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MadLordJack

MadLordJack

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MadLordJack
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  • General killer tip number 1: Ignore the survivor rulebook.

    Now, before you get the wrong idea, I'm not saying that it's okay to camp, tunnel, BM, and do whatever else might tickle the fancy if the most toxic of players. But survivors rarely play by the killer rulebook, so if it's the right play and you need map pressure, feel free to punish a farm. Stay near the hook and 2 borderline-completed gens. If there's 2 people there, slug the weak link and chase the other.

    As for Plague, the best tip I can give is GET USED TO ROBBED HITS. I don't know how much you'll have to deal with this in the future, but right now you will get robbed and you will get robbed hard. Pretend that you need to have her purge hit them for about half a second and you should do okay. Also, feel free to use your free fountain whenever, there's really no right time to consume it. And you can infect hooked survivors by aiming at their knees.

    Edit: I should clarify, that last part I actually haven't had the chance to check recently, since I've not been hooking uninfected survivors, but I do remember infecting hooked people shortly after the hooked-hitbox thing.

  • I love the concept and hate the execution. It's a Hex perk, that immediately invalidates it for almost every single killer simply because totems are easy to find in all but a small handful of maps. That means you have to defend it. And only a small handful of killers can defend it enough to get value.

    Conversely, when I play survivor I hate it because the rest of my team is allergic to doing hex totems and I have no idea why. I would love this explained. (It has nothing to do with a certain new perk, this has been going on for months)

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363682#Comment_1363682

    Just because he doesn't cover the killer side doesn't mean his survivor side is invalid

    You are correct, but I despise false validity.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1392880#Comment_1392880

    The problem with this is the stun is so minor that if you're not really close to another loop it's not saving you from anything. It's just delaying your hook by a bit. Every time you eat a DS that saves it from being used end game for a guaranteed escape, and you still get them, only a few seconds later.

    Also if they use it aggressively to say, unhook someone else, then you're still going to get another free hook regardless, because the stun isn't long enough to prevent you from hitting one of the two. It takes some of that time to unhook someone, and then you just need to walk a few steps and bam one of them is down, unless they have SB. If they have Borrowed Time, you can just hit the DS user and it doesn't matter.

    I only use DS when I'm being tunneled a lot, but even then as soon as I start using it they either stop the tunneling, or they slug. I haven't had a DS skill check in a long ass time honestly. It's only good to show an obsession so they think about their actions. If no one's using DS and there's no obsession they're free to tunnel to their heart's content, but as soon as there's an obsession in play they're more careful about it. This is why there needs to be an obsession every game regardless of if there's an obsession perk.

    I don't know what kind of teammates and/or opponents you deal with, but the DS stun is five seconds. That's huge. Any killer with low mobility is completely screwed. And, interestingly enough, that's almost every killer. If you cannot get somewhere safe in the 10-15 seconds it takes for a 115 killer to get back into hit range, that's on you. Maybe dont complain about being in a deadzone that you likely could have escaped from if you had a better sense of direction. Or, better yet, just don't mess around in deadzones in the first place.

    I seriously have no idea what magically terrible people you play with, but I want some of them as opponents when I'm playing killer. Being able to punish DS abusers? Shite yeah! Idiots that somehow cannot get to one of the extremely common pallets or loops with an enormous stun and catch-up time? Morons that watch their teammate eat a BT and just hang around so the killer can down them, eat the DS, and magically down them again? Why can't I ever face such terrible survivors? Every person I go against uses pallets, and windows, and avoids empty deadzones til they get completely forced, and never, ever goes down quick after hitting me with a DS because they know to run to a loop.

    The best part is that people use DS to get in my face all the time, then claim I was tunelling them. Bonus points if they try to force it by sitting, injured, in a generator, or go for an unsafe unhook.

  • @JimPickens said:

    https://forum.deadbydaylight.com/en/discussion/comment/1388256#Comment_1388256

    1. Dbd has a constant stream of cosmetic items costing 10 dollar a pop, paid DLCs, and even a battlepass.

    2. Most people who play the game are survivor mains, most survivor mains aren't horror fans. Survivor is made to be pretty easy to win consistently which is why we have such a diverse community. It attracts not only the toxic crowd but a lot, let me stress, a LOT of kids....Kind of goes back to the game not being very scary. I've had kids invite me to parties at the killer and cuz me out for "camping and tunneling" more than once lol, im talking under 10.

    And keep in my im talking about my experience on xbox, if you're on ps4 there's likely to be even more kids and if you're PC im sure there's less because less kids play on PC in general. Speaking of kids, people keep bashing the idea of a FNAF dlc but from the little I've seen of that game, even if it is just a jumpscare fest, it is still way scarier than DBD lol.

    Oh speaking of xbox, DBD is on gamepass so they're also getting money for that. I mean all the proof you need that they're doing well is the Silent Hill chapter. Konami didn't do that out of love for the fans obviously. There's profit to be made.

    Oh also we don't have tournaments because the game just isn't competitive, going back to what i said about survivor being easy, and for that matter pretty boring to watch.

    You completely missed the point: every game DBD gets compared to in terms of game modes has tens of millions of dollars in the bank that exclusively go towards catching new players, and are not advertised as a game that makes you shite yourself. I'm not saying you are wrong about the makeup of the playerbase, you're simply ignoring how the various marketing mechanics in play effect the audience and the growth of the game. You cannot advertise this game for kids, you cannot advertise if for a general audience. Why? Because they ALREADY didn't do that and you simply cannot hide the fact that it's a horror game, and that makes it niche. You cannot look at your own experiences with this stuff: DBD isn't a scary game. But it's a horror game, and has to be advertised as such because laws and classifications and tiny little boxes that lawyers like to shove things in.

    And as I said, adding anything that would increase que times drastically would have to compensate by drawing in a larger crowd. Which gets expensive the more niche your game is. And DBD is very niche.

  • @JimPickens said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387839#Comment_1387839

    They should improve that anyway.

    https://forum.deadbydaylight.com/en/discussion/comment/1388126#Comment_1388126

    The game needs to be better to get more players. Maybe do like overwatch but with one or 2 extra game modes that change daily and weekly. I think it would be doable now and especially when crossplay is enabled.

    A lot of friends I've shown the game are horror fans, they want to play killer with friends. That alone im positive would increase the playerbase

    Except that DBD doesn't have much in the way of funds, especially for advertisement, like every other title people keep mentioning. In order to do as you suggest, you need a large playerbase and money for marketing to keep the game afloat while the community transitions, because a lot of people are going to quit just based on que times, which deflates the numbers and makes the game appear less desirable, which means that without marketing new players aren't going to find this game. You've got to keep in mind: DBD isn't like any other game. You have to learn an entirely new skillset to play the game, it's a horror game which inherently limits the playerbase (no kids, no non-horror fans), the community is relatively small and not that dedicated, it's not able to support tournaments (I consider that a plus, but e-sport games inherently have larger communities and free media coverage to attract new players), and the development team is absolutely tiny.

    Now throw in another game mode. No matter what, that will increase que times. And it will take effort to code and balance. Which you will have to pay people for. Instead of paying them to do something else, like bug fixes. And then, if new players magically hop on board, they have to wait an insane amount of time between matches. For a very short match. And most will get bored and leave. Now, if you have a ridiculous amount of new players coming in, that's totally fine, but this is DBD: the numbers are never going to be huge. The playerbase will shrink. The que times will keep getting longer. The playerbase will shrink more.

    So have fun in whatever new game mode you want to play. I sincerely hope it is fun, because you are going to be waiting quite a while to play it.

  • @Peanits said:

    This isn't something we'd really want to do. If you are intentionally giving someone the hatch, you're doing the opposite of what you're supposed to do as the killer. That's not to say that you aren't doing something nice, but the emblem system and bloodpoint system aren't meant to reward you for being a nice guy, they reward you for playing well.

    That said, part of the reason why it's such a nice thing to do is because you're sacrificing something for yourself to give to someone else. You're giving up points and giving them points instead. If you were rewarded all the same no matter what, it would create an expectation that you should always do it. You don't lose anything by doing it, so people would naturally assume you're being selfish if you hooked them and denied them points. That part, more than anything, I'm not crazy about. Suddenly doing what you're supposed to do makes you a bad guy.

    But that expectation already exists. I cannot count the number of times I've been called some pretty bad things just because I didn't give someone the hatch. I cannot count the number of times I've seen my teammates call the killer some pretty bad things because they didn't get given the hatch. They automatically think the killer is being extremely selfish, since no-one has faith in the emblem system and the BP reward for escaping is extremely disproportionate to the reward for getting 1 last kill. I'm not saying that it would be a good idea to put in some form of "give-hatch" reward, but that toxic and entitled mentality already exists and is already common. It's probably not helped by people repeatedly saying that killers are the bad guys.

  • @Narancia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1387766#Comment_1387766

    Bruh seriously we don’t need only ranked idc if the community splits not everyone wants to get sweaty matches and I doubt it’d split anyways

    You don't understand: I'm not talking about some moronic "Ranked Vs Casual" mentality split, I'm talking que split. Which would increase the overall downtime between matches. Which is one of the biggest negatives in DBD after the sheer overwhelming imbalance of individual matches.

  • Splitting the community would be a bad idea, no question about it. Imagine the que times. Now imagine them after a bunch of people rage quit because of the unbalanced nature of the "casual" que. Now imagine them after a bunch SWF teams rage quit and bring down the total playerbase by a significant amount, thus lowering the amount of publicity DBD gets. All this for a third person mode? Nah, keep it for KYF. That would be fine.

    Also, why disable infinite T3 Myers? It's not exactly strong.

  • So, you're mad that the opposite team didn't want to farm and don't see the problem with that?

  • That would be horrible. You are just punishing the people that had no reason to prestige - how is that fair?

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1377793#Comment_1377793

    The game is balanced around 2 people escaping, not a 4k for the killer. The devs have said multiple times they want a 2k with 2 escape as the average.

    My apologies you are correct its only an extra 2-3 gens not 2-4 gens. Every time you hook someone you can regress a gen by 25%, meaning every 4 uses of Pop literally added a whole gens worth of time to the survivors side. You should be able to use pop up to around 9-10 times before the game is over.

    I don't even know how to begin.

    The whole 2K thing is BS. The game works out players individually, not as a whole. That means that those two people that escaped effectively won, the two deaths probably won (pip is the system the game uses, remember?) and the killer at best drew. Even if the two deaths also black pipped, that's 2 other people that are borderline guaranteed a 'win' in a draw game. A DRAW GAME WHERE 4 OF THE 5 PEOPLE 'WON'. And, by the way, it is mathematically improbable, if not outright impossible depending on the character you play as, for a killer to pip with only 2 kills because of the sheer amount that kills add to their scorecard. (I'm taking this from the red rank pip maths, because why wouldn't I.)

    Now try playing an average killer with no gen slowdown. Your sainted 2K matches just won't happen against teams that are at your skill level: the game is balanced around each survivor team having a moron that dies easy and just gets them a minute of gen time. But this is DBD, where SWF rule and pipping is easy, so each and every match could be yet another deathsquad, solo or SWF it really doesn't matter, or it could be 4 morons that barely know the game. That inherently muddies the stats, and is the Devs cheap way of 'proving' that the game has this magical 2K average, but refuses to take into account that escapes aren't wins (or letting your team die to get hatch would be an automatic pip) and you were destroying/getting destroyed by people under or above your skill level. I know DBD is a casual game... But casual and unfair are not the same thing.

    And now for pop: the perk that you shouldn't use more than a couple of times per match. It does not add a whole extra generator or three: it regresses an already existing generator. If someone is working on it solo, that's 20 seconds a pop. Or 11 seconds for 2 people. Or about 7 for three. See where this is going? Unless you're playing one of the top mobility killers, mindlessly hooking and popping doesn't help at all, especially of the team splits into 2 teams of 2.

    If there was a perk that ACTUALLY added 2/3/4 extra generators, that would be the meta. Hands down. Nothing would compare. So don't pretend that pop is as powerful as actually adding extra generators. Dont even pretend it's as powerful as adding 1 extra generator. That's just silly. A whole extra generator? Just imagine the 3-gen strats. You would have 1 almost every game. Doc would be meta.

  • Genrush is a thing. It's not some toxic playstyle, it's just the game at its most basic. Survivors have everything they need to win every match if they work together and focus in generators, because the game is designed around them:

    1) Not working together very well.

    2) Doing other, secondary objectives to artificially extend the game.

    Essentially, the game was balanced around very casual, very 'I want to have fun' mindsets, and it really doesn't take into account that most people have fun by 'winning'. And so, because the game is NOT balanced around people doing everything in their power to win, generators can very easily be finished in the time it takes to drop most of the pallets in a match. And if you don't believe this, just take a look at the sheer number of times the developers have told people that they should be cleansing totems and searching chests, AKA the actions that get solo survivor lobbies killed easier than Freddy with an ebony mori.

  • If someone DC's in the loading screen, you aren't supposed to lose anything because of the match that you never got to play, including pips. However, sometimes you just lose pips/items/add-ons/offerings. I have no idea why. It doesn't happen often, and it seems to be more likely if you actually finish loading into the game and start moving around.

  • @mouse0270 said:

    Are you actually complaining that their is finally "sorta" a anti-pop perk? Pop literally adds an extra 2-4 gens to the game.

    Repressed Alliance doesn't even fully counter Pop, because it's duration is way to long. It's currently 40/50/60... Meaning it easily last longer than Repressed Alliance can.

    How would you like it if I said.

    As a constant red rank for the past 2 years, killer and survivor main. Whenever I play survivor I constantly fight these red ranks tunneling and camping toxic killers. I am a rank 1 survivor who tries his best to play fair, no DS or Hook Rushing. Every game I play nowadays is full of Ruing and Pop. I don't see how anyone could resist the urge to t-0bag this dirty killers who are abusing slowdown perks. I hope someone at BHVR reads this and understands they need to stop being so killer biased. This is why the killer queues are so long, I don't know how much longer I can keep playing this game. I'm sure there's many other people following my lead.

    Now to be fair, I play more killer than survivor, but this statement goes both ways.

    The game didn't need an anti-pop perk. That's the problem: PGTW exists to correct the fact that the game is balanced around 1-2 survivors each match running around like headless chickens. It definitely doesn't add an extra 2-4 generators to the game, it just makes hooks actually valuable. And makes certain killers overpowered by easy, but that's not a perk problem and it shouldn't get baindaid-fixed like the Devs love to do.

  • Legacy skins were a reward for extreme and pointless grinding, not playing the game in a slightly different way for a week or two a few years ago

  • @ManyAchievables said:

    https://forum.deadbydaylight.com/en/discussion/comment/1370347#Comment_1370347

    Ah yes, let's buff a meta perk that allows people to get free unhooks and gen progress without much risk.

    *Any, not 'much'

  • @Babyyy_Boyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1363682#Comment_1363682

    But you act like going out of your way to tunnel is so difficult when it’s really not. What he’s trying to say is that the sad part about his kit is how broken the cages are and how they indeed allow him to tunnel. Sure he has a ranged attack that can hit through pallets and walls with a Small 5 second cool down if you miss but that’s really not the point here.

    You don't understand: it's like playing Basement Bubba.

  • I love how people insist that PH encourages tunelling - the killer literally has to go out of their way to tunnel someone, more so than any other killer. You get shoved to the furthest point away, potentially even into an area filled with pallets. Just because someone has no second-chance perks doesn't mean that are an easy target, it just means they have to actually run away from the killer, not towards them. And that's without mentioning the near-instant saves or the fact that the cages are a snowball tool, not a general use hooking mechanism.

    And here's a hint: if you want to constantly state that you are a killer main, maybe mention some of his problems on the killer side of things, instead of a giant rant about people playing in such a way that they should literally be throwing the match because they waste so much time that could have been spent actually pressuring the generators with real hooks. Because guess what: it's far easier and more profitable to tunnel someone as Huntress, Nurse or Spirit.

  • The sound issues are easily the biggest reason I just cannot play killer at the moment. I want to play more PH, I think I may have finally have found a killer I actually main, not just play more than 1 game a day with, but every time the survivors stealh it out I just cannot HEAR them. Every time I lose them in a loop and the scratches are misleading me, I cannot HEAR them. I feel like I have to have Deerstalker in my base kit just to consistently find downed survivors: I had a match where I accidentally let 2 people bleed out because I couldn't find them: spoiler, they had crawled into a patch of grass and I hadn't noticed the brief 'hit space' prompt pop up on my screen.

    The sounds hurt. So, so bad. And the worst part is that not everyone even seems to get this problem.

    Edit: okay, maybe not 'every' time. But it's very common. I might even go so far as to say 'most' times.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361794#Comment_1361794

    looping is dumb to begin with and the game is going into the direction of removing loops more and more if you haven't noticed.

    The Devs literally added fairer loops and tiles to half the maps in the game only a few months ago, if you didn't notice.

  • @KnotEnthusiast said:

    It's bad, but not as bad as Hawkins. That's still the unequivocal worst map in the game for me.

    https://forum.deadbydaylight.com/en/discussion/comment/1361347#Comment_1361347

    Do people really dislike Dead Dawg? I actually think it's the best map they've made since Clown.

    The saloon is one of the worst maps in the game. A lack of decent loops forces stealth play, and an overabundance of high bushes means that even the brightest Nea becomes blendette. From a looping perspective, it's one of the most killer sided maps in the game. From a general gameplay perspective, it's easily one of the most, if not THE most survivor sided map in the game, simply because you can crouch in a bush and become invisible (and the darker your character, the more bushes become available for this tactic).

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356509#Comment_1356509

    When I look at the average number of kills for Legion, it's right in the middle. They're not the best, they're not the worst. This is across all maps, all ranks. That's as much detail as I can go into on this.

    But the average kills show that nurse is the worst killer in the game by far, and that is objectively false. In fact, almost all of the statistics I see getting posted don't take into account the game behind the statistics: for example, hag is extremely powerful, yet suffers the lowest pick rate at high ranks. Freddy, despite being strong, has no right to be higher in both kill and pick rates for either of the aforementioned killers... But, he is an extremely easy and simplistic killer to grasp. Could that have something to do with it?

    So perhaps the desire to stick to the average statistics is preventing people from seeing what skews the data. For example, legions ability to strip away a survivors initial health state, in conjunction with compulsive healing, make for an easy game against the bad survivors that are all too common amongst all ranks. Which is shown in the statistics as "legion do good" because the statistics do not take into account the skill of either the killer or the survivors.

    I dont expect an answer. But please try to take into account the facts behind the statistics, not just the statistics themselves.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359821#Comment_1359821

    not with proxy camping and even if they focus on gen rushing if even one person goes for the save the guy being saved is screwed and there will be a kill early in the game which means if the killer is good the survivors are pretty screwed especially if they didn't do the proper gens.

    remember he isn't camping at the hook he will be proxy camping and a lot of players will go for the save because of that and with his power if he sees a save being done he can use the ranged attack to hit both survivors so unless BT is being used and even if it is he will still most likely get the survivor being saved.

    You are definitely not wrong, however, you should be. Much of what you have said comes down to poor situational awareness leading to bad decisions: I see no real justification for being unable to rush the generators. His ranged attack isn't exactly ranged, after all. That's not saying I don't go into matches with borderline-mindless boosted morons... But we also lose to facecamping bubba's because I'm the only one doing the damn generators while everyone else is busy dying like idiots.

  • @AChaoticKiller said:

    Also heres what tunnelers do for those unaware

    they get the survivor in torment, hook them, find them right after being unhooked and send them to a cage, and lastly find them one more time and they are on death hook. I have literally played against a PH that did this and he killed someone in the first 2 minutes of the game since he was only focused on getting them.

    Like it or not, that was 3-4 gens worth of repair time depending on spawns. Which means that PH was not focused on actually winning, just on being an arsehole. Which means you can punish it by doing gens and leaving them with their petty kill, or 2 petty kills if you get unlucky. Not saying it's not a problem... But it's really in the same camp as a facecamp from bubba.

  • Survivors are a team and need to act as such to survive, therefore many of the toxic things killers can do that could have been avoided (such as farming) are on the survivors and not the killer and the killer shouldn't be punished for it/should be able to freely take advantage of the teams mistake. In the same vein, survivors ability to rank up should be based more around teamwork and altruism than generators or running killers. Who cares if you run the killer for 5 minutes, you had 2 unsafe unhooks and never touched a gen. You don't deserve to rank up.

  • Nothing wrong with that. It's actually a good way of getting people to play a more healthy match: sure, if you went out of your way to leave a trail around every generator and every hook you waste a lot of time, but you also no-brain force Torment on survivors.

    That being said, I would like to see the repercussions of being able to leave trails around an unoccupied hook that vanish as someone gets hooked on it. Sort of an anti-sabo warning system.

  • Nah, UB is already buffing soul guard, and except for Devour Hope SG is better than the hex that powers it, so its current state is fine.

  • PH is a solid killer if you don't play him like what was intended. His main power is like a doctor shock that hurts people, so you've got to play into the fact that there's a delay. That means trapping them or zoning them, that was likely intended. But his secondary effect, the cages, those you really shouldn't waste. Randomly chasing a survivor and caging them is such a bad idea, even if they are tormented you should be hooking them. Cages should be saved for snowballs or obnoxious survivor perks, not to undo your own map pressure and remove torment from 2 people. Plus, tormented survivors are slightly easier to chase.

  • Bad idea. That can easily win more games than NOED, it consistently wastes too much time unless you are in a 3-4 person swf. Better just to leave your teammates to die: the negative reinforcement of only getting 1 kill will stop most players from running the perk.

  • It would be better if the attitude surrounding NOED would change, not the perk. For example, it would be better if people started actually leaving their teammates to die instead of going on pointless suicide runs to give the killer more free kills. It would be nice if people didn't think "do bones" was counterplay and acknowledged that it can easily win more games than NOED itself even if you successfully cleanse all 5 totems AND the killer had NOED. And it would be really, really great if people stopped using the perk as facecamping insurance.

    Bam. NOED fixed. Suddenly its no longer turning the tide of a match and most players will stop running it since it's not really giving them much but 1 free kill that barely effects their scorecard.

  • The best way to approach this kind of thing is to not care. Don't treat characters differently because they aren't straight. There's no real reason to.

    Seriously, that's just the best way. Let's look at the DAI example again: Sera was gay, Bull was pan, Josephine was bi. No-one ever cared about them or their partners. Even Dorian's story was barely affected by him being gay, nor his character interactions: female inquisitors can totally keep flirting with him, the dude loves it because he's a flirty guy.

    A character's sexuality is not a defining trait and should never be seen as such. The Devs going out of their way to point out a character's sexuality would be a mistake: if someone is gay, who cares. If it's thematically correct, mention their partner. Don't create an entire backstory just for that, don't shoehorn in a love interest like a Hollywood script.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1349644#Comment_1349644

    DS got buffed with a stun if you let it.

    No one forces you to pick up the survivor, and yeah, leave the survivor alone for 60 seconds after they got unhooked, why the hell are you around the area and why the hell are you going after the unhooked survivor?

    Stop poking a scab and bitching about it hurting.

    Go play killer for a while.

  • @BigBrainMegMain said:

    DS was already reworked.

    Leave it alone. Go for another survivor, as shocking as it is, there are 4 survivors in the match.

    And OoO is a bag of mixed feelings, it's high risk high reward. It can get the survivor killed or help him live.

    I love that people still insist that:

    A) a reworked perk is balanced entirely because it got a rework.

    B) DS only gets triggered if you tunnel.

    C) swf isn't a thing.

    D) you can just leave survivors alone for an entire minute after they get unhooked.

    E) you can actually find other survivors in a reasonable amount of time and also have the capability to down them very quickly to make up for lost map pressure and the fact that some obnoxious DSer just popped a gen behind you.

    Honestly, I'm mostly surprised that you think a reworked thing = balanced thing. I guess Spirit is A-okay, then? Freddy is totally fine? Nurse is all right? Good to know. If something gets a rework, it is fine, balanced and shouldn't be touched.

    Let's all ignore the fact that DS got buffed to a 5-second stun to circumnavigate Enduring and never got nerfed.

  • How is politics a part of dbd?

  • @Warr0ck512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342275#Comment_1342275

    I get what you're saying but I'm not even a good killer lol 😂 I just play for fun and to get a good jump scares occasionally. I don't even care about "winning". No one should be mad at me and yet I guess they're 🤷

    Honestly, being a good/bad killer has nothing to do with it, nor is trying to win. People just want to be toxic, and they want you to follow their rules. One of my favourite pastimes right now it to bind Ghostface's crouch to a macro and act like nothing is out of the ordinary, and I STILL had one team talk about how toxic I was being for spamming crouch. Full disclosure, it was in The Game and I did kill most of them, but they could hear me through walls and clearly see my bright white mask going up and down the edge of the doorway so #########. There's getting angry at t-bagging Ghostfaces and there's getting angry at a Ghostface that literally never stops t-bagging.

  • A lot of the toxicity is pure, simple entitlement. Many people, regardless of what they say in balancing discussions, genuinely play survivor like it's the role that should win, because of favourable mechanics, teamwork and ease of gameplay. When they lose, since it's so easy to play survivor, it cannot possible have been their fault. So either a teammate screwed them over or the killer broke their precious rulebook. Either way, it wasn't their fault and now they are angry because they are cheated about what should have been THEIR victory.

    It works both ways as well, I have been in plenty of games where none of my teammates use the DS's they had equipped and the killer complains about the perks they no-one even got to use. I get it if someone was in your face with a DS and forces you to eat it, or you got 59 second DS'd, but that clearly wasn't the situation and even despite my disgust at the perk I have to say it was an unwarranted rant. This is just one of many examples of toxicity in killers, but it is rather common. And the mentality that leads to it is reinforced by the fact that survivors can get carried to victory by these perks, so clearly just by having the equipped they got handed their victory.

    In short, people just have this idea of what should happen in a match. Toxic survivors think that killers should obey their rulebook and that if they lost the killer broke it. Toxic killers assume that every lost game was because of unfavourable mechanics and second-chance perks. But the main source of this toxicity is a refusal to play both sides in a relatively equal measure to truly get a feel for what you opponent has to deal with, both in this match, the last one, and the one they are about to go into.

  • @undeadcookie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1339719#Comment_1339719

    so all 4 survivors are unhooking themselves at the same time somehow, gotcha

    As dumb as it sounds, I have absolutely had games with 4 DS all active at the same time. It's not as annoying as having 2-3 active DS's, since no-one is doing gens and you actually have time to eat them, but it is still very annoying to snowball that heavily and have to wait to punish it.

  • Yes, it needs a change. A lot of people, after a certain someone tried to say that a perk that gives you a free outs for 60 seconds after being unhooked is NOT an anti-tunnel perk, have tried to describe it as a perk that encourages survivors to make bold plays. But the point of a bold play is that there is risk involved, and DS REMOVES THE RISK. Instead of having to craft a strategy around the resources you have, you can just get unhooked and act like an absolute moron for 60 seconds because why tf not, worst-case scenario is the killer slugs you and snowballs, BUT that would happen if you weren't using DS because slugging is only valuable if you CAN snowball, and slugging the DS without other survivors there to snowball, or picking them up and eating the 5-second stun, is just giving someone what is essentially a 4th hook state for free and that really isn't okay. Sure, run it to punish tunelling, that's great, but if you hit that skillcheck after sitting on a gen, going for a save, healing under the hook or vaulting into a locker, you didn't by any stretch of the imagination get tunelled and shouldn't have a free escape just for equipping a perk.

  • @Sluzzy said:

    No perk should remove the opponents objective progress for simply doing your own objective. A good killer will always and I mean always down survivors quickly.

    PGTW needs to be redesigned into something like overcharge, if you miss a very difficult skillcheck then the progress is removed. I don't like the perk at all, I feel like it carries killers that are high mobility and that means it was not well thought out.

    But just about every meta survivor perk does exactly what you just described. Killer plays well, survivor uses a get-out-of-jail-free card. That removes their opponents objective progress. And these perks are not going anywhere.

    Don't get me wrong, I would understand that argument if Pop just, out of the blue, once per match, let you fully reset the progress of a generator (that would make it about as equal as the good old Unbreakable meta). But as it is, it is a perk that makes every single hook valuable, which without it is just not the case. That's why snowballing is a thing. And, I would remind you, overcharge is an extremely weak perk BECAUSE it is dependant on a skillcheck. A rather easy skillcheck. And the Devs refuse to make it more difficult because the one perk that had harder skillchecks for completely reworked a few months ago and kicked off the PGTW meta and PGTW complaints.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336615#Comment_1336615

    Use of Self-Care does not correlate with a lower rate of escape. So the fact that a Survivor is using Self-Care does not indicate that they lack the ability to escape.

    Use of self-care has definitely gotten me killed far more than any other perk. And I don't run it.

    Does anybody know the stats around team survival/escape in conjunction with self-care? Generally, it is a negative to the team and forces the team to carry you, but I wonder what the cost is. How many extra hooks happen? How many teammate deaths? How much longer do the gens take? Does anyone have access to these stats?

  • @Peanits said:

    A few things to note:

    1. The game does not use the colour of your rank for matchmaking, it's based on the actual number. It's normal for a rank 6 to get rank 4 teammates/opponents, they're only two ranks away. Even at rank 7, rank 1 is still within the acceptable 6 rank range for matchmaking.
    2. You seem to have lumped in draws and losses together, but you haven't done the same for draws and wins.

    The second one in particular seems to be the issue. You're counting a draw as a loss when it's really not, it's a draw. You neither ranked up nor down, you're staying right where you are. It sounds to me like it's more a perception issue in this case: You're doing well and you're winning about half your matches, and as a result, you rank isn't increasing higher than it should (or dropping any further and giving you easier matches).

    I would strongly advise against using rank as a measuring stick. You don't need to be rank 1, not everyone should be rank 1. It's a number used for matchmaking, it's not something that everyone is expected to do.

    If not everyone is supposed to be rank 1, why can everyone get to rank 1 with relative ease and a bit of play time? And why shouldn't people use rank as a measuring stick, that's what "ranks" exist for in every other game, isn't it? A measuring stick to see what kind of opponent you should get and by extension the kind of opponent that gives you a fair fight?

  • Exhaustion perks are one of the few ways survivors can bandaid-fix deadzones. It's dangerous to remove that ability. Not all perks do this, DH and Head On don't, but both Lithe and SB at least let survivors have a chance at a chase, instead of dying because the 1 pallet in the quarter of them map got dropped early. Ability denial is never a fun thing to deal with, and the potential to deny such an important ability is... Honestly, it's like MoM. That perk just denied the killer a hit when it first came out. Not fun, is it?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336518#Comment_1336518

    Monstrous Shrine does do its job well. It makes saves more urgent. Teammates are unlikely to persist with a repair for as long before attempting a save.

    I.e. a survivor hooked in the basement with Monstrous Shrine indirectly stalls gen repairs.

    Does it do this great? Not really. But it works nonetheless.

    It definitely needs something more.

    It actually doesn't. It shaves off about 6 seconds of time from each hook state, and the other two are borderline non-factors since it's 15% of 4% which is a negative of 0.6%, and the struggle negative only shaves off.... Well, how grand, about 6 seconds.

    It's so, so bad. It does not makes saves more urgent. If someone dies because the killer had Monstrous Shrine, they were going to die regardless. It's one job it does not even fulfill.

  • By far, Monstrous Shrine. Every other situational perk in the game does have a very, very rare scenario where it is extremely powerful, or at least useful. Monstrous Shrine doesn't even do its 1 job well. It's a joke of a perk.

    The argument could also be made for WGLF, since that has even less (absolutely zero) effect on anything in the trial at all, but it gives bonus BP post-trial so I don't think it counts.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333667#Comment_1333667

    I'd disagree about he headphones needing a strong setup.

    I play on PS4 and use my TV (obviously) for all my sound. When I use headphones (cheap ones too) its like a world of difference.

    That "world of difference" is no stronger than on any other killer. What people mean when they talk about using headphones on spirit, as I have stated, is phasing in top of people and hitting them because you know exactly where they are because you can hear them, even while healthy, with stridor. And, as I stated, sound is important for spirit. But the morons that say to just slap on headphones and you win are exactly that: morons. You need everything under the sun for that to work, trust me, I have tried. Just like I try to verify every other broken thing in DbD. Base sounds + stridor + headphones isn't an instant win. It's actually a bit detrimental.

  • @WRussoW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1320148#Comment_1320148

    With Self-Care you're in a much higher risk of being downed again. 32 seconds is a lot to go to a healed state.

    Let's look up each scenario, considering that the gen isn't nearly done:

    a) You waste 25 seconds healing yourself and the survivor fixes a gen within the same 25 seconds. One person fixes a gen at 1 one charge per second, meaning the gen gets 25 charges. (a gen has 80 charges, 25 charges - 25% of a gen)

    b) You (injured) and your teammate do a gen together for 25 seconds. Two people fix a gen by 1,7 charge per second, meaning that a gen gains 42,5 charges within this time period (that's nearly 53% of a gen)

    c) The survivor heals you up (16 seconds) and you have a gen fixed by nearly 9 seconds. Considering the same repairing speed, that means that a gen gains 15,3 charges (nearly 19% of a gen)

    Now, let's say a killer with PGTW approaches you. Pop decreases the overall progress by 25% and a killer doesn't allow you to heal yourself when you're injured. Let's look up the result of each scenario in this case:

    a) You need to heal yourself for another 7 seconds and a good killer won't really allow you do that, you need to move. A gen fully looses its progress. If a killer catches you, your overall 2 people progress goes to 0! Simply the worst case scenario.

    b) The gen saves 28% of its progression. But you may go down, this one is surely better than the previous one.

    c) You may juke a killer for a much greater time because you're healed. The gen goes down, however, Pop didn't use its 6% (if you only started to fix a gen and there wasn't any previous progress), meaning that if a killer encounters any other nearly fixed gen, it would be pretty sad to watch.

    I don't know about you but I would certainly avoid A at all cost. Risks are too high and the reward probably doesn't worth it.

    One thing for sure, Inner Strength is a much better healing perk, but I agree that it sometimes relies on luck. But I'm pretty sure that you'll find a totem or a locker by just going from one gen to another without wasting that much of extra time. Instead of wasting 32 seconds with solely Self-Care, you waste nearly 26 seconds with Inner Strength (include the time you cleanse a totem, enter and exit a locker).

    All in all, the only worthy things you choose from to heal up by yourself are Self-Care+Botany:

    • 2 perks!
    • 5 additional seconds to self healing which can be affected by other perks
    • You heal others faster and save 4 seconds if there aren't any slow-down perks (that kinda pays off the additional time you waste healing yourself)
    • Your aura is visible (Say hi to BBQ and Nurse's)
    • You have to waste 19 seconds during one period of time (Inner Strength allows you to separate 16 seconds you cleanse a totem and 10 seconds you actually heal up)
    • Infinite amount of usages (usually helps when killers try to deal mass damage)

    And Inner Strength:

    • 1 perk!!
    • 16 seconds to activate the perk, but 6 seconds less time to actually heal yourself up
    • Stable result (isn't affected by any slow-down perk)
    • No aura-reading (only one threat - Iron Maiden, don't think that Rancor, Infectious Fright do that much to this perk)
    • Higher chances of getting rid of NOED
    • Still a bit RNG based (locker and totem placements, plus, your teammates may cleanse totems you need to heal up)
    • Only a few uses (but most of the times you need to heal up 2-3 times)

    I don't know about you, but the fact that Inner Strength takes up only one perk slot surely makes it worth equipping. You have 3 super meta perks: Dead Hard (prolongs chases), Borrowed Time (prolongs the time your teammates live) and Decisive Strike (prolongs the time you live). I'm not sure which one you can replace with Botany, because the amount of time these perks give you during a match is incomparable.

    (PS: sorry for mistakes, it's kinda late in my region.)

    Inner strength is, somewhat amusingly, way too meta. I'm not even kidding, the number of times I get to the endgame and see 2-3 people running it is insane, it's about a third of my matches these days. People have attacked me for cleansing totems that they wanted. I have watched morons throw the game trying to cleanse totems entirely for the heals. It actually wierds me out sometimes, it's a paid dlc perk and it's becoming very, very common at high ranks. That alone butchers it's usefulness, since everyone is using a consumable resource instead of just 1 person.

    SC/Botany is just more reliable. It's about the same time as a normal heal when you factor in travel time, but it's a lot safer and you heal everyone quicker. Plus you can pull off the old self-care-chase trick, though I would advise not doing that against a huntress as I just tried to. I don't know why I did that. But I did.

  • You didn't even mention the unbalanced things the killer has. Are you actually an... I don't know, non-main, or are you just trying to slap that label on yourself to lend some legitmacy to your rant? Seriously, where's the section about NOED, Infectious Nurse, Spirit counterplay, Doc's add-ons, Deathslingers counterplay, random broken add-ons, massive deadzones...

    Oh, wait, I disagreed with your post. I'm apparently new to the game and my opinion and experience is invalidated. You are clearly superior because you accept no ctriticism. Please forgive my intrusion.

  • @SpoopyGirl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1333667#Comment_1333667

    Id have to disagree. I use a very basic headset and It helps tremendously. Now that you point it out, though, I agree that it’s sometimes not as accurate as I’d like. However, it’s still an upgrade from no headset forsure. ^_^ Also, good point you made - similar to noed, you don’t wanna fall back on stridor. There’s def superior options to add to her.

    Perhaps I didn't clarify enough: I was talking about the whole appear-on-survivors-and-call-it-balanced trick that everyone complains about. A spirit with stridor and a very good setup can literally pinpoint you even while healthy, appear on you like an easier version of the nurse, rinse, and repeat. It's broken. Unfortunately, these "players" have given spirit a bad name and now half the community thinks that that is all it takes to play spirit. I'm not saying headphones don't help, they do, and I did mention sound being important, but to pull off the overpowered BS spirit build you need more than a good headset.

  • Ignore people that say to use headphones, stridor and blah blah blah. That only works if you have a good setup, including headphones and sound card, and precisely tuned audio settings. While sound is a strong weapon in spirits arsenal, and it is amplified by stridor, it is only reliable if you have a very good setup.

    As a starter spirit, you can totally use stridor to help you out, but similarly to NOED it quickly begins to stunt your growth to the point of only being a mediocre killer if you rely on it too much. Footsteps are a more reliable way of tracking survivors by sound, but good survivors know this and can bamboozle you. The best tracking tool spirit has is grass, corn and bush movement, though it's clearly not applicable in many situations. You should also not use all of your power at once. It's better to do short bursts so as to not completely drain it and give decent survivors plenty of 110 killer chase time. And if a survivor jukes you, figure out how they did it because it's likely they will attempt it next time you chase them.

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