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MPUK

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  • @Sasorii19 said:

    How do killer mains ever expect to pip up. If they camp the one survivor they hook before endgame? I get out up against rank 8 or higher killer players and they just watch over you. And to top it all off you always gotta run that Noed to ensure nobidy will even risk the save...the meta is broken asf

    Because they're ######### at the game.

  • @andyollolloll said:

    Interesting how much negativity this has brought, yet not a single decent arguement against why this shouldn't happen...

    Post 1: @supersonic853

    >The only problem with this is if its a 4man and the person already has thana thats massive slowdown (which not all 4mans are godly)

    1.1 SWFs currently break the game with communications compared to solo survivors, thana would work as usual but as mentioned the SWF numbers can be tweaked.

    1.2 Not all 4 mans are godly but then why do they have an advantage over solos, it needs to be fair balance the game.

    Post 2: @Aven_Fallen

    >Yay, getting punished when playing with your friends. <3 <3 <3

    2.1 Balanced not punished (see 1.1)

    >I mean, surely every 4 man SWF is a highly coordinated Squad. At least this is what people are claiming.

    2.2 This isn't what is being claimed, see 1.2

    >btw. how many SWF-Threads are you planning to do so? You seem to be quite sensitive about this topic.

    2.3 If SWF threads including mine were and are still previlant then that is likely due to there being something BHVR need to address. I heard if killers are lobby dodging SWF's you have to ask the question... why, and shouldn't it be fixed?

    Post 3: @mouse0270

    >The numbers would need to be tweaked, also they would have to be voided if the killer runs any slow down perks.

    >Because this on top of thanta or dyning light or pop, would be stupid strong. A killer would literally regress a gen by more than you could have done to it.

    >To be clear, I am being sarcastic, as this would be crazy strong with the addition of any slowdown perk a killer may run.

    3.1 Correct the numbers would need to be tweaked/balanced, BHVR have the stats and are also well aware SWFs broke their game. See 1.1.

    Post 4 & 5: @Gravewalker200 @mouse0270

    >I might be new to this war but what is up with everybody wanting nerfs everywhere

    4.1 Greetings fellow new DBDer, people usually want buffs or nerfs which tend to be the main side they play or 'main'. I currently play survivor but enjoyed killer in the lower ranks, once you progress to high ranks then onto SWF teams it becomes obvious the games flaws.

    Post 6: @Irisora

    >Devs refuse to touch SWF in any aspect. Not gonna happen like the other thousands suggestions that people did in the course of this 3 years.

    If devs refuse to touch SWF then who plays them? On PS4 there are many many SWFs, it isn't to prevent friends having fun but to balance the game so everyone has fun.

    Post 7 & 8 & 9 : @LetsPlayTogether @supersonic853

    >How about making killers slower for being killer?

    Any reasons @LetsPlayTogether , you don't seem to be explaining why or even if this is anything to do with this post.

    >Sounds like something youd want being a survivor main even though the game already favors you.

    @supersonic853 He may have a point, although he should really post this elsewhere unless it is relevant to this thread IMO.

    >Yeah sure the game favors survivors ... lol ... this never gets old, man.

    @LetsPlayTogether and guys please try to be constructive and on point.

    Post 10: @Aven_Fallen

    >Just something on a more serious note, since OP seems to forget about this in his SWF-Hate:

    >How are Solos rewarded?

    >If I play Solo with a 3 man SWF, their action speed are reduced. While I have my normal action Speed, I will have 3 teammates who are slow on Gens (and I am not talking about those who simply are not doing Gens here) and also 3 teammates who will heal me super-slow when I am hooked?

    >So despite playing Solo I will be faced with disadvantages.

    @Aven_Fallen Currently whenever I play with a SWF group the odds of me escaping are greating improved, we are talking about addressing the balance so that friends can play together fairly to have fun and for killers to have fun rather than lobby dodge because playing SWFs just isn't fun for them.

    I fully understand when I play in a SWF my rank rockets, we all know SWFs have broke the game but bringing balance benefits everyone, survivors, killers and even BHVR. I look forward to the day I don't mind playing killer or survivor but until it is fun for me I will have to continue playing survivor.

    A little while back they released stats on SWF groups and how often they were in game and it isn't as much as you think. I'm sure you will dismiss this because it doesn't fit your narrative.


    When you get to better ranks just because you don't do as well doesn't mean you are up against SWF. I have been accused of being SWF many times when I am playing solo, just because I have dropped hooks, taken hits for people at hooks and body blocked the killer when he is attempting to tunnel. You just get survivors who are more willing to do this in better ranks.


    As for 140% team gen speed that is a completely stupid idea. Nobody would work together, they would all hop on a different gen, may as well all pop multiple gens at the same time than all group together on one gen. There is a reason no killer plays the secret offering to have all the survivors start separated.


    Nobody is going to play a game where they get a 75% speed reduction because they have friends. It is such a stupid idea. I play quite a lot of killer in red ranks(I only say this as I expect people to respond with the "you must be rank 20 if you don't see the problem with SWF" generic response) and I just don't see the point in crying about people playing with their friends. Sometimes I lose and very often I win. I don't even consider if they were SWF or not when I lose. Why bother? Just go to your next round.


    Excuses surrounding SWF get made a lot and I think often the killer who is blaming SWF is in fact wrong and it was just a good group of people who know working together is how to win.


    I do worse in my SWF than solo because we have a wide range of ranks in the SWF, most of the time we are talking rubbish and not about the game at all and I am far more likely to make stupid plays to try and protect the weaker members than I would in solo queue.


    Please stop thinking every SWF group is a professional group who want to obliterate killers, many of us are just playing with friends and messing about.

  • People will use it as an excuse to camp/tunnel. It does absolutely nothing to the quality of your match as killer so it is used as an excuse. I've never been bothered by someone teabagging or clicking a flashlight.


    If they aren't the one being chased they're wasting time. If they are the one being chased they will be down soon more than likely anyway.

  • @venom12784 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161468#Comment_1161468

    You have 100 one time use offerings and 20 multiple use items. Do you see why moris come up more in the blood web than keys do ?

    It is multiple use IF an add on is added. I guarantee even if I add in the number of add ons to protect the key from either use or death I will still have significantly more ebony moris. The multiple use aspect of a key when an add on is used is completely irrelevant to the argument as there are still more ebony moris being handed out on bloodwebs than key uses.


    The fact a key also requires a lot more work to use for multiple survivors also gets lost on killers. An ebony mori shortens a game for all survivors very easily. A key doesn't shorten a game for all survivors easily as all gens would have to be done so they have basically escaped anyway.


    It is OK for a killer to shorten a game though as long as they're winning, eh?

  • @LordEmrich said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155228#Comment_1155228

    Best thing to do is to not allow Survivors to bring in items PERIOD! You come in and have to search a chest to find an item. It makes zero sense as to why they're allowed to bring items in to begin with.

    Serious question. So in your world what do survivors have on their blood web? They are limited to a handful of perks per web. So what else is on there? A billion offerings?


    Killers moan about survivors having map offerings too and in your version they're going to have a hell of a lot of map offerings. Lots of nice Haddonfield keys for killers to DC on as soon as the game starts or as soon as they see it on the offering page.


    Then they wi be on here crying that survivors have too many map offerings and they should be removed from the bloodweb and this cycle continues until survivors have nothing left.

  • @venom12784 said:

    Keys are not the same as moris one is a an item the other is a offering. Once a mori offering is burnt you can not use it again. A key can be used in multiple games, even if you die you there are adons that you can keep your key.

    I think on my main survivor I have around 12 ultra rare keys and 8 rare keys. I almost never take a key in the game, recently for hatch challenges they have been used.


    On my main killer I have around 100 ebony moris. The fact a survivor can protect a key is irrelevant when the sheer number of ebony moris appearing in a killer bloodweb massively outstrips the number of keys appearing on a survivor bloodweb.

  • @PigMainClaudette said:

    Self-care does have its uses. When you're playing solo, you can't always get heals off a teammate, not even in SWF all that much.

    Some people champion Inner Strength instead, but all I have to say is 5 chances max. Not worth it. And with Retribution/Haunted Ground now seemingly a thing, even more of a nightmare fir that playstyle.

    https://forum.deadbydaylight.com/en/discussion/comment/1160361#Comment_1160361

    As for THIS argument, limited charges and countered entirely by Franklin's Demise. Not worth the risk. I'll stick to Self-Care and Botany Knowledge.

    I'm with you. I always have self-care. There have been far too many times when I am stood next to a randomer on a generator, teabagging because I want them to heal me, they ignore me, the killer shows up and obviously goes for the injured one.

    There are times when I have healed them first and then they just walk off on to a gen and not heal me. So I'll just stick with self-care, knowing I can sort myself whenever I need to.

    I do also use resilience though, so I can put myself right on the edge of being healed and use the speed boost, if spine chill lights up I can finish the heal and be ready for the killer arriving.

  • I don't like that with fake pallets the only way to tell is if you have small game equipped or just by pulling the pallet and finding out. Small game helps yes, but when you are in late game, asleep, being chased and you run to a spot where there are 2 pallets showing. Small game has gone off before I get up close to isolate one from the other and then I have a cooldown. So I just have to pull it and it is all luck as to whether I survive or take a hit. I don't know if it has changed recently but they don't show up on a map that tracks killer's belongings either?? Hag traps do though, as does the Trapper. I mean I guess I could just run to areas where there are only window vaults he can't tamper with but sometimes you're caught out in the open.


    Even though he is a really strong killer there seems to be a lot of people who camp and hardcore tunnel with him too, so that also removes the fun from the game.


    I preferred the old Freddyto play as and play against, mostly because I am a big fan of the movies and I loved the moments where you would be healing with him approaching you, hoping for a skill check to wake up and just as he started his lunge you would get one and wake up, stopping his hit. That felt like the movie. Wake up and you're safe.


    The slowdown could be irritating but it was easy enough to wake up when you weren't in a chase and it wasn't a passive sleep.


    Of course in endgame he was very weak but overall I felt his ability in that version was more like Freddy in the movies.


    I used to play him quite a lot but now I do find him a bit boring to play as because it is often way too easy to kill them all.

  • @Trollthem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160159#Comment_1160159

    That"s called punishing the gen rush , so at least they'll consider healing and of course with your tiny brain you can think further , of course they would chose / nerf thanatophobia and dying light . Geez survivors have really the IQ of a red fish.

    It isn't called punishing the gen rush at all. It is called a rubbish, lazy killer main wants to have wins handed to him by the devs by having a ridiculous percentage of debuff for landing ONE HIT.


    The only problem with intellect here is you. Completely deluded if you think that getting a 50% debuff is a fair figure for getting hit once.


    What happens when there are only 2 people left? They can't heal because you're chasing the other. So they just have to work with 50%+ decreased speed because in your eyes you think that is balance because it massively favours you and your desperate need to win.


    If you can't kill people, get better at the game. Don't expect the devs to be handing you huge rewards for landing a single hit on someone. It would be like a survivor expecting a 50% increase in repair speed when they have recently healed someone from the ground "punishing the slugger" or a 50% running speed increase when someone has pulled them off a hook from a camper call that one "punishing the pathetic killer". I mean killers can't even handle a 5 second speed boost and one health state from adrenaline or a 5 second stun from DS but this one wants a 50% debuff just because he hit someone.


    Let's not pretend you had thought of perks being changed to accommodate your stupid idea. It is only because I have laughed in your face and pointed out how stupidly overpowered it would be especially when combined with additional slowdown perks you're making excuses. Throw pop goes the Weasel on there too that way you can erase 40 seconds of gen work when you finally get a hook.


    Didn't even cover the idea of doing this against the Plague or Legion where it is very easy to get people injured.


    It is a really stupid idea and the fact that when they changed Freddy they commented on how boring the dreamworld slowdown was for everyone involved reassures me that they wouldn't ever take your wank suggestion seriously.


    Completely moronic.

  • @Desh said:

    It has been said and agreed that slugging a survivor is a strategy. There's in NOTHING wrong with slugging a survivor since it applies pressure to the game and at some points, prolongs it. But is it unfair and toxic as some say to slug everyone before you begin hooking?

    I wouldn't say it was toxic, I wouldn't say camping and tunnelling is toxic either. I would just say that all of these are boring as ######### to play against. You could have everyone slugged within a few minutes and then the game is over, everyone has a crap score and then it is back in the queue.


    I have been in Oni games where everyone ends up bleeding out from repeated slugs. Having that kind of game occasionally isn't too bad, it is a different game from the usual but if it was regular it would become tedious.

  • @Mo4ntus said:

    I feel like it would honestly be better if it just took longer when multiple people were repairing going from 80 seconds to 44 can be drastic

    But if you changed that to be, let's say 60 seconds with 2 people on it. Then people won't work a gen together. Everyone will go to a separate gen because it is much more efficient, which then means there is more chance of multiple popping close together and also makes discordance useless.

  • Just keep playing her over and over again. Honestly, you will start to get the hang of her.


    My build is Discordance, BBQ, Pop Corrupt Intervention. It has got me to rank 1 on PS4 as the nurse.

  • There will never be a decent answer to this question. Some people would need gens to be 15mins each in order for them to do a good job as a killer. Others will say add 10 seconds on to each gen, but even that is less than a minute over the whole round, would that take you from 4 escapes to 4 kills? More than likely not.


    If they added 10 seconds, the conversation would continue on how more time needs to be added, ignoring the fact that maybe, just maybe, they aren't at a decent level to play killer efficiently currently......

  • @Trollthem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160107#Comment_1160107

    -50% on injured people isnt thanatophobia, people shouldnt be allowed to going at the same speed to repair as a full healed survivor

    Toolboxes wasnt the problem about gen rush cuz its still there , the gens goes at the same speed than before.

    Medkit insta heal were dumb but you can still waste killer's time with extra borrow in your medkit , just adapt on this one and it has nothing to do with gen rush.

    A 50% reduction? Hahahahahahahahahahahahah that is brilliant. You have given me such a good laugh.

    Let's say they did this, what do you think will happen? 50% for anyone injured:


    Then on top of that you will have thanatophobia giving another 16% if all 4 are injured.

    Then let's add dying light on top of that which.... let's not max it out, we will say a 20% debuff.


    Then add this build to Freddy with some slow down add ons. What a fun game that will be for everyone involved.


    50% reduction..... I'm actually howling with laughter right now.


    Your name makes sense now!

  • @Trollthem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1158253#Comment_1158253

    Injured survivors suffer a repair malus when they repair a generator while being injured . To begin with .

    This is basically thanatophobia.....but just on the injured person? So you want a worse thanatophobia to fix the you are experiencing. Couldn't you just use thanatophobia?


    Toolboxes are trash.

    Medkits instaheals were trashed.

    These things happened to help people like you who struggle....but you still want more?

  • @TheLastGreatStar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1159891#Comment_1159891

    *laughs in rank 1 survivor*

    The scales aren’t balanced. Maybe play killer sometime and you’ll see that for yourself. I play both evenly and I can call out BS when I see it. Survivors have it easy.

    I play killer quite a lot actually, in red ranks. If I win, I win. If I lose, I lose. So what? It is a game. I'm not going to cry about every perk and add-on a survivor has.

  • @TheLastGreatStar said:

    The add-ons always confuse me. As I’ve always viewed purple and pink ones as being super strong. But some of them really aren’t? There’s a Deathslinger one (can’t remember the name) but it’s purple and it has a negative effect on it. It reduces something, but why would you want to run an add-on that reduces something? It just doesn’t make sense to me. Why don’t rare survivor add-ons have negatives but killer ones do? It hardly seems fair.

    Which rare add ons are you talking about? The BNP which disappears the moment it has been used? No option to keep it. Unlike killers who can protect all of their add ons


    The syringe which uses up your medkit instantly?


    Same with the Styptic agent?


    Odd bulb which uses up the battery quicker and battery life isn't very long anyway.


    All survivor add ons are time limited in one way or another so they have to be used sparingly. A killer gets to use them for the duration of the entire round.


    I see some fairly obvious negatives there. Wipe your killer main spectacles and look properly.

  • @Respectfulnancymain said:

    Why do the games where they get gen rushed get like 30 posts about them and survivors get called op but all the games where they 4k in like 3 minutes never get mentioned

    Because killer mains don't care if they are finishing a game quickly when they are winning, it's only unbalanced f it goes quickly and they are losing. Then they rush on here to moan about it and show examples from streamers of it happening to them too.

  • @Seanzu said:

    I like these bushes, killers hate looping, what does a survivor do besides loop if a killer comes? They hide... now killers complain about hiding.

    Errr are you new to the game? Everyone knows once the killer has seen you that you have to run to the nearest hook and let him put you on it. If you run away, it is toxic and you're ruining the game for the killer.

  • @PlantCollector said:

    https://forum.deadbydaylight.com/en/discussion/comment/1156337#Comment_1156337

    I don't think so, Iron Works has a ton of pallets that you can use. Also the first time the killer has to break the wall you can use that time he takes to gain distance. If the window is implemented as @SenzuDuck showed, the window may be stronger if you run it the opposite way around as you would do it now (run through the door next to the stairs around to the side that will always give you a medium vault). I think this would still cost the killer a lot of chase time for only one window. Just a thought.

    I really like the breakable walls and i think they'll be a good concept. The only thing that i don't like is the amount they added in the new map. There are at least 4 in the saloon and 2 would have been enough in my opinion. If they add more pallets to strong windows as shown above, i think many people may start to enjoy maps they haven't before.

    The killer breaking that wall wouldn't give you any distance because the survivor would have to turn and run towards where the killer is breaking the wall once they get out of the window to get around the boxes. That breakable wall would be far too close to the window and as pointed out earlier make the window completely useless.

  • There are hundreds of discussions in here about it. Just post on one of the other billion posts about it where you all ######### and moan about the same thing and have your "fixes" instead of making a new discussion every day like your idea is fresh and new.


    It is tedious seeing the constant whining about DS. Not a survivor main either before you come back with that "gem" of a response.

  • How about instead of changing DS - The people who constantly moan about it and post new topicas saying the same thing over and over again just change the record instead?

  • @OrangeJack said:

    So its now a situational perk but one that doesn't actually completely help you that much in that situation since its not even that good as an anti-sabo perk. If I use up a perk slot just to block one tiny part of survivors abilities then I should be able to mostly block that rare play style.

    I also don't understand why the devs messed with sabo in the first place. Who asked? I haven't even heard survivors request it. And it further buffs SWFs.

    No one is using that perk outside of meme builds.

    Survivors didn't ask for a change to sabotaging you are correct, but killer mains endlessly cried about toolboxes and how it made their games end too quickly. They got their wish of having toolboxes nerfed to the ground. The charges are so low now a survivor wouldn't be able to sabotage a single hook with the length of time it used to take to sabotage.

  • Brand new part, syringes and styptic all disappear from the item when they get used. There is no way to protect those when they get used.


    On the flip side a killer can equip 2 ultra rare add-ons stick a ward on and leave that game with both of those add-ons he used all game to use in the next game.


    Since the alleged changes to add-ons was to bring survivors in line with killers, strange how that aspect was left different, eh?

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151340#Comment_1151340

    No but that's the whole point of the game.. Win some, lose some. I don't see why that argument has anything to do with the topic though, since, ace in the hole it or not, you'd need to escape to keep the item.

    https://forum.deadbydaylight.com/en/discussion/comment/1151774#Comment_1151774

    You mean like how white wards are a thing? Gee

    Yes they are a thing but they only protect on death. A killer gets to keep their ultra rare add ons when they have used them all game by protecting them. The point here is the add ons mentioned earlier, once used they get deleted from the trial even if you have a ward on and even if you die.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149730#Comment_1149730

    Why? So you can bring Ace in the Hole and re-use your one use only items more than once? How about no?

    You mean like how killers can protect their ultra rare add ons game after game after game?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149504#Comment_1149504

    People would use most of their item and leave a sliver left before anyway, so it was already practically the same before. Since most items are used up very quickly now, we want to avoid that awkward situation where you're staring down the item charges waiting until the last second to let go.

    As for add-ons, they are consistent with the killer's add-ons. Add-ons are used up no matter what, whether you escape or not, whether you get a 4k or not.

    I don't think you're really taking on board what people are saying about the add-ons from a survivor perspective. Survivors get less points from an average and they have to buy items and add ons on the bloodweb plus there is an abundance of useless add ons for keys and maps. WGLF is a poor equivalent to BBQ as it does nothing else other than give points.


    I assume this is just intended as a stealth survivor nerf in that there will be less add-ons to be used because god forbid a toolbox lasts longer than 7 seconds.


    As a killer I have never struggled to have enough add ons. As a survivor I have often been left with nothing to put on even before these changes.

  • @Rivyn said:

    I need a few seconds to mentally prepare myself for the joke that is Hawkings with Trapper.

    Really, though, aren't black loading screens so 2014? They could really use sprucing up. If not the map we're going too, than maybe community uploaded screen shots? Maybe community upvoted tips? Real, working tips, not the junk the decrepit tutorial makes you believe.

    I am surprised by that. In Tome 1 when we had to keep doing "trap x amount of people in a single game" I would always play Hawkins. For some reason people would just keep going in traps one after the other.

  • Neither is running a loop.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151243#Comment_1151243

    Avoiding the scream is avoiding a solid portion of his tracking with calm spirit.

    But I didn't think about that, maybe its just iron maiden that needs a buff so that it's nice to use

    If you have an add-on that shows aura when madness tiers up that easily gets around calm spirit so the tracking would still be there.


    Every doctor would just horde endless jigsaw pieces.

  • @Seltas0208 said:

    I mean. While you COULD run iron maiden.... I don't think it's fair that a power on a 60 second cooldown can be countered by slowly getting into a locker. As soon as you hear a terror radius you have ample time to get to a locker and get in it before the doctor does a blast.

    With old doctor it kinda made sense as the madness buildup was passive and it was used to avoid it.

    Or not. It's not that big of a deal concidering the amount of weaker killers that desperately need some TLC

    So on The Game map with distressing and the static blast terror radius increase add on, there would be nothing anyone could do ever, to avoid that blast. You could avoid the scream with calm spirit but that is it? That's balanced....

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151231#Comment_1151231

    What are you talking about on number 3? Killers always lose their addons after a trial unless they have a Black Ward.

    That's my point. The person I responded to is saying "you've never played killer" to the OP because they always lose their add-ons. I am saying if a killer didn't lose their add on as standard they would keep everything forever because they can't die mid trial, they can't get removed from a game early and lose those things like a survivor does.

  • @Jholla31 said:

    Guess you've literally never played killer, huh?

    That isn't really a valid response. The difference with a killer is:


    1. You have no items to buy at all. You only buy add ons.


    2. You earn on average more bloodpoints as a killer in each round and majority of killers use BBQ so that doubles your blood points too.


    3. Killers always make it to the end of a round so it would mean they would keep their add ons forever once they were bought. They can't die mid trial and lose their item/add on.

  • @Hex_Stalk said:

    It’s not like internet lag or anything, it’s more like something is wrong with the game type of lag. I had trouble with ghostface earlier because when I walk by walls in stealth the lean prompt would flicker off and on lagging my ps4.

    How the hell can something that can be described as a png lag my $400 console to hell?

    @AshleyWB

    I get it that when I get hit by a killer with Sloppy, that the game will drop frames for a second so I can't do anything and when that dropped frames period ends I have lost the majority of my speed boost from getting hit and the killer is almost on top of me again.


    Basically anything that applies a status effect (that includes bloodlust as a killer) seems to result in dropped frames.

  • @Meiygo said:

    the funny thing is. you cant even learn new killers in this game. becaue the survivors have always everything (ds, borrowed time, etc..) and if you praktice and you are a newbie with a killer they f... you up because you are not good..

    *easy win, EZ, Noob Killer etc...

    is that the point that the DEvs want? the Survivorscan do what they want with us killers and the DEVS do nothing. and if they are reported in the ingame chat they could be banned for some hours.. wow soo nice.

    So you want to be able to get an easy 4k even with killers that you never use? That definitely sounds like balance....


    This has to be a bait post. Nobody is actually this ######### dumb are they?

  • @CasualGamer21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145190#Comment_1145190

    Personally I think it's okay for a killer to get flashlight blinded after a pallet stun or drop. Simply because it's a way of escaping. By blinding the killer you have a better chance of losing them. So I don't get why that deserves a camp/tunnel. Hardly fair.

    All the other things though, I totally agree, flashlight clicking, teabagging at pallets, healing next to a dropped pallet in your face is a survivor being cocky and deserves to be camped or tunnelled. I for one try not to be toxic. I don't even use flashlights because what's the point? You use it to blind the killer at a window/pallet, well done you're toxic. You use it to save a teammate, well done you're toxic.. like honestly it's crazy.

    It doesn't deserve a camp/tunnel but killers make up ANY reason to justify it. No matter what a survivor does if the person playing killer is a camper/tunneller they're going to do it, even if you were the most polite survivor ever.

  • The strongest perks will be gravitated towards? Please tell me how DS would be a strong perk if killers stop tunnelling? What would the strength of that perk be? The fact it uses a perk slot? Ooh super strong.


    I didn't say unbreakable only existed to stop people slugging to avoid DS. I actually said don't slug to counter unbreakable followed up with a more realistic scenario which is currently slugging off the hook yo avoid DS, please try and keep up.


    You say unbreakable is fine because it is single use but so is DS and it is to avoid going right back on a hook within 1 minute of coming off. Heaven forbid a survivor wants to play a bit of a game they queued up for.


    Gatekeeper emblem was changed because the expectation is to lose a gen or two early on in the game. I have had plenty of games where I have come back from 2 gens popping early and ending the game with no other gens done and still got a pip. I couldn't really care less about pips anyway as they mean nothing. It is possible to come back from losing a gen early game but because people like you are so used to having ruin at the start and the first gen taking a little longer you start having a tantrum when the first one pops.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142895#Comment_1142895

    You're overly simplistic responses completely ignore the current state of gen speeds, which necessitates slugging often to slow the game down, and shows a blatant ignorance of how killers operate currently.

    Don't come at me with this simplistic bullshit and pretend like you said something profound.

    As far as your "don't tunnel" response to DS and "don't slug to avoid DS" to unbreakable, he's a query, what am I supposed to do when a survivor locks themselves in a locker next to a generator coming off the hook? Can't grab them cause DS, can't leave them cause they'll just start knocking out a generator, can't slug cause locker. Answer that query for me please.

    Slugging is absolutely necessary for some killers now to have any hope of slowing down gens long enough to get a handle on the game, just letting survivors run off to do gens cause "I don't want to tunnel" is the kind of simplistic nonsense only a survivor main would spout off.

    Just sit over there in the corner.

    I have literally criticised survivor mains and killer mains in this very thread. I don't main either side but as a killer main you have gone for the boring accusation of being a survivor main because I don't follow your BS explanation of why you have to do certain things.


    If you want to put someone on the floor after being unhooked to try and get someone to come and heal them then go for it but don't be moaning when it turns out they had unbreakable and didn't need someone to get them off the floor.


    You have the mentality of a killer main who thinks all gens must stay up at all times otherwise you haven't won. If someone with DS hops in a locker next to a gen then leave them. It is 60 seconds from the unhook, so unless you have followed them directly off that hook to the gen, they can't have anywhere near 60 seconds left. There is always an excuse from either side when they only play one half of the game. It is a game. Lighten up and stop taking every moment of it seriously.


    You want to avoid survivors using popular perks then stop displaying the behaviours that require them to use them. If killers stopped tunnelling off the hook DS wouldn't be needed would it? It exists because of the way many killers play. Same goes for borrowed time. It would make these perk slots a waste of time but rather than modify gameplay the tunnellers and campers come on here and cry at the devs for changes to make it easier for them to camp and tunnel.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142812#Comment_1142812

    Maybe because using DS, BT, and Unbreakable (no idea what DH is) have no downsides whatsoever, they just exist as second chance perks with no ability to get around them. DS is invulnerability to getting hooked for 60 seconds, Unbreakable invalidates slugging, and BT means you can unhook right in a killers face. Meanwhile NOED can be completely neutralized by cleansing the five totems (hilariously easy with small game) or just cleansing the lit totem at endgame when it's revealed NOED is in play.

    Better question is how do 4 survivors who should all be thinking humans not see someone get insta-downed and think "well instead of going to look for that totem, I should open the exit gates and then bum rush the hook, yeah, that's the best strategy".

    Honestly if you go from 4 escapes to 4k'ed off of a NOED you might actually be just a 4head with no brain to speak of. Let the person who got caught dangle for a bit, go cleanse the totem, then complete your escape.

    (Disclaimer: Don't use NOED personally, but NOED is not a "bad killer perk" it's a perk designed to punish gen rushing and ignoring of totems, something survivors do quite often now due to loss of Hex: Ruin's original intended purpose).

    Counter for DS - Don't tunnel off the hook


    Counter for BT - Don't camp and if you must camp, don't tunnel off the hook.


    Counter for Unbreakable - Don't slug. Or the more realistic example - Don't tunnel off the hook and then slug to try and avoid DS.

  • @Respectfulnancymain said:

    How come the killers who complain about ds bt dh and adren are the ones using noed

    As usual they will be people who play one half of the game and cry about the other side having perks they don't like. 

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141768#Comment_1141768

    Because you are usually playing with people who aren't very competent. Last night. 2-man SWF, plus these two solos. I killed three totems, my friend killed one. NOED still became active and we both died--I was deep inside the exit gate when I got downed (and of course the two solos simply ran out of the gate and didn't even try to unhook me as I was hooked right in front of the gate). I bet you anything both of these boosted survivors ran across the one totem we didn't do. Another time I jumped through the hole in the floor at the Game to that gen on the lower floor..gen done, totem still going strong...and why? The person doing that gen couldn't take a few seconds to kill it after the gen was done? I run Detectives since I run IS and I kill every totem I can. Every game I kill 3 and 4 totems and yet NOED still activates. Well as the old beer ad said "Leon can't do everything."

    Generally at the start of my game if I am running small game I will do a lap and take out all the totems. Done. No chance of NOED.


    If I don't have small game and I take a map. I will either have the aura shown to everyone when in use or I will just make my way around doing them as I go.


    If I take nothing to help me find them, yes it takes a little longer to do a lap but generally they get spread out quite well and once you have done a couple of them you can estimate which areas the others will spawn in.


    It isn't difficult to do 5 totems, you can do it without a counter on the screen telling you how many there are. A counter would be unfair on any killer that uses it as it force feeds you that there is one left so have a look for it before popping the final gen. Especially in games where the killer has struggled so you have loads of time to go looking for it.


    If I do miss any totems and I get downed to NOED, I certainly don't go messaging the killer moaning about them using a perk slot and me dying because of it. Survivors failed to do the totems so they take the consequence.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141710#Comment_1141710

    Yeah, that's why so many killers complain about long queues and lack of survivors in higher ranks!

    Completely irrelevant follow up. Brilliant. Gold star.

  • @th3 said:

    I don’t have any of those except for adrenaline, and I typically only complain if I believe the killer played poorly and only got kills due to noed.

    I don't get why you complain under any circumstances? If he was so bad and only got kills because of NOED then you definitely had time to go around the map and do 5 totems. The killer doesn't get to approve your perks so stop thinking you get to approve theirs.


    The fact is the survivors have played badly because they let it activate.

  • @th3 said:

    I don’t have any of those except for adrenaline, and I typically only complain if I believe the killer played poorly and only got kills due to noed.

    Why does it matter how he played and how he got the kills? He has used a perk slot for NOED. He didn't get to approve your perk choices so why should you get to approve his? If he played so badly there would be time for you to get the totems done.fact is, survivors played badly by letting it activate.

  • @hex_genrush said:

    Every time I see someone complain about noed in post game chat xbox or psn messages they almost are always running the perks or all 4 of those perks mentioned in the title? Why is that? You have 4 good solid perks vs my 3 I currently have so how is it unfair?

    As usual they will be people who play one half of the game and cry about the other side having perks they don't like. It isn't hard to do 5 totems but so many make excuses up about how playing solo makes totems impossible without an on screen counter telling them how many are left on the map etc etc.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141629#Comment_1141629

    says the forums are biased yet killers have gotten way more nerfs (legion got murdered freddy is eh now spirit is eh nurse got murdered and ruin got destroyed in more ways then one) idk the bias seems the otherway especially when they emphasised they were favoring survivors with the ruin rework.

    The majority of people who post on this forum are massively biased towards playing killer. This is very clear by the topics that get posted on here. This is absolutely nothing to do with who the devs favour because that is just a standard delusion in a killer mains mind.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139998#Comment_1139998

    I agree.

    A lot of the ideas are more concerned with favoring The Killer on a Perk intended to remedy a Survivor problem. I've always said DS doesn't do enough to address tunneling, for starters it only works once. The Killer can easily counter the counter without a Perk or much effort, just slug. And then the one Survivor counter to that is a one-time use Unbreakable lol And that's another firestorm discussion for people here about how unfair that Perk is. Imo The Killer should be able to face camp, tunnel, slug but Survivors should have a way to deal with these scenarios.

    It is a pointless discussion. These forums are heavily killer main biased and they will ######### and moan until they are blue in the face how every single perk a survivor has is unfair on them. They should be allowed to camp/tunnel/slug and survivors have no way to combat that. 4 kills should be easily achievable in every game even at rank 1 and generators should take 45 minutes each to complete. Even then they will still moan that survivors have a Brand New Part which shaves 5minutes of a generator which means 1 gen got done in their game before they could get 4 kills.


    The entitlement of killer mains is beyond a joke now and based on what Peanits has said on here about DS being looked in to and even using the ridiculous wording of the perk being "abused" because someone touched a gen whilst DS was still active the killer mains will yet again get pandered to.

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139652#Comment_1139652

    You don't see anything scummy at all? Yes the person bodyblocked to protect the rescuer using an anti-camp perk...did I camp? No. The same survivor forced my attention towards them and went into the locker just so I can eat a DS...did i tunnel? No.

    Granted in this scenario you are right, you can wait for the survivor due to deep wound as long as they don't have inner strength and/or headon but if they did have those perks as well then your in a lose/lose scenario.

    Either way it's hypocritical to think these kinds of strategies are ok but camping and tunnelling isn't. Then again you also think it's ok for survivors to play scummy anyway.

    Lining up behind a survivor isn't scummy.

    You are calling working together as a team to make sure more people are on their feet is "scummy" because it isn't helping you get people down. Standing still next to a hook is boring and game ruining. Tunnelling is very much the same, sacrificing the killer's game in order to remove fun for someone else. Again, scummy.


    It isn't an anti-camp perk. Yes that is the majority of its use but at no point does it state this perk will only trigger if you are camping and survivors can only use it if you are camping. It is terror radius related and your terror radius was by the survivor being unhooked.

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1139525#Comment_1139525

    Sorry I misunderstood, it's ok for a survivor to play scummy because they might not get a full game but a killer will. Ok gotcha...

    You never asked for an example of scummy survivor play but I'm happy to provide you with one. In this scenario you've already hooked a survivor, you go off to find another one. You run into one and he's running towards the hook, you smack him and he speeds away and gets the unhook. You have two choices, go for the rescuer or rescuee, in this scenario your not playing scummy so you go for the rescuer. The survivor that got unhooked has started to bodyblock you as you try your best to ignore him but the rescuer is getting away, finaly you smack the rescuee and he has bt. You've lost the other survivor so you go after the rescuee but he jumps in the locker...no you have to deal with DS even though you had no intention to deal with it...does any of that sounds scummy to you?

    I play both sides and although I do favor killer, I've experienced survivor enough to know how it feels to be camped and tunnelled etc

    Being 100% honest. No, I don't see anything scummy about what has happened in that scenario. You're moaning about a team working together.


    The person body blocked to protect the person you hit before they unhooked them so it is protecting that first person(Rescuer) and their team from having a survivor down. Back to the scenario - you didn't have to hit them but you did because they blocked you, which is fine and it triggered BT. I'm not sure how you could lose the rescuer when being distracted for a second when hitting the person with BT though, but if you struggle to see someone then that's your issue.

    You chased them to a locker and they have jumped in and you have to deal with DS. Do you have to deal with it? They're already in deep wound and they aren't running if they are in that locker, so wait for them to drop and leave them on the floor. Easy.


    I assume you also class healthy survivors lining up behind an injured survivor on the way to the exit gate as scummy too?

  • @ermsy said:

    Killers don't have any one time perks so in that regard you are right. I could probably think of one though...how bout "the first gen that gets completed gets regressed by 100% instead" It would be stupidly powerful but it's a one time use so it's ok right?

    I never said killers that camp and tunnel wasnt scummy...in fact I described it as a scummy tactic.

    So you are essentially saying that because survivors need to queue for 10 minutes, that makes it ok for them to use scummy tactics?...otherwise why bring it up?

    And finally even you have something in this game you'd like to change and I'm not here to just say "deal with it, it's in the game", I'd listen to you without assuming the worst. Changes happen all the time in this game and they are for the better.

    Nurse got changed due to how powerful she was, insta-heals got nerfed for the same reason, ruin Nerf, the upcoming toolbox nerfs and the list goes on. Regardless of it being a killer or survivor mechanic.

    And now DS is in the discussion and a constructive reply would be more appreciative, I don't want to completely change it. I simply want stop it being used in a scummy manner.

    Except being hit with DS is 5 seconds, not an entire generator being undone. So your idea is completely different to the actuality of what DS currently is.


    I didn't say that a survivor couldn't do scummy tactics because they have been in a queue. I said they can't really do anything "scummy" because nothing removes the killer from the game within a minute or so. The killer gets a full game no matter what. A survivor if they ate unlucky can be grabbed off a gen and put on a hook within 30 seconds and either never gmcomenoff that hook or when they do the killer that has stood next to them the whole time tunnels the ######### out of them in a desperate attempt to ruin their game.


    You have given no evidence of what a scummy survivor play is but it seems to be using their perks in a way that you and other killer mains don't want them used? Yet those survivors aren't allowed to tell you how to use yours.


    Instaheals being nerfed was an over the top action brought on by killer mains crying. Toolbox nerf another over the top action brought on by killer mains crying. As for the nurse, I never really use her on PC but on console I still use her in red ranks and don't have much of an issue so the changes didn't really bother me.


    The iridescent head is irritating yes but like I said, I just shrug it off and get on with the game. I don't post endlessly on here crying at my PC about how an iridescent head has destroyed the game for me and how I will quit unless they are changed. That's the kind of reaction a killer main has to every single thing.


    RUIN GOT CHANGED, I QUIT!!!! etc etc.

    The fact is people who play one half of the game are in no position to ######### and moan about what the other side has as they never see it from the other side. They just want the game to be easier for them because they want to win. "I shouldn't have to make a decision at a locker when I'm tunnelling someone, I should just be able to put that person back on the hook because I want to win"

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