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LustForBP

LustForBP

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  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093517#Comment_1093517

    So, a perk that can be prevented from ever being able to come into play long before it's used, and thus wasting an entire perk slot potentially..that's not high risk? Okay. Sure. Let's go with that. Makes perfect sense.

    🤣

    https://forum.deadbydaylight.com/en/discussion/comment/1093507#Comment_1093507

    They won't. Cause they can't.

    🤷🏽‍♂️ I’ve given up lmao. It’s 1 Hex Totem like the others and they’re all convinced you need to cleanse 5 to stop it.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093372#Comment_1093372

    Imagine thinking it rewards anything; it's a meme perk.

    Inner strength is a reward for doing the one thing you can do to stop NOED, and has nothing to do with your own failure. Like holy ######### the cognitive dissonance.

    Aha? Where’s the cognitive dissonance?

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093421#Comment_1093421

    "NOED is one of the most balanced perks in the game"

    This forum...😕

    It is? If you think otherwise, explain.

  • @scat said:

    Today I have learned the forums are for new players and killer mains to whine endlessly. The only survivors still bitching about noed are the rank 10's and up. But every killer on here likes to play victim because they have to ACTUALLY TRY to win for once. Grow up

    I don’t use NoED but I will defend a perk that isn’t unbalanced.

  • @Archimedes5000 said:

    Oh yes, DiScUsSiOn aNd ReAsOn

    Its not a discussion of you just throw a bunch of statements and then say that other people are biased and have no right to talk.

    Its funny how people call me out for being "survivior biased" in NOED threads and "killer biased" in DS threads at the same time lol.

    Nobody is tossing out your statements or screaming bias. That would be you lol.

    You should probably also learn to read before making assumptions on me claiming perks are “OP” as I mentioned above.

    Another note, you’re crying about a perk that has more counters than not. I’m not sure what rank you play at, but solid players don’t cry about NoED because it’s very easy to get rid of.

    Pre-Ruin change, nobody cried about it because it wasn’t meta. It was a useless perk that you might get a single kill from. Now that ruin changed, builds had to be altered for late game play, survivors are crying. Before you know it, every killer perk will end up as a convenience to survivors.

    NoED is one of the most balanced perks in the game and very easily countered. Survivors just want a 5 minute game and 4-man escape.

  • Even a 60 second timer, that’s just going to encourage camping. It already happens when Haunted Grounds activates, T3 Myers, etc. survivors hide until it fades.

    Having it as a Hex is the best option because survivors have a chance to get rid of it. Make it a timer and all survivors will do is abuse it and it makes it a useless perk even more than it already is at higher skilled gameplay.

  • @Shivadeathkiss said:

    Total troll thread.

    Indeed.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093372#Comment_1093372

    Do you know that Boil Over does not increase wiggle speed? It increases WIGGLE EFFECTIVENESS. So basically it does nothing.

    NOED is not fine not only because it rewards failure, its because it does that AND is actually a strong perk that requires no effort to activate and is hardest to counter out of all Hex perks.

    Its all of these combined.

    Boil Over is very effective unless the killer has Iron Grasp. Go into a KYF match and find out.

    Also, I’ve had harder times finding Devour Hope than NoED. There’s much more pressure during generators than after. The issue here is, survivors feel they all deserve to escape if they’re all walking after the final gen is finished. Devour Hope pressures you during generators which is much more effective than NoED.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1092676#Comment_1092676

    I agree with your points on the survivor perks. Noed is a bit more grey then you make it sound. It can certainly be a crutch to killers who fail to get people without it. It can also help a killer who played well close the game well.

    I think it just feels cheap to survivors since the killer did nothing to earn such a strong boost. I've suggested before it should be on a timer rather than a Hex. With each hook adding to the timer.

    Because survivors earned their usage on their perks, right? Caught twice in a row, here’s DS? Injured on final gen, here’s adrenaline? Not really sure how you can favor one side being rewarded for, as we’re now labeling it, a failure and not the other.

  • @Okoru said:

    People always say "jUsT dO ToTeMs" well sometimes you look and look and can't find the hex totem. Then you get killed on your first hook because of NoED and im supposed to feel like he earned that?

    The killer did earn it. You got caught, failed to do an optional objective, and failed escape. You all have this thought that as soon as NoED activates everyone dies. I’ve had plenty of games where it activates and I hook someone, Hex is destroyed and they escape thanks to BT and body blocks.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1092378#Comment_1092378

    OMG BOIL OVER SO OP

    Dude did you even read OP's whole post?

    https://forum.deadbydaylight.com/en/discussion/comment/1092912#Comment_1092912

    So you agree that Boil Over, Flip Flop, Self Care, etc. are OP. Wow, how delusional you have to be... Did you ever even play survivior?

    https://forum.deadbydaylight.com/en/discussion/comment/1092252#Comment_1092252

    Same thing as above. Most of the OPs post is not "logical" in any way. Like "Inner Strength rewards great mistake that every survivior sometimes makes: cleansing totems. Also jUsT cLeAnSe NOED"

    @SunderMun said:

    The OP literally just fits the 'entitled X main' trope, tbh.

    The perks they mention, omg, imagine thinking boil over is OP, or using Inner Strength as an example of rewarding failure in the context of countering NOED...like, what? Are you even in the real world?

    Imagine not being able to read and thinking I literally said they’re “OP” lmfao. I said they reward failure. Boil over rewards failure - you got caught here’s an opportunity to wiggle like a mf to get out.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/129713/yeah-nerf-noed-%F0%9F%A4%A6%F0%9F%8F%BD%E2%80%8D-%EF%B8%8F

    Please think before posting mate:

    Countering NOED.

    1. Cleansing before its active: NOED requires 5 TIMES MORE cleansing than normal Hex perk before its active, eg: Devour Hope, Ruin (- harder to counter)
    2. Cleansing after its active: its quite late to cleanse at this point, but its the same as normal Hex (0 same counter)
    3. Outrunning 119% speed killer with a 100% survivior while most pallets are dropped: (not sure if this is a joke or what) speedboost makes it harder to loop, so its harder to counter (- harder to counter)

    You can clearly see that its stronger than a normal Hex instadown perk (eg: Devour Hope) AND NOED DOES NOT REQUIRE TOKENS TO WORK, so its way stronger while being harder to counter, the only requirement to use it is that you have to be losing the game (rewards bad plays)

    Excuses:

    • Free kills: Getting the strongest chase focused effect in the game (instadowns + haste) certainly fits the definition of "free kills" (getting kills easy without any effort or planning, by using overwhelming advantage)
    • Nobody wants to cleanse totems: its 5 TOTEMS INSTEAD OF 1, and you have to do it every time because NOED IS INVISIBLE. So yeah, nobody wants to do FIVE TIMES MORE WORK without even knowing if its needed.
    • Rewards faliure: thays exactly what it does, not being able to protect gens is a failure. Before we look at the survivior perks, let me say for the 1000000th time: DECISIVE STRIKE ALSO REWARDS FAILURE AND NEEDS TO BE REWORKED, IN THE SAME PATCH AS NOED WOULD BE THE BEST. Also I dont think it matters that surviviors have bad perks too, we should rework all bad perks instead of letting them all be #########.
    1. Decisive Strike? same thing as NOED, rework this ######### in the same update as NOED
    2. Adrenaline? Beimg downed is a failure, but DOING GENS IS A WIN. Can argue but it balances out
    3. Unbreakable? Slugging is a killers choice most of the time (######### DS), being slugged is not a failure, being hooked is.
    4. Borrowed Time? Yes, but it only helps your teammate, not you (######### SWF), sobit doesnt reward you for a failure, it prevents your teammate from being punished for your failure. Its a bit different thing, and you can wait out the 15s easily.
    5. Spone Chill? Yes, but the effect is neglible and extremely eaaily countered by the killer. The main point is being alerted TROUGH WALLS anyway, and you cant see through walls.
    6. Sprint Burst? You have to use it wisely or you wont be able to use it when you need it the most, also just being found by the killer is not failure.
    7. Dead Hard? You are only 50% right, it requires precise timing to be used (######### LaTeNcY), and its nowhere as strong as NOED in any way. Also running while being injured is not a failure.
    8. Balanced Langing? Since when DBD is realistic? Its just a normal exhaustion perk that has harsh activation conditions and has nothing to do with any sort of failure.
    9. Self Care? Why are you complaining about The Strongest Slowdown Perk? SC is a replacement of old Ruin for killers, its literally the strongest killers perk.
    10. Boil Over? Is this a joke or what
    11. Iron Will? Again, DBD is not realistic. Staying injured to not waste time healing is a skillfull play, not a failure, you can get 1-shot at all times, bit you still risk to save time.
    12. Breakdown? Is this a joke again?
    13. Deliverance? It rewards you for heping teammates, wheres the failure?
    14. Inner Strength? It rewards you for CLEANSING TOTEMS. SO NOW CLEANSING TOTEMS IS A FAILURE?!? I THOUGHT IT WAS A COUNTERPLAY TO NOED?!
    15. Hope? It literally rewards you for doing your OBKECTIVE called REPAIRING GENERATORS. SO NOW EVEN REPAIRING GENERATORS IS A FAILURE?!?
    16. Flip Flop? It rewards you for recovering instead of crawling away. Also its useless.
    17. Sole Survivior? Oh you didnt mention it. This is the only survivior perk (BESIDES DS) that rewards failure. Also its trash.

    LITERALLY OUT OF 16 PERKS YOU MENTIONED ONLY 1 REWARD FAILURE and 2 slightly help you even when you failed.

    Also this proves nothing. You want to keep ######### perks on both sides, I want them all fixed.

    I could careless about perks in this game. I enjoyed the game before I started having to use perks.

    Also, NoED is not that much of a stronger Hex perk as a lot of you whine about.

    Literally, 90% of my games in RED, NoED never activates. Let’s drop back to the cliche “git gud” days because people complaining about an inactive perk throughout the game is pretty pathetic.

    At best NoED can maybe secure you 1 or 1 more kill if the survivors are that bad. I’m not debating on this post anymore. These forums are overrun with 18s.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1092763#Comment_1092763

    People mainly say free since the killer is free from putting in effort. As for defending a dull totem, then it's a dead giveaway that you are running NoED. Free information to the survivors.

    You’re not free from putting in effort. I’m really convinced not a single person in opposition of NoED has attempted playing killer, waiting til all gens pop, and then trying to catch a survivor or all survivors with NoED. It’s just like regular gameplay except in Exposed.

    Should we nerf T3 Mike too? Or GF?

  • @ChiTenshi said:

    The only issue I have with NOED is that it can punish you for having lazy team-mates.

    You might cleanse 3 or 4 totems but if no-one else does a totem, you can be on the receiving end of that insta-down.

    A simple fix would be implementing a totem counter in the UI.

    Survivors do not need any more help with communication. You have the option to play SWF and you’re gifted perks that give plenty of information.

    Exit Gates open or not, you’re warned when NoED activates. Either cleanse the Hex or get out.

  • @AceOfSpades1773 said:

    I play killer mainly and I do agree that NOED needs either a nerf, or a change. It is 100% low effort, and does reward failing your main goal. You shouldn't be able to get free kills for failing. Almost all of those perks you listed for survivors can be countered in some way, except for DH and DS, sometimes you just gotta deal with those, it's life. NOED is a reward for failing, low effort, and a boring perk altogether. It needs a change.

    You're not a killer main, but nice bait.

  • @Saitamfed said:

    Noed is fine but I do agree that rewards failure.

    But you're wrong about survivor perks rewarding failure.

    Hope... it rewards you for completing the objetive

    Deliverance... it rewards you for performing a safe hook rescue

    Balance Landing... it might be uhmmm How do I say it? Unrealistic but. How is that falling from a hill it's a failure? Hmm?

    And every other perk you mention How do them reward failure?

    You're mixing unrealistic with rewarding failure.

    How’s it reward “failure?” The game isn’t over until the exit gates are open and the survivors escape.

    I’m not wrong about the survivor perks rewarding failure, except for, maybe Hope.

    All the other perks reward failure in a sense that you got caught in some form or fashion, but are given an OPPORTUNITY, NOT from skill, but from a perk I.e. NoED. 🤔😮😮😮

  • @LetsPlayTogether said:

    Comparing killer and survivor perks is the best sign that you do not understand fundamental game mechanics.

    Please, elaborate then?

    I didn’t compare 1:1 on any perks. I listed how there are plenty of survivor perks that reward “failure” as people love to claim Killer perks do.

    NoED is balanced. It doesn’t reward “free kills.” Anyone claiming that is as ignorant as those that continue screaming for nerfs of anything killer related.

  • @Mr_Slick546 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089869#Comment_1089869

    I know I said "keys are a different topic" but just to throw it out there, Keys should have an opening animation that takes a few seconds so people can't jump through in the killers face.

    Yeah, I agree. It’s unnerving watching someone tbag at the hatch and waste time like they really beat me.

  • @TashaLove said:

    I play both an playing as a killer is easyier then playing as survivor. But some players report killers because they want to be jerks an camp knowing there other survivors to get. When reporting the killers who camp they dont even get in trouble. Most kids are the campers. Which dont make the gamw fun at all an Thats y most players leave the match. An most of the perks they give the survivors isnt good at all to use. An sometimes having new perks is good to change things up abit.

    Killer is not easier than survivor. You only think that because you might not be that great of a survivor.

    It takes much much more patience and strategy to play as a killer than a survivor. One mistake, one wrong turn, one wrong hit and that can cost you the game.

    As a survivor? M1 or Loop and hope your team is doing the same.

  • @Mr_Slick546 said:

    Seriously, we all know the hatch is a pity escape mechanic and keys are well...we know what keys are but that's a different topic.

    Too many people play like trash and expect to escape through hatch after they let their team die.

    More bloodpoints/emblem for gate escapes, less bloodpoints/emblem for hatch escapes. Incentivize playing well.

    Last night on Swamp, I was Bubba. Hooked my 2nd person and there was 1 gen left. Left the hook to look for the others, they jumped in hatch with a key that they took off the first guy that suicided on the hook. “Entity displeased”

  • @perpill said:

    https://forum.deadbydaylight.com/en/discussion/129402/can-you-stop-poor-shaming-over-dc-issues

    $250 a month for 100 Mbps internet? I call bull if you live in the U.S.

    I pay $70/mo for 100, my bro pays about $90 for 500 and I have another friend in another city that pays about $70-80 for 1GB lol I call major bs.

  • @RuthlessDecay said:

    With alot of companies realising the potentional in pvp multiplayer horrors Resident Evil Nemesis, Doom Eternal, Predator Hunting Grounds. It'd be safe to assume BHVR have some concerns on the future and popularity of DBD.

    Ruin nerf was hugely frowned upon and they obviously did it for a persific reason in order to get some "reasonable" game balancing in order to prevent a lot of players jumping ship once said titles are released within the next couple of months.

    Maps are getting reworked, Perks are getting nerfs, gens will be next. How they do it i personally am eager to know what they'll come up with.

    But i know and they surely know DBD will start to lose a good majority of the playerbase once these titles are released.

    As an example how many threads have we had begging for Nemesis from RE as a playable killer?!?!

    RE Nemesis is coming out with a PVP multiplayer horror built into the game.

    Just sayin...

    Specific* just a friendly check!

  • @Happy2Heal4You said:

    7 DCs is only an hour? That is a disappointingly low amount of time fore disconnecting that many times.

    Considering the time waited in between hitting 7 DCs, yeah that’s enough. You guys are begging for these DC penalties man watch that MM CRUMBLE 😂

  • @PuckGOA said:

    Telling the killer there is a key would be fine. As long as it doesn't say who has it. Kinda like they do with hexes on the side of the screen. You know the killer has ruin but not where.

    You know the killer has ruin. Totem spawns are about as hidden as a tree in a desert. It’s not the fact you aren’t given a location, it’s the fact you’re given information that there is an active hex. Same with they key, you don’t need a location but who has it. Same concept. Nothing is locating the holder, it’s simply informing the killer a key is still in play and this survivor has it.

  • @kidmaxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087300#Comment_1087300

    I honestly thought it would be a lot worse without ruin, although it's definitely different. I usually at least 3k against red rank solo q but where it seems to really hurt is red rank swf. Haven't had a good game against a coordinated team in a while.

    It’s easier to pin a mediocre team. The coordinated SWF are the issue because they spread the generators out very well. Add in a good looper that takes you away from repairing gens and Gg to the killer lol. But the game isn’t as bad or broke as people complain about.

  • @kidmaxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087229#Comment_1087229

    Okay, as killer, as soon as you know a person has a key why would you not kill them? There's literally no good reason not to. Especially if they're SWF, they can end the game as soon as hatch spawns. That's why they make the keys look so discrete- to work they need to be a stealth play. And honestly, there's lots of ways killers need to be buffed but a change like this wouldn't really help in the scheme of things. It would just give survs another reason to ask for a mori nerf.

    The issue with killers rn isn't lack of information. There are perk combos to know where survivors are, what generators are being worked on, how many people are working on each generator. That's really all you need unless BHVR wants to actively promote tunneling. The issue is the game is kind of stacked against them- if survivors don't make mistakes, killer loses. And now that it's easier to genrush the survivors have more leeway for mistakes. But giving info about keys isn't gonna fix that, it's just gonna put a target on whoever has the key.

    There’s already a target on every key holder. Also, gen rushes isn’t worse off than it already was. I’ve literally applied so much pressure in games that I’ve got 3+ hooks before a single gen is done. Then I get large maps where I get 1 hook and 2 gens are done but I still beat the game. PWYF is an amazing perk.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087214#Comment_1087214

    Primarily because for one reason notification of a hex was not only to close the gap between solo and swf but to also get survivors to look for totems taking them off gens and slowing the game down. It has an effect which can not only aid the survivor but also the killer in essense. It's a mechanic which doesn't make it instantly unfun for one side as you can choose not to bring in a hex perk after all. It's understandable why then but that doesn't mean I have to like being shown it. I still believe after a set rank these should have been removed from play as you should learn to know things rather than be held by the hand and shown.

    Take NOED as a prime example. Before we had the moments where you may not have noticed it was a one hit down and were left to wonder. For myself this made it more fun and you tried to be more alert instead of just well knowing.

    The obsession well unless its yourself who is it I really don't see the need for others to know. It makes rancor weaker on swf for one as they can communicate when they see the likes of rancor.

    I touched on a couple of perks which I think shouldn't have notification already and there are more.

    Equipping perks like DS or BT shouldn't be a given to not be tunelled and they need looked at themselves for the ways they can be abused. We should be asking for changes to gameplay which makes for less unfun games not asking for things that can create more.

    Here we go, a discussion I like.

    Makes sense. I really do wish once you get to a certain rank that it almost becomes similar to FPS hardcore. Limited visibility. I just feel the game is too geared towards catering to convenience. My opinion though. I’m fine with or without the information at hand or in discussion now.

  • @kidmaxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087074#Comment_1087074

    I'm killer main and as soon as I know someone has a key I make sure they're dead before hatch spawns. I'm all for nerfing survivors but this doesn't seem fair and basically hard counters keys. Personally I like the game-changing mori/key dynamic.

    From my experience in these forums, announcing what you main nearly nullifies your argument as soon as you oppose your main side.

    This isn’t a “hard” counter towards keys. Survivors have plenty of “hard” counters to killer tactics/perks. Allowing a killer the information to know who has a key and if it’s been swapped is minor in comparison.

    As mentioned above, survivors can literally equip themselves with appropriate perks if they fear tunneling. Most keyholders do that anyways. The game needs to stop catering only to one-side and start implementing other informational assistance towards killers, not just in the form of perks, speed boosts, etc. A key is a huge, huge advantage to a strong team or even a mediocre team against a mediocre killer. Bringing a key, literally, promotes tunneling because it’s hard for killers to keep track of that person. This might promote a better strategic gameplay for killers so they can focus on overall play rather than eliminating that one survivor first.


    [Edit]

    It will also increase risk of carrying a key so they don’t need to nerf keys.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1087074#Comment_1087074

    Your posting on this matter says otherwise as you instantly did the but what about the info the other side has and tried to insinuate bias was in play.

    Not really as going by what most people say in key discussions they actively tunnel already when they see a survivor has one. Yes it's an assumption but its based on what has been discussed in the past so not a baseless one.

    Again going by past discussions while some may use it as you state and it could be positive for them the others well they will simply know who to target. Just look at one of the first responses on this post about how a player could do just that. Giving this information then can promote a playstyle the devs actively want to discourage and why I personally don't think as an addition to the game it would be a good one.

    It's the same for certain perks like myc or lullaby. Already perks which are highly situational and made worse by a notification.

    Not really, I’m just saying it’s unfair for one side to have an informational advantage of the other.

    Just because one person says they’ll do one thing doesn’t mean everyone will. Sure, low-skill Killer players might use the information to tunnel, but it already happens despite not having the information. More intermediate - advanced killers will be able to formulate strategies around knowing who has the key in their possession - this can also play both ways as survivors can use it to mind-game a killer.

    Explain to me, if this would encourage bad play-style, then how is it fair that survivors (regardless of SWF) are given the knowledge of Hex Totems? A literal notification that informs them there is a Hex. How is it fair that survivors know who the obsession is and when they’re being chased? Survivors also have information about add-ons killers bring. When a survivor is hit with a certain perk a huge notification pops up informing them. How is fair? Yes, they do this for the solo player, but this is abused in strategy by SWF. I do not care, because I use it when I play survivor, but simply asking for information on keeping track of a key holder isn’t much in comparison. Anyone who brings a key can equip themselves with counter perks.

  • @TommyFredo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086983#Comment_1086983

    https://forum.deadbydaylight.com/en/discussion/comment/1086988#Comment_1086988

    https://forum.deadbydaylight.com/en/discussion/comment/1086994#Comment_1086994

    I've seen plenty of other discussions about people wanting him nerfed, and many people posting about it on instagram. Not an official nerf, this is to the people who are asking for a nerf. Chill.

    Then make that obvious. Don’t start a discussion saying what you did with no official evidence. Lol that’s how you cause a nuclear explosion.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086877#Comment_1086877

    That is because the point of the mechanic wasn't clear as when I made that post it hadn't been stated that it would ONLY show once the hatch had spawned.

    It is logical to think that wanting that info from the start since it was open to interpretation would be used for tunelling the survivor with the key. What other reason would you say it would be useful for?

    Where did i say killers didn't deserve information at all handed to them? you are expanding it making more assumptions as I was speaking solely on this one topic. The fact you took bias from that technically says more about your own.

    I have no bias. I’m an open-minded individual that would rather have a counter to a counter to a counter for gameplay.

    You assumed the only reason for having this information was for tunneling. You never stated you opposed the information that survivors are handed. Yes, I made the assumption, a logical one at that.

    Giving the killer this information is not solely promoting tunneling. It allows the killer to keep track of who brought a key. When I see a survivor with a key, I don’t avoid and target only that survivor. But it’s very hard to keep track of who has a key, especially when the team might coordinate clothing and characters. Giving this information let’s a killer know if the key is still active in play or if it’s swapped hands. That is only fair. It makes no sense from a logical standpoint that survivors can communicate cross-map without a communication device yet are given a plethora of information to locate a killer, chests, totems, exits, and each other.

    Giving a killer information to keep track of where a key is isn’t simply encouraging tunneling, if anything it would actually allow the killer to focus elsewhere since they know where/who has the key. You think on the negative of this information when it can have a positive impact. Survivors with keys are tunneled because a killer cannot track the key so the easiest way to do so is to get rid of the person with it, via tunneling.

  • @Kebek said:

    I'd love to see you play against old mories that worked on first down. If you think you have it bad think twice. Yes mories still are pretty strong and could use some slight tweaking but in no way do they need any real nerfs.

    You say people who use mories are just a "killer desperate to get a 4k" but that can be said about anything. Using map offering = deperate to play on map you like to help you win, use strong perks = desperate on meta to help you win and so on. Have you ever though about people just using whatever the game allows them to use just for their own enjoyment ? Probably not.

    But what is the worst is this you said "Survivors do not have an option to shorten the game."

    Like how is it possible to be more oblivious. What about litterally everything beginning from toolboxes and keys up to coordinating your gameplay through SWF that all significantly shorten the game. Don't make it sounds like mories are just instant reward for the killer. They have to do 50% of their sacrafice process to make them work and if you play against coordinated team that with non-meta killer that can be pretty challenging.

    Maybe take your own advice and remember it's just a game so don't take a loss so personally and just move onto the next game.

    Always remember, everyone that complains about one side starts off with: “I play both sides so my opinion is validated”

  • I disconnect as soon as people start moving. It’s not fair that everyone has an opportunity to move while I do.


    #WeWantTurnBased

  • @toxicmegg said:

    i know right. and as you may have seen someone also claimed to be held hostage by a killer who slugged everyone and then afked 20 mins XD like that's not even possible

    This one was golden. It happened over 10x IN A ROW to them! I was appalled.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086715#Comment_1086715

    Nice to see you instantly make an assumption as I reply with my actual thoughts on thr topic at hand. You know what that's called? It's always better never to jump to conclusions regarding how someone thinks.

    I have spoken up many times about how I think the info on the hud actually ruins the not knowing experience and wish it wasn't there. It was added due to trying to close the swf/solo gap but imo unsuccessfully as it just buffed them also hence I don't think it adds anything to the game.

    Let’s backtrack then, per your post here’s your view:

    “The only logical reason I can see is to be able to tell so you can tunnel them out the game quicker.”

    Your words, not mine. I made an assumption based on the information you gave. That being a one-sided view on why Killers do not deserve any handed to information. Simply adding a key to a survivor icon is not detrimental to the survivors as much as the information given to survivors is against killers.

    You don’t want assumptions made then don’t assume the “only logical” reason to wanting this information is to tunnel.

  • @twistedmonkey said:

    First Yes if it's hit 10 times which lets be honest has little chance of happening and players tend not to use the key for other purposes.

    Secondly its very rare to see these add-ons when aomeone brings in a key and you specifically mentioned finding one in a chest as per your OP.

    I am responding as your post is confusing. Why do you need this Info? What does it add to the game? The only logical reason I can see is to be able to tell so you can tunnel them out the game quicker.

    So, you’re perfectly ok with survivors being given information such as hex totems, who the obsession is and when they’re being chased, and various other given information? But you’re opposing a killer knowing who has a Key in the game 😂 you know what that’s called?

  • @LadyRahl said:

    Before I say anything I'm saying that I play both sides of this game amd I enjoy both sides. I'm not being some whiney survivor main when I say this.

    A mori should only be able to be used in my opinion after the second hook. To mori after first hook is a shameful thing I feel for the killer to do. It's the sign of an insecure and unskilled killer desperate to get a 4k at any cost who is afraid of a longer game.

    Plus, one has to consider that you get less points as killer and lessen your chances of pipping when you do this. It makes no sense to me as a killer why anyone does this outside of desperation to meet their definition of winning. As a killer I have never used a mori, I see no point in it. I would rather play the game and have fun, and have the survivors I'm playing with enjoy it as well. I'm not going to farm mind you, my goal is points and to get the most points I need to kill them but i dont tunnel or camp or one hook mori to do it.

    To many killers use it to shorten the game to get their win. Survivors do not have an option to shorten the game. Even if a key is brought they have to complete enough gens to get the hatch to spawn. So either all the gens need to be done or your entire team has to die.

    Last night I played against a rank 2, one hook mori killer and found it shameful, not to mention insulting after I had to wait 20 minutes for a match.

    Stop making excuses. Don't blame swf, ruin, keys, what have you. The new Ruin is far better than the old one of you understand how it works. Learn to really play killer. Remember it's a game and have fun. If you relax and just enjoy it you'll find you do a lot better ranking up than you did before.

    Peace out.

    You sound like a whining survivor main when you call a killer insecure for using an offering they don’t keep. Then you defend keys because “they have to finish gens”, well my guy, keys can be retained Mori’s cannot.

    Either choose to dislike both for their ill-intended play styles or leave the subject alone.

    Mori requires a killer to hook a player, the only one that allows an instant kill from first hook is an ebony. The others are after everyone’s been hooked and then the final survivor (don’t quote me)

    Keys, they’re pathetic. You can find a key in-game, bring a key and retain it and pass the key along if you die to a teammate. Survivors can intentionally hook suicide to give a camping teammate(s) hatch and it’s just as cheap as using a Mori. You didn’t complete your objective but here’s a free pass.

    They both need changes. Keys should be an offering not an item you can bring continuously.

  • @goat10em said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084346#Comment_1084346

    You state ranked is different, you know what to expect. So if every match of DBD is ranked, how do you not know what to expect? Also, who is forcing you into these matches? If you are in trouble just blink twice, don't say anything and i'll call for help.

    Pick and choose.

    When I said Rank is different and you know what to expect, I was referring to the aforementioned games. The devs force you into the games by only having one option and the other being custom which is not rewarding.

    Blink twice. I’ll brb.

  • @goat10em said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084335#Comment_1084335

    Dbd is doing the same thing. Time bans in ranked matches. Not in kyf

    The entire game is “ranked.” Other games that have a DC penalty:, Rocket League, Overwatch, Siege, have casual and ranked matches.

    Nobody plays casual to sweat and have the option to leave.

    Ranked is different decision. You know what to expect.

    Lets ban people from leaving for being forced into a ranked match. Let’s not even discuss KYF, it’s not like it’s a casual it’s mostly used as a trainer or a mess around when I use it.

  • @goat10em said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084308#Comment_1084308

    You know what else overwatch does? It has time penalties for dcing.

    Overwatch also has a huge player-base in comparison. Last I played, there were also casual lobbies and competitive lobbies (which casual didn’t have a DC penalty).

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084306#Comment_1084306

    No it's not. Valid reasons for disconnecting are dictated by the devs and are in no way subjective.

    /discussion

    I’m sorry, you’re still not proving a point about it not being subjective. Regardless of what these Devs try to enforce, the concept is still subjective. These developers, I apologize if this offends your shrine, are not God Almighty. They have no say so on what someone feels is a reason to disconnect from a game. Start banning people from an already awful experience and you’ll just hurt your own player-base. I play because I enjoy it, but I leave/get off once I stop enjoying it. You’re not going to force me by “rules” on why I have to reside in a game that can be toxic or dragged out by better players when there are plenty of other games or life activities to participate in.

  • @Boludosattendant said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084236#Comment_1084236

    https://forum.deadbydaylight.com/en/discussion/comment/1084240#Comment_1084240

    i have a receipt, so I PAID for the game... not for the right to play it...

    The thing that you said is microsoft store bruh

    in the digital world, you pay for a license to use/play whatever product you buy. That’s why Xbox/PlayStation cannot be sued for banning a user from their system.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084287#Comment_1084287

    Fun is subjective. But DCing because something is happening in game that you don't like is not a reason to DC. Take the L and move on, don't ruin it for everyone.

    What were you trying to get at here? Cause it didn't work.

    Reason for Disconnecting is also subjective to the person.

    So??? Your argument please?

    Someone might think murder is fun = subjective

    Someone might disconnect because they are having a bad time = subjective

    When you DC, you technically are “taking the L and moving on.” These posts are literally people whining about someone else’s choice. They DC, so you accept and move on just like you’re telling them to take the L and move on. But this is all subjective because it’s literally opinionated.

  • @McLightning said:

    Screw players who DC for illegitimate reasons.

    Not having fun because you're being tunneled etc or anything related to how other people play is NOT a reason. Fun is COMPLETELY subjective.

    The ONLY things that need to be adjusted for this system are fixing of game bugs that literally force DC's.

    Lol what?

    You just said “Fun is COMPLETELY subjective” yet consider DC for not having fun as an “illegitimate reason.”

    Pick a side. If someone doesn’t want to play in match because they’re frustrated or blatantly not having fun, they have the right to leave. Leaving for any reason is subjective to the person leaving. I would love to see the queue times post DC penalty on Console (Xbox). Talk about a Nuclear Bomb. If I don’t play with friends I get at least 1-2 DC’s a game as killer or survivor.

    I played survivor with friends last night, group of 3, played 3 games in an hour. Implement a DC penalty and you affect MM yet again. What happens when you penalize a player for a time-limit for DC’ing? They play another game or don’t want to play that particular game anymore because if they’re not having fun, they get penalized for leaving.

    Good luck penalizing players for leaving out of misery. Make your game more enjoyable and people wouldn’t feel the need to DC.

  • @ThGameIsHardButSoAmI said:

    Overcharge is rly underwhelming, people that are decent to the game hit the skillcheck with no problems, making the perk useless, so I propose this:

    The skillcheck now has kinda of a "choice" to it

    When receiving the skillcheck you have to options:

    -Hit it, which still requires focus and work, exhausting you for 25 seconds but keeping the progression.

    -If you miss it you have an increased regression and survivor screams revealing its location due to being shocked by the generator (instead of the normal explosion notification)

    The ideia is that the perk will still be useful even if the survivors hit the skillchecks, with a smaller consequence.

    Of course the durantion of the exhaustion could be different or even other status effects, like oblivious or broken if the survivors are injured.

    thoughts?

    I think it should apply Exhaustion to the survivor once they leave the generator. So, in the event the killer comes back the survivor now faces the consequences of overcharge.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1072138#Comment_1072138

    Yes it is hilarious you shared it here. We had such a funny discussion about it 😂

    😂

  • @OrangeJack said:

    do you play 50/50 75/25 etc

    Has this changed at all (Eg: ruin nerf)

    Ruin change had little change to skilled killers.

    Stopped using it pre-change, won and lost then and I still win and lose now.

  • Play with your food!

    It increases your speed each time you let your Obsession escape. Up to 3 tokens.

  • @Starr43 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1071002#Comment_1071002

    I absolutely get what you’re saying but honestly 1 game as killer with BBQ and pudding can be an easy 90k.. it’s not a million but you replenish items for sure. Some of my killers have so any ridiculous Strong addons but I never use them and then they replenish after some okay games.

    Imagine an item pause perk.. mid blind attempt you call upon the entity to render all items useless for 60 seconds with a cooldown

    That would be dope and yes BBQ does wonders.

  • @NullEXE said:

    Mori's literally never need to be changed. They come with an objective before you can use it. Unlike Key's, or the Hatch Mechanic, which require nothing but convenience.

    Though I like your perk idea, however if it's just a global effect and not requiring a hit. I would make it a Hex: Perk. I also would make it effect items found in the match, as most survivors don't take items into matches anyways.

    I like to take into consideration everyone except just SWF when thinking of balancing a perk to combat SWF, because in reality most cases you're not against SWF except for like 1 every 4-6 trials.

    I threw SWF in there for support lol. I did suggest it being a Hex so it could cater towards survivors being able to shatter it. Moris are just as much a convenience as keys. 1 hook, elimination. Complete gens, escape. but that’s a different discussion.

    I would just appreciate a perk that targets items, since survivors can keep a toolbox through 10 games if they escape them all without using it.

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