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KolbyKolbyKolby

KolbyKolbyKolby

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KolbyKolbyKolby
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  • 'Balancing killers around these changes' doesn't necessarily mean killer buffs.


    For all we know, killrates could be at 3.5 kills per game on average, and they might be looking for ways to balance them to the 2.5 they said they wanted. It's never same to assume 'balance' means 'buff'.

  • That's a little too convoluted, the devs do like simplicity in gameplay mechanics and having all that into a build in action without much explanation wouldn't really fit the vibe of the game.

  • STRIDOR ((Reworked))

    You are acutely sensitive to the breathing of your prey.

    Any survivor within 12/24/36 meters of your locations will trigger a loud noise notification when they perform the following actions:

    Slow vaulting windows, pallets, entering lockers, picking up pallets, or falling from heights.

    Stridor has a cooldown of 20 seconds.

    ------------------------

    WELL PREPARED (this belongs to my OC ghost hunter survivor)

    Years in the field of ghost hunting has taught you to always bring backup supplies.

    The first chest you loot will contain a Utility Flashlight with a Battery/Heavy Duty Battery/Long Life Battery.

    -----------------------

    SOUL FOR A SOUL

    Your willingness to sacrifice yourself has not gone unnoticed.

    When within 4/8/12 meters of a hooked survivor, you become exhausted for 5 seconds and any attack that would put you into the dying state would instead make you become broken for 40 seconds. Soul For a Soul can only become active once every 40 seconds.

  • Odd choice to force a 3gen doc and then whine that the game takes too long. You're bringing it on yourself.

  • "Every game you play is againt survivor with

    Torch, decisive strikes, dead hard, prove thyself, borrow time...."


    Survivors bring these items and perks because they feel they are necessary to win.


    Thankfully, as a killer, you also have tactics you can use and perks you can bring to counter some of these gameplay decisions! You're going to love that for TWO (2!!) of the perks you complained about, you don't need to bring perks to help with.

    If survivors have Decisive Strike and Borrowed Time, there is an easy counter to these. If you're close enough to the hook that you are able to proc the BT hit, you can instead choose to chase the person who did the unhooking. If they unhooked they can't even have DS if they were on a hook previously! It's that easy!

    As for Dead Hard, it can certainly be frustrating, some killers have special addons they can use that cause the exhausted effect. Survivors can't Dead Hard! You can also use Blood Echo to prevent and injured survivor after you've hooked someone from being able to use Dead Hard for the next 45 seconds!

    If you find that you're having a problem with Prove Thyself, a perk called Discordance can be of great value to push survivors off of working on the same gen. If you bring Ruin with it, that generator will even begin regressing. Some however might tell you that it would be preferrable that survivors work on the same gens but what do they know.

    Next, for torches, I'm going to tell you a secret to countering torches that is well hidden and passed from killer elite to their disciples. When you go to pick up a survivor, wait a few seconds and see if any survivors run out to try to blind you. And in many cases you can simply move your mouse or joystick 45 degrees to the left or right and face a wall, you simply can't be blinded! The darkest of arts are perks such as Lightborn (which prevents blinding entirely) and Infectious Fright (which can alert you to any nearby would be flashlight savers).

    There are many tools at your disposal, learn to use them and you too can succeed.

  • Spot on with Feng.

    I turn a corner and somehow she walks through me and is 10 feet behind me. Could 'nothing personnel kid' me if she had a knfe.

  • Nothing in this game works in realism. You're telling me if you shoved someone on a meathook the size of their fist that went through their heart and lung, another person would be able to LIFT THEM UP in a full front raise (the weight of another whole ass human) and then not only that the person who just had their heart and lung penetrated would be able to run around at 4 meters per second?


    If you want realism then damn near every killer would simply instakill most survivors with a single basic attack except Legion who would get their teeth kicked in.

  • Probably because All Seeing Blood provided ridiculous information for a killer you can't hear or see in an indoor map and Vanity Mirror's speed penalty was so bad that it was one of the most killer handicapping addons in the game.

  • I'm genuinely having the opposite problem right now. I have 5,300 hours in the game, and I'd say its like 60-70% survivor and 40-30% killer, depending on the month or something, like lately I've been doing a lot more killing.


    At any rate, I am getting matched with players who have *less than 10 hours in the game* I am hitting a meg and she sprint bursts into the grass by a door in full sight of me and just crouched there. I had a game with two people that didn't know they had to mend and those two both went down against my legion while I was chasing a third person.


    Granted this is about how well most of my teammates play as survivor so maybe I shouldn't be too surprised, but I genuinely feel like my mmr is just broke.

  • It will not stay where you die, so if you have a black ward, the item will be back on your character and cannot be scavenged by teammates.

  • Grade has nothing to do with your SBMM rank.

  • @Starr43 said:

    https://forum.deadbydaylight.com/en/discussion/284711/my-last-few-games-have-put-me-as-killer-with-survivors-that-have-less-than-20-hours-each

    I’ll give them the benefit of the doubt and say maybe they’re playing on alt accounts to try and go from 20 to 1 (Ash to Iri) lol

    My main has like 5k then a few Alts with 500-1000h each but at one point they would have all been single to double digits.

    I would like to think that, but they were definitely not playing like smurfs. Like, you hit them, they run to the door away from a tile and hide in the corner in full sight of you. Blowing up a gen 40 meters from you and running away from the gen dropping every pallet they run through, real sick stuff

  • I think most hexes are simply too strong to be permanent, but retribution shouldn't be a hex really.

    In fact, retribution should be a perk that lights all totems, hex or not, and reveals the aura of survivors who cleanse any totem or hex or bless one.

    It's simply not strong enough to run by itself, and even alongside other hexes the strength isn't really immense. No reason it couldn't simply be a aura reading perk for any totem cleansed or blessed, and this would actually make it a fun and viable perk against boons, since reblessing would reveal auras again.

  • I think they're fine, maybe tweak it so that they can't stack with each other if closeby.

    Sure you can get a really fast heal with a boon totem lit and Desperate Measures, Botany Knowledge, and a Medkit, but that medkit will run out and if you're using a boon perk + two healing perks, that means you're not running 3 other normal meta perks. My killer games against boons didn't seem to hinder me much and if people are really trying to go for nutty healing plays, they're not really doing gens. They may as well be following me around with a flashlight.

    Shadow step seems fun and neat, but it is incredibly obnoxious on indoor maps or in main buildings. Too strong, maybe?? But having play many games against the totems, in the average game they're not a huge problem.

    Sure I guess you could say it benefits a hardcore toxic bully swf! but if they want to make you miserable, boon totems aren't going to be the thing that allows them to do it.

  • I don't like to use gen perks except Corrupt and very occasionally Surge. I still find most of my games go in my favor, and perhaps that's because my choice of perks inherently keeps my mmr low enough that I'm not going against people that play like gen perks are in play. If that's the case SBMM seems to be doing it's thing fine for me.


    I just find chase perks to be way more engaging and fun, I don't like paying attention to generators.

  • Curse myself for not checking the right part of the map first and then head that way since it's likely 3 or more people spawned near that gen if it finished in that kind of time and then chase and down people as normal. A lost gen is not a lost game

  • If you're talking about the forums, then it makes sense. It's a pretty significant mid patch coming out and that is definitely going to bring in more people who want to voice their opinions on things.

  • @Tishus said:

    Since survivors think boon perks are no broken, lets make killer hex same as boon. Lets hex all dull totem then hahaha.

    If you wanna walk around the map searching out dull totems spending 14 seconds to hex each individual totem then I'm sure no one would have a problem with it.

  • DC penalties shouldn't exist as long as they have rampant cheaters in the game.

  • Flashlights are the weakest item in the game, I'd never bring lightborn because it's a waste of a perk slot but I love seeing 4 flashlights in my lobby. Chances are only 2 people, if even that, are gonna be doing gens.

  • Personally if I felt something were impacting my mental well being I would not go to forums about it and try to show how little I care about it

  • I think the only real cap should be instances of itself, similar to We'll Make It. If you want to bring Botany, Circle of Healing, Desperate Measures and Self Care for a fast heal I could stomp out, then that means I don't gotta worry about any exhaustion perks or other would be second chance perks.

  • @Yung_Slug said:

    So is McDonald's wifi offensive to... clowns...? I don't see any other connection here.

    Explains why half the posters here would be bothered by it 😂

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/283154/as-a-slight-change-of-subject-i-have-to-say-i-do-enjoy-the-rank-reset-dropping-me-to-ash-ranks

    When i go up a colour grade i use that for challenges. i.e once you get Gold 4 you cant go back to silver so it lets me save my progress really.

    Just have to find the good points in it.

    You can't even derank at all within the colors. Once you reach Gold I, you can't go back down to Gold II at all, so you don't even need to wait for a color change to keep your rank, it's nice!


    @humanbeing1704 said:

    I personally dislike it as someone who has a job / school getting to iridescent rank is pretty much not possible cause it resets back to square one

    That's fair, but on the other hand, there's no purpose in reaching the Iri ranks except bloodpoints. If you kept the rank the bloodpoints wouldn't be given, so there's no harm in just reaching what you can and rolling with it.

  • @Heartbound said:

    Not serious: We know how survivors like to play around. I know I'm going to see a survivor lighting a boon totem while another survivor crouches with their butt to the totem and makes it look like their fart activated the boon totem. It's enough to make me run 3 hex perks and haunted grounds.

    Serious: You figure it has to be map wide and the killer doesn't bust the totem with his foot, he only dispels the blue aura, right? So it doesn't cost a totem. (Kind of makes me wonder how NOED will react to a boon totem if the boon totem is the only one up. Will it eat the boon totem?)

    I really like the idea of a map wide Hope effect or borrowed time effect. It has to be something noticeable or survivors won't run the perk unless they're doing memes.

    Mapwide hope or BT simply sounds too strong. That would require a killer to put it out.


    If we get mapwide effects, it'd have to be something strong, but not necessarily oppressively so. Maybe if your totem is lit your aura can't be read. That would be strong, but not broken, or a mapwide Bond effect. Something usable and strong but not that a killer should feel forced to destroy in order to play.

  • I just play for fun chases, and the game plays out from there. If I win, cool, if I don't, whatever. What matters is if I had fun during that time, and as long as I can enjoy the time spent between the match starting and ending, I'll always feel fine with the outcome, regardless.

  • @Mat_Sella said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524718#Comment_2524718

    https://forum.deadbydaylight.com/en/discussion/comment/2524716#Comment_2524716

    1) If all current gens are at or near 0, which can certainly happen if the killer created pressure while ruin was active, or Pop was just recently used on the primary gen of focus, there is no net loss for the survivor

    2) I've you've ever actually played with your friends in a SFW group, you'd know how to properly reset and not get caught. If the killer is patrolling, they get free heals. If the killer decides to go on a search, they likely will not find the survivors, and if some survivors heal early, they get free time on the gen

    I hope you know the sheer strength and affect a medkit has on the game.

    No, because even in a full 4 man group, I don't face killers that sit with their thumb up their ass while we go heal in seclusion. Any killer worth their salt isn't going to just aimlessly wander and not actively be searching for and chasing survivors.

  • Coming from a plague main, this won't fix the most annoying issue of ghost vomit, but the slowdown being reduced will at least make it feel a little less bad. Now when you hear them scream but not actually get sick, only one of your ankles will be broken instead of two.

  • @Mat_Sella said:

    4 SWF survivors all bring medkits, killer currently has massive pressure. All survivors decide to reset and heal with their medkits.

    Then they do it again.

    Then they do it again.

    Then they do it again.

    The survivors win.

    What exactly is the killer in your scenario doing while all 4 survivors are resetting at once, taking a piss in the corner?

  • Any scoring category that has reached 8,000 points should then start counting towards survival. After all, if you've done 4 gens while your teammates dick about, you should get something pointwise for the latter two. If you've ran the killer for 5 gens, why not have the rest of the points go to survival? Unhooked and healed every teammate 5 times? Well, much like doing gens and running the killer, that does impact your chances of surviving the trial.

  • Oh man, I would do such terrible and naughty things to get my girl some of her own chase music...

  • As much as I do love using them, I have to admit that medkits are definitely the strongest and most impactful items survivors can bring, even with keys as they are now. While I personally don't want it, I wouldn't be shocked to see medkits get looked at again.

  • Of course the killer nerfs are survivor sided, just like the key nerf is killer sided.


    Literally how could anything be nerfed without it benefiting the opposing team?


    Don't worry, there's still nurse and legion if you want oppressive overpowered killers with no counter in chase.

  • @scorpio said:

    I think just the sound being added to the PTB is a good thing. Adding the visual of the dirt might have been too much but just the sound? Still means there is mind game potential since you don’t know exactly where she’s coming from but you aren’t totally in the dark either. I think it’s a blessing that they couldn’t get it to work in time because the sound could be enough and there’s no reason to add extra unnecessary nerfs to a killer if they aren’t needed. But I do think she needed SOMETHING. Before there was no way of knowing where she was or where she was coming from and it wasn’t fun to verse.

    I actually feel the opposite when I remember that a lot of players are console players playing on TVs with no headsets. Directional phasing noises might genuinely have no impact for them because when the sound is coming from a box 8 feet in front of you, direction tends to get a little less specific.

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523535#Comment_2523535

    You call that a good common? When, literally ever, has anyone failed a jigsaw box skill check? They're default, they're unaffected by skill check perks, and this only works if they're injured. Absolute best case scenario this triggers because they had to get off the box because you were nearby in which case who cares about deep wounds, they're injured near you, whack them.

    Think of it this way, if you chase someone off a box and they fail their skillcheck, you can happily leave them while they have to mend *and * their hat keeps counting down.

  • This would just ban people who end up in games with hackers (like the 4 consecutive games with hackers I got in a row). My account gets banned with my thousands of hours yet the person with 10 hours who also gets banned just loses the $4 they spent on a key and buys another.

  • @anarchy753 said:

    I've played Pig and Plague consistently at high ranks for years. The parroted 'only 3 killers are viable' noise is just that.

    Very true. I main Plague and Billy, and of course I'm probably not gonna win if I have a hyper comp swf team bully fail in my lobby, but that's like... 1 in every 50 games if even that. The majority of games, even if people are swfing is just people playing casually and having fun. I've never lost a game due to the killer I chose that I probably wouldn't have lost normally.

  • I will say, I normally don't bring items or run all super meta perks, but I got hard camped and tunneled out of games 3x in a row last night and it just pushed me to the point where I decided I had to play like the ones in your screenshot. Granted, the killer I was going up against next might not behave that way, but it just came down to "If I don't play like a dick someone else will and I'll get a 3 minute game because I brought Quick and Quiet and Head On instead of Dead Hard, DS, and a great medkit".

    Sucks that you're getting the games you are when clearly you look like you're having a fun build. I wish the playerbase could collectively calm down :/

  • This specific mask was for a special event, and it was given out at one point when they fixed the issue where people could lose cosmetics. It's, in some ways, similar to a Legacy outfit for Huntress. People who played the game a good time ago have something special to show that they are a veteran player.

  • Just run Iron Will and Lucky Break with a juicy medkit, spirits be damned

  • If I want to farm, because there's like 5 streamers or something, I'll simply play normally til everyone is 2 hooked and then slug if I catch someone again making it a little more obvious that I'm not gonna kill. But I won't make the game boring, chases are gonna happen.

  • Fix gen rush and facecamp?

    I find that most times the latter is the leading cause of the former.

  • I agree about Stridor being useless. I think it should be changed entirely. Since it refers to labored breathing, I think it should be something similar to I'm All Ears. Slow vaults, slow locker getting in/out, falling from heights, should do a noise notification like spies from the Shadows within a certain range of you. Maybe with a like 20 second cooldown or something. Their loud breathing is noticed.


    Make it a decent tracking perk for people that like to hide, it would work well on the killer it comes with, and would make it useful regardless of Iron Will.

  • @Dwight_Fairfield said:

    Personally I hope its Haddonfield. We're coming into October the Halloween month. It would be perfect. If it is Haddonfield I am hoping there is a lot more visual references from the Halloween movies beyond just the Myers house.

    Just wait til it gets the Badham treatment and it's mostly the same but has 5 variants :(

  • A killer doesn't have to be overpowered or overperforming to warrant a nerf.

  • I never have problems with BW because a great majority of players 99 gates.


    If a killer has a downed survivor and the gate is open and they're making immense effort to wait to hook them, then you should understand the risk of bloodwarden. The fact that you can kill everyone while using it effectively is a very rare event and requires the survivors ######### up. It's not OP at all.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2496540#Comment_2496540

    Multiple devs have pointed out the problem though, that if you increase gen times to allow for killers to use other perks, killers will still just use multiple slowdown perks anyway, to significantly more stifling effect.

    Gen speeds themselves aren't even the problem. I can't tell you how many times a killer has chased one person from the start of the match for 4 minutes. They will run by my gen, and they won't even attempt to push me off the gen, yet they have ruin. No amount of gen speed reduction would make a difference if people ignore free hits and downs on survivors because they've overcommited to one chase. You shouldn't go into the game expecting to kill everyone at 5 gens either, it's okay, and oftentimes right to say "I'll let the preschool gen/grim pantry gen get done and not chase there because I can get downs easier elsewhere"

  • Your grade doesn't have anything to do with your MMR, it's just an indication of how much you've played that month.

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