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LALYTHIA

LALYTHIA

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LALYTHIA
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  • My most satisfying perk to carry is DS.

    The perk I've carried the longest is Iron Will.

    The latest perk I never knew I would love so much: Kindred.

    I try and always bring BT for the sake of my teammates.

    That's pretty much my build most of the time.

  • @AetherBytes said:

    NOED.

    Before I get hate mail, I'm a demo player. He has a great endgame, NOED makes him a beast in the endgame which actually gives a really nice climax to the trial for both sides.

    Killers should stop convincing themselves survivors like to be insta downed out of no where 😂 you can like it all you want, but I've never been downed to NOED in end game and thought, "wow, that was a really nice way to end the match" 😂

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224785#Comment_1224785

    You could also go the other way and just say that the hatch should be removed so slugging for the 4k isn't a thing anymore.

    Tbh with the DC penalty, I don't find it too big of a deal anymore. Yes DC'ing for the hatch is actually a stupid mechanic, but at least they get somewhat punished for it now. I'm not sure what else they can do either without it causing other problems.

    I personally would prefer old hatch back. The test of wills was fun IMO.

  • Slugging to 4k is lazy and cheap. The last survivor didn't lose. They just get ######### over. The entire end game of a match is already stacked against a solo survivor. If you are so petty you have to slug because, despite your increased movement speed and ability to freely traverse the map, you are that terrified of losing one survivor through the hatch, you should probably reevaluate your life and the things that bring you joy in the world. 😂

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/145167/can-we-seriously-remove-the-killers-ability-to-see-survivors-gamertags

    Very rarely (and I mean very rarely) have I had a killer target me in particular, or my friend. Every time I have been targeted its been by an incredibly toxic killer, or someone I have had debates with in the past.

    I'm not calling anything here because i'm almost certain I have versed you in the past and you weren't toxic but it's likely the killer got a bit mad at you for what you were doing. This could be because you're good (because some killers get mad at that fsr), or toxic.

    I still think we should keep the gamertags, as it helps killers avoid incredibly toxic people, or people they don't want to verse in general.

    Isn't this the point tho... It helps only the killer avoid toxic ppl or, as was previously mentioned, target ppl who played really well in a previous match. If the killer has that advantage, survivors should have it too.

  • He is brand-freaking-new. He really doesn't need any buffs. There are other older killers in more need atm. He is very easy to play. He has a tiny terror radius, enabling him to get much closer to survivors, thus he doesn't need a longer range. He also doesn't need a bigger harpoon either. He shoots an undodgable quick shot if you know what you are doing. It stands to reason that requires some skill in accuracy. I don't know much about his add-ons, and many ppl have said they need love, so that may be legit. But his base functionality seems fine. A good Deathslinger is pretty deadly.

  • You got DC'd on one time and suddenly the penalty hasn't made any difference? LOL right.

    Maybe don't slug to 4k and they won't DC for hatch. 🤷

  • @Thatsmartguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224728#Comment_1224728

    Imagine killer being toxic when it be the survivors up in killers dms or end game chat but ok buddy you do u girl 😂😂

    For starters, I'm PC - cant get up in anyone's DMs. Secondly, killers typically get toxic post-game chat because they were toxic in-game. And Killers can definitely be toxic in post-game, just like survivors can be spicy for no reason. So your point is pretty moot.

    And they have nerfed plenty of survivor perks, items, addons and environmental resources. Killers still seem far superior in the cry baby department, especially about their one perk nerf in like the last 12 months. 🙄 You cannot blame me for not wanting to hear the backlash from touching NOED. You know it would be brutal. 😂

  • @Thatsmartguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224197#Comment_1224197

    But if they nerf ds or adrenaline u would be one of the survivor mains crying u r probably one of them survivor mains crying about map changes.

    Do you not understand I just advocated for NOED? And you're still being an ######### to me??? 😂 Typical Killer. Toxic. Always.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222900#Comment_1222900

    Why are you performing unsafe unhooks in the basement while the killer is nearby instead of waiting for them to move away?

    Killers who hook survivors in the basement don't go away. 😂

  • @Stitch7833 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224109#Comment_1224109

    That quote is used in the films, in which she is constantly screaming and terrified through them all. she fears him, she doesnt toy with him like survivors do with killers in dbd. obviously the game isnt scary i mean we all run around trash piles or hey its not really scary is it, i just mean in the aspect you as a survivor shouldnt be happy and willing to be downed or grabbed just so you can use DS. its also not the issue of chasing someone else either its the issue of doing that extra chase then hooking that person then being hit by that DS later on even though you have hot other people and hooked them. as a killer wasting time can cost you the match, its not like survivor where if youre skilled you can kinda mess about alot more. the issue is the game expects chases to be short, any good killer will not chase beyond 30seconds, some will stop at 20seconds and its possible to get really short chases but after that chase (lets say 20seconds) that DS can still be active for 40seconds. and like i said most matches are fine im just saying when it is a full meta swf it sucks that the perks strong that they help them so much, like we agree its not common but that does show how strong the two perks are when no other perks have that effect. its not about nerfing anything its about balance, too many people hit red ranks, hell pipping is easy, but when people struggle in chases and hardly do objectives but can still pip through BT saves etc. yes its and issue. its not about not being bothered or cant down other survivors because thats not what people dislike its the fact even after you do all those harder chases of not tunneling you can still be punished for doing well and accidentally running into the person with DS while its still active, you cant just leave them. my changes encourage more skillful play on both ends, survivors cant just use BT for easy pips/saves and DS stop those boring tunnel games or being mori`d off hook but encourages the killer to go out more and rewards them for doing so by deactivating the perk. fair and balanced changes for both sides.

    That quote defines the intent of the perk perfectly. And she does, in fact, survivor. And she does, in fact, come back aggressive and unafraid.

    "you as a survivor shouldnt be happy and willing to be downed or grabbed just so you can use DS."

    A) Most people aren't super happy to use DS, as it usually means they are constantly getting chased. Not to say you can't use it for defensively, but it's a huge risk as your obvious boldness can often get you slugged. Which is not all that fun.

    B) Thats how perks work. You think a killer passing a totem that's still up in an end-game chase when the last gen is finished isn't happy? When you can use a perk that you had the forethought to bring, even though you might not get to use it, you are pleased. Why should survivors not get to be pleased with their perk selection?

    " its the issue of doing that extra chase then hooking that person then being hit by that DS later on even though you have hot other people and hooked them."

    This is where the OP is correct - DS IS NOT AN EXCLUSIVELY AN ANTI-TUNNEL PERK. As I have said repeatedly, it works exactly how it is supposed to. Also, if you find and hook another survivor(s) between the time you find the person who was just off-hooked with DS, you are probably face rolling that team and it's not a bad thing that they have something to slow you down. A killer recently tried to use DS timer as a means to say it "punishes" killers for being efficient, when in reality, they had a very advantageous aura revealing setup and slugged all three survivors within 35ish seconds of the person with DS getting off-hooked and were mad that person was able to use it because they chose to pick the most recently off-hooked person up first. They literally 4k'd and still had the audacity to complain.

    "its not about nerfing anything its about balance"

    You are right, it is about balance. And DS, in its current form, is absolutely essential to solo survivors. As I already stated, DS and BT are two of the only things giving solo survivors some semblance of balance against Killers RIGHT NOW, let alone after the coming changes are implemented. You are looking at this entirely from a SWF viewpoint, and the reality is most teams aren't SWF and solo survivors are frequently dominated by killers rn.

    "fact even after you do all those harder chases of not tunneling you can still be punished for doing well and accidentally running into the person with DS while its still active, you cant just leave them."

    The fact is, if you find them and pick them up with 60 seconds, you aren't engaging in "all those harder chases". And yes, you can just leave them. Or slug them. It's definitely an option.

    Nothing about your changes are balanced. They are killer sided. Adding being able to DS a mori is just prolonging the inevitable. A killer will still chase down the DS person and mori them. With smaller maps, less palettes, more dead space, this would be easier than ever. No Thank you.

  • Red rank survivor main, and obvious survivor advocate (😉), and I agree. NOED feelsbadman, but there's not really anything wrong with the perk. It is counterable. And there are ######### situations that make countering it less possible without additional survivor loss, but alas, it be like that sometimes. There are far worse aspects of the game I'd like addressed. Especially considering how whiney killers are about their precious Ruin. At least 50% of my opinion that NOED is fine is literally just not wanting to hear Killer mains cry about it constantly in these forums. 😂

  • @illusion said:

    "Yes this will make it harder for killer until changes are made"

    So you think the voice chat should be added BEFORE the changes are ready to balance it, making things even worse for killers? No. That is the last thing the game needs right now.

    SWF groups are only one part the balance issues. Until the dev team can figure out how to balance the rest of the game, there is no way they should take on even more balancing issues.

    Besides, voice chat is bad. This game is already toxic enough without every idiot with a mic being able to spout their toxic nonsense into other players' ears. SWF groups are friends and coordinate that way. Strangers on chat feel that they can say whatever they want. Currently, you can report abusive text chat. You can't do that with voice chat.

    Not to mention, many players don't want other people telling them how to play, which is what would happen. There will also be some asshat that feels that they should be in charge and everyone should listen to them. Those are generally the same types of players that blames other players for their own screw-ups.

    Most people would end up just turning off voice chat, so there is no way that you can balance the game around it. And adding it without balancing would just be another issue to make more killers stop playing.

    The game is ALREADY balanced around SWF/Killers to the detriment of solo survivors...even more so with the impending patch. So this would allow BHVR to continue to make necessary balance changes between the dynamic of SWF vs. Killer while giving solo survivors a chance.

    Also, voice chat is not bad. Most major multi player games have a voice chat system. All of them have easy ways to opt out entirely or mute people you don't want to hear. I don't believe most people would end up turning off voice chat. I think some people would just routinely get muted for being dumb. Which is the same in any game.

    Not doing something to drastically level the playing field between SWF/Solo survivors, especially as the game continues to tune specifically because of SWF and with the newest changes, is just going to further alienate the solo survivor community into not playing, which is arguably a larger segment of the player base.

  • @Huff said:

    TBH if this came out I would demand it have the opt in/opt out feature like Overwatch. I'd rather not have a bunch of salty morons trying to talk to me through their mics. Screw a mute button, I'd rather just have an auto mute from the get-go by opting out.

    Agreed. Most VC systems have the option to completely turn off in-game chat. It would make sense for that to be an option, as well as being able to mute individual players.

  • @StutteringSpartan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224123#Comment_1224123

    This community is super toxic, a lot of players would end up muted. Which would then end up throwing out the balance.

    Not really.

  • @csandman1977 said:

    The same way survivors try to justify tbagging at pallets and windows and dancing in the exit gates.

    People are douches everywhere.

    I for one only tunnel object of obsession users. I know thats what they want but i don't care. They will die.

    The difference is that when someone t-bags at a palette, it doesn't ruin your game as the killer. In fact, you can kill them to make them pay for their insolence.

    When a killer face camps you to death while smacking you and nodding, your game is ruined and the enjoyment of all the other survivors is too.

    People are douches everywhere. That's very true.

  • @senki527 said:

    omg, everytime I vault a window the killer can still hit me 3 meters away from it. I noticed after vaulting a window there is a short duration, where the survivor stops. please make it, that after vaulting a window you immediately run again with running speed without stopping for a second. this could solve the hitbox problem after vaulting a window.

    Yeah, a lot of killers have 10ft arms when it comes to window vaults. They know it too. 😂

  • @Stitch7833 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223335#Comment_1223335

    i would say not having any fear of a killer is an issue tbh, but putting that aside you say its a one time use, which yeah sure that is true but its not a 1v1, its a 4v1 which means there can be 4 people running DS, also like i said BT can trigger 6-8 times depending and so that makes up to 12 possible extra escapes/extended chases and thats where the issue lies, like my previous comment said most games its not bad but when everyone runs meta perks its an issue. i think having DS deactivate is a fair balance, this means while the killer chases someone completely new you as a survivor have the choice to heal and play safe or try and push gens and be less fearful. this leaves a choice which means if youre experienced youll make the right decision depending on the situation. im not biased and thats why i say DS should counter moris as well that way its 100% anti tunnel as the killer cant mori you off hook and also cannot wait out DS due to its 60second duration (gens takes about 80 seconds solo btw so waiting out 1 DS could nearly be 3 gens just for 1hook state)

    "i would say not having any fear of a killer is an issue tbh"

    No. There is one perk in the game that removes some fear of the killer for a single minute of the match: DS. It was MEANT to be that way. It states it right in the perk description. It literally says: "There's nothing to be scared of." — Laurie Strode. In pretty much any horror movie ever, there is a victim who faces the killer head on and ultimate turns out to be the survivor. This is completely inline with the theme of this game and the DLC that released this perk. And it is a required perk to counter current rampant cheap game play by killers.

    "it's not a 1v1, its a 4v1"

    Great point, which is exactly why the killer can easily go for someone else. You don't HAVE to go for the person who is being freshly off hooked, nor do you HAVE to go for the person who was unhooked in the last 60 seconds. That's a choice. And if you make that choice, it only stands to reason that it should be risky. If you waste your own time because you tried to go for the low hanging fruit vs. give them a chance to play the game, thats on you.

    This is also an assumption on your part that every single person is carrying both DS and BT. I admit, they are common perks, but I rarely have a match where every single person is carrying both of these perks. And there are killers, items, and offerings that allow the killer to insta-down survivors without having to even waste a perk slot to do it. A mori causes the killer to only do 30% of their job in a match. Tell me again how DS and BT - both mainly responses to poor game play tactics are unbalanced?

    DS has never been a 100% anti-tunnel perk, and it shouldn't be. It works exactly as it is supposed to. The fact that you have to hit a survivor one extra time because you couldn't be bothered to flush out someone else in the course of 60 seconds or don't feel like running out the timer is dumb and entitled on the part of killers everywhere who seem to just want survivors to have zero useful perks against them...in addition to zero opportunities to escape chases...or the map in general.

    Your last comment makes no sense. I know keenly the gen completion times, but your statement doesn't add up.

  • @Lorna_Shore said:

    I think a good counter to SWF vs a killer would be to add proximity chat to the game. For example, in like a 10 meter radius, that way groups that do openly communicate everything could be punished by the killer's presence.

    I don't think it should give a directional cur, as that would make things far too easy, but just the ability to hear them and narrow it down could make for a neat counter to SWF.

    This does nothing to address the topic of this post, which is bridging the gap for solo survivors.

  • As soon as I figured out how to actually use his harpoon correctly (sadly, I had to google it mid match because I kept letting people go 🤣) he was very easy to hit people. I would definitely say it was easier than Huntress's hatchet throws, which are easier to dodge and require more accurate movement prediction by the killer - in addition to having to break chase to reload.

  • @Actionjacksn said:

    I just returned to this game in the first week of January after nearly 3 years of break. The reason i left then is that my pc was not strong enough to run the game properly. In 2016-2017 this game was awesome. I was killer main this time and mained killers as i returned too. The first thing what i noticed when returned is the game speed. Games back then when i played this game first, was 12-15 mins at least, but now... 5-6 mins maximum. Generators are flying. The second thing what i noticed is the horrible matchmaking.... i get easily red ranks as a green and even yellow rank killer, and this kills the remaining fun what game speed not killed... I really asking you guys.... how this game got to this state what it is in right now? If i not take a long break may i adapt to this changes and it would not irritate me so much? What will the future of this game be if it continues like this?

    As far as I can tell, not much has changed between 2017 to now in terms of gen speed of the gens themselves. The devs removed Ruin. That's probably the main difference for most people, since it was such a common perk. Most people complain about map size being the issue, but new maps are similar or smaller in size to legacy maps you would be used to. Gen speeds are getting slowed in the next patch and great skill checks are getting a bonus reduction, in addition to maps being made smaller, loops being closed, palettes being reduced or made unsafe, and more dead space. There have also been quite a few killer/survivor/environmental changes that have actually eased QoL issues for killers in the last year+ due to the imbalance with SWF (before anyone says it, with the exception of Ruin🙄).

    Matchmaking is known to be broken. It is easier to rank up as survivor, but you tend to get less BP, and harder to rank as killer but they tend to wrack up BP easier. So while its pretty silly that a purple or green killer is consistently going against red/purple rank survivors, it's not really that unbalanced, since the skill level is probably pretty similar in a lot of cases.

    Moral of the story - the killers job will get easier with the next patch. Most killers are already very strong against random teams without communication.

  • @EvilJoshy said:

    On PC there is a lack of killers but no lack of survivors. Often it's the same thing but in reverse. A yellow killer against red ranks. oNly survivors have no remorse when it comes to bullying a killer.

    ...and killers do? 🤣🤣🤣

    Also, as a red rank I am most common paired with green or purple killers who have no problem 3-4king against random red teams. No one is bullying these killers, except maybe a skilled SWF, which is not as common as a group of randos. It's known that there are too many ######### survivors in high ranks and too many skilled killers in lower ranks because of the bunk matchmaking system. So spare me the whole 'remorse' bit.

  • No, I wouldn't say this is normal, but I have experienced it. Every now and then you get someone who just follows you around instead of doing any objectives to show the killer where you are. I had a match one time where two teammates who were playing together stood in front of a 99'd door handle while I was in a chase at the end and refused to open the door - I got downed and they left. IMO it seems like griefing or teaming, but I don't know if it's actually reportable.

    When I play killer and see people purposely causing their teammates grief or farming them off hooks purposefully unsafely, I just go for the guy being the #########. I don't go for the poor person who obviously has no control over what their ######### teammates are doing. LOL

  • @Lavos99z said:

    https://forum.deadbydaylight.com/en/discussion/comment/1222997#Comment_1222997

    I played it a couple years ago (2016 actually) and it was definitely killer sided. It was way worse than it is now for sure. But still, there are nights like this where games just aren't happening. However, we have to acknowledge that the game is obviously survivor sided, and that's how it should be for games like this. The easier role should get a bit more benefit, but not THIS much. There's so many combos for survivors to do that just straight up own the killer. That's what I'm talking about.

    I've been playing since 2017. It was way more survivor sided then. It's been skewing killer sided for the better part of a year. The only exception of which is a high ranking swf team using comms. I don't play SWF and the majority of matches are not SWF, so I respectfully disagree. This game is currently killer sided and is only getting more so in the next patch.

  • This has been brought up many times.

    It is a good idea.

    The game has been getting 'tuned' to balance the dynamic of swf vs. killer for over a year now - this would be a great way to continue that balance while bringing solo survivors into the fold, as they are currently getting left behind.

    Anyone who didn't want to hear an 11 yo talk about f'ing ur mom could mute them... That's how voice comms in multi-player games tend to work.

    You could also turn off voice comms altogether--again, part of the typical VC experience.

  • @Stitch7833 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223192#Comment_1223192

    Theyre strong perks yeah? we can all agree on that, if we cant then theres no point in a discussion. i play survivor most of the time tbh but i still want the game to be fair and balanced for everyone, the argument that these perks take no skill is the fact theyre such strong perks but take no build up to use them, for example you can use BT up to 6 times yourself (8 if everyone runs it) thats alot of free escapes or time wasted just for using BT which lets be honest takes no skill you just run up and unhook, theres no fear or anything same as DS you get 60 seconds free of not being hooked, if you get picked up in that time you escape and can lead on another huge chase or the killer leaves you and time has just been wasted. these perks are so very strong that just having an obsession in a match will force killers to ply so very differently and i feel they shouldnt be so free, while yes every perk takes no skill some have requirements needed to be met or downsides to them but both DS and BT do not and thats why they become so meta. the real issue is when so many people use these perks in one match, even worse when the unhooked survivor blocks with BT because even if he gets down he has DS and its all abit of a mess when you come across that level of play, on the most part games arent too bad but DS time needs to be shorter/deactivate after a hook so it counters tunneling (should also counter moris in my opinion) and BT shouldnt be free altruism (maybe any damage dealt to the unhooked player inflicts mending on the savior so you cant just run in careless). i dont wanna ruin the game for either side but i also want balance, i could understand the ruin nerf carrying killers but so can DS and BT, hell i see it too often on my team. most perks need a buff, but DS and BT need a rework/change.

    The idea that BT causes people to unhook with no fear is a fallacy. You, as the BT provider, only get it if within the killers terror radius. So not only are you likely to take a hit, you are likely to go down if the killer is truly camping... Which is a lot of the time. DS is intended to have a "no fear" effect. It says it right in the perk description and follows the games horror movie eque theme, imo. It has numerous counters and is only usable one time during a match. In the grand scheme of balance, these are some of the only things providing solo survivors with ANY balance. They work as intended and should stay as they are.

  • @johnmwarner said:

    Seriously, stop with this nonsense that I wouldn't get hit with it if I didn't tunnel. Someone got unhooked I chased their HEALTHY savior, downed them with two hits, headed back to Pop a gen and see the person on the way so I down them, silly me I should have realized that it's literally easy enough to down survivors so quick that you still eat a DS.

    Leave the timer at a minute, heck make the timer two minutes if you want, make it FIVE minutes but it automatically deactivates once someone else is hooked and I would support that change from both sides.

    A) You are right, DS is not exclusively an anti-tunnel, so stop whining about it like it is. It works as it was intended to work. Avoiding tunneling is just one of multiple applications, just like other perks that also have multi uses in different situations.

    B) Changing it to work based on hook would be nice for killers, but no. An insane nerf, since every match where a killer downs someone in your vicinity while your teammate across the map runs in to save you, resulting in you getting off hooked a millisecond before the next guy is hooked at a hook 5 steps away would mean your perk only proc'd for a second or two before you are back to getting downed. It's already an unused perk slot if the killer just doesn't ######### with you for 60 seconds, or slugs you. So hard pass on having it made useless and losing its intended functionality.

  • @SaltedSnow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223189#Comment_1223189

    Unfortunately that's what happens when you decide to play with others, you have to hope they aren't noobs. In this case it's still the survivors fault, they didn't know what they were doing was bad. You can tell them after the game is over to not go for hooks against camping killers in the future.

    Ironically this is one of those things that was made worse with the ruin nerf, we're seeing more noobs at higher ranks than they should be and it screws the older players over.

    I'm not saying an idiot survivor feeding the killer isn't, in part, to blame for this outcome for others, but the ultimate fault lies with the obnoxious killer who chose to play like a complete douche. It's not this guy's fault he got both a super toxic jerk of a killer and a potatoe teammate, yet because of the vast number of changes over the last year+, he has absolutely no recourse. He cannot simply "git gud". He did not choose his teammate. He cannot control the killer playing like an ass. And in this all-too-often situation, the end game is complete stacked against him. This is why it seems like solo surviving is going to die out and DBD will mainly just be a SWF game.

  • @Bovinity said:

    It's funny, people complain if a killer camps a hook, and people complain if a killer slugs.

    At the same time, if I just hook someone and walk away, all I did most of the time was give them a free health state because you know there's someone five meters away just waiting.

    At some point I have to change my strategy if survivors are gonna rush every hook. But then they whine that I was "toxic". I don't know what the answer is, but meh. You can't have it both ways.

    This just sounds dumb. Survivors rush gens. Survivors rush hooks. No, survivors just do their objectives. And neither is particularly toxic. It's literally how survivors are supposed to play the game. Also, killers need survivors to off hook in order to rehook - how they are supposed to play the game. The idea that survivors shouldn't be doing gens as quickly as possible or off hooking when you walk away is pretty strange. Putting the word "rush" in front of everything survivors do has become a way to indicate their actions are some unfair afront to killers, and that's just not the case.

  • @Sabian_827 said:

    I know im not only one that believes it take WAY TO LONG to wiggle out of a killers grasp. By the time im actually able to wiggle out, the killer is pretty much able to walk past 2-3 different hooks, all of which he can put you on. Wiggling out takes 15-20 seconds give or take, and the i strongly believe that both the distance between hooks, and the amount of hooks on every map doesn't justify how long it takes to wiggle out. Its completely unfair and pretty much defeats the purpose of the wiggle out mechanic

    The devs are fully aware of this because it was something they purposely changed a long while ago - both the number/distance of hooks and the wiggle timer. It is effectively so that you cannot wiggle out without significant altruistic intervention from your teammates. This is entirely by design. So you should consider the wiggle mechanic pretty much irrelevant in the vast majority of cases.

  • NOED is fine.Does it absolutely suck when a killer gets it? Yes. Especially when you did 3-4 totems along the way and your teammates did exactly zero? Yes. Even when its your first hook? Yes. But, as you said, it is counterable and you can usually tell if a killer has it before the last gen is done through simple process of elimination.

  • @scarslookgood said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223033#Comment_1223033

    Cool! I've used a variety of perks, including DS, and they sure do keep me in the game a little longer, so I'll rotate those in again. Hopefully I can learn to loop better too from some focused video tutorials

    If looping is not for you, try playing a more immersive character and run perks like spine chill, iron will, and urban evasion. If spine chill goes off, evade off a safe distance and wait for the killer to leave. None of these fall into your impolite category.

    I would also recommend Kindred, if you're solo surviving, as it will ensure you don't waste time trying to save someone who is being face camped. It also helps your teammates make more efficient decisions without comms.

    You should definitely be using palettes, as they are one of the only ways to elongate chases, but use them effectively. If you're nearing a palette but the killer hits you before you pull it - don't pull it. Especially if it is unsafe (IE: the debri on either side of the palette is small enough that you cannot loop it or jump the palette without getting hit). It slows you down. Use your speed boost to get to the next window/palette. This gives you or your teammate a palette option later.

    You can also use your speed boost to get to a point where you can line of sight the killer. Example: run into a playground where traditionally a survivor would go to the palette - but instead, walk through the open side and double back around a wall while the killer enters the playground. They will typically assume you're camping the palette or ran that direction. You run off the opposite direction. Iron will helps a lot with this misdirection.

  • Start using all the perks available to you. Nothing about them is impolite. Killers are not doing the same for you. You want to be polite? Don't flashlight them when it's unnecessary and don't teabag at palettes or the exit gate. Otherwise, you do you.

  • @Lavos99z said:

    I'm getting tired of getting stuck in games where survivors do the most BORING possible things to win. It's literally hold M1, hold W, throw down all the pallets, god loop us, rinse and repeat. It's unfun, it's a survivor sided game, it's time for everyone to acknowledge this. The ONLY time it's killer sided is early ranks. Stop saying otherwise. If a killer gets to red ranks, it's because they're good. If a survivor gets there, it's mostly because they are good at mundane tasks. Be objective before you say it's killer sided. Play killer long enough to realize it's really not...please.

    So you are tired of matches where survivors do their objectives and you're hoping the new patch makes it so they....don't? Because doing generators and getting chased by the killer "IE: throwing palettes and looping" is kind of the whole deal for survivors. Sounds like you're really hoping the new patch makes it easier to curb stomp people. Cheer up, it will. Also, if you think the game is survivor sided, you clearly didn't play it two years ago to know what survivor sided really was. :)

  • I dunno, maybe for some. But if playing cheaply caused unpleasant boredom in a game someone really likes, then there wouldn't be so many campy killers in DBD. So, maybe not too.

  • @cipherbay_ said:

    For the most part nearly everyone knows the game has been survivor sided, only ones i can say that disagree are the ones that only play survivor or play Iri Huntress every match to try and prove a point. Needless to say, killers have had the short end of stick since day one with how fast gens could be done, im not even sure how killers were able to get a 4k with the amount of god and infinite loops that were in the game, not to mention default fast vaults, non cooldown exhaustion, vacuum pallets, the list could go on. Now we are at a stage where the Devs are balancing the game by resizing maps and reworking items. How will this fair for veteran players and new players. Well.... Veteran players will dominate massively and 4k nearly every match because of their experience, its like giving someone who rides a Unicycle a bicycle. They have already seen the bad and the ugly, any further changes is just good or fair.

    As for newer killers, they wont know the struggles it use to be, as for new survivors, they wont know what god loops or infinites are so they will learn with what they have. Veteran survivors who depended on such windows are going to be hurting because they have to adjust the most, those are the ones who you will most likely see in the threads posting "THIS GAME HAS GONE COMPLETELY KILLER SIDED REEEEE!!! I QUIT!! GIVE ME REFUND!"

    Cheers to the changes.

    #ClownBuff2020

    Nah, the people who will rightfully be upset that the game is killer sided are mainly just solo survivors. Because for them, it is. And it has been progressively getting worse for a while now.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221744#Comment_1221744

    You can, but then it becomes a high ranked player against a low ranked player, and majority of the rl community frowns upon smurfing or playing against lower ranked players.

    But they still can so...

  • @Adriang14 said:

    They’ll never be able to buff solo to swf if they don’t add voice chat. Even then if they don’t, many suggestions have been made to improve solo , but the devs don’t implement it because it would be too much information. Literally what do they think swf is?? Just because some don’t use comms they’re gonna dismiss solos even though a majority of swf use comms. When they dismiss solos because of their own interpretation of things they’re also dismissing killers because you can’t buff killers with it not affecting solos. Like what’s so hard to understand about this. Why are you guys too scared to move forward with some changes that’ll help the game health overall?

    Agreed. I think they just need to fully balance Killers with SWF groups and bridge the gap between solos and SWF by providing the one thing that causes the greatest disparity - communication.

    There are creative and less powerful ways this could be implemented than straight in-game chat. It could be implemented in-game as an objective or an item you bring, like having to find walk-talkies on the map or bringing a cellphone item...maybe it even has a limit to the battery life so use has to be selective. IMO, this is one of the most straight forward ways to level the playing field of solos and SWF so that as the game continues to balance Killers to be competitive with SWF, random teams don't get totally ######### in the end.

  • Survivors, just suicide.

    On to the next.

  • @Aztreonam78 said:

    Dead Hard - a perk Survivors use to prolong loops around a pallet or to reach a safe spot when they had to die without DH. Awful.

    Decisive Strike - Survivors DS’ed my ass even if I don’t tunnel, I was just overperforming and downing them for their mistakes too quickly..

    Borrowed Time - why this perk got buffed so much? And it used not as for camping Killers, but for being able to be cocky at hooks.

    @Peanits , why do you ignore feedback about at least Decisive? Just why? Survivors are so nasty bcs of tons of second chances.

    It surprises me that so many killers whine about Dead Hard. It doesn't work like 30% of the time...maybe more. LOL

    DS is necessary - and is not solely an anti-tunnel perk. So it doesn't matter if you're tunneling or not. Its functionality is what it is, and it works exactly as it's supposed to. It can also be avoided a number of ways.

    BT is necessary because camping is a go-to for Killers, regardless of rank. I don't know how BT could afford someone to be "cocky" at a hook. The off-hooker usually takes a hit to get the off-hook, if the killer is truly camping, and at best the off-hooked person will take the second hit to ensure the off-hooker doesn't end up being a hook trade. I don't really see a lot of time in there for anyone to do something terribly "cocky".


    While I understand you don't like them - there are many perks survivors don't like and they are here for the long haul. All of these perks are fine, and necessary parts of the game.

  • @CANxOFxCORN said:

    Camping in this game (which is a legit strategy, specifically for new players, but more understandable to complain about) is when the Killer gets one hook, and won't leave it, forcing the other 3 to either potentially sacrifice themselves for the greater good of the "camped" teammate or the "camped" teammate stays put hanging in to ensure gens get done for the greater good of the "non-camped" teammates. Keep in mind when All gens are done, and the Killer only has 1 hook, its his/her only strategy.

    Tunneling (which is the dumber of the 2 to whine about) to my understanding, is when the killer chases one survivor, to ensure they get downed and hooked. Many factors are at play on this one. Lets say the killer has been getting "God-Looped" "Clicky-Clicked" and "Pallet-Slammed" for 60% of the match (3 gens), Is that really "tunneling"? Sure, the Killer could move on to another Survivor, but whose to say it isn't an "SWF" match with Purples & Reds? After getting 1 hit on the first survivor the Killer is just supposed to move on, and potentially deal with the same issue on the next Survivor? You can really tell when it's a "SWF" as well, because after "Survivor #1" has used up 75% of the pallets on the map, another survivor comes along to body block, trying to waste the Killers hit knowing the Killer has a cooldown after using the hit, buying more time for "Survivor #1" to draw more distance between the chase. Even if its not "SWF" the killer has the thought in the back of his/her head saying if I go for "Survivor #2, 3, or 4" then whose to say that particular player isnt just as good, and "Survivor #1" gets the heal, now I'm back to square one, with 1-2 gens left, or worse all done. Another scenario is when the Killer finally does get "Survivor #1" and the hook gets Sabotaged right before the Killer gets the hook, now he has to continue chasing.

    It was a rant, I will be the first to say, getting looped, slammed, sabotaged, gen rushed, and blinded is annoying, but I understand it is the Survivors only real way to prolong the game to ensure survival (the goal of survivors). However the Killer has more limitations, to gain bp, & potentially get a nice 2-4K, Chase, Down, and Hook Survivors.

    Point being, How can a Survivor complain about "Camping" one match, then the next complain about "Tunneling", they are literally polar opposites. Should all Killers queue up, then just sit afk the whole match, to ensure neither happens? I play both roles, and always give a "GG" or "WP" after match, and very rarely as a Survivor run into a insulting Killer. However If I play Killer, I do the same in post game chat, and very rarely run into a wholesome Survivor, If I have a bad game "You're a trash killer" "EZ" "Can you Imagine __________", If I have a good game "Tunneler" "Camper", or BOTH! How? They are polar opposite strategies, you can only pick one. Sorry for the rant.

    This really just sounds like you got spanked by a possible SWF and as a result decided to camp/tunnel and when you received spicy post game chat for it, it made you feel bad. I'm sorry they hurt you.

    I do think that survivors can earn themselves a camp/tunnel by doing things like clicky clicky...teabagging at a palette...etc. Things intended to trigger a killer. Good mind gaming and using palettes is not really an offense. It's one of the only resources they have to not get downed quickly, and even before the current patch hits, killers have things like hit priority and newer maps have a lot more unsafe palettes. I understand end game camp and tunnel because, really, what does a killer have left to do once gens are done if he gets someone on a hook? But otherwise, it's just a cheap way to play and doing it right out of the gate ruins people's games...and happens all too frequently.

    I would agree, I generally don't encounter killer's post game chat being nearly as spicy as survivor's, but there's an easy explanation. Killer's can work out their frustration and get retribution in-game. Survivors cannot. If you camp and tunnel someone to death right out of the gate - they have no recourse. Survivors, especially solos, have no control over getting off-hooked in front of a killer and tunneled. If a killer is being toxic, they cannot "survive harder"...whilst killers can select a toxic individual and pursue them to literal in-game death as a means of recourse for toxic or obnoxious game play.

    So, no. It's not a choice. Both actions have a high potential at ruining a match for someone else, depending upon how you apply them. And if you choose to play matches that way, you should expect to get an earful post-game. If you don't like it, drop your GG and hit continue.

  • @whammigobambam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219781#Comment_1219781

    I disagree there are 10 upvotes to his post including mine so there are 10 others currently.

    10 up votes from killer mains who like this person's masochistic mentality means nothing. :) #stilldontbelieve

  • Mmmhmmm. DBD is essentially going to be a SWF game only moving forward. *shrug*

  •  "I can't think of a more "unjust", lame and unrewarded "victory" for one party. Yes moris are bad too, but keys will totally swing the outcome."

    So will moris...and survivors have to do most of the work...killers have to do 30% of their work. Like, no. Just leave both of these items alone.

  • This would also stop people from being able to suicide on hook. Just sayin.

  • @BigBrainMegMain said:

    I'm only going to point out that it'll eliminate Borrowed Time and DS.

    I'm only pointing this out. That's a +.

    BT would need a total overhaul, but technically DS could just function as it does normally, but after respawn.

  • @domai36 said:

    For me as a survivor it's unusual behaviour from the killer, so long as it has a purpose and keeps the game interesting.

    Because of this, I sometimes brainstorm a weird way to play a certain killer and do my best to adhere to it in the match. Some players get annoyed by it, other players love it. I don't do it too often but it's fun.

    As an example, last night I played my main, Pig - and followed survivors around and pretended to work on generators with them while crouched, spamming pig noises and smacking nearby objects. The survivors caught on pretty fast and relaxed while I "worked" on gens with them. The surprise came when one of them missed a skill check and I tunneled them until they were hooked, only to go back onto a gen. They still stuck around and worked on the gen, but it created an amusing minigame of don't miss a skill check - and you'd be surprised how many skill checks were failed once the players figured out the game. Stuff like that is fun to me as a break from the typical game from time to time.

    That does sound fun. It would be a nice break from the typical sweat.

  • @Almo said:

    As long as Survivors continue playing into campers, camping will continue to work.

    With all due respect, camping continues to work because it continues to get easier against random teams and unchecked by developers. I don't think the onus of fixing camping lies solely on the shoulders of survivors.

  • @underCoverAgent5376 said:

    Introduce a respawn system. Player on the hook immediately dies. Their second state is a second life.

    Allow players to change 1 or 2 perks, when they select their new survivor(like loadouts). Player respawns as far away from killer or gen.

    This is a cool idea.

    I agree with @Huff, I don't think you should get to adjust your loadout mid-match. That is a completely separate benefit and doesn't need to be tied to a mechanism that fixes hook camping. You brought the build you brought.

    The spawn point being completely random seems a little sketchy. It might provide more balance if there was a couple "graveyards" or respawn points on each map and which one you're taken to is random. Maybe with a mechanism in place that you won't get teleported to the nearest respawn point, if you happen to get hooked next to one. This way the killer knows where you CAN go, just not exactly where you're going.

    You would obviously have to respawn injured, and it seems like you should have to have some teammate interaction in order to heal after respawn, even if it was only for a time. For example: for the first 60 seconds after respawning, a player can only be healed by another survivor. Being able to self-care or med kit when it is 100% safe because you know the killer is far away isn't very risky. Having to locate someone else would be at least a little more of a challenge. If you're the last survivor standing, it is what it is for 60 seconds. Be stealthy.

    And yes, this would be a big undertaking to develop, but a cool idea non-the-less. 👍️

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