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Koukdw

Koukdw

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Koukdw
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  • alot of survivor went to play another game in a similar genre. I won't name it. But i'm pretty sure thats the reason

  • Killer have killed DS now they try to kill dead hard.


    DEAD HARD is fine. It have condition. Doesn't work very well against one hit killer. Move you a very small distance. In exchange you can use it when you want. That's the deal.

    All exhaustion perk are meant for distance. There's no problem with using dead hard for distance that's it's intended use. It require good position and calculation to make a good use of dead hard. If you just use it to correct your mistake without knowing where your going. It will rarely work because most of the time dead hard is not enough distance to save you.

    Good players with skill take into account the fact they have dead hard to make riskier play, like running another loop around a palette or at jungle gym, they check their own distance to the killer and look at killer bloodlust and decide if they do the loop or not.It's not just press e to win.

    When you are at a loop and the survivor dead hard to a window. It's because he knew he could do it and calculated his play. If he didn't have dead hard he would have made another play, you would not catch him either.

  • It should teleport you to the hook when you get hit by a m1. That way i can save those precious seconds against those gen rushers.

  • @StibbityStabbity said:

    TO BE FAIR, exhausted on the ground is an issue that needs to be fixed. The intended use isn't functioning correctly.

    Using DH for distance instead of using it as a dodge also needs to be fixed. The unintended use is functioning too well.

    That's the opposite actually. All exhaustion perk are meant for distance. The dodge mechanics isn't the intended mechanics it's just a logical application.

    Dead hard need you to be injured (meaning mostly useless against one hit killer) and cover a small distance in exchange you can activate it when you want. It's a fair trade

  • You can play stealth if you stay near the killer you'll still get those boldness point. It's when you purposefully avoid the killer that you lose on those. Like running bond and going to the opposite side of the map of where the killer is and focusing on m1ing the gens.

  • I run prove thyself, detective hunch, inner strength, dead hard

    Most of the game i lose it's either because of ruin or gen slow down perks

    inner strength combine well with detective hunch.

    Detective hunch make me able to remove the occasional noed/ruin/devour hope

    prove thyself is very good since most of the time people don't take the time to go to another gen. So it always get's a use in a game. It's also more bloodpoint.

    Dead hard could get replaced by another exhaustion perk it's just my preference.

    You could also replace inner strength with iron will or kindred or borrowed time if you have medkit

  • Maybe stop stalking every survivor in your lobby. That's the reason why my profile is private

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2042799#Comment_2042799

    The gates on Midwich are the best consistent gate spawns in the game, and that's the only thing I'll give that map, because I truly despise it on both sides. They are not so far to where you literally cannot defend them, as there are two open doors and a small courtyard that leads right to them, but they aren't so close as to where the killer can defend by standing still.

    And there are los blocker so you can't know if a survivor is opening the gate without being close. Which imo all gate should have. There's no reason you should be able to stand in one spot and see both gates.

  • Knowing when to chase is part of killer gameplay. You aren't meant to chase anything that move. You have to consider if you can catch the survivor fast before chasing.

  • Are you sluzzy alt account ?

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044080#Comment_2044080

    And the game is just as unfair to killers in certain situations. Neither side has it good.

    I play both side at a pretty good level. I lose way more as a solo survivor. People would literally leave the game without the hatch. It's the sliver of hope in the solo survivor mind.

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2044076#Comment_2044076

    That's rich considering this game hands survivors an escape with the hatch mechanic.

    Hatch is there since the beginning of the game. I was killer main in 2016 when you couldn't even close the hatch and we had stand off between survivor and killer. Just waiting for the killer to make a mistake so the survivor couldn't get grabbed.

    This game is incredibly snowbally and unfair for solo survivor. You can be a good player and still lose most of your game. As shown by the stats that show 70% killrate and thats with the hatch mechanics. Without the hatch it would be 4k every game. Without the hatch rework it would be stand off for 20 minutes every games.

  • @Zaytex said:

    I think the hatch is fine. They just need to adjust gates to be more killer sided, because some of them spawn on opposite sides of the map, which is advantageous for the survivor who just failed to find hatch.. which is a survivor sided mechanic as well.

    You are faster, you don't need to worry about getting spotted. You travel the map more during the game so you have more chance to know where the hatch is.

    How is it survivor sided to have the gates at the opposite sides, most of the time you can stand in the middle and see both gates which is ultimate bullshit. Just get whisper and get good seriously. Not everything need to be handed to you.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2037451#Comment_2037451

    Oh please no,

    Everyone and their mother would just spam the srongest addons in the game all the time.

    It's perfect the way it is right now

    Then bring franklin.

  • @MrPenguin said:

    "I realize the old DS's true purpose is to able to do Gen while being invisible, not anti tunneling."

    The Devs when they made the DS redesign in 2019:

    "serves the purpose to protect you from being tunneled/ farmed."

    Source: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike

    It was never meant to be used for free gen time, idk where you got that idea from. It was just poorly designed like many many things in the game so it got exploited/abused.

    It doesn't protect you from being tunneled. Try using ds against a nurse. After the stun she just teleport you are downed, i know because i play nurse alot recently it's mostly what happend when i get hit by a DS. GG what a waste of a perk slot. You gained 10 seconds.

    Same with all the top tier killer it's not just nurse.

  • Make all perks op. Dota 2 style.

    If everything is op you can use perk that are less op (but still op) to surprise your opponent.

    Right now perk are so weak there's no real benefit going off meta. If there were other perk that were as reliable and versatile. You would see more diversity in perks.


    Also stop making teamplay perk. Only SWF can make them work reliably and sometimes it's stupidly strong. It's basically buffing those commando team.

  • @KiwiCoattails said:

    It isn’t a ‘horrible’ perk at all. There’s plenty of perks that are good that people don’t use as they won’t stray from the meta. It doesn’t mean they’re bad perks. I encounter Ruin / Undying / Devour Hope a lot in my games, so I actually use Small Game + Inner Strength frequently.

    detective hunch is better in every way

  • freddy and hag. it feel nasty to play them.

  • You explained how holding w takes no skill but you still haven't explained yet how camping and tunneling takes skill.

  • Then don't play at high mmr. Play all the killer with fun build and let people get hatch.

    Same for survivor. Don't run meta you won't be at high mmr.

    If you run the meta and tryhard every game you will get the opposite side equivalent of your gameplay.. Working as intended.

  • Survivor winning is escaping. I don't ######### care about pip since dev can make it as easy as they want to get them which is currently the case it's really a consolation prize for not escaping most of the time.

  • They should either make his hit not put you in dream world

    or make all the clocks usable

    or buff the amount of time you stay awake.

    Needing to spend ######### tons of time to go to the clock for just 60 seconds of awakeness is kinda bs considering freddy just need one hits to put you back in.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/235877/dead-hard-is-the-most-stupid-idea-for-a-perk

    Can you explain how it rewards bad play? What benefit does the player get from the mistake you wouldn´t have gotten without the mistake?

    They treat it like it's a mistake when it's not. Survivor knows their distances. If he's doing one more loop where you would have gotten a hit without dead hard. It's because he knows with dead hard he can do it. That's not a mistake.

    If he didnt have dead hard he would have done 1 less loop thrown the palette and use his other exhaustion perk.

    and guess what. You would have lost the same amount of time.

    That's my last post. This thread is stupid.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033907#Comment_2033907

    What about this, when they have looped you 3 times round a normal loop without the pallet and aren't injured yet. You get the hit on the 3rd time due to them messing up. Then they go around 3 more times and just as your about to get a 3rd hit they dead hard and drop pallet.

    Please tell me how I can counter that.

    That's how smart survivors use it.

    It's not uncommon.

    Am I saying it needs a slight nerf -probably a number change to 60s exhaustion. Or even 50s

    Just a number change.

    No limit to amount of uses, just you can't get it back in the chase.

    So it's definitely a 1 chase thing.

    Can't get it back in a chase ? That's literally how exhaustion work. Maybe i don't understand what you mean but If you are in a chase you pretty much run all the time so your exhaustion don't get down. You have to walk which is a big risk when you are in a chase.

    I pretty much never use dead hard more than once in one chase.

  • @Nosferatu3145 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033907#Comment_2033907

    Yes, wait until the survivor DH to a pallet or window🤪

    In term of time difference there's no real difference. I could loop a window with the help of dead hard or i could loop less and use lithe to gain massive amount of distance that i can use to get to another loop. There's no difference in the amount of time you lose.

    I really don't get this whining about dead hard for distance. All the other exhaustion perk are better at this than dead hard is.

    Dead hard is just more versatile that's why it's more used by experienced players.

  • Imagine not being able to wait for the dead hard. Next you'll whine about people that 99 sprint burst.

    Just get good seriously.

  • It doesn't need a nerf.

    It have plenty of counterplay already. Nerfing it would just reduce the skill cap for both killer and survivor.

    Stop making the game even more boring than it already is.

    You guys are the reason this game is so boring and survivor just press w.

  • Playing solo survivor is a downgrade tho.

    Don't think it's easier than playing killer. You have multiple things you have no control over.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033676#Comment_2033676

    Unless you have good addons missing a shot with him is a big time waster. Especially with reloading and etc. I would prefer to time my aims perfect so I don’t miss shots

    So is not being good at blinking with nurse. You still need to do it alot to learn to be a good nurse.

    You are rank 14. Learn survivor gimmicks so you can always hit your shot instead of being scared and using deathslinger as a m1 killer.

    His ability is the one thing that make him unloopable. If you don't use it then choose another killer.

  • Bad killer almost always just follow mindlessly the survivor when he's looping.

    image.png

    You need to force the survivor on the least optimal path if you want to waste the least amount of time. It's obvious when i say it but how many times killer are just following without any thinking while they could dramatically cut down the chase time by running the loop correctly.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2033109#Comment_2033109

    Here’s one of them. I admit I spent too much time trying to find the downed survivor but she hid in the tall grass and they move so quick downed. Besides that’s it’s red forest. So huge map.

    https://youtu.be/uWFdDlChEME

    Most of your mistake look like lack of experience i don't have much to say other than play more.

    You should use your power more often. You are probably scared to lose even more time by missing. But if you want to play deathslinger you need to get good at shooting. Otherwise there's no point might as well play wraith. Playing like a m1 killer when you are 110% movement speed on a big map won't work. Next is your tracking you shouldn't lose the survivor so much. Also try to not camp the basement when the gen is already completed. If you can, choose a hook near uncompleted gen, that way you can protect the gens and protect the hook.

    At the start of the game you select 3 gen close to each other and you try your best to protect them. That way you can patrol them. If you let survivor select which gen they want you will always end up in a situation where you have gen at the opposite of the map. Which is deadly on a big map. So yeah you need to prioritize some generator.

    I don't play much deathslinger but i go against him alot. So i know what they are capable. He can be very strong. If he's good with his gun.

  • Bhvr should just create some survivor bot that play with no perk and dont do gens for the killer mains on this forums.

    That's the only way.

    in Looping Comment by Koukdw
  • 3 survivors working on a gen together is anything but gen rush.

    That's not how you gen rush at all. It's super easy to counter. Just go to the gen and watch them all split up and waste time.

    Gen rush is when the 3 survivor are each on their own gen (with toolbox it's even better). And that usually means you chased someone without downing them for too much time and you need to learn to cut your loss and focus an easier target.


    What you are describing is just survivor doing their objective not efficiently.

  • It's not an anti tunnel perk it's an anti camping perk. 15 sec really doesn't prevent tunnel.

    Protecting the guy unhooking make sense since killer almost always get a free hit when he is camping, so if you don't body block it's just a trade which is just a benefit for the killer.


    Don't ask to nerf a perk just because it's annoying to you. BT is perfectly fine.

  • I run it because people will come to my gen instead of splitting. So i might as well run prove thyself to reduce the penality. It's also free bp.

  • @QwQw said:

    If I see one more person say "jUSt BAIt iT OuT" I'm gonna flip my lid.

    Please tell me how to bait out a Dead Hard for distance. Please tell me, I'm dying to know.

    You dont but then it's the same for other exhaustion perk. They make you lose the same amount of time. Dead hard is just more in your face so you notice it more. But there's no big difference between something like lithe, sprintburst or dead hard. They both make you lose time.

  • Not viable killers have too many aura and tracking perks.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/234837/what-should-happen-to-moris

    Fix moris and keys:

    Moris:

    • Yellow mori becomes basekit and is left unchanged, this means the killer can mori the last survivor, this is just a "for fun" thing and would make us see the mori animations a bit more often.
    • Make ebony mori only allow 2 kills total, and have the generator furthest from the killer be repaired immediately at the start of the trial.
    • Every time you hook a survivor gain 1 token
    • Every time a generator is repaired, lose 1 token
    • You can spend 3 tokens to mori a survivor (any survivor)

    Keys:

    • Keys now have an opening animation of 10+ seconds that gets reset if interrupted (think like the character fidgeting for their car key in like every horror movie)
    • If the killer closes the hatch, they "break" the hatch, preventing it from ever reopening.
    • Keys now only allow 1 survivor to escape and the hatch immediately closes. The hatch is now unable to be reopened (either through a key or the last survivor remaining) for 60 seconds, during this time, the killer is able to break the hatch.
    • Breaking the hatch does not start the EGC and finish generators unless there is only 1 survivor remaining.

    Won't work for the key. There are achievement that require all survivor to escape from the hatch. I heard it's a bit of a pain in the *** or near impossible to change achievement on console.

  • Another perk that killer are panicking about that will end up not being used that much.

  • @landromat said:

    There should be dedicated trash can for all nurse spirit and freddy mains to play against competitive swf exclusively to butt slam each other for eternity in their own hell

    Dev do this. Put the tryharder in their own queue.

  • @Hoodied said:

    Round 5 where someone cheating gave a player a penalty

    Just need a streamer to get impacted otherwise they dont care.

  • This game doesn't reward skill. On both side for every techniques you can use with skill there's a no skill way to do thing.

    You can play freddy with slowdown addons and get easy wins. Or you can spend hours learning nurse for near the same result.

    Same way for survivor. You don't have to be that good at looping. You can just focus on the objective and rank up easy.


    If anything this game need more high skill high value gameplay mechanics. And make the low skill alternative less effective.

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/2020367#Comment_2020367

    There is no way to bait a good deadhard user unless it's in the open area. Most of the time when DH is used happens in mind game loops. You outplay them and they will just DH towards the nearest pallet or window. There is no way to counter that. Bad DH users obviously deadhard on walls and other objects but good survivors only get stronger because of the perk which is literally another extra hit.

    It's literally 1 more loop stop crying about everything. Most of the exhaustion perk allow you to get that those kind of time advantage. If i drop a palette and use lithe to run to another loop, you lose the same amount of time if not more.

    If i block the exhaustion to time my sprint burst i can do the same. Not everything that annoy you need to be nerfed.


    DH saving one loop isn't why it's used. It's mostly because it can be used outside of loop to avoid hits. It's really versatile. There's way better exhaustion perk for looping.

  • It would literally kill the perk. And everyone would start using sprint burst instead.

    The perk already have a good amount of counterplay. The fact that it's an exhaustion perk, the fact that you can bait it. It already require precise timing to avoid hits. I can dodge hit pretty reliably but thats absolutely not the case of most survivor. It takes some practice to get used to the distance.

  • @zacattak48 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2018835#Comment_2018835

    Your looking at the game as a 1v1. Also if the survivor has the right set of titles they can waste minutes of a killers time without going down. I'd argue a single knowledgeable and skilled survivor beats a killer anyday

    If you follow a single survivor for minutes you belong in yellow rank. It's also highly probable that killer doing this lack proper looping techniques which make it possible for the survivor to loop for a long time.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2018877#Comment_2018877

    Again, then it's down to the survivors skill.

    There is already a fail safe method against basement hag.

    Don't get downed near the basement.

    It's pretty simple, and if she is heading towards basement once someone is downed try running to intercept, those few seconds could save them again from being basement hooked.

    Also, there is BT to ensure they can take a hit, or if you crouch in then you can take a hit for them letting them escape since you shouldn't be attempting a save without being full health unless she is preoccupied, and especially so if they are in the basement.

    It wouldn't make the game fairer. That's the thing. It would be giving you a free (down me wherever, I dont have to be smart about map positioning, I can just stop you from trapping me). And I know how people usually make this argument against spirit (getting something for free which takes little skill to use, whereas this takes the same skill to counter).

    It isn't just about you hating playing against hag. You need to make it fair for the killer. There is counterplay, and plenty of it. If you can't use that to your advantage, then that's a you problem.

    And if your teammates can't do this, then that's not a game design problem, it's a skill problem.

    That's not a valid reason why she should be getting this nerf.

    We can go for a while like this but you know yourself it's not a fun mechanics. And dev don't seems to like unfun mechanics as well. It's clear from how they changed pyramid head mechanics once they discovered how it was used. Guess what your same argument applied there too. Body block take a hit. It was possible but still it wasn't fun so they nerfed it so Pyramid head could no longer know where his cage was.

    Hag is already a top tier killer it wouldn't kill her. It would only stop the cheap hag players from making this game boring.

  • Don't reward with blood point. It will never work. Only new players care about bloodpoints.

    It's not a valuable currency worth changing how you play.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2018829#Comment_2018829

    My advice to this is don't get downed near the basement against a trap killer.

    If I get caught I steer myself away from basement against hag and trapper because it's easy to lock down for them. Even if it lessens the time you are chased, it helps secure your escape.

    Same goes for bubba, I'll try lead him towards jungle gyms where I can easily escape his chainsaw if he camps.

    https://forum.deadbydaylight.com/en/discussion/comment/2018808#Comment_2018808

    Wow you have played for a while then pal.

    Whilst to some extent I agree with you, the issue is that what your saying would be a pretty big nerf to her.

    If she can't trap near hooks, then she can't secure kills. Hag has way too long a set up time needed for her , and she needs to be in range for her teleport. So removing traps near hooks (I usually put 4 traps down to secure choke points near the hook and ensure I get told before they unhook the survivor. There is ways around this as a survivor (BT to take an extra hit or DS to allow yourself to get off if the rescuer is a moron who doesn't crouch and therefore gets you farmed for example).

    Also, just because it's the easy thing to do doesn't make it any less valid. Especially against good survivors who will crouch most of the time even if it wasted their time. If I can tell this is a group of good survivors, I trap the hook and stay near ish. But I also go about trapping loops around a 3 gen that I've hooked them by.

    This isn't playing easy, it's the most efficient way that some people have to play.

    I'm not the one getting downed near basement. Doesn't mean i don't have to save people in the basement at some point. When one of my teammate try to be a super hero and save one guy in the basement. It really sucks because if you crouch you are too slow and she come back by the time you are on the top floor. If you just run you activate her 7 consecutive traps.


    This type of gameplay just create very boring m1 stay on the gen games with fast exit, that is if your teammate are smart otherwise its just free win for the hag. It would seriously make the game better.

  • Make it so you can't trap the basement.

    Basement Hag is the lamest thing in the game.

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