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KingFieldShipper

KingFieldShipper

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  • @Myla said:

    I mean to be fair those are baby killers which is stupidly easy enough to find due to Matchmaking just giving out baby killers to wolves if the queue is long enough. With that said I'll be the first one to admit that it is indeed fun to do these to killers.

    How do you know they were baby killers? He didn't show loadout screens that I saw. He didn't show their hours. Just FYI Ayrun was in a really weird mood the other day on stream because that is all people say about his videos - and I think he raises a good point - ALL killers have bad matches, you don't know what their last match was like, you don't know what their next match is like and these bad matches do not define them as killers or baby killers. It's not like Ayrun doesn't ever die, he throws matches to do whatever he is putting his mind to.

    I think Ayrun gave an example of saying if Otz had a bad match, made mistakes/played poorly and someone out of context watching the survivor POV from that match and calling him a baby killer.

  • I really really feel you should have added something to designate a spoiler here for those who haven't read the books. It's kinda a big plot point in the book (mind you, also portrayed in a really negative way) and is not discussed in the movies at all.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2699477#Comment_2699477

    This is not as helpful a post as it could be as I think a lot of people aren't going to have context of anything outside of the films.

    Like I didn't even know it was a book/light novel to begin with.

    Indeed. I don't/didn't want to spoil for people who have not read the books, it gets tough when trying to say something about a book compared to a movie without spoiling it, especially with how distant the movie(s) are in many different ways from the book. I'd be willing to talk about it in a private message or something to get more in-depth about things, though. I think in general terms my comment on the translation/atmosphere is really all I can say without giving much away.

  • I read the book as a kid after watching Ringu, and again a few years ago. I think it's one of the rare times I think the movies are better than the books.

    Ringu specifically (and The Ring by proxy) made a very, very wise decision to remove a fairly big thing in the book that happens towards the end. Don't want to start an argument on it on a forum because I feel like it's divisive, but it's borderline problematic, so I guess just be mindful?

    In either case, the rest of the book is fine. A few differences between major plot points/character personalities & background (other than what I hinted at above). The translation is also DREADFULLY dry and boring, but I can't tell if that is a problem with the source material or not. For reference - if you read any of Constance Garnett's translations of Dostoevsky's novels, you might get what I mean. The atmosphere and terror feels.. lacking compared to the movies because of it.

  • @Barbarossa2020 said:

    It was a typo. it's actually the "Pingu" is the next chapter.

    Is Pingu going to be the survivor or killer? Either way, it will be the scariest chapter to date.

  • Idk, I main billy and I agree, with the person you were replying to. Since the engravings buff, I haven't overheated once besides intentionally overheating before picking up a survivor.

  • Minotaur Oni.. mmm

  • I still have yet to see anything but anecdotal evidence of killers leaving en masse other than killers that are burnt out of the game on here/reddit. Reddit and these forums are not good representations of the community imo.

    @[Deleted User] said:

    I find it depends on time of day. During the day survivor is instant, while I wait a while for killer. At night it’s the opposite. As a killer main that’s why I’m playing survivor a lot more these days because I can’t play much at night.

    This has been my experience as well, US East for the past year, other than dlc release days when both queues are long for a couple of days. Last year around October were the worst for my queues, where it was long 5-10 minute on both sides.

  • @bm33 said:

    Can his brother be the killer?

    Ooooh I'd like that a lot actually

    Funny enough last night I started to re-read the books last night, it's a little funny a thread pops up like this :)

  • I don't have silly pictures like the others or maybe as interesting as others in the thread but me and another survivor spun in circles while a doctor spun in circles with us, was very cute, he let us go :)

  • @Noodles_AU said:

    I have been trying to get Thanatophobia on legion for a long time. After 3 pages of purple perks I decided to start counting the BP. Since then I have spent about 9 million BP and still no Thanatophobia -_-

    That necro bump tho

    I'm not sure I can believe this though. According to the dbd stats website I have spent ~12 million bp on david, p3 maxed out (I didn't prestige for a long time, also didn't max out for months after I p3'd), and it takes about a million give or take to get to 45, and after that each bloodweb is ~50k depending on your rng/what you choose and you get 2 perks each bloodweb at that point - are you not picking up perks as they show up? I've been trying to get all perks on all killers and have been working on trapper right now, and I've spent ~2-3million on him and am only missing 5 perks (about half purple, other half split between green and yellow).

    At 9 million bp, you should definitely be maxed out by now.

  • Billy is actually one of the few killers I enjoy going against and I will never get sick of seeing them. I see them so rarely though, and I get mad when they just play m1lly. As a billy main I get really upset if they don't even try to use the saw/try to curve :(

  • @dugman said:

    Just for reference its area is 9984 m² which is a common size. All the following maps are exactly 9984 m²

    • Eyrie of Crows
    • Ormond
    • both Yamaoka Estate maps
    • Temple of Purgation
    • Fractured Cowshed
    • Groaning Storehouse

    https://deadbydaylight.fandom.com/wiki/Realms

    I think all of those maps are too big myself imo. I'd like to see more maps shrunk the size of, say, Coal Tower and Dead Dawg personally.

  • @Seraphor said:

    It's not gen speeds.

    It's map sizes and boon totems.

    Agreed on map sizes, but I don't think that boon totems are really the reason either - I don't think they are unrelated since if you lose a survivor on a large map they will just run to the boon, but that is still a map size issue and not necessarily a boon issue. While I don't think any match is unwin-able, map sizes, boons or not, are 100% the issue, ESPECIALLY on 110% killers.

  • Billy, especially double engravings. A month or so ago I went against a really good double engravings billy and it was the most fun I had in the game in a really long time. Easily top 5 matches I've ever had imo.

    Later that day I actually went against a different one who just m1'ed everyone and that was incredibly upsetting and that brought a frown to my face.

  • @dugman said:

    I don’t know what Nurse’s stats actually are at the top tier, but I’m assuming they’re quite good since an excellent Nurse player completely ignores almost all vault locations.

    On the other hand, I do think Nurse could use a tweak at the low end to make her more enjoyable to play starting out. My suggestions are typically

    • Make the Plaid Flannel add-on that lets you see where you are teleporting part of her base kit. That add-on is only used by newer Nurses, veterans don’t bother with it, so adding it in wouldn’t have a big impact on the high skill Nurses but would greatly help new players without forcing them to sacrifice an add on slot to run it. If it did turn out to be a bit too much of a boost at the high end then just slowing down her teleport refresh timer slightly should be enough to balance it back out.
    • The reason I personally, at least, find Nurse obnoxious to play is the constant staring at the ground 1/3 of the match. I would love, LOVE if they revamped it so you could at least keep your head upright and see what’s happening during the stun. Of course doing that could be a noticeable buff, so I’d also be perfectly ok with, as above, adjusting her cooldown timer to compensate if that’s the case. I’d happily teleport just slightly less often if it meant I wasn’t watching my feet all the time as Nurse.

    I'm not a complete noob nurse, not top tier but decent, but I really, really don't want plaid flannel basekit. It is SO distracting, and if I equip it on I feel like it forces my focus onto it. After you get that muscle memory, you truly don't need it anymore. I know I'm not the only one who thinks so, this has usually been the case I've seen when people suggest this.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2581793#Comment_2581793

    Okay so Dowsey, high skilled killer even though not top of the top competitive but better than 99.9% of the playerbase is not able to get 3 hooks against a comp SWF and it's normal the game is balanced.

    I think you should think twice before writing something.

    Usual SWF you meet with the matchmaking are not comp level but are the killers you meet comp level ? I don't think so. Your arguments are total non sense.

    There is not one single comp killer that is able to win against a comp SWF with restrictions if the killer is not a nurse.

    "Think twice before writing something"? I don't care if you think what I said is stupid or I'm stupid or whatever, but there is absolutely zero reason to be rude.

    In either case, do you not think them being a comp team has anything to do with it? Since Dowsey is not a comp killer, and that comp players on both sides play differently?

    Comp teams/killers not typically playing in ranked matches does not invalidate my initial post that a comp team != your average swf.

    @Rhoska said:

    https://forum.deadbydaylight.com/en/discussion/comment/2581793#Comment_2581793

    "but to use a video of comp team vs a non-comp killer is disingenuous for this argument."

    It shows that Killers are not in a good state of balance. A non-comp Killer should do fairly well against a comp team, but doesnt, as your post also illustrates.

    So you are going to have to decide how you want to spin this, and if you try to spin it too hard, you just end up showing your own bias, like you did above.

    I don't think we should be balancing around comp teams. Comp play is also really ######### boring. What I want is for solo q to be buffed to the average swf level though, and killers to be buffed accordingly.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2581376#Comment_2581376

    Every killer can compete against a good SWF ? You are dreaming lol>

    Dowsey got destroyed with his Spirit (1 hook only - 4 escapes) against Oracle SWF BEFORE the Spirit's nerf. She was Tier S at that time.

    Spirit is still S tier.

    Also, Oracle is a comp team, and Dowsey is also not a comp killer and the swf you are seeing on a day to day is absolutely not comp swfs.

    and do you really think Dowsey/{insert big streamer here} doesn't go against good SWFs on a daily basis when he plays? How many games does Dowsey get 0 kills like that lately? No one is saying swfs offer an advantage solo doesn't have and that facing them aren't challenges, but to use a video of comp team vs a non-comp killer is disingenuous for this argument.

  • My computer BSOD'd while working on two very long replies to my original comment, but oh well. I don't feel like typing it up again, sorry to my other responders.

    @LordSturm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563726#Comment_2563726

    1. Doesn't matter if people agree on how to nerf it, that's completely irrelevant. They're obviously agreeing it needs nerfed, because it does.
    2. DH's i-frames work if you're good enough to use them, don't blame the game for your own mistakes.
    3. Sprint Burst is OP too, so yes, that only makes sense.
    4. "you'll call for that to get nerfed, etc etc etc" The same thing happens with survivors calling for every killer and killer perk to get nerfed, and again, it's only natural to focus on what is most offensive in terms of balance before moving on to the next thing that also isn't balanced.
    5. If you don't give a ######### about DH either you enjoy losing or you aren't a high MMR killer, simple as that.
    1. It does, though, with a caveat (at the end of this paragraph). Let's take DS, for example, got changed several times, and people still complain about it the healthiest it's ever been, and is still meta. The DS nerf was something I remember reading a lot of people suggest on the forums to make it true anti-tunnel/not as abusable, and was generally agreed upon. There are four different types of people; people who think DH is fine, people who think iframes are the issues, and then people who think distance is the issue, or both and call for the perk to be removed. We know they aren't going to remove a perk, I don't know what a rework would look like thematically with David, and regardless if they remove iframes or distance, it's still going to be called for nerfs. Although I agree, though, partially, because in a way it doesn't matter, no matter what BHVR does or doesn't do, everyone is just going to ######### about things (which I think you were talking about in #4, which I feel like you are accusing me of doing so)
    2. I don't blame anything other than myself, when did I say otherwise? If I mistime a DH (which I don't use anymore because meta is boring), that's on me. This game is essentially punishing mistakes on both sides. That does not negate the fact that ping is a factor as well, leaving the time to properly time a DH slim, hence 'exhausted on the ground'. And if you dodge an attack with DH in a dead zone, you are still in a dead zone, and then you go down seconds after, which is what I was referring to in the first place.
    3. I don't think DH or SB or OP. Frustrating sometimes, but not OP.
    4. I feel like you are accusing me of being a survivor who complains for every killer perk to be nerfed, which I'm not. I don't complain about either, although I think the meta on both sides is boring. I don't think nerfing DH/UB/SB/Ruin/Undying/Tinkerer/*insert other meta perks here* are the right call, I want other perks on perks to be buffed so we see more variety or synergy, or have more than the same 4 perks every match.
    5. Can saying stuff like this just like, stop? I don't know my mmr, and neither do you. This argument is irrelevant, but I get meta perks every match although the qualities of my killer matches vary. I still have fun, I don't take the game seriously and don't let perks ruin my day if I get outplayed and if I get frustrated I just take a break.
  • These threads are so tiring.

    You can't even get posters on here to agree how to even nerf it - they either think the i-frames are the issues, or distance. Remove either and it's useless. DH's i-frames rarely works, either you end up exhausted on the ground or you go down seconds after the killers cooldown. 4 sprint bursts are absolutely more terrifying than 4 dead hards. When SB inevitably comes meta if/when DH gets nerfed, then you get hit with 99'd sprint burst squad, you'll call for that to get nerfed, etc etc etc.

    I play both sides and I really just don't give a ######### about DH for distance, nor do I care about the i-frames.

  • One time I was solo'ing and loaded into a match with 3 survivors who ALL had no mither on. Killer got maybe 3 hook states the entire match. Anyways, the killer was camping one person on the hook and me and one of their teammates were trying to distract the killer, and he finally took the bait and she hit second stage right the second I got to the hook. Everyone literally escaped, and in the chat they told me I was a pussy and I shouldn't run BT if I play like that

    One time I played against a swf (at least a duo, I suspect trio) as legion and they were just really cocky. 2 of them dc'ed, and the third I suspect was with them just self cared at every pallet drop. Anyways, I got a 3k (I counted the dc's as kills since it was death hook on each of them) and let the solo survivor through the hatch, and in the end game chat the duo said I was toxic for playing legion and should be banned from the game.

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/283707/why-does-ds-not-deactivate-when-opening-the-exit-gate

    No, it doesn't, because the perk isn't actually designed to be anti-tunneling. The nerf was nice, but didn't address the actual issues with the perk. It really should deactivate during end game collapse and if you hook another person, so it ONLY works if you tunnel them specifically.

    Why should it deactivate during the EGC? If you get hooked during EGC, and your teammates get you off and I go for the person just unhooked, is that not tunneling?

    I'm fine with DS how it is now. Nerf anymore and it's useless, and as it stands the only thing they literally can do is open the exit gate otherwise they are just standing around for 1 minute, which as a killer you should be happy about. It's fine.

  • I completely disagree with gen speed and base regression changes, I think they are fine as is and if they are increased it is going to make the game more a) boring (legitimately the most boring part of playing survivor) b) make things more imbalanced and oppressive with high mobility killers. Let's take a killer (blight) who has very good mobility and can knock survivors off gens quickly. Ruin is already strong on these killers with high mobility, and having (almost) base ruin after 15 seconds AND longer gen speeds makes them more oppressive. Not to mention (this will be a common theme) this is highly oppressive especially to solo q and make it practically unwinnable against certain killers and playstyles.

    I also disagree with bodyblocking nerfs. While it's annoying as a killer, there are perks to penalize this. Mad grit, forced penance, iron grasp and to some extent agitation. You can't make nerfs like this because these are strats that are helpful to solo q, and nerfing solo q = bad.

    Again, I disagree about the 6 minute bleed out. I can tell you have never had a 4 man slug at the same time and the killer just makes everyone bleed out, or a killer who can't find you after slugging. Besides doing gens, being slugged on the ground is one of the least fun aspects of the game. If gen speeds/bleed out timer is increased I'm literally uninstalling. If I have a bad match as killer and I'm not able put any pressure on survivors, I want out of the match faster, and if I slug a survivor for the 4k and can't find that last survivor I'd rather not wait for 6 minutes. I'd rather do anything other than sitting holding m1 for 100 seconds or just sit there bleeding out for 6 minutes, that is so incredibly boring.

    Exit gate changes, as well, negatively impacts solo q. This is commonly attributed to swfs only, but 3 teammates healing + unhooking + distracting the killer to get a 4 man out last second happens all solos and what? At 5-10 seconds left we all die, except the person we got unhooked. I don't see the point of this, especially at only 5-10 seconds left. To punish tbaggers/clickies? Pardon me, but who cares? Just don't look at the exit gates or force them out.

    I agree and disagree with a 5 minute timer, but I'm more leaning towards disagree.

    I don't agree with nerfing medkits. Again, this would be a major, major major nerf to solo q. I think medkits and addons are fine as it is honestly. I'm fine-ish with the syringe change in time, but not ok with a styptic change - those are very useful against tunnelling and slugging killers.


    Nayru said what I was going to say about the cleansing, also just run thrill if you want extended cleansing times. If you change it to 20 baseline AND thrill, that is so oppressive with devour. I just want better totem placements, extending cleansing time is just a bandaid for the actual issue.


    I don't know why you would add a no-key hatch mechanic and then have a hatch destroyed on closing. I feel like you are just adding basekit key with that mechanic. I personally do not care about keys in the first place because I don't care if a survivor escapes with them (and I rarely see them) but w/e most people disagree with me. It's mildly annoying to me but it's just a game ¯\_(ツ)_/¯

    edit: I think with the recent dev update about keys/hatch I think what I said is irrelevant

    The main issue with adding anti-cheat is that when there is a will there is a way, they can get around these hacks. I don't know how the currents hack work, but I assume you can easily fake progress on gens/health/cause chain blinds/stuns/whatever. Anti-cheat/anti-hacking is hard to do, and while it's clear that EAC isn't really helping, people dedicate their lives to doing ######### like this and a bypass will always be found.


    The thing I agree with the most in the post is removing the basement. ######### the basement

  • @R1ch4rd_N1x0n said:

    I just think hex perks should not light up a totem until the perk actually gives someone the cursed effect from that perk. That would be great.

    I like this idea, but I'm unsure about it's execution on a few perks

    Undying - you become cursed when you pass by a dull totem, with the possibility of that dull totem turning immediately into undying and then you will never get undying value from any aura reading

    Haunted ground - you get cursed once the trap totem is cleansed

    I don't know if I'd want devour to only appear when cursed - you can sort of suspect if a killer might have it.

    But other than that I like that idea

  • @SasukeKun said:

    https://us.v-cdn.net/6030815/uploads/Z4BW08TPVQOC/image.png

    this is my opponents games every match 90% of the time. Every single person who milks this build has no skill as survivor in my opinion

    sbmm isn't gonna do anything when this exists. It needs to go

    Did you ever take my advice the other day and actually try out dead hard for a few matches as a survivor? I feel like, based on the posts we've interacted in you never have actually used it. As I told someone on reddit the other day, dead hard requires precise timing - for instance, going to a pallet - you can easily mistime. If you hit e too early, you don't make it in time, get exhausted on the ground. You time too late, you miss the prompt for the pallet and get exhausted on the ground.


    But in general, I still do not think dh or the survivor meta needs to be nerf, nor does the killer meta. All I long for is for other perks to be useful, and we actually see a variety in builds so every match. When I solo survive I just get the same old boring meta on both sides while I just run random builds/items + addons from a randomizer or my normal kindred+bond+bt+random perk based on how I feel. shrugs

  • Y'all will take away my slippery meat builds from my cold dead hands! I would actually rather see luck actually be used other than kobe'ing again. I'm fine with it being removed from trapper traps, but I'd like to see something new added to the game (highly doubt that would happen though).

    I definitely want mist offers to be removed, or at least bring mist back to a form that actually matters. I miss the old maps..

    @Harold_Shipman said:

    Luck offerings can be kinda busted when combined with related perks, but any killer who sees 4 luck offerings in play is likely going to hook camp you, if not immediately certainly after the first kobe. I would just say make them secret alongside wards and BP offerings (excluding those that affect both sides). The only offerings the killer should know about are ones they can offer up themselves such as map and mist offerings.

    I don't think it's busted. I've never ever had a killer facecamp when I've done a 4 man and slippery meat/luck build with 4 salty lips - in the chat they usually just laugh about it, and we all usually die anyways because we all are running a meme build... And that goes for me when I'm a killer, it's nice to have survivors that just dick around, after a bunch of bad games it's nice to have a fun(ny) match that doesn't have the meta on every survivor. Have you actually camped/been camped for that?

  • I think it would be cool to see perks, but I can see it being lobby dodged

    I'd be fine with a popup as long as I can definitely turn it off

    And I am against that last point, always have been and forever will be. It's just going to punish people who play with friends, and people just are stuck on the idea every swf is team oracle calling everything out, which is just not the case.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504477#Comment_2504477

    Yeah and it was easy before the change and it's now even easier.

    Easier to depip? How so? Emblem system hasn't changed, other than you can't de-grade, so the emblem requirements to safety or pip up are the same as it was before (ie Bronze I requirements to pip -> Rank 13 requirements to pip), as far as I know and have experienced.

  • @Dreadnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504473#Comment_2504473

    We imagine that the perk is reworked and it works immediately if you are under a pallet.

    The killer must win a chase to wound, another to knock down, and if the survivor is under a pallet, another chase to make a hook.

    The survivor who knows this, before losing the second chase will let himself fall under a pallet.

    The perk will only work once correct but it is an undeserved benefit, and probably the rest of the survivor also use it.

    In short, the killer has to win 3 chase from each survivor to get a hook from each.

    If the survivor is not a beginner, and also has perks such as Dead hard and DS, the time that the killer loses is unfeasible with the time in which the generators are repaired.

    This is much more noticeable if you play killer in high mmr (red ranks is not mmr, red rank only represents the time you spend playing the game in your current mmr ).

    Correct, I'm aware of all of this. That is why I'm also against it, but that has nothing to do with swf, which is what you said it is (or would be abused by?) and I'm saying that it doesn't matter if it's solo queue or swf, it being able to be used immediately would be unbalanced on both, and that it's not abused by either side currently.

  • @gendoss said:

    Getting iridescent grade is not at all hard and is now extremely easy because of the no depips.

    You can depip within your grade, but you can't de-grade. So if you have 0 pips Iri II and have a bad match you safety pip

  • @Dreadnight said:

    No, the survivors will abuse it by falling under a pallet in a chase. DS is not a balance perk for reference.

    Power Struggle is not a meta perk, but have good synergy with Flip Flop and Unbreakable. Not OP but not useless with the combo in solo queue. In swf groups is very abusive but not so used.

    I don't see your point. I guess I've never understood the "abusive" in swf argument for power struggle. I get you can say you are slugged and have PS and you are under a pallet, but my experience with solo q (red ranks for ~a year), people only pick you up after about a minute or so anyways.

    Edit: for reference I don't think PS should proc immediately. I don't think it's abusive inherently, but you'll end up with dead zones everywhere. If a chance like this happens it should only be used once

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2493018#Comment_2493018

    To clarify, would you be indifferent to knowing, or do you actually not want to know?

    I'm more leaning to not wanting to know? In the long run, would it even matter knowing? It doesn't change the outcome of the bad match. If you had a bad match, it won't make you feel any better and just causes more divisive posts to be put on here/reddit/wherever that says nerf swf. On a good match I can see it promoting people just saying ez.

    I see the argument of showing swf at post-game screen to show killers that complain about swf all the time to show that not all swfs are oracle or agony and they face them more times than not, but I just see it more as a negative than a positive.


    edit: when I say divisive, I mean the us vs them mentality (survivor vs killer or killer vs survivor) that is in so many posts

  • I must be the only killer who really doesn't care about to care to find out pre-game or post-game. I also don't want extra BP for people playing with friends, because most of the time you already get more bp than survivors do in the first place...


    @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2492288#Comment_2492288

    You don't think there are advantages in game to play with friends on coms over solo and no coms?

    Just because you choose to play with your friends doesn't mean i want to. You can go into kyf all you want and have fun with your friends there.

    Swf needs to be duo only for ranked and 4 man for kyf or a casual mode.

    I hate this excuse. KYF gets boring. You don't get the variety or randomness that comes with online with various skill levels, killers, etc. Also, have you ever played a kwf with 2-3 people? Literally no point.

    Full disagree swf should only be duo. And full disagree there should be a 'casual mode' because this is a casual game already. Ranks are especially meaningless now.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/2481483#Comment_2481483

    Assuming you play at red ranks, you have to get a 4K. All iri

    To get a iri in devout you need 9+ hooks, so essentially a 3k regardless of red rank/grade or not. The other emblems aren't really based on hook states or kills except malicious, which you should still get iri with a 3k + 2 hook state on a 4th survivor.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485428#Comment_2485428

    https://forum.deadbydaylight.com/en/discussion/comment/2485451#Comment_2485451

    Not when they put themselves in the perfect spot not to get hit in a lot situations, or to reach the pallet not dodgeing a hit or the window

    I feel like you completely ignored what I wrote or just didn't read it because this response didn't seem to be a reply to my post at all. So with I'm assuming the answer to my questions is no, you don't and you haven't tried it or will not try it to see how often it works, but ok.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2482524#Comment_2482524

    "unreliable" do you use it? Do you just have crap internet? that's a you problem actually.

    It's ability to CHOOSE when you get the immunity and distance to put yourself in a safe spot like old sprint burst did is why it's OP

    Sprint burst doesn't block dmg in it's use, DH does. Get that straight pls

    Not to sound rude, but do you play survivor? Do you/have you used dead hard?

    The good majority of the time you end up exhausted on the ground unless you time it absolutely perfectly and most of the times killers can bait out a dodge. There is a reason it's nicknamed 'Dead'. Just try it for a few games of survivor and see how often that happens to you using it. The distance is so miniscule even if you got to the next pallet or window most of the time you get downed shortly after anyways.

    And if you are chasing a person for too long and they extend the chase with dead hard, why not just drop the chase anyways? You aren't applying any pressure to anyone else/the gens. That was the advice I got when I had my first killer match ever, and ya know what it's right - choose your battles.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/2477091#Comment_2477091

    Every killers is balanced around a 2K yet killer adepts require a 4K, and most of the archive challenges require you to sacrifice survivors are get 3-4 kills in a match. You lose out on trophies and challenge progress/completion because of terrible RNG.

    Adept doesn't require a 4k - it's based on pips (2 pips), which are grade dependent. I've gotten adepts with 1-2 dc's, adept where last person got hatch in (formerly) green ranks.

    I agree in theory what you are saying, I think, is that if you don't get an adept with that killer having low mmr (despite this thread not being about mmr) it will be a lot tougher to get, but certainly not impossible.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479384#Comment_2479384

    I don't necessarily think a killer should be strong. I'd much rather have a fun killer than a strong killer and I do think the Cenobite is fun. If I would change anything, I think I would make the gateway and the chain both have a slightly longer distance, maybe add 1/5th of it's current distance to both and I would make the chains take about an additional 0.5 seconds to break.

    I also think the Trapper should have the Trapper Bag as default on his kit.

    Upvotes don't mean anything but I agree with this and have my upvote.

    I don't think killers should be all be on spirit/nurse level, I want killers that are fun to go against and are fun to play. I've been playing this game for about a year and a half and pinhead is the first new killer I actually have fun going against as survivor (slinger, pyramid head, blight, twins, nemmy are all so boring to go against, and imo most are boring to play).

    I think I'd be ok with those buffs. I feel like .5 is a little small, but if it takes too long to break, he's way too oppressive (especially during chain hunt), if it's too short his power doesn't help where it shines (shutting down loops)

    I played pinhead all evening and afternoon yesterday ~30 matches or so, I don't claim to have mastered him but I 4k'ed on most of my games while playing around with different builds. I certainly wouldn't say he's weak but he's not that strong either. His power can be used to scout areas that are upstairs and I think that's really nice. Other than his lunge bug that makes you constantly miss your lunge and the random disconnect from host he is super fun to play as and against imo

  • I have all of them except oni, executioner and nemesis who I haven't attempted yet. I slowly have been doing them the past month or two. Each one of my adepts I usually got within 1-2 tries, but my god demo and pig were miserable for me. Demo took 16 tries, pig took about 6 for wildly different reasons.

    I care about the other killer achievements too, but I wanted to get the adepts before I got to red ranks where it'd be so much harder for me to. I suppose with SBMM and the full rank reset that probably won't be a big deal anymore.

  • @rxmemory said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467715#Comment_2467715

    In SMITE when they added KB+M support for consoles, they made it so that you would automatically enter the KB+M queue as soon as you had it plugged in. Means the queues aren’t determined by the platform you play on but only by your input method. So here in DBD a solution would be that if they play with KB+M, they wouldn‘t be matched with controller players if they turn crossplay off.

    snip snip I misread your post

    Anyways, I support KBM controls on console but console has so many more pressing issues they need to work on before there is any advantage to even adding the controls. I watch my partner play killer on console sometimes, and when he plays doctor and he shocks someone, it drops so many frames and just makes it soooo laggy. KBM aint gonna do nothing for that.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2447883#Comment_2447883

    You are right. They are my opponents in a video game. I don’t care if they have fun or not, because it’s a zero sum game. I don’t see how this is suddenly different from every other PvP game ever.

    “Oh no, I’m owning too hard in call of duty and feel bad for using killstreaks” - nobody ever

    If I want to play a coop game I will play a coop game

    And yes I have been on the receiving end plenty of times, and sometimes I die and other times I will run them the whole game.

    As a general rule of thumb you never really want to be the first person or the last person chased. The first person can get tunneled and the last person gets facecamped after the gates are open

    Zero sum? We don't even have official win conditions and comparing it to COD or any other PVP game is just insincere because there isn't really any game like this with the exception of a few dead/dying games. If I wanna commit the 'but a streamer said' fallacy, Otz counts a win as 3k or 4k, Scott says only a 4k. Some people count pips as wins, who got more points, etc etc etc. I have my own win conditions on both sides. So I don't think it's zero sum at all.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2446865#Comment_2446865

    Because when the SWF plays well and communicates, loops properly, does gens spread out properly, run meta perks, bring tool boxes with brand new parts and Prove Thyself, it is simply not balanced. No matter how good of a Killer you are or which Killer you are playing, if they play and perform at the highest level, there is simply not very much you can do, with an exception for Nurse specifically. She can handle it, Myers can't (unless they mess up and he's Tombstone or something silly).

    There is little a normal non-comp killer can do to play against efficient survivors in the first place, and anyone who says they get these sweat squads all the time to even justify a bonus I find it incredibly hard to believe. I got my first swf sweat squad of 3 rank 1's and a rank 8 in over a month the other day. I also got destroyed by a solo queue just last night (they all drifted into my queue separately and a couple of them left and others took their spot etc etc, so I know they were) who played just as efficient with meta perks too. That doesn't mean I want a bonus for anything still. High level dbd is boring as #########, props to these teams for enjoying it I guess, but I don't let it get under my skin when it happens and just move on to the next match.

    Again, if I don't face these challenges I'm/[you are] never going to improve in general even if you occasionally get survivors like that, swf or not. And if survivors are playing efficiently, extra movement speed won't mean anything if all survivors are on gens and you are being looped for multiple gens, it's not going to magically be able to make you apply pressure or do any better, and neither would bonus points or anything else so I just think it's pointless.

  • I don't know if I'm in the minority, but I don't want extra points or any bonus for playing against people who are just playing with friends. It makes me feel weird and dirty even with the grind this game has. I don't expect to 4k every match and quite frankly I don't want to/no one should.

    If we (ie buff movement speeds per member of swf) then I feel like it's just going to become a crutch, I won't be challenged, and because of that I won't get better and just overall feels like I'm getting a massive advantage because a few friends are just shooting the ######### after work. I just want to play the game normally and if I lose, it's just more motivation for me to get better.

    All I want the gap between swf and solo to lessen (basekit kindred, limited basekit bond, etc). Every killer faces a SWF on a daily basis without probably even realizing it - most likely duo's and probably very uncoordinated (see: my swf when we play every so often).

  • Soul guard is almost a non issue, I think it's completely fine and I think a perk like it is necessary for anti-slugging. It's not even meta that is rarely seen and I've never heard anyone in game or on forums complain about it until now ngl, but your story sounds like it's just a salty killer that doesn't like changing his play style around perks.


    @Pulsar said:

    It is a part of the "small pp build" which basically just lets you have old MoM or BT whenever you get up.

    It'd be fine if it gave Endurance but removed collision for its duration.

    What is the point of keeping endurance if collision was removed, since removing collision would negate the hit?

  • @kate_best_girl said:

    We get it a youtuber said its a bad map now you don't like it. Quit the bandwagon already.

    Because people can't share the same opinions as content creators? Saying stuff like this doesn't invalidate/disprove our complaints or buff up your argument. If a well known youtuber came out and said "yeah rpd is totally fine and little to no issues at all", can I tell others who have that opinion to jump off the bandwagon too?

    I've been saying a lot of the complaints others had the moment I launched the PTB after the stream and finished my first match in it. But I'm not really a fan of any of the indoor maps in the first place (except Midwitch, which I weirdly grew to love recently on both sides).

  • I mean, if we go to the system you are proposing you might as well just bring back old undying, and that was super unhealthy for the game. There is a reason it only transfers once - and I think undying is in a really healthy spot right now because of that. Hex totems are supposed to be high risk/high reward, like my devour hope might be cleansed immediately or I might mori everyone at 5 gens if I put enough pressure. I truly do think undying is already still strong despite it's nerf it got, and wouldn't consider it weak at all - especially now that it keeps your tokens too (on hexes that do anyways).

    That being said, totem spawns on maps like Ormond, Autohaven and Macmillan can be brutal sometimes - especially the ones just way out in the open on hills. At the same time, totem spawns on indoor maps (racoon city especially) can be super tough to find without a map or *insert totem perk here*. My biggest worry is that if we rework totem spawns to be too hidden they will be impossible to find, which really hurts solo q players the most.

    Out of curiosity and trying not to deviate from the original topic too much, besides removing obvious ones (on the hills in plain sight, that one god damn totem right outside the main ormond building in between the rocks, etc) - how would you rework the spawns, or if they removed those is it ok?


  • Not to commit the "but my streamer says" fallacy, but Otz rated bond lower just for the sole fact that your teammates don't see you.

    Personally, bond is already a pretty strong perk I use regularly (I feel naked without it) and is fine as it is - and while I think that would be such a sick change, I'd actually rather see a form of it being made basekit than bond being buffed (maybe, like if a person is being chased they see survivors within 16 meters or something so they don't go to where their teammates are). It would help bridge the gap between swf and solo, and I think anything that does that would be a good thing.


    @GannTM said:

    I would think this would make it infinitely better than Better Together, making that perk have no reason to use.

    I mean, there are so many perks that a lot of people don't have reasons to use and step over each other constantly. Blast mine can be used somewhat like better together too, and has more range of visibility. Bond and empathy are very similar, but I'd argue empathy is useless since it has the condition of needing a survivor to be injured (despite the higher range). I think deja vu is better than visionary based on the fact it can be used to prevent a 3 gen.

  • I highly doubt this was the devs idea, probably upper BHVR management (which also goes to the "sale"). Speaking as a engineer, devs don't really usually have a say in any of these types of things.


    That being said, I hate the map as both killer and survivor. Luckily a lot of my matches haven't been on the game without map offerings, so for that I'm thankful. I avoid them in the bloodweb unless forced anyways so I don't really have any in the first place, meh

  • @Big_Trash_Panda said:

    As Killer

    1) Keys - No further explanation required

    2) Streamer SWF with a toxic attitude (eg if they win, gg ez killer get good, if they lose, killer didn't play by the survivor rule book and is worse than hitler and we will talk ######### about them to the end of time) Wow who wouldn't want to sign up for that deal !!!

    3) Blendettes - The power of invisibility of the bush is OP

    4) Shirtless David - His raw sex appeal makes me question my hetrosexuality.

    I actually had a killer kind of reference #4 for me lol I wear shirtless skin + lifeguard shorts and the other day a killer said in end game chat I was too distracting cause I was so sexy lol. But as a shitless david main, when I'm killer I feel bad killing them because they look too cute (exceptions are made if I'm trying to adept especially on killers I hate or not good at - sorry to the 2 davids when I adepted trickster :/)


    For me, it's rare I dodge I guess, but if I'm not really in the mood I'll dodge a lobby of 4 flashies. I try to not let a lot of things get to me though and if I dodge a lobby it probably says to me, I should start taking a break

  • @stikyard said:

    Poeple assume SWF is OP.

    My whole team is bad and, I would generally assume the same for most people who just want to play with friends.

    Now all Red ranked SWF might be another issue but, how many people is that, my guess, not many.

    I feel this, when playing survivor, I spend these days solo queueing about 80% of the time - I recently lost my job so sad to say DBD is the only thing keeping my mind busy lately, but a couple nights a week I play with a group. We honestly just dick around a lot of the time and just end up sandbagging eachother. If we aren't meme perkin', 2-3 of us run bond and 2 of us run kindred cause we rarely communicate anything because we get into in depth convos about random bullshit while we play or scream because we got scared by a mikey with scratched mirror or something. I honest to god escape more solo queue matches than our swf matches. I'm glad bhvr hasn't listened to the swf nerfs over the years ( like limiting perks to 1, or no one can run the same perk - you will take our slippery meat builds from our cold, dead bodies!)

    I'm fairly confident this is the norm.

    I've been playing more killer lately than survivor, I'd say maybe 60/40 at this point - and while I only maybe have 50-70hrs in killer, I straight up have only faced 1 sweaty swf team (a rank 1 survivor, rank 5, and 2 20's) when I was at rank 13 from the reset, so not red rank by any means. It was awful, yeah, way above the rank I'd normally be playing at - but I mean, I'm not going to get better if I just play babies or destroy uncoordinated solo queuer's all the time. People only remember the sweaty games where they lose, but forget they probably face swf and not even know it on a daily basis.


    Idk, just my 2 cents, if it's worth anything

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