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KingFrost

KingFrost

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KingFrost
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  • People are really bad judges of time. DS only lasts 60 seconds, so clearly you downed him again within 60 seconds. The DS change won't change anything in regard to your situation here.

    • Survivors should get BP for generator repairs done while they are on the hook as part of 'distraction'. More if the killer is within 15 meters of the hook.
    • Altruism points if all survivors are healthy when you escape

    It'd also help if you got a WGLF stack for healing another survivor a full health state. Not sure why it doesn't.

  • I don't find it miserable at all. Solo queue is hard, but it's still pretty doable. Sometimes you get terrible teammates who make the worst mistakes. But it's not like you don't get that at rank 9. You'll always find terrible teammates. You get really good experience from solo queue. My escape rate is pretty decent, and I'm not a great survivor. I'd say maybe a 3 or a 4 out of 10. Now when they had Ruin/Undying, then solo queue was miserable. Don't get me wrong, some matches can still be miserable. An amazing nurse will wipe you out in no time. But I find the thrill of playing solo queue invigorating. Though I guess it helps that the SWF I usually play with aren't that different from my solo queue teammates. (Well my usual SWF. I used to play in an SWF with teammates that were a bit more coordinated, but we haven't played in forever)

  • He has good perks. Starstruck is one I definitely look forward to using. *stares at sabo squads*

  • Try restarting your game? Not sure what happened unless you had a built up penalty. But it doesn't sound like it.

    My cousin DC'ed in a match because the killer kept downing her, then carrying her around without hooking her and it just kept going. She got a 5 minute penalty. Then when I queued up with her, it said the matchmaking penalty was an hour! She didn't see it on her screen, but it wouldn't let me queue up for some reason. If she wasn't in the lobby, I could queue up no problem. Then she reset her game, and we were able to queue up instantly.

  • Fix for SWF:

    Buff Solo

    Buff Killers to compensate

  • *Survivor gets unhooked*

    *killer immediately hooks a survivor he was carrying to a nearby hook*

    *Killer now goes after the guy who just got unhooked moments before he hooked another survivor*

    Guess that's not tunneling...

  • Iron Will for 60 seconds twice per game.

  • Survivors should be able to get BP from AFK killers, seems a bit unfair that a survivor can be denied so much by an AFK wraith. (I've run into one recently. Incredibly boring game.)

  • I think it'd be fine if you could choose when you use it, but I don't think it should be a perma-increase.

  • @MadLordJack said:

    It's pointless, once you're used to something it stops being scary. There's no point catering to people that have been playing for longer than 50 hours, it's just not how humans work, we stop being frightened by things we are familiar with.

    100% this.

    If you had a ghost in your house with bloody clothes who groaned in the night, you'd be scared. But, unless you were actively in danger, you'd get used to the ghost eventually. As soon as your mind learned that ghosts can't hurt you, any other ghosts you encounter would be pretty 'meh' on the frightometer.

    First Person for survivors just doesn't work balance wise. Killers don't have to look behind them because they're never being chased by something that can take them out of the game. (They sometimes get chased by people with flashlights, but that's a different story.) Survivors have to look behind them so they can see the killer. (Also in first person mode, being chased by a killer you can't see would eventually become pretty dull)

    Just look at how newbies play the game vs veterans. Newbies are frightened to do generators. I remember my noob days when I had no idea where I was going, and hid in lockers at every chance i got. It was pretty scary for a while, but these days -- while still getting jump scared by Hag Traps once in a while (or freak out seeing Myers walking out of nowhere in Tier 1) it's just normal. You adjust over time. The game can't be made 'scary' because even if it's scarier for a little while, you'll adjust eventually. And temporary frights isn't really worth the game's balance.

  • Survivor: Rank 4.

    Killer: Rank 9

    I could probably rank up as killer if I tried, but I like having more chill games. And if someone DC's early for whatever reason I play friendly because I don't want to make anyone's experience bad. Also would help if I played more.

  • Depends on a lot of factors.

    How close are the generators? I've seen some truly nasty three gens, that survivors would never be able to complete.

    How much progress do they have? If they're all at 0-20%, then it's pretty doable with most killers as long as they're reasonably close. (Maybe even easy if they're all within LOS)

    How many hook states have you went through? If someone's on death hook, it's much easier than if everyone's on their first hook, or hasn't been hooked yet.

    Pretty much all killers can turn things around. But there's a lot of factors at play.

  • They should let you browse the store while in a lobby. People might spend more money if they did, cause people like to do things while waiting for a game.

  • The salty messages I get usually aren't very funny. Usually just racist/homophobic/etc... like the guy who accused me of camping and tunneling and told me to 'get good.' Given that I 12 hooked that game, and never hooked the same person twice in a row despite the first four gens FLYING.

    Funny message I got was from an Adam when I was playing Billy with NoED. He was like "I had to get out of there. They were all so dumb!" (I killed the rest of them).

  • @nomie_norris said:

    Yeah, they had devour hope. Dont remember how many hooks, probably 5. I didnt realize you could 1 hit down someone and kill them even with it active. So devour hope can technically kill a whole team in 9 hits?

    14 hits with M1.

    10 hits to down 5 survivors twice.

    4 hits to down each survivor once.

    • Haunted House
    • Library
    • Dormitory
    • Cemetery
    • Amusement Park
    • Jungle
    • Yacht
  • Replace twins with a female with pyrokinetic powers.

  • I have 50k shards. And maxed out BP. So I guess All-Kill is a success.

  • The Billy was okay, but I wouldn't say 'good' based solely on an early game shack pallet drop and and LoPro chains hit. If anything, he went for chainsaw hits through the pallet too often, when an M1 would've worked just as well. Of course, it's hard to tell because we only really see this through Tru's perspective. Maybe he was god-like against other survivors. (He probably could've ensured a 2K by not going for Tru at the end, and instead defending his two hooks. But he might not enjoy camping the last hook and prefers a good chase. I know I do.)

  • Generator speeds aren't the problem. The problem is that most killers lack early game pressure. Survivors can split up early game, and work on multiple generators and spread out across the map working on gens with zero pressure on them. At which point, there's not much the killer can do. Killers have no idea where survivors spawned in, and can only really take an educated guess. Especially on a map like Red Forest. Gen speeds are fine. The lack of early game pressure available to killers is not.

  • This would make Pig's power, which is already limited, useless after 3 gens are done. Survivors would merely sit on the generators, get the last two done, and get out. No reason to waste time on the side objective of removing your timer as long as you can do it within 2 minutes. It removes her stall completely if she struggles in the early game.

  • Survivors can heal up to 99, work on a gen, and the second they hear the terror radius, finish their heal. Kind of sucks they can get increased gen speed for limited risk.


    1. Ace (Only because of his teachables being terrible)
    2. Deathslinger
    3. Brand New Part
    4. Iri Head
    5. Red Forest
    6. Strode Realty Key
    7. Resilience
    8. Monstrous Shrine
  • You're really underestimating Doctor. And overestimating Pig a bit. Doc is a really solid killer. He's got good tracking, some slowdown, and anti-loop that's pretty powerful. His anti-loop is better than Clown's, since he can deny pallets. You have to REALLY throw early against Doc. You do against Clown too, but not to the same extent.

  • Nurse, Hag and Spirit. Nurse with infinite blinks, Hag with infinite traps and infinite range, and Spirit with infinite phasing would basically be the survivor version of hell.

    Trapper being able to set traps whenever he wants is probably up there too, though. Same with Huntress with infinite hatchets (and it we include add-ons, iri-head) Plague with infinite corrupt would be pretty bad, but then survivors would have no reason NOT to cleanse.

  • Survivor: Flip-Flop. So you think you can slug me!?

    Killer: Mad Grit. I can swing all I want when I carry you.

  • I mean you could say the same thing about Gen Rushing, but I doubt the responses would be as welcomed on this forum.

  • If you self-care with sloppy butcher, and I offer to heal you but you refuse, I'm leaving you to die on hook.

  • It's the other way around. Camping and tunneling encourage gen rushing. If you don't give survivors anything else to do: What are they supposed to do?

  • People keep saying that Tunneling is just 'efficient'. But it's really not. Like against a weaker team, sure. It's efficient. They'll never get the gens done. They were never going to get them done. A team that's mildly efficient will destroy a tunneler. Once you recognize the killer's strategy, you don't go for the save. You just sit on generators, and then leave the trial and the killer gets a 1K because they want to be 'efficient'. Then they come on the forums and whine about how hard the game is, and how the game is Survivor sided. They cry about Decisive Strike, which the game actually warns them about ahead of time, and don't get why they're losing games. They cry about borrowed time, and body blocking, and flashlights. They cry about gen speeds, which they're doing nothing to interrupt. Failing to understand that their strategy is what's failing them.

    Had a Plague the other day who tunneled me straight off the hook. Ignored my rescuer entirely. Thanks to Dead Hard, I made some distance, got to a pallet. She had to chase away a teammate who was ready to pallet stun the pickup. Then another team picked me up. We got the last gens done, she got one kill, then DC'd when we got the exit gates 99'ed. Hope she enjoyed her probably 30 minute penalty, given that she wasn't particularly good and was inclined to DC whenever things didn't go her way.

    You get no snowballing with Tunneling, and snowballing is how you generate real pressure.

  • NoED doesn't even discourage gen rush. It just encourages you to get out ASAP, and increases the kill rate. I think it needs some reworking, though I'm not sure in what way exactly.

  • 4 survivors, separate at the start, with 4 BNP's on a map like Red Forest all 4 with DS, Unbreakable, Prove Thyself, and Sprint Burst.

  • That's cool that small game detects fake pallets, though who's going to run Small game just to counter the 1 in 500 Freddy's who use fake pallets?

  • @HellDescent said:

    I don't thin it'll matter. Because regardless of how sbmm works bhvr will always tell you it's working as intended and they are constantly making adjustments to it. But all sbmm will be doing is making survivor qeues shorter by throwing everyone together in 1 lobby

    I don't think they're doing that, considering Dowsey was in a queue for almost 2 hours, and his survivors had been in queue for like half an hour or more.

  • I like both pretty equally.

    Dowsey's Hardcore Survivor series is really entertaining. And I like watching killer mains like Otz try out survivor. As long as the creators are engaging (and most of the top content creators for DBD are) then it's pretty exciting.

    Killer games usually have more action, and require a little less engagement, but most of the content creators are very engaging.

    Couldn't watch either, on the other hand, without any commentary.

  • I really doubt the 5th anniversary chapter is a movie most people probably haven't even heard of.

  • My ping is usually around 35. Have you checked your internet connection?

  • Most one shot abilities are perfectly balanced.

    Devour Hope - Requires 3 hooks, can be cleansed before it even takes effect. Only requires a single cleansing.

    Haunted Ground - Only lasts a minute. Requires a survivor to cleanse the totem.

    Make Your Choice - Killer must be a certain distance away from the hook. has a cooldown.

    Dragon's Grip - Has a long cooldown. Only active for 30 seconds.

    Rancor - Only one survivor becomes exposed. They're notified long in advance.

    NoED - Probably the only one that's not really healthy for the game. But even it can be cleansed.

    Iron Maiden - The effect is just so short.

    NoED is the only one that's a little problematic, and that's largely because there's no totem counter and no requirement to get it to proc other than survivors literally doing their objective.

  • Dead Hard is one of the few perks that actually interactive. So many other perks are just passive.

  • Twins. Unless its for a daily to chase survivors, I won't play them because they aren't fun in the least. Worst killer design in the game.

  • my-image (5).png

    Not ordered beyond the tiers.

  • I mean that seems like it's at least up to Konami more than BHVR.

  • Devs: Pop needs its timer reduced!

    Also Devs: Stacking Thana, Freddy's two slowdown addons, Dying Light, Ruin and Undying is TOTALLY okay.

  • I feel like this might be fun for a game or two, but after a while it wouldn't be scary either. And it'd stop being fun. It'd be a neat experience. Maybe for an event or something.

  • Doctor is stronger. He can deny pallets, has some of the strongest tracking in the game, and has limited slowdown. Clown is probably better at loops, but that's about it.

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2034172#Comment_2034172

    If killers had a 4% chance to instadown survivors with their M1, something that could very well win games, but had a low chance of occurring, would it be balanced due to low odds of it happening? Something tells me it wouldn't be balanced nor fair, but hey, that's just me.

    A more apt comparison would be if 4% of the time you got an insta-down, but 96% of the time it did no damage and the survivor is given a 150% running speed for 2 seconds.

  • Hackers should face other hackers.

    It'd be hilarious to watch.

    Survivor: HA! I instahealed, then 100% a gen and ran at 500% speed

    Killer: Instant exposed status. Undo gen progress 100%, running at 700% speed

    Other three Survivors: What is going on?!

  • The thing about killer isn't that you can't make mistakes. It's that a lot of the time, you can't recognize your mistakes because you simply don't have all the information. You might have missed the Claudette crouching behind the Gen, or failed to see the Yui walking in the distance as you headed toward the point where she spawned in.

    I'm not sure there's really any NEW tips. Killer is probably easier now than it's ever been. Know the basics. Know where survivors generally load in. Get an idea of map layouts. Use perks that suit your playstyle. Leave chases when it looks like the chase will last too long. (For example, running the Cowshed). Figure out which gens to just let go, because sometimes they're just NOT worth it. Survivors are doing you a favor by doing them.

  • Dead Hard is a balanced perk. It's got more risk than the other exhaustion perks because if you don't use it at the right time, you'll end up buying MAYBE two seconds. Take out Dead Hard, and everyone will just run Sprint Burst because the other exhaustion perks are pretty much useless unless you use a map offering in which case Balanced Landing is great on Saloon and Haddonfield but garbage most everywhere else.

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