basement if all 3 are healthy and create a bodyblocking clusterfuck, it stops being a positon of strength on the killer's side while they were expected to be in multiple places at once to try to prevent the situation.

    5) this is mostly accurate. My issue is that 10 second bt kinda removes that leverage in all but the most extreme cases, which means you're going to see more facecamping, not less.

    Its a running trend with these types of changes, every alternative that can promote more healthy killer playstyles gets nerfed instantly due to one or two killers getting too much synergy from them, so they salt the earth instead of applying sensible caps to said scenarios. The AA nerf because nurse was a monster with it is a great example in this very patch, same with the recent thana giganerf. The complaints about "how bad it could get" were absolutely valid, but both the hypocracy of the situation as well as scrapping tools entirely with hamfisted nerfs means that killers will just keep adapting to more and more "oppressive and unfun" strategies to compensate. Because their alternatives become less and less unless they flat out want to throw the game.

    My differening perspective and/or confusion stems from reading your woes about basement as symptoms of your woes over other game mechanics, namely Circle of Healing.


    Putting a survivor in the basement is not always the best decision and, if this game is to have any amount of variable strategy, it should not always be the best decision. The value you get out of basement comes down to how you play around it--not whether or not you managed to hook someone there--and that is how it should remain.


    Basement is Maslow's Hammer--"if the only tool you have is a hammer, it is tempting to treat everything as if it were a nail."

    If you're not a killer who can adequately pressure basement, without sacrificing map pressure elsewhere, don't expect it to get the job done.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150194#Comment_3150194

    Because if nobody is injured none of that applies? If CoH is somewhere else on the map away from the basement, how are you supposed to snuff it out while also holding that position? People have been saying for ages that CoH's secondary impact on the game is far bigger than its primary one, simply because it breaks the rule of survivors needing to waste each other's time with healing while also not needing to waste their own perk slots as long as a single person brought it. Its why balance decisions always need a broader scope to see the secondary consequences of changes, and not just "thing helps me, it gud." like the majority of balance considerations on here.

    You could just as easily argue that the amount of time it took them to reach the basement to make the hook cost them more gens than they could have prevented just using a normal nearby hook. You're letting specific scenarios outweigh potential variations, when the only specific scenario the opposite requires is "don't go for the unhook injured" and "nvm you dont even need to bodyblock for them anymore, just yeet yourself away with the on hit burst so they can't trade."

    The only way to mitigate that is to get the first hit before the unhook, to make sure you can get the second before they escape. And guess how you make sure you can get both of those hits as someone without an instadown?

    I still don't follow you.

    If you're going to proxy camp basement, than COH is irrelevant to you--you're inevitably going to hit a survivor on their way into basement, therefore enabling you to down them on their way out of basement.

    If you don't managed to catch the rescuer on their way to basement, you still have the luxury of a free hit on their way out of basement--a luxury you wouldn't have been given had you hooked the survivor at say... a long wall jungle gym.


    If you're not going to proxy camp basement, you still receive all the benefits I previously mentioned, as survivors should tread lightly into basement under the assumption you will return before they can make it back to the top of the steps.


    If all 3 survivors are at full health when you hook someone in the basement, I would go so far as to say that you didn't have much pressure to begin with, thus you haven't earned the pressure that basement can give you. You're far better off hooking in basement only if it is the closest hook, as a hook central to the remaining generators is far more likely to award you pressure in the mid-to-late game.


    In summary, basement provides you pressure not because it exists, but because you've leveraged the advantages it has to offer.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150158#Comment_3150158

    Because smart people go for basement saves healthy, thus meaning they can take two hits if you don't have an instadown? autoaim making you hit the person on the hook instead of the unhooker? "just hit them twice lul" only applies if you were facecamping, which certainly doesn't dissuade people from using strategies like that. Basement is supposed to be so that the killer has an elevated chance of building or reseting their pressure that gets lost from the act of the unhook: Be it through the chokepoints in the escape path, the extended distance required to reach the hook, everything is supposed to be in the killers favor except the god pallet that is almost always present nearby (I think some maps like mothers dwelling don't have a guaranteed safe pallet right next to the stairs, but i could be wrong.)

    Its saying "the killer should reasonably be able to maintain their presence, unless they either abandon the position entirely, or the survivors use a single resource" It loses a lot of that power when you can't even reasonably guarantee a hook trade in the most killer-sided position on the map, especially when its one that they have to both waste time carrying survivors there, but also can't pressure any aspects of the map without risking abandoning the basement.

    You just said it yourself--smart people go for basement saves healthy.


    If no one is healthy, one or two survivors now need to heal instead of repairing generators, so that they can go for the save. If only one survivor is healthy, they now need to be the designated savior, even if it is incredibly time inefficient for them to do so. Or.... they can risk going for the save while injured, and hand you a free trade--possibly 2 hooks in the basement.

    How do you not see what kind of pressure this builds?!?!

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150039#Comment_3150039

    I don't think its disingenuous at all when the duration of your immunity lasts long enough to reach a defensible position? Its not always "the entire team" and that goes into what i was talking about earlier regarding bodyblocks. Im saying that there is factually enough time for a survivor to run in a straight line and reach the window or pallet with the killer being able to do nothing about it unless they mess up their routing (succeeding in their own bodyblock, while also preventing the unhooking survivor from bodyblocking their bodyblock with bodyblockception)

    With 5 seconds you fell just short when making a direct approach angle, requiring some other tactic (bodyblock from the unhooker, perks like dead hard, OTR, anything) to physically have enough time to guarantee escaping the room. Now that guarantee is base, and it takes either refusing to leave in time (using the BT offensively) or letting the killer (or technically unhooker, if they accidentally sandbag you) get in your way long enough to eat up 4 seconds of its duration. Oh and don't forget, the unhooked survivor is hasted in addition to the endurance, so they get even more distance on top.

    remember, this is the basement. its supposed to be arguably the hardest area of any map to escape from and be able to reset chase status. The 10 second duration is just going to turn every basement save into a benny hill skit until someone screws up, with the outcome weighted in favor of escaping rather than trapping. Why even have basements anymore?

    I don't understand your argument.

    Why do you refuse to down the person who rescued the survivor from basement?

    The whole point of these changes is to let survivors play the game--not trap them in an endless loop of hook -> unhook -> downed -> repeat


    It feels as if you are refusing to acknowledge the multiple benefits that basement has to offer

  • To learn the game as fast as possible, I'd recommend she plays killer when she is playing solo, and play survivor whenever you have a chance to play together.

    It will be good for her to know what the killer sees

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149912#Comment_3149912

    For the most part i agree with keeping stuff like basekit BT.... if they didn't extend the duration.

    10 seconds gives you enough time to escape the basement for free, without even needing bodyblocks. Then you get the other survivors blocking the doorways and boom, guaranteed lose/lose for the killer. At 5 seconds this wasn't an issue, and required at least some bodyblocking to reach the window or pallet... but thats out the window now.

    Don't you think it is a little disingenuous to say they "escape basement for free?"

    The survivor made the err of going down close enough for the killer to carry them to basement. The entire team pays for that err by either hook-trading to save them, or by sacrificing multiple health states and time on objective to save them.

    The killer can't instantly down the survivor who was just on hook in basement, but what is so wrong with that? You think that player wants to spend the rest of their game in basement?

    Basement has tremendous snowball potential, but it should not be a guaranteed death sentence.

  • I don't think people look enough at the macro gameplay when making comments and critiques regarding a perk's strength--be it for killer or survivor.


    A killer doesn't "lose the game" when they eat DS at the exit gate.

    They lost the game when they failed to find a survivor before the first gen popped. They lost the game when they failed to protect themself against 3 flashlight saves. They lost the game when they left their 3-gen and chased Claudette across the map for 2 whole minutes.


    Likewise, a survivor doesn't "lose the game" when No Way Out activates, and the killer downs them with NOED.

    They lost the game when they neglected to keep a mental note of which perks a killer is using. They lost the game when they unhooked their teammate before the killer even had time to walk away. They lost the game when they let their teammate go to second stage, so they could self-care in the corner.


    The results of a trial are the cumulation of decisions we make over the course of that trial.

    If you make too many mistakes, at a certain point you need to face the music. That "lose/lose" scenario is one of your own creation--you just have to own that and learn from it.

  • @danielmaster87 said:

    I'm seeing plenty of complaints about tunneling, but rarely have I seen survivors running builds that would make them basically unstoppable. You can run Off The Record and DS for 2 layers of anti-tunnel, and after getting downed and DS'ing the killer your deep wound resets (meaning you can now use an Endurance perk again), so you can use Dead Hard for a 3rd second chance/anti-tunnel. For the 4th slot you could put Unbreakable, Adrenaline, Resilience, or Prove Thyself. And that's a handful for the killer, just 1 survivor running a build like that. I just want people to question that if you're not using the best tools available to you, why are you saying it's unfair when you know the other side is bringing their best?

    @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147144#Comment_3147144

    They need to fix maps in order to do that. They need to make chasing THE best way to win a game, and it's not. For any changes they made. Most maps are disgustingly safe

    Last night I was running OTR, DS, DH, and BT.

    We were on Shelter Woods against a Devour Hope/Pentimento Demo.

    I was the first survivor to die, on the 4th hook of the game, with 1 gen remaining.

    The demo went on to 4k.


    Killers who want to win will always choose the most optimal play. It doesn't matter if the map favors the killer, or if the survivor is armed with anti-camping & tunneling perks, killers will camp & tunnel until the game is designed to prohibit those strategies.


    I've been running this build in most of my games since 6.1.0 released, and it has done very little to help my situation. I'm either tunneled through all of my second-chance perks that I despise needing to equip, or I loop the killer so long that DS and OTR deactivate and I die in EGC because BHVR decided I don't deserve my easy escape after keeping the killer busy for 4-5 gens.


    I really wish they would crack down on this problem--to seriously deminish the possibility of camping/tunneling netting the killer a kill. Survivors either escape because the killer lets them (by playing nice), or their teammates are the ones tunneled instead of them; neither of those scenarios feels rewarding to the survivor.

  • Its about time Guardian is a useful perk.

    It is so niche to begin with--it previously required the killer to be close or returning to hook, with interest in tunneling the recently unhooked survivor, but having no line of sight on the recently unhooked survivor, in order to "get value."


    I'm not sure what the problem is here? BHVR wants to discourage tunneling as much as possible, and this does just that. Unless you tunnel every game, this really shouldn't be an issue.

  • No, they need to fix the solo survivor experience before I'll give them any more money.

  • @lifestylee said:

    10 seconds of basekit i believe is too much and the buffed haste was unneeded. I could get behind maybe 8 second base with 8 seconds added if you have the perk borrowed time. Borrowed time was already a very strong meta perk, dont understand why it needed a huge buff. 20 seconds of endurance with the added haste means that person will be safe always, even 10 seconds at base means that person will be almost always safe. With this new buff 110% killers wont even be able to catch up, survivors will simply easily outrun them.

    That is the point.

    Stop tunneling the survivor who just came off the hook and go kill someone else.

  • It is a bad perk, because I need to pay to have it.

    Feels like BHVR is taking advantage of players' good faith.

  • The buff won't do anything to combat tunneling.

    OTR grants 80 seconds of Endurance, which clearly wasn't enough to combat tunneling. I'm not sure why people think 5 more seconds of basekit BT will bring about meaningful change.


    Frankly, I'm insulted by the change.

  • I've never taken issue with a killer disconnecting--can usually empathize with their reason why

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146307#Comment_3146307

    That's the point of this thread, to ask the devs what we should do, or if they are going to address it for those of us who are not fog whisperers.

    in that case, I hope you find the answers you seek

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146160#Comment_3146160

    That's not exactly a great solution when the person's goal from the beginning is to be as malicious as possible.

    I'm not a dev. I can't get rid of your hacker problem.

    I can only offer you advice on how to better manage it as a player.

  • I think @edgarpoop brought up a really good point about the direction the meta has shifted for killers.

    Previously, the meta was Ruin/Undying, which meant the survivor counter was finding 2 hex totems--no coordination needed to counterplay a Killer's primary means of gen regression.

    Now, the meta is Pain Resonance, Overcharge, Eruption, Call of Brine, and DMS--the counterplay of which requires survivors to immediately stop their teammate's regressing gen while they take the chase elsewhere. Without coordination, many gens are regressing over 50% of their progress in half the time it took to make that progress.

    In many ways, the new gen regression combo feels more opressive than the Ruin meta, as the counterplay is more dependent on teammates' situational awareness and decision-making skills.


    Compound this meta shift with the fact that camping & tunneling were made stronger by proxy of other changes, and it starts to become evident why solo survivors are having a worse time than before the mid-chapter.

  • My advice when encountering a hacker is to play along with them. Accept that they have all the power and do whatever you can to get on their good-side in the short moments you have.

    It has been my experience that hackers are vindictive and hold hostage the killers they believe to play scummy.


    The reality is, you're not going to win the game, so don't go trying to down any survivors or farm any BP. Just sit back, enjoy the show the hacker is putting on, press record on any screencapturing device you might have, hope they leave when the last gen gets done, and report them afterwards.

    The first few times I encountered a hacker I tried to play the game as normal, and was held hostage in the end. I've since started memeing with the hacker, and it is my assumption that they don't hold me hostage because I've managed to earn their respect.

    Exhibit A:

    Watch "Totally Not a Hacker" on Streamable.

    I was GF, so I just tbagged non-stop and watched the hacker play around. Game ended shortly after this clip.

  • @TheArbiter said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145976#Comment_3145976

    Tombstone lets you mori a survivor that is "red tier" stalk, that way you can't immediately kill someone who hasn't even been chased all match.

    Fragrant tuft of hair keep the same, but it can't be combo'd with his mori addons, similar to Hutnress' iridescent no longer working with the increased hatchet addons

    This is how I would do it.

    Doesn't seem right to punish Meg with the Mori, just because Ace teabagged Myers from the other side of a pallet until Myers reached T3.

    Also, with the upcoming perk Reassurance, I think I'd like to see Myers able to mori a survivor from T2, if he has managed to max out stalk on them. I texpect killers will be turning to slug builds as some survivors aim to abuse the Reassurance timer, making mori killers like Myers and Sadako slightly more appealing after 6.2.0

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145314#Comment_3145314

    This game is not and cannot be balanced around both solos and SWF.

    https://forum.deadbydaylight.com/en/discussion/comment/3145317#Comment_3145317

    It's more a response to all the 'killer OP now' threads, I reckon.

    That said...

    https://forum.deadbydaylight.com/en/discussion/comment/3145506#Comment_3145506

    It's not really anyone 'sided'.

    This game is coordination, experience, perks, loadout, addons, map, snowball and RNG sided.

    If one side brings memey perks and gets sent to an unfavorable map against someone bringing their strongest stuff, they'll struggle. And vice versa.

    https://forum.deadbydaylight.com/en/discussion/comment/3145451#Comment_3145451

    Shrug.

    Go and watch some of the recent HCS streams, post rework. Very similar results.

    This game is not and cannot be balanced around both solos and SWF.

    I mostly agree--just commented on your recent discussion about that topic. Whatever BHVR can do to bring the two closer together is best for the game's longevity.


    @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145314#Comment_3145314

    These survivors are not doing anything fancy, just basic loop skill and actually trying to win (repairing gens).

    https://forum.deadbydaylight.com/en/discussion/comment/3145321#Comment_3145321

    You can delete Nurse already I don’t care. Most of the killers have no mobility or lethality.

    Last night I played against a Plague on Lery's. I was first chase--I ran Plag in a corner of the map for at least 30 seconds, before she left me at 75% infection to find other survivors. I then cleansed a totem and started working on a generator. My generator was 25% when the first survivor was hooked--activating Scourge Hook: Pain Resonance on MY generator.

    I was trying to win, but it was extremely evident in that moment that my teammates were not.


    My comment was a critique of your disingenuous statement that "all you needs is actually trying to win."

    • Status Icons
    • Seeing Teammate's Perk Loadout in Lobby
    • Remove Hatch
    • Revisit Map Design


    imo, hatch seperates solo from SWF more than the potential skill gap that comes from coordinated comms. It's pretty much common knowledge at this point that a 3v1 is nigh impossible to win. Because of hatch, some games play like a 3v1 before any survivor has even died--SWF has the luxury of avoiding that problem.


    Edit: OH, and do away with the self-sabotaging rift challenges. They are horrible for the game's health.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144860#Comment_3144860

    What would stop a survivor from combining this perk with Lithe? The same vault action would activate both perks and would be an immediate getaway every time on any strong window or pallet.

    Excellent point!

    You're the first person to raise that question, so I hadn't thought about it until now.

    If a perk like this were to exist, I suppose there would need to be an order of operations--one of the perks activates earlier than the other, preventing both from being used at the same time.

    I agree with several other comments here, tho--multiple maps would need to be updated for this perk to exist. I'd sooner disconnect than walk back down the Myer's house stairs if this perk was used on that upstairs window.

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144860#Comment_3144860

    That's actually a neat idea! Also, can you not break the pallets for the 3 seconds or you can't break them period?

    After 3 seconds the killer could break the pallet

  • Was a perk idea I proposed a little while ago!

    image.png


  • I've always read the comment as "you may have beat me, but you're bad at Billy."


    Just ignore it.

    If you're not trying to be the best at Billy, what does it matter to you if you're not the best at him?

    If you are trying to be the best at Billy, then you can acknowledge that you're still working towards that goal and there is nothing to be ashamed of in not being there yet--Rome wasn't built in a day.

    Either way, the comment should fall on deaf ears 100% of the time.

  • @TheWheelOfCheese said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143748#Comment_3143748

    I don't disagree with any of this, but I'd point out that not worrying about what others think of you is orthogonal to the issue of how you treat others. You can not care what people think of you, but still treat others with respect.

    What I'd suggest to you is to let the loser initiate smack talk in a match of random players. If you won, your opponent is likely feeling deflated and frustrated. As harmless as you may think it is, "gg ez" is likely to make them irritated and upset that some random person feels it necessary to belittle them only because they lost in a video game. This is where you come across as a bully, a sore winner. If the loser is up for smack talk, they will make that known.

    In honor of you, and as gratitude for having this conversation with me, i’ll make an effort to do that going forward.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143603#Comment_3143603

    You sound like me when I was 13.

    That is not someone that you want to emulate.

    Everyone's journey through life is different.

    If I was currently the person I was at age 13, I'd be in @TheWheelOfCheese's shoes advocating for the righteous path.


    I don't know what life was like for you as a 13 year old Pulsar, but in those developing years I dealt with many people who took advantage of a person's kindness and compassion. I was extremely selfless, and it was constantly thrown back in my face.

    I'm a lot happier now than I was then, but I'm also a whole lot more apathetic.


    I don't particularly care what others think about me--I don't think others should care very much about what people think of them. It has been my experience that quality of life improves as you worry less about what everyone around you has to say about you.

    To quote coach John Wooden, "if you make the effort to do the best of which you're capable, trying to improve the situation that exists for you, i think that's success, and I don't think others can judge that; I think it's like character and reputation--your reputation is what you're perceived to be; your character is what you really are."

  • @TheWheelOfCheese said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143524#Comment_3143524

    I'm not judging you for enjoying engaging in banter.

    I'm saying that when your opening remark to someone after beating them in a game is insulting outside of an understood social context where both parties enjoy such banter then it's going to be perceived as bullying, especially in a situation where body language is entirely absent. You are willing to effectively insult a random person in the hopes that they enjoy banter like that, without any regard for how this might make them feel.

    And you don't see why this might make you disliked by your fellow forum members.

    What happens in most cases when someone is being flamed in end-game chat and the person voices displeasure with the interaction? How often do you think that the antagonists are going to say "oh, sorry, I thought you might enjoy some banter, clearly I misjudged and overstepped." Do you really think this happens in even 1% of cases? No, the antagonists will take this to be a sign of weakness and double down.

    Now let's say that I accept your premise here, that you do not mean to aggravate the person you're talking to. How likely, in DBD end-game chat specifically when engaging with a person who finds this kind of banter from someone they don't even know to be over the line, do you think the they are to ask you politely to stop?

    Your supposed de-escalation process doesn't work in this context. It might work in an IRL game where you can read immediately from the other person, before they say a word, that they don't like the banter, and sincerely apologize. It does not work consistently in an online game where this dynamic doesn't exist, which is why you're going to be perceived as a jerk when you try engaging in banter with a person who doesn't like it. They've been around the DBD block and know what happens when they try to appeal to the humanity in the other person.

    You can try to put the onus on the other person as much as you want. "Well, they shouldn't have engaged."

    Or.... maybe you shouldn't antagonize strangers on the Internet hoping that they like it.

    Someone needs to open the door for that sort of social context to exist--be it online or IRL.

    Personally, a comment like "gg ez" is harmless enough to open that door.


    People get offended by everything these days.

    To me, "gg ez" is far more mild-mannered than some of the things you can do to players in-game.

    For example, I think slugging for the 4k is MORE offensive than saying "gg ez." I really value my time, so it is insulting to have it wasted staring at my helpless body, lying on the ground for minutes at a time, because some other player can't fathom the idea of a survivor finding hatch.


    At the end of the day, I can't please everyone.

    Someone is going to think I'm a !#&% no matter what I do.

  • @TheWheelOfCheese said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143393#Comment_3143393

    It was to take a jab at you, because you are deserving of it.

    Random players in a video game, unless they have done something particularly egregious, are not deserving of it. Therein lies the difference between us.

    Perhaps the reason you are being met with name-calling is because your admitted behavior warrants it. You claim we are ignorant, as though we are incapable of understanding the subtleties or, as you put it, "nuance" of your behavior. We can see through this veil of pseudo-intellectualism. (Insert "Skinner out of touch" meme here.)

    All you've said can be reduced to a single statement: you say mean things to strangers after playing a video game with them, in the hopes that they enjoy saying mean things as well and you can befriend them and say mean things to each other. The second half of this sentence is fine (I do not begrudge anyone mutual entertainment like this) but you're using it as the justification for the first half of this sentence, which is where the problem lies.

    Some people enjoy roughhousing as a form of mutual entertainment, but tackling a stranger after playing a game of chess with them in the hopes you'll both enjoy it would rightfully be classified as aberrant social behavior. This is analogous (but of a different severity) to what you've admitted to doing.

    If I can speak candidly for a moment, I think your insistence on labeling (i.e. bully, pseudo-intellectualism) inhibits you from reaching a comprehensive understanding of foreign ideas.


    You say that I am deserving of this maltreatment, but it is apparent that you still do not grasp the concepts which I’ve discussed henceforth.


    Some people enjoy roughhousing as a form of mutual entertainment, but tackling a stranger after playing a game of chess with them […] would rightfully be classified as aberrant social behavior.

    I agree!

    But this is not analogous to what I’ve admitted, which is why I’ve asserted that I’ve been met with ignorance.

    Tackling someone is physical assault.


    Lets run with your scenario, so that I can better explain myself…

    Picture this:

    After the chess match, the winner says something snoody to the effect of “I really thought you were going to be a challenge.”

    The loser smirks and replies, “please, I heard you could use the confidence boost!”

    The winner laughs at the witty reply and leans in for a soft jab on the loser’s shoulder. “As if!”

    The loser, having grown up with two rough and tumble older brothers sees the jab as a sign of affection and meets it with a hip check and a grin.

    To a third party, the interaction appears rather aggressive, but both parties walk away appreciating the others’ sense of humor—likely to remember the interaction for a long time.


    This is the exact same scenario I’ve been defending in gaming. There is an escalation process—it really is nuanced—and it requires both parties to make judgement calls about the other’s character.


    Just as people who are sensitive to such comments need to take accountability when they refuse to remove themself from a situation, people with a brash sense of humor need to acknowledge when they’ve overstepped a boundary.


    If you don’t enjoy engaging in this sort of banter, that is fine. But it is not your place to cast judgement on those who do.

  • @TheWheelOfCheese said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143296#Comment_3143296

    Calling out a bully isn't being a bully.

    You've made it quite clear that you enjoy provoking negative reactions in others, under the guise of "finding like-minded people." If you are as reasonable as you claim yourself to be, you should easily be able to see how your behavior is harmful.

    Your comment was dripping with sarcasm.

    Whether it was to win the approval of your peers by taking a witty jab at me, or simply out of enjoyment for that small act of malice, you find yourself guilty of a behavior you’re so desperate to label me under.


    Call me what you want. Since articulating my thoughts I’ve been met with nothing short of ignorance and name-calling.

    I can speak only to my personal experiences on this matter, and your choice not to believe me does not make what I say any less true.

    You should learn not to throw stones from glass houses.

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