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Leachy_Jr

Leachy_Jr

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Leachy_Jr
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  • @ThirdSealOPplzNerf said:

    Both the ultra rares are a joke and are useless the very rare are meme level trash an add on that gives hemorrhage is apprently strong enough to be a very rare add on same for blindness lmao and don't forget killer instinct! And why do the devs think oblivious and undetectable is that strong to be pink or purple like what? Who playtests these things what is going on in the minds of the balancing team?! The icing on top is the perks forced penance...seriously these are the perks we get every 3 months what could we get in new new dlc to change the meta?! 60 second broken status effect...oh yeah and give undetectable status effect by kicking a gen to be stealthy but also tell exactly the area where the killer is by showing the generator he just kicked in bright yellow for every survivor to see! Because if that wasn't there the survivors wouldn't know anything was happening according to a dev isn't the perks intention to make sure the survivor is clueless? Nevermind but Thats pretty strong man I think it needs a cooldown too! Deathbound is his only "good perk" but will never get used. The best add ons for pyramid head is the range add on and the coo,down reduction or increasing the trail duration there's no other interesting add ons he has and it sucks I'm really upset how lazy the add ons and perks were made it's unbelievable I had to rant about it. Here's to hoping the perks might be fixed and made viable in the mid chapter patch and mabye some add on changes.

    Aight not gonna lie, been using forced penance on deathslinger, it's actually quite good.

    It looks bad on paper, i'll agree, but in execution (heh) it's actually alright.

  • @Zaitsev said:

    The last midchapter helped, but if youre not playing Billy, Freddy, Nurse or Spirit, you might as well not even play at high ranks tbh.

    If you're not playing them you pretty much have to run pressure perks in order to win unless the killer you are playing has another really good build (Tru3face for example).

    I don't think this is mainly due to gens though, the maps are much worse and (something nobody talks about) gen locations can lose you games. Gens only need a bit of adjusting, pretty much most maps need a complete rework or gens need to be nerfed to high hell in order to compensate for them.

  • @Maelstrom10 said:

    Like, its a full perk slot, thats one perk slot that can no longer be used for bbq, sloppy, pop, enduring spirit fury etc etc etc.

    But its mainly to cover killer weaknesses for those that are slower then normal (huntress, hag, nurse, deathslinger, spirit) So i don't think it would be too abusurdly strong (Except perhaps in the case of spirit) and in the cases of killers who are already 115%, simply buffs them to 120%. thats not an incredible amount faster, and most people wouldn't truly feel one play with your food stack permanently is broken.

    could remove bloodlust as its drawback or cap speed increases to 120% (meaning pwyf wouldn't work with it.) would be funny to see a nurse barrelling towards you at 115% speed towards you chasing normally.

    Could be called swift hunt or something (i know thats a wraith addon but like hey it fits.)

    TBH i'd rather not see a 115 spirit, that would be terrifying, other than that I think current 110 killers would be fine. However I think 120 killers would be way too strong, imagine a 120 pyramid head or billy.

  • @joshuashep22 said:

    regardless of if the survivor is in a locker or not you are still tunnelling and if you slug survivors they are probably gonna use unbreakable so why is everyone complaining about it?

    Well for a starters you literally just named one issue. You cant slug them if unbreakable exists so they get away for free.

    People don't like DS because sometimes you didn't tunnel at all and you still get hit by it. Other times you need to tunnel to win and DS makes it so you can't.

  • @BubbaMain64 said:

    To fix Haddonfield would mean that an entire revamp would be needed, but I think it might be like Silent Hill's map where they can't really change it due to the license. What do you guys think?

    Ya the licence probably has them by the balls with haddon.

    IMO the only way to rework had no fun is to just straight up delete it because of how badly designed it is.

  • @Meg_Survivor said:

    So why does everyone hate the new map ?

    • Generators hard to contest without going around half the map.
    • Object is absolutely broken as hell on that map.
    • Entire map is just a massive Haddonfield fence.
    • Some rooms have nothing in them, while some do, complete guess if you're walking into a room with something or not.
    • Too many breakable walls.
    • Forced to bloodlust pallets, breaking them all the time would make you lose the game (unfun for both sides).
    • Extremely easy to hide (books have no collision etc).
    • Forced gate spawns makes it quite difficult to escape when hatch is closed.
    • Spawn point of survivors is waaaay too unpredictable.
    • Not even corrupt works efficiently on that map.
    • Generator sound bugs everywhere (can only hear the gen if in the room with it).

    I probably missed some, but this the majority I guess.

  • @R52G said:

    Hey y’all I know it’s very early to even mention this but I wanted to talk to y’all about chapter 17 and see what y’all thing it could involve. What are y’all’s thoughts?

    IMO I think that next chapter will be candyman. Think, all the leaks they put out looked towards candyman (except that mccote tweet), the colours, skull shapes, the discord April fools etc.

    My thought is that companies don't like their things being falsely advertised, and of course, a good chunk of the hype for this update was for candyman due to the leaks. But it was pyramid head. So either:

    A) The devs intentionally (or unintentionally) hinted towards candyman in order to build hype, and they could do this because they knew that candyman is the next killer and the company that own him wont be a bit pissed.

    B) The devs intentionally (or unintentionally) hinted towards candyman in order to build hype (again), but they don't have the licence for candyman, and we most likely will never get him if this is the case.

    However Tony Todd (actor of candyman) has liked a few tweets sent by the devs and leaks by daylight, which i'm guessing is a signal that they don't hate BHVR.

    It's a bit of a stretch, but whatever.

  • @OniWantsYourMacaroni said:

    I've seen quite a few people being upset about linked cosmetics.Especially about Lisa Garland.

    It seems like many people expected her to be a bit more than just a skin.Some expected a different voice,different animation or maybe a bit lore to her regarding the price.

    Considering we never had any of those problems with the skins for other licensed characters,it might be possible that Konami didn't allow things like extra lore,voice acting and animations.

    Another thing we have to keep in mind is that Lisa was probably another license that had to be bought first.Which is why the price is so high for that skin,they probably get something like 2 thirds and Konami the other third of the money they get with selling this skin.

    Even if the devs were allowed to do animations,lore and voice acting for Lisa then the price would be probably even higher because of the amount of extra work they would have to do.

    It also doesn't really feel like false advertising because one could clearly see that Lisa IS just a skin for Cheryl in their latest trailer.

    https://us.v-cdn.net/6030815/uploads/G24O6KQNCIRA/screenshot-20200617-164247.png

    So in the end i would advise all of you to be patient and wait for a response from the devs,before calling them lazy,greedy etc.

    The problem is that your paying 15 quid for a below average skin. Not only that but it's in a game that:

    • Has to be paid for.
    • Has a paid battle pass.
    • Has other paid for cosmetics.
    • Has countless DLC's (which I will admit are a fair price).

    When you pay for that skin in a game like this you should 100% get a high quality product. And what do we get? It's a mediocre looking skin with a different model with not even separate lore, sounds or even an in game lobby name.

    And i'm paying 15 for that? Haha, no.

    (Also I know it's "only a cosmetic", it should at least be good if they're charging that god damn much for it and it should absolutely have some additional effects (own voice etc) if it's going to be the most expensive one).

  • @Maelstrom10 said:

    Add anything you believe in, but know a lot of people would either disagree with or don't like. so long as its not toxic to any particular player group (survivor/killer.) or derogatory towards anyone else in this thread!

    I'll start :

    I am of the firm belief that keys of purple and pink variety should only be found in chests whilst running plunderers instinct. They shouldn't be a baseline chest item due to their incredible power to turn the tide of a match in a favour. i've been on both sides of the coin and it just feels... odd finding a free escape route due to random luck.

    I also think there should be more chests by default on maps :P

    Hawkins is extremely survivor sided, but barely anybody knows how to run the pallets.

  • @brokedownpalace said:

    After roughly 50-60 matches I have made use of the perk ZERO times.

    Cool concept. Waaayyy too situational. I guess it's better than Buckle Up or Flip Flop, though.

    Well it's worked for survivors in 2 of my games and ive played about 5 games today. This is also me trying to not slug and never running a hex.

    yaaaay another perk that punishes the killer for playing efficiently with no indication of it being in the match. How wonderful.

  • @BigBrainMegMain said:

    Yeah, he's so trash he and Spirit are the only killers I see at Rank 1.

    That's weird I barely see him, especially any good ones.

    At least we have an actual fun killer to verse now at R1.

  • @burntFuse said:

    I was thinking Third Seal might help hide his cages, but apparently blindness doesn't affect white auras.

    https://forum.deadbydaylight.com/en/discussion/comment/1352198#Comment_1352198

    If you hear a scream, wouldn't it be best to immediately do a shockwave in their direction before hooking? You might as well try to injure them as soon as possible and run them off, then once you hook BBQ will hopefully show you where they ran to. Does Pop even work with the cage? And wouldn't you want to try to land shockwaves rather than trying to lunge through pallets?

    Most survivors would just run when they scream from infectious, so i don't think that would be effective.

    If they're stuck in a deadzone, corner of the map or in a room though then it could work.

  • @dbarranco said:

    I plan on buying him when he comes out; I just want to know if anyone has a decent build they want to share.

    I was thinking about this build:

    Infectious, Monitor, BBq/TT, then either pop, enduring or i'm all ears.

    The thing is to down someone, and if you hear screams, send the downed survivor to the cage and start chasing that other survivor.

    If you don't hear screams, then hook that person normally unless they are on final hook and you can mori them. Then using BBq/TT you can find other survivors.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1349704#Comment_1349704

    Camraderie? Or you mean Off The Record? What value has Camraderie?

    No I meant camaraderie, it's godlike against camping killers and great against killers trying to secure a quick kill at any point in the match. I should mention it is 100x better in a SWF than solo. In solo yea its pretty bad unless you can get it to work.

  • @Go_Go_Roboto said:

    I have heard about an old issue where it doesn't work if you use a medkit, but I've never seen this issue.

    I went from grey ranks to red over this last month soloing and playing mostly casually (it's too easy to rank up as surv, but that isn't the point).

    Is it a great perk to run with every build? No. And that's how it should be. I run it with inner strength, borrowed time, and we'll make it. It's about the most altruistic build you can have while also being selfish. You can be doing anything during that 30 seconds it takes to get healed. When the killer needs to be putting pressure somewhere, you can speed the game up. It's a health state you don't need to spend time on when you really need it. Same idea as inner strength, spend time now when you don't need it, save time later when you do.

    I get at least one use of it 90-95% of the games I'm in, most of that is both uses. 30 seconds really might not seem like much, but it is. Nobody needs to spend time healing me, that means both of us can get a gen down in ~the time it takes to for me to heal. It also means I can save inner strength for when I'll need it again later.

    We'll make it almost guarantees I'll get the perk charged up after a save, and if it doesn't, BT is there to help the team. It's hard for the killer to keep pressure up after I unhook, unless they're already well into another chase.

    Yes, this perk is countered by someone tunneling off hook. Yes, you'll get less use out of this perk if your chased first and aren't a good looper. Yes, you can't be there for every unhook.

    Great perk. Not for everyone.

    Most underrated perk alongside camaraderie. Slap on Second wind and we'll make it with an exhaustion + iron will and you have an amazing perk build.

  • @Rydog said:

    Can you please address the sanctioned griefing mechanic that is the Memento Mori? It moves the game's goalposts like no other mechanic in DBD, and I don't understand what the upshot of it is, for anyone. The red mori effectively erases a life from every survivor, and it takes Bloodpoint-earning opportunities away from killers.

    Aside from "it's funsies for the killer to throw a grenade into the center of the match for kicks," I don't get it. And that's a stupid reason anyway. Like, what is even the design philosophy behind these items? Why do you believe they are enjoyable, or what do they add to the game? Why is DBD better off with these items as-is?

    Also, dear repliers: I already headed off all of your whataboutisms. I'll repeat: The Memento Mori moves the game's goalposts like no other mechanic. It fundamentally torpedoes the basic game flow to a degree that no single perk, item, power, or add-on possibly can. Keys are the only other thing that mess with the game flow nearly this bad, but that is an entirely different topic that I also feel strongly about (I'm only mentioning that here out of some warped sense that I need to provide some sort of balance for all the inevitable empty SURVIVOR MAIN / KILLER MAIN replies, which incidentally is a tactic that doesn't work on me because I don't favor either role).

    Moris are dumb. They are a terminally bad design choice. I don't know why they still exist in the game in this form (and no, I don't care for any "well they're better than they used to be" rationalizing, either).

    Unfortunately moris kinda need to stay in the game while second chance perks and SWF dominate every killer.

    I'll agree that a mori against a bunch of solos is unbalanced, but against a SWF they're fine. Even ebonys.

  • @thrawn3054 said:

    I was wonder what my fellow PS4 scrubs have their sensitivity set at?

    Killer: 83%

    Survivor: 82%

    It just feels nice.

  • @LALYTHIA said:

    The title of this thread is very misleading, since you start your post right away with rejecting all of the known and practical ways the deal with DS currently and insist a perk be added to ensure people can't use it against you. Sounds like you like to tunnel and should perhaps just get better at the game. 🤷

    You should read my post:

    Tunneling is one of the only ways to win against a good team other than relying on their mistakes, that's not opinion that's pretty much proven before anyone shouts "OoOh hE jUsT wAnTs tO tUnNEl, gIT GuD!!!!!11!!1!"

    This isn't an opinion, this has been proven by many people I watch. (Marth, showtopper, etc, people who actually know the competitive side of the game).

    Also if you think waiting 60 seconds and destroying your pressure is a valid counter then i suggest not even replying to the thread. :L

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1341098#Comment_1341098

    It felt cheap to me, personally. I'd rather not have another enduring meta where Head on and DS become trash.

    I don't think it ever effected Head on as far as I can remember, but id definitely make it apply to only DS and not head on as that perk doesn't need nerfs at all.

  • @Poweas said:

    Did you not see how the Enduring countering DS situation played out? I wouldn't touch that perk personally. But they can reduce the stun time to 3 seconds if people get THAT mad about it.

    Yes, it almost nullified the perk and I loved it. I would be completely fine if they reduced the stun to 3 seconds and made enduring effect it, that would give the survivor half a second to get away which is nothing. I would love that 100%

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339889#Comment_1339889

    If youre this worried about it youre doing something wrong in your game. You know that if you slug the ds user you SHOULD be chasing someone else right? Standing over them for 60s is an enormous waste of time, but if you slug them and chase someone else thats 2 people not doing gens. If someone goes to get tge slug thats 3 people not doing gens. This is good advice all around whether they have ds or not. If i down someone and see someone else, im chasing that 2nd person most of the time.

    Enduring should reduce the stun, unnerving should reduce the skill check zone. Outside of that its really not a problem, bot something id waste an entire perk slot to counter when there are things in game I can do to counter it.

    But tunneling someone down is the most efficient way of playing and DS outright prevents that. Especially against a good SWF if you equally hook everyone you will lose unless by some ungodly mistake. You have to tunnel, that's just fact. Getting someone dead early is better than any pressure the killer can put out. That's why i'm doing it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/159749/hard-counter-to-ds

    You can avoid DS entirely by always finding a different survivor or at least knock down the DS user and force players to spend time healing him/her. If the DS user tries to act for attention or is suspiciously near a locker, ignore them.

    That isn't a counter and it isn't efficient. Wish it was because it's much more fun not having to tunnel a guy down.

  • @Marisgao said:

    i've playing this game since like 2 years and i never won against a good nurse and i'm asking for your help to do this. help me pls.

    Lose LOS and genrush.

    Think of it this way, coming up against a god nurse is like coming up against a god SWF team, so don't be surprised when you lose when you played good.

  • @Blendette_will_Evade said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339980#Comment_1339980

    If each survivor cleansed a totem that would almost reach the amount of time it takes to do a gen. Survivors main objective is to do a gen, taking a 5 second stun early game doesn't sound so bad if you take into consideration that each totem takes 14 seconds to cleanse. I play killers who have no problem ending chases quickly so I have better experiences with DS. Maybe tha'ts why I'm okay with it?

    Or you can not cleanse, wait until endgame and find the lit totem and only cleanse that one.

    Or better, find as many totems as you can, don't cleanse them, then at endgame go back to them totems to see if they lit up. If you only find 3 totems you have a 3/5 chance that one will be lit.

    And again, that one second chance that the survivors get with DS can cost you kills. I've seen it happen many times.

  • @Blendette_will_Evade said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339945#Comment_1339945

    Both are get out of jail free cards, both reward bad players, both have counters even if they aren't the best counters, both waste your time, both have huge impacts, seems PRETTY Comparable if you ask me.

    NOED's impact isn't that big, it'll probably buy you like one insta down at endgame assuming they are not injured. Then everyone looks for totems or just escapes the moment they see it proc.

    Ill try and compare them: The efficient way of playing survivor is rushing gens. NOED does not get in the way until endgame at which it will get the killer an additional kill at most if the survivors play right.

    DS on the other hand is constantly a threat throughout the game and denies you the most efficient way of playing with no counter. This is the difference.

  • @Blendette_will_Evade said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339889#Comment_1339889

    I know that you want your 3k and such and tunneling someone down(( which btw sucks for the person who is getting tunneled down)) seems like the only efficient way but there are other ways such as playing respectively and finding someone else and ending a chase easily if you have a basic understanding of mind games. Same can be said with noed btw since most survivor mains complain about having to cleanse 5 totems which only take 14 seconds each. I know time is important but getting ds out of the way when only 1 gen is done isn't going to make a difference unless you are facing an actual god at the game. If it comes down to an endgame you aren't really going to be playing respectively since you are desperate for a kill. I can see why ds can be annoying, but it's (( I know gets annoying to read it again)) an anti - tunneling perk. So it basically punishes camping/tunnelers who want someone dead.

    Is a shame for the survivor being tunneled but unfortunately you're wasting too much time finding and chasing a new, possibly healthy survivor. Even if you do mindgame the majority of loops correctly then you've already wasted too much time and more gens will be popping.

    Tanking a DS at 4 gens left can have quite an impact, imagine with no DS, a survivor is now on a hook, a different survivor has to save and you can find a new survivor to chase. This happens in about 30 seconds and at the end, only 1 survivor is left working on a gen. While, if I had tanked the DS, I would still be chasing the survivor and all 3 would be on gens in 30 seconds.

    NOED is similar, but not comparable as the impact it has on the match is less than the impact of even 2 D strikes.

    As you said, it punishes tunnelers, which is an efficient way to play. My point is that I don't think it should do that OR if it does punish tunnelers, then at least provide a hard counter.

    Hope you understand me.

  • @Awakey said:

    Eat the DS.

    It's as simple as that.

    And yes, I did read your post. This is in fact a counter.

    Want to counter spirit fury + enduring?

    Just slam 3 pallets down in their face and make the killer use it on you for a free hit.

    (obvious sarcasm)

    That is not a counter, nor is the example I stated. Unless you can explain why it's a counter.

  • @Blendette_will_Evade said:

    Literally anything that STOPS you from getting D striked is it's counter. It's an anti tunneling perk, don't feel like dealing with it endgame EAT THE DS, don't feel like getting DS'd wait 60 seconds. DS let's you do bold plays but a 5 second stun against the killer shouldn't stop you from finding them again and downing them again, and killing them. If you want to tunnel then face the possibility of them having DS just like how survivors not cleansing the totems have to face a hypothetical noed. Both of them have counters, each perk has a counter.

    While it technically is a "counter", its a counter that is hurting you in other aspects (such as wasting time).

    What I want is a hard counter, something that just completely deletes the perk so I never have to worry about it again. Of course the downside of this is that i'm trading a perk slot for it, but ill happily trade a slot to never worry about DS any day. Btw a 5 second stun can turn my game from a 3k to a 1k, just saying, another life (basically) can cost you a lot especially in the long run.

    The thing is I don't want to face DS as the most efficient way of winning against a good squad is tunneling someone down, any other way and i'm relying on their mistakes. That's how I win, and DS is pulling a massive middle finger at me because I want to play efficiently? and actually have a chance against the SWF i'm facing? That's stupid.

  • @Blendette_will_Evade said:

    So, I'm new here I've been playing this game for about 9 months now, and I'm at red ranks, DS is probably used 80% of the time and I notice how killers (Red ranks at least) either avoid it or eat it. I notice if the killer is aggressive he's gonna eat the DS and not give a * BAD WORD* about it and continue going after Mr. DS. If the killer doesn't wanna get a 5 second stun he'll ignore it and slug. But I've noticed about everyday I go on to the forums I see at least 1 discussion about how DS needs a nerf because of how annoying it is. Please correct me if I'm wrong but didn't it already get a nerf? I'm watching old DBD videos and it seems like you could use DS anytime you wanted. I don't see the big deal about it. You either ignore it or eat it, simple eating it is probably for the best so it is used early game. The majority that are complaining either ignore it until end game, which I don't and usually just consume it so I don't have to deal with it later. I run DS but I don't abuse it by jumping in lockers, personally I just hate getting tunneled and if it comes down to having an extra chance of NOT dying I'd like to have it. Thoughts?

    If you look at any tournament in this game, they ban DS, 100% of the time because its that broken.

    Thankfully in pubs, its effect is much less noticeable because of how people play, and how you play to have a fun match (not tunneling, camping, etc).

    However when you come up against a group of really good survivors (solo or SWF), you realise that the most efficient way of playing is tunneling someone down while getting people off gens and proxy camping. You cannot play the usual way (hooking everyone equally) against good squads or you will lose unless you are spirit or nurse.

    Aaaaaand guess what perk directly counters that? DS.

    If you're just willing to have fun and not care about winning against these squads (or winning in general), then DS should have very little effect on you, however, if you want to try and win against them, you'll realise why its so complained about and why its used in a good 98% of SWF games.

    Survivors are not helpless when they get tunneled, it's their job to loop the killer for a while and make him bail you or stall him for 5 gens. If they get farmed then BT activates and if they are being hard camped camaraderie activates.

    So does it need a nerf? For people trying to win a game it needs another full rework lmao. OR something needs to be added so we can hard counter it 100% (and pyramid head does NOT count, maybe a perk or something).

    Ive said it in another thread, we have BT and camaraderie, we don't need DS.

  • @Fetsluck said:

    Hello all,

    Why is it everything extremely killer sided in this game. Its to the point where its become non-enjoyable. The developers shrink the map for killers. Make loops unsafe or take out loops for killers. How is it I vault a window 15% faster with perks but still get hit after fast vaulting a window, pallet, etc. And STILL GET HIT AFTER RUNNING five feet away from said window or pallet. I thought the dedicated servers were supposed to fix these issues not make them worse. I've been playing this game for years, and up until recently its become garbage. I enjoy the game, but damn can we actually fix some issues going on with the survivor side? Or is the solution to "get better" even though you can't beat connection problems. Or "play with a team" even though they are getting screwed over also. I don't know maybe I just want some answers to these problems 🙃👍

    Salty killer mains or EVEN BETTER A DEVELOPER enlighten me PLEASE!!!

    Thanks 😊

    Unfortunately the solution actually is getting good. :L

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329327#Comment_1329327

    If what your saying is true, that you'll be faced with more challenging opponents with the matchmaking change... The answers pretty simple. Get better with the challenge, lol. Dunkin on newbies isnt gonna sharpen your skills. If they manage to match me up with ppl that make me work for those 4ks more often, even with my best killers... I'm more likely to just get better with the increased challenge.

    I still do beat good squads, especially with deathslinger, but it's them types of games, where either the survivors split gens, its ormond etc, that are unwinnable from the start.

    I don't want to stomp noobs, its hella boring asf. When I get a good squad that isn't genrushing like mad, its fun. I'll happily take a 1k, 2k 3k 4k. That's how I want the majority of games. However if the survivors just split up and rush gens like mad there's not much the majority of the killer cast can do other than the top top tier with good add ons.

    This is the "skill ceiling" people talk about, no matter how good you are with that killer, you will be beaten by survivors who know what there doing. They may as well give you the brutal killer prompt at the start as the end result is pretty much already decided.

    What i don't want is for most of my games to be like this. One good thing that could come from it is the other like what, 60% of games being fun challenging games. But i'm not willing to be constantly beaten by unbalanced things, just to have a few fun games.

  • @toukent said:

    I don't get why everyone gets on here and cries about how unenjoyable the game is. Whenever I play killer I get a 3k to 4k almost every game without using any perks that considered op. It happens alot more often now though since rank 15s-20s are somehow grinding their way into red ranks due to the inconsistent ranking system. I have good games as survivor too but I'm not as consistent as survivor as I am killer. If you just take the time to get better at the game then you won't have to "make" yourself have fun. I get it some people don't have 3 hours a day to play a game they like but don't get on the forums talking about how unenjoyable the game is for you, when your a below par player. This is coming from someone with 600 hours and plays both roles somewhat equally within red ranks.

    The good chunk of peoples 4ks come from matchmaking being horrible, just an FYI.

    I think the reason majority of people complain (and why I complain) is this, you know them games where you just can't win as killer and you feel helpless against them? Yea you do. Thankfully that's only about 5% of my games. But, when a new matchmaking system comes that actually works, that 5% is going to bump up to somewhere like 20%, and then 30% as it starts to improve, and then 40% and possibly even higher.

    Now this isn't the matchmakings problem, that has done its job, the problem now is balancing.

    In that time the devs are going to make balance changes, but the majority of matches you're going to be playing is going to be dripping with sweat like an olympic runner.

    Basically, to sum it up, one of the main reasons of killers getting 4ks is matchmaking, and people complain as to when a good matchmaking system comes, the game is already balanced.

  • @I_Teabag_Gate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1329247#Comment_1329247

    But survivors don't get to know if they are facing a toxic killer.

    Id be fine if they added what the killers name was somewhere in the lobby. It's not really an "issue" though as killers have much less chances to be toxic or they risk throwing their game and killers are usually less toxic (not trying to say there isn't any toxic killers, trying to say that the ratio of toxic survivors to toxic killers is favoured towards survivor).

  • @I_Teabag_Gate said:

    It raises the point.

    Killers should not be able to see survivor items or check their profiles.

    If I'm allowed switch at the last second I'm already able to stop them setting up to counter my item.

    Checking Steam profiles let's killers know if its SWF and how many hours someone has played. Killers don't need that information.

    I raise another point.

    Why do killers dodge people?

    Is it because SWF makes the game unbalanced and unfun? yes.

    Is it because certain players are incredibly toxic to verse? so people check their profile to make sure they're not the same person? absolutely.

    If anything this shows some of the main problems in the game, SWF and toxicity.

  • @LetsPlayTogether said:

    So killers get that Information for free and can lobby dodge or change their loadout as they want. But when survivors do the same thing its cheating? Double standards again.

    Bruh absolutely not. This is using an outside program to tell you something that the game doesn't want you to know. By the same logic using an outside program to know every single survivor perk isn't cheating.

    It's not about "equality", this isn't "double standard", this is cheating.

    Screw the "survivor" equality lmao.

  • @Thatbrownmonster said:

    For anyone that doesn't know mlga (Make lobbies great again) is a programe that allows you to see what the killer is playing, their profile, lets you write notes under a killer that you can read if you get them again, and allows you to block killers so you can dodge them

    Why is this allowed?

    This is literally cheating

    Here is an example:

    -Programe detects killer is doctor

    Me as a survivor bring calm spirit

    Or if it was a wraith or hag I would bring a flashlight last second

    There are soo many options survivors can do to get a advantage over killers regarding perks and items, but this programe is still available for survivors to use without issues, why is that?

    I believe devs should focus on disabling this programe and possibly softban anyone that uses it

    Lmao killers are going to have to 6 second switch in order to not give survivors a warning.

    In all seriousness though this is cheating and should be 100% bannable.

  • @Erk said:

    I think this would make sense. It would basically make it so that if you don't want The Game or, like, any map then you can put this offering. It would be a nice addition to the game since there are a lot of people that want every map EXCEPT just one map.

    This would be cool until you realise that the only offerings killers run from now on is anti coldwind and anti ormond.

  • @DwightOP said:

    So we basically had 2 recent hook techs. One was tapping to unhook and the being able phase to the other side and the other one (which was really dumb ngl) was the one standing inside the hooked survivor. I thought the first one would come back because it was actually a really cool tech but neither of them is working currently.

    But I can remember the devs saying that they wanted to bring back the hook tech. Someone has more details about this? Did I misunderstood them?

    I only classify something as a tech if it can be outplayed by both sides, such as the CJ and window tech that can both be predicted and outplayed.

    The hook tech where you just sat inside the hooked survivor was not a tech but an exploit as the only "counter" was camping.

    The first hook tech was called the boyo tech, which was uncounterable in some situations, but the effect it had was quite minor so I didn't mind it.

    The hook tech was an exploit so it will not be coming back unless its added in as a bug. I wouldn't mind the boyo tech coming back though.

  • @LordGlint said:

    How would nerfing SWFs help the solo experience at all?

    It doesn't effect the solo experience. It wouldn't hurt it and it might help it by bringing some players who rely on SWF into the solo pool.

  • @xTalon32 said:

    I agree with a lot of this. But killers have Gens to guard and survivors to kill. Saying that telling survivors to actually do their secondary objective is unreasonable isn't fair. There are viable counters to punishing perks like NoED and Unbreakable. So I don't think perks like these need to be changed because players can't be bothered to use those counters.

    Specifically I'll talk about NoED because it's one of the most debated perks. It doesn't punish you for doing your job, like you said. It punishes you for only doing your primary objective. While killers have no choice and have to do both of theirs to some degree to succeed, survivors do not. They can completely ignore totems. And this perk capitalizes on that choice.

    Next up is Unbreakable. This perk is only useful like NoED when the killer ignores hooking and instead slugs. I say hooking survivors is a secondary objective for killers because by guarding generators well you make it easier to do this.

    Perks that capitalize on the decisions of the opposing team are fair in my opinion. And while things like Adrenaline and Pop seem one sided, they really reward completion of objectives.

    The thing with unbreakable is it punishes the killer for making the right play when there was no indication of it being in the match. This would be fine if the effect of it wasn't so huge and game changing.

  • @Carlosylu said:

    For both roles people seem to really dislike The Game and Lery's Memorial Institute, I have to say I really enjoy playing in both maps.

    I love hawkings, people think it's killer sided when in reality its one of the most survivor sided maps in the game as long as it isn't a stealth killer.

    As for killer I really like coal tower as it feels fair for both sided and actually needs skill from the survivor side.

  • BBQ, Sloppy, Pop, Stridor is what works best for me.

  • @MusicNerd_TC said:

    Welcoming all hot takes, unpopular opinions and tough questions. What perks on both sides do you think are underrated? I think that knock out is very underrated for slugging, but swf counters it. If you know a group isn't swf then it will work very well. For survivor, I find quick and quiet to be a very good stealth perk, when used with dance with me it can make a deadly combo.

    Camaraderie, being camped? well the killer is now guaranteed no more than a boring 2k.

  • That's rude :(. All I want is to not be genrushed in 6 minutes.

  • I'm probably the only one that thinks this but:

    SWF isn't an issue.

    It's actually survivors legit being more powerful than killer. Take a really good SWF squad, now cut all communications from them. Do they really play that much worse? No, they don't. And they'll probably win a good 90% of their games even without communication. I don't know where this whole "SWF" thing started, but looking at how survivors play without comms, my opinion has changed very quickly on what is actually unbalanced with this game.

    SWF just kinda adds some fuel to the fire on the survivors power and their mountain of second chance perks.

    Also matchmaking is disgraceful so you're pretty much never matched with 3 other good survivors. But when I have it's pretty much always been a horrible game for the killer.

  • @Bubbas_mallet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1274926#Comment_1274926

    Alright, since I "dont understand" old Freddy (GetBulliedSimulator) Why dont you tell me 1 reason why he was even slightly good.

    When they failed a skillcheck they wasted progress on a gen or took time off gens. All of this because Freddy pressed M2. And he could do it to multiple survivors at one time over and over and over again.

  • @Waffleyumboy said:

    There can be counters to fair things. Calm Spirit and Spine Chill exist. It also counters Ruin, not just PGTW.

    Do you not think it kinda feels a bit petty though? They didn't need to put in the effort to create a counter to it, barely anyone other than them types of survivor mains was complaining about it, they must've seen it was a good perk and it was built in a fair way.

    They literally had no reason to make it. None. Other than screwing over killers I guess? Unless there's another reason i'm unaware of.

  • @Exerlin said:

    Well, the killer has to have a hex perk, and it has to be active and giving you the "cursed" effect for it to work. Idk about you, but I think having my hexes stay up is incredibly valuable and offsets the usefulness of them picking themselves up like that a bit.

    I mean, the problem I have is some teams can literally get a permanent unbreakable for the entire game PLUS an added overpowered effect all in one perk if they decide to leave and play around your hex (excluding devour for obvious reasons). Lets say you have ruin and instead of cleansing it they tag team gens not allowing it to activate as often and now they get unlimited unbreakables.

    I don't think having a hex stay up the entire game really makes up for the added benefit the team gets. Especially when the team is good and every down counts.

    Plus as I said it's kinda encouraging people to use a lesser variety of perks which is never good IMO.

  • @Crazewtboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1303639#Comment_1303639

    Highly doubt it will be ran as much as you think. If there is one thing I've learned, it's that people will not swap out the typical builds for a new perk that could counter a perk the killer may or may not have. A lot of players will run the same perks because they know they will use them every game. Take Small Game for example. Many people complain about NOED yet they won't bring Small Game to cleanse the totems. Same thing will probably happen here.

    It's just that the meta survivor build right now is DS, Iron will, Dead hard. Survivors still have that last perk slot which most SWF will use for basically anything. Ive seen it with OoO, we'll make it, BT (obvoius) Etc.

    Now the survivors have a pretty good counter at the best killer perk in the game which is what I think is going to be the "meta" 4th perk. Even if they don't have pop, using the perk is still gonna save a lot of gen progress, or waste a lot of the killers time.

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