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KingFrost

KingFrost

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KingFrost
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  • I can never find gens on that map. At least not when there's only 3 left.

  • Keys: Hatch should spawn one generator later. Also no keys in chests unless you have Plunderer's.

    Mori's: Should only be allowed to mori after 4 gens are completed OR after 5 hooks (Same as Devour Hope, but minus the totem)

    NoED: Only necessary change is some indication that all totems have been cleansed. I'm sure killer mains will SCREE at me for that, but just some kind of indication that 'Hey, all the totems have been cleansed' so you're not sitting there thinking "Well, I did 4 totems. This last gen is ALMOST DONE. Surely my team has done a SINGLE totem and I just haven't been able to find it."

  • Well what are you having the most trouble with? Finding survivors? Downing survivors? All of the above?

  • Yeah, you have to give up the chase sometimes. But it's hard to tell when.

    Had a game yesterday where I was dropping chases like crazy. It always felt like I was losing (even though I was Freddy with OP add-ons. I was going for the rift challenge where you have to kill all 4 survivors.) but eventually pulled it off. It was very stressful though. I feel like some of that stress could be reduced in exchange for reducing some of the snowball potential of killers.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1578588#Comment_1578588

    Yes, because it could be something like Devour Hope for all I know.

    This is why if it glows, it goes. Could be Haunted. Could be Devour. One minute of expose vs expose until you manage to find the totem again and assuming the killer isn't in position to defend it. (Had a Deathslinger last night in good position with a 3-gen to defend his ruin. It eventually went, and we got the gens done, and 3 of us escaped. He had NoED too, which is why he got the fourth who was on their last hook)

  • @The_Krapper said:

    Run the unbreakable flip flop combo it works pretty well

    I once ran Unbreakable, Flip-Flop, Tenacity and Boil-Over. Somehow I always went down right near a hook.

  • How about as a compromise, we reduce bloodpoint cost of every item by 1000. This would roughly lower the price of the teachable perks to under a million.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1578550#Comment_1578550

    Inner Strength does have one other minor benefit, it avoids being seen by Nurse’s Calling which is a fair.h popular killer perk.

    Also counters Thana and sloppy butcher.

  • But what if I have inner strength too? Then what, NANCY?

  • I'll say that I'm frame rate blind. I cannot tell the difference between 30 FPS and 60 FPS. But I see a noticeable difference on PS4 when the frames drop. Especially when you hit bloodlust. I've lost a lot of survivors because my frames drop and then I can't see anything.

  • It's being fixed.

    Found a Claudette stuck earlier while playing killer. I got her out of it, and we farmed a little after. Had a pretty good three-gen going, but it wasn't really fair when she got stuck like she did.

  • You almost have to juggle survivors so that you keep them injured until you down someone and hook them. You waste a lot of time chasing one survivor to get one hook, and that's less pressure on the other three.

  • Urban Evasion on Pig and Ghostface. Keep in mind that Urban Evasion actually increases crouched speed by DOUBLING IT, not increasing it TO 100%. Because 100% would be running speed of survivors, and it doesn't do that.

    Meaning that Pig and Ghostface could crouch around the map at 7.36 m/s. (7.2 for ghostface)

    So while all the other killers walk around at 5.52 meters per second (Very fast), Pig and Ghostface can move around the map even faster, and Pig can do it without a terror radius. And in fact would be faster than her dash attack.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1576853#Comment_1576853

    Kick 15 generators, repair 12 generators, make survivors scream 45 times. 🤷‍♂️

    This level of the tome is lazy in its grindy design.

    I kicked 15 gens and made survivors scream 45 times in one match each. Wasn't that grindy. There are some that are, though. Never going to blind the killer 5 times, I can barely do it ONCE.

  • It's way too easy to reach red rank. But that might not be a bad thing. Imagine if all the red rank games were filled with 4 great survivors and there were no weak links. The games would be rough for killers. Especially when green rank killers now are still getting Red Rank Survivors. (I'm a Rank 9 killer right now, and I get Red Ranks in my matches way too often.)

    I mean I'm proof that it doesn't take much to reach them. I'm rank 4 and I'm not particularly good. I can't loop for anything. I do gens and totems, and I try to make smart saves (sometimes it doesn't pay off if the killer is particularly tunnely) Rank really is just a matter of play time, especially on the survivor side.

  • Why this is meaningless:

    How many of those 50 games did he face the issues that killers sometimes face? Bad spawns, bad maps, bad early start? And how many times in those maps did he get strong survivors who took advantage of it?

    The game is pretty balanced. But there's still issues. The early game favors survivors far too heavily. If killers don't get a good start, their chances are slim to none.

  • Yeah, there is an icon. Whenever I see it, I think "This player has BALLS."

  • Yeah, they need to fix this. I got BP for a match, then still got a matchmaking penalty. Can't blame the killer for DCing though, cause that match was messed up and we almost certainly had a hacker.

  • Penalties should never exceed one hour. If you're disconnecting at too high of a rate, you should be in a bad sports lobby for a while. Give everyone not in an SWF with the person who disconnects a 10k BP Bonus.

  • Face camping at 5 gens = Toxic.

    Face camping at 1 gen that's almost done = Strategy.

    Hitting them on the hook = Toxic

    Hitting them accidentally on the hook when trying to hit their teammate going for the unhook = Not toxic.

  • DS should deactivate if you attempt an unhook. I think that'd be completely fair.

  • Had a match like that, but the Wraith figured out what happened, and decided to farm with us instead.

  • I keep track of what maps I play on for statistics purposes.

    Here's the first 32:

    Disturbed Ward

    Pale Rose

    Thompson House

    Ormond

    Sanctum of Wrath

    Disturbed Ward

    Torment Creek

    Haddonfield

    Gas Heaven

    Badham 4

    Sanctum of Wrath

    Azarov's Resting Place

    Sanctum of Wrath

    Sanctum of Wrath

    Haddonfield

    Pale Rose

    Lerys

    Coal Tower

    Azarov's Resting Place

    Haddonfield

    Suffocation Pit

    Thompson House

    Wretched Shop

    Mother's Dwelling

    Family Residence

    Pale Rose

    Ironworks of Misery

    Fractured Cowshed

    Grim Pantry

    Mother's Dwelling

    Suffocation Pit

    Badham 1

    Looks pretty randomized to me. I don't see a real pattern. SOme maps just appear more often than others because there's more in that realm. Then you have map offerings, etc...

  • My FPS is only really bad usually when bloodlust kicks in. Then it's like a slideshow and I lose the survivor because of frame rates dropping. Which is NOT fun.

  • Moris should only activate when the killer either gets 5 hooks OR 4 gens are completed.

  • I've already bought everything on PS4 again after my time on Switch. I'd love to transfer my progress from Switch. I have every perk unlocked, and I have P3 Cheryl with all the perks. Would be nice to have it back. Plus all the cakes, the leftover BP, the leftover Auric cells... the shards.. I can't go back to Switch because the framerates even worse there than on PS4.

  • Uhh the Exit gate is powered. What do you expect him to do here? He wants one kill.

  • If someone wants to tell me how to avoid his chainsaw, I'd appreciate it. I try forcing him to bump into stuff, but never to any avail. Granted, I'm not the best survivor. But that's why I'm askin'.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1569395#Comment_1569395

    Tru3 isn't a bad player. The game is rigged to be hard against the killer. You're making the most minimal mistakes out to be day-1 noob mistakes. "Oh my God! Why would he ever do that?! He's practically giving survivors the win!" If killers playing suboptimal costs them the game, why is the same not true about survivors? And you don't seem to find anything wrong with how things are. The struggle between killer and survivor should be on a pretty level playing field, but that can't be the case when 12 hooks are needed within a 5-6 minute window. You are putting a lot of pressure on the killer player, don't you think?

    I think Scott is one of those people who says they play on both sides just as an empty talking point, because in reality he is always taking the survivor's side. He still thinks killers like Spirit and Deathslinger have "no counterplay". Whereas Tru3 weighs the strength of both sides, saying that both basement Bubba *and* 5 minutes/5 gens are stupid. Spirit it strong *as well as* DS. And I didn't want to bring DBD celebrities into this, but you are the one who went there.

    Not like there's video evidence or anything of Scott playing killer.

  • @blackhat112 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1569498#Comment_1569498

    I feel like you aren't really looking at this clearly.

    Hooking someone in the basement, instead of on a nearby hook, to you and scott, is a MISTAKE? That is so silly man. Its a not-optimal play, not a mistake. Expecting a killer to know exactly what an enemy team will do is impossible, a big reason being these devs dont even let you know you're fighting SWF because of reasons. Non-swf players would rush down basement very often and itd be easy to capitalize on that normally, but he wasnt fighting a normal team.

    Tru3 did make a few actual mistakes in that game, like swinging against sprint burst and that 1 fake-out, but aside from that no other real mistakes were made.

    The reason the basement hooks didn't work were because the saves were coordinated perfectly and remaining near shack didn't work.

    No other real mistakes?

    Sorry, but yes -- taking the Meg into the basement was a mistake. It was a real time waster. I said this when the first topic came up, and I stand by it now. That's 20 seconds he's wasting taking Meg into the basement, rather than hooking her at the conveniently placed hook right next to her after several gens have already gone. He has to carry her into the basement, put her on the back hook (which btw wastes the killers time more than the survivors.) and it's not like he's playing Hag or Trapper or someone who it might be worth going for a basement hook with. That's not just 20 seconds. That's 20 seconds for the other three survivors. Only one of them will lose roughly 15 seconds going for the unhook in the basement vs going for the unhook at the other hook. Meaning that's 45 seconds gifted to the survivors so he could put someone in the basement. Hook Meg right where she fell, BBQ procs, and you head off to take down another survivor. That creates pressure. He didn't do that. Instead, he goes straight for a gen and pops it. First hook in the basement I get. Sometimes hooks don't spawn very close to the basement, and sometimes it feels like they're miles away. But Meg fell right underneath a hook. That's a time saver he missed out on.

    And then you have the fact he ignores the Bill. Doesn't even force the pallet drop. He just goes straight back to the shack, when he could've got a down on Bill, used infectious to find anyone coming for the unhook, and then snowballed from there. Instead, he goes straight back to the shack, allowing Bill to make distance. Outside of Infectious range. (Keep in mind he had his power ready here. Which means that pallet probably isn't going to help Bill that much unless Bill is an excellent looper, which as we see later, he is not)

    People will say "Oh so you have to play optimally to win as killer?!" No. You just have to play smart. He didn't engage in enough chases, which was no fault of the gen speeds. Killers can make mistakes, and they can come back from them. But that isn't just given to them, nor should it be. They have to earn it, and he didn't really do anything to earn it. Then he wonders why gens popped so fast.

    Gen speed wasn't so much the issue here as the killer's play was. Gens are going to get done fast when there's no pressure. It's like showing a game where a killer camps a survivor and 3 gens pop really fast, followed by another, and then someone says "The killer played well! He didn't make any mistakes! The survivors just had to hold M1!" Well of course they did. The killer didn't make them do anything else.

    Also this isn't some sweaty four-man team. They don't even appear to be SWF. Even Tru3 kind of admits that at the end, blaming the map (rather than his own decisions, because apparently it's never his fault that he didn't engage in chases instead of proxy-camping the shack for one down) They were just survivors who stuck to gens, because what else are they going to do? Go and force a chase with the killer? That's not their job. Their job is to do gens. I won't say Tru3 is completely wrong about the map, but his play definitely contributed to his loss.

    And that's not to say there might not be an issue with gen speeds at all. BNP's definitely need some looking at IMO, because getting multiple in a match can be really painful for a killer. But there's a delicate balance to be considered when it comes to gen times, you can't just look at a couple games where the killer struggled and say "Slow them down".

  • I'll go back if there's a reasonable chance to save a teammate. But if the killer isn't leaving a certain radius no matter what, then I'm out of there. If I can lead the killer away, I will. If another teammate does, I'll go for the save. But if I can't draw the killer away, then yeah I'm going to open the exit gate and get out rather than give the killer an extra kill.

  • Yeah, last night i had a match like that as Freddy. I could tell this one Meg was brand new to the game. So instead of hooking her a third time, I let her go. I got her to pallet stun me so she could get some more BP, and eventually I let the whole team go. Often I find survivors aren't very trusting when the killer tries to let them go. Had this one guy who I kept signaling to open the door, but he kept running away. (I couldn't open it because I had closed the hatch). Time was too short by the time I downed him, so I just hooked him to save us both some time.

    I remember what it was like to start out. It wasn't that long ago. I still remember my first match as a survivor by myself (without friends telling me what to do). It was on old Lerys Treatment Theater. I spent the entire match having NO IDEA where I was going. Finding the exit gates was nearly impossible. Of course back then I didn't realize there were two, so when the killer was guarding the gate, I figured I was screwed. Funny enough, Lerys was also the first time I escaped. I hid behind the trash can while the killer carried my teammate off. I opened the exit gate and scampered off unaware that I was leaving my poor teammate behind.

    Starting out can be rough for survivors. So when I run into them, I tend to try to play pretty nice.

  • @MeatBycicle said:

    Combat Straps, everything else is just filler imo. Even Video Tape isn't that good because it can mess up your muscle memory if you play her a lot.

    Amanda's Letter can be very fun on indoor maps you force, like Lerry's, The Game, Hawkins.

    Midwich if you're feeling particularly evil.

  • @Yamaoka said:

    Honestly I'm glad I can not see the post game chat. I can only imagine how often people insult me for... playing the game.

    I've gotten a couple insults, even though I'm on console. Usually from my teammates though

  • Things I hate:

    The grind

    How survivors and killers refuse to see things from the other side

    When a BPS or Cake is offered and I die too early

    Mori's and Keys

    Styptics and BNPs

    Doing 4 totems and then getting hit by NoED

    Getting hit by Decisive Strike because someone decided to be a hero and thought they were invincible instead of waiting to go for a safe unhook

    Getting farmed off the hook by teammates and hit by killers and then immediately rehooked

    Seeing teammates DC

    Seeing opponents DC

    The toxicity

    How bad I am at looping (on both sides)

    That Killers get a lot of cool cosmetics they never get to see

    That Jason is tied up in a lawsuit and he can't come to DBD yet

    That they probably won't add Parasite Eve Chapter

    Survivors who teabag, killers who smack you on the hook for no good reason

  • It Begins

    The thrill of hunting your prey fills you with determination. See the Aura of All Survivors for 3/5/7 seconds at the beginning of the trial.

    You can run, but you can't hide.

  • Those perks help them last longer, which helps the team in the long run.

    You want to talk selfish teammates. Teammates who bring keys and leave you behind as soon as the hatch spawns.

  • I take out my aggression on Survivors by playing Freddy. I don't play dirty or toxic. But Freddy is a highly competent killing machine.

    Granted most of the time my aggression against Survivors is due to toxic survivors who I played with on a team, rather than against.

  • @Buttercake said:

    https://forum.deadbydaylight.com/en/discussion/comment/1566848#Comment_1566848

    Lol, the last one we all kept standing in front of him so we got hurt then kept heaaling each other, it went on so long he DC. 🐱

    I was about to ask if you were in the match with me yesterday, but then you said he DC'd. Had a Freddy do this yesterday. We farmed off him. He'd hit us, we'd heal. We'd start a chase, then vault for points. We did the gens pretty quickly, 99'ed the exit gates, and did most of the totems. Got all our points and double pipped.

  • When I played on Switch, 5 tokens got me every time. But hitting skill checks is harder on Switch and I haven't run into 5 tokens on PS4 yet.

  • That'd be pretty cool.

    I'm keeping track of some stats now that crossplay is out. Including what perks are most used, what add-ons are most used, what items survivors bring in, which map each match was played on, and how many bloodpoints everyone earned. So far I've only got 20 matches. I might share some of my data when I get 100 in.

  • That'd make Devour Hope way too powerful.

  • Huntress and her hatchets definitely. Followed closely by Leatherface's Chainsaw.

    When I play Huntress she throws toothpicks.

    When I play against Huntress she throws mack trucks.

  • Ruin was nerfed because it had too much synergy with other gen slowdown perks, was too swingy, and often rewarded the killer for absolutely nothing. If a lot of skill checks appeared, it was extremely strong. If there weren't many skill checks, then it didn't do all that much. The re-work made it stronger , but requires you to push survivors off gens for it to work.

  • It'd be better if the killer could see the aura of survivors at the beginning of the match for a set period of time. That would force survivors to RUN FOR IT rather than stay put and work on a gen.

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565048#Comment_1565048

    Well you see, I spend bps on killers and most of my killers are done on switch, I don't really want to do it again on Xbox since it took me a while (been grinding rifts and etc since a bit before Deathslinger) and now I don't have much time to grind rift!

    https://forum.deadbydaylight.com/en/discussion/comment/1565030#Comment_1565030

    And I totally agree, Microsoft is pretty open, I don't see what could restrain BHVR into doing so?🤔

    I unlocked every perk and had P3 Cheryl with all the perks. So I definitely get where you're coming from. Not sure what's up with Microsoft.

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