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Manky

Manky

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Manky
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  • I really think moris have potential for a place in dbd. Otzdarva's idea was that it can only be used when all 4 survivors have been hooked. That way, you avoid tunnelling for a mori, allowing a survivor to last more than a few minutes, and it allows a strategy. If you are well coordinated, you have one survivor just stay away from the killer to avoid the mori, making it a challenge for the killer to find the last survivor to begin the mori-ing. Ivory and cypress moris are fine in my opinion. Ivory is on the edge as it does cause 1 person to hate their existance but it does make the killer have to think who will be the most troublesome before killing.

  • @KilltheKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1730832#Comment_1730832

    Yes actually. I played killer for a week to see how hard it is since they keep talking about it. But it wasn't. Even when matched against red ranks I didn't fail to get a single four kill. It was absurdly easy. Especially given how fast you are as killer

    oh goodness a week, this guy is basically Otzdarva. Lmao u really need more experience my friend

  • gen speed is fine. Imagine 40 second generators for a second. Killers take like 20 seconds to get from 1 side of the map to the other, so with a vigos shroud, you can have half a gen done in the time it takes the killer to walk to the gen, provided he knows where you are. Thats ridiculous. Have you played any killer at all?

  • @KilltheKiller said:

    Yessss exactly. Killers are op. Especially since all it takes is two hits to down someone. Maybe if it took 3 hits then the current speed would be good.

    So either give us 3 hits, or make gen speed double what it is now.

    o.o

  • Honestly this idea sound amazing, but the I dont think its likely. It would create so many opportunities and it would get rid of meta builds for sure. I think someone might even find a use for vigil with this idea. However, as it pains me to say, the devs defo wont do it. They have so much to do and their priorities just arent straight, sadly meaning that fixing their priorities isnt a priority. I personally think the best move for them would be hiring more devs but im no businessman.


    Love the idea, sadly I doubt it will happen.

  • @Hex_Stalk said:

    I've had a match where I spawn in, head to a gen cross map (It's the first gen I go to given it's the furthest and most likely to have survivors) and it was around 75% to 90% done by the time I got there.

    So given your reasons as to why a gen would be going fast tell me, where in my example do I "Stay in chases too long." Because it's the start of the match and it's the first gen I go to.

    If you don't see an issue with this, then there is a problem.

    This is the exact reason that perks like Corrupt Intervention and Discordance exist. This problem has literally been resolved lmao. if you struggle with this then there are perks that help. Most good generic builds have a gen control perk which will help you greatly with the gens. Gen speed without them is 80 seconds per gen with 1 person on it. That is a very long time. You have time to kick them, push people off them, time to do literally anything as long as you know how to put pressure. Complaing about this is just admitting that you aren't a strong killer. They may have brand new parts, in which case its really not a problem cus that leaves them with no item for the rest of the game.

  • Body blocking is a great strategy. Not calling you out or anything here, but imagine someone who just tunnels the ######### out of people for absolutely no reason at all, just to be a dick. Now the only way to stop that person from breaking they keyboard is to try taking hits for them. This removes that. Also, in the end game when theres 2 or 3 survivors left and you have just rescued one from the hook or one is injured at the end and running to an open exit gate. Why shouldn't they teammates take hits for them to ensure that they get out? After all, thats the survivors objective. They want to get their team out. If the killer has let the survivors open the gates then the survivors do everything in their power to get through those gates. Maybe a perk where you can move a survivor would be kind of acceptable, but even then its still just kinda wrong to me. It just removes the teamwork aspect of a chase. This would just make chasing 2 survivors at once completely unfair on the survivors.

  • @lazerlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1728196#Comment_1728196

    what do you mean by longer? longer as in duration, or longer as in it looks like his arm is longer? Because, if it's the latter, I've stated over and over, that that isn't the issue. You still get hit... from 2 meters away. Because his claws, on the survivor's screen, look like they are two meters away... and it still connects. It's not him APPEARING to have a 10 meter arm. It's that he hits the air behind you, and you STILL. GET. HIT.

    By longer I mean thats the duration of his lunge. They move at 6.9m/s for 0.5 seconds in their lunge. His lunge is completly normal, its just a weird thing to see. I think its a combination of the fact that he is short and his weapon is small and the fact that the servers are complete dog #########. His lunge itself doesnt need a fix, just the animation. It's hard to see where its gonna hit when his animation and hit box are out of sync.

  • @Kind_Lemon said:

    It really doesn't seem like your issue is with the memento mori, per se, but with the state of the game that survivors are expected to continue having a lot of gameplay time even after being caught once.

    If you think about how you are effectively expected to be given two additional chances to play the game after being caught once, perhaps that explains the source of your frustration?

    I know it did for me, which is why I've grown to despise 12 hook games.

    I think you are right to a degree. Dying on first hook happens a lot, and so does dying on second. The main thing though is the chances you get with it. Yeah, an ideal game is 12 hooks for a survivor but its rare in decent ranks and hard to manage for the killer against good survivors. However, picking up a survivor is a risk. Flashlights and DS, potentially unbreakable too. Carrying a survivor is a risk. Breakout, body blocking, finding a hook in the first place, sabotage. Making sure that the survivor dies on that second hook is also a risk. Putting enough pressure on other survivors while still guarding the person on hook, ensuring that you aren't just camping so that you don't see 3 gens pop in the distance. All of these things are what make the game interesting. For killer, its managing the survivors and playing tactically to ensure an early kill. For survivors, its playing tactifully or just ballsy to save your team, successfully or not. For the person on the hook, its the knowledge that the game isnt over until its over. Moris remove all of that. When you are saved from the hook against a mori, you cant play ballsy. Your only tactical move is to stay the ######### away from the killer. The killer no longer has to demonstrate skill to secure an early kill, they just have to hook you once and thats it.


    I 100% agree that my problem with them is the fact that survivors expect more gameplay. Survivors shouldn't expect long games if they don't deserve them. But moris shouldnt take that away. If I die on second hook or even first but with the knowledge that my team was compitent but the killer was just outright better than them and me, I wont have a problem. But if I lose the game because the killer clicked on a pink box in the lobby, its tilting.

  • @Chinanumawaaan said:

    lol hatch doesnt spawn with 5 gens and 4 survivors alive. And I really dont see many moris and if I do they're extremely rarely the ebony variant.

    TBH the green mori is really good option to killers who don't have corrupt intervention available for use and it definitely does make the killers feel as they should and encourages smarter team play by spreading hooks, protection hits and what not etc.

    NOED is a pain in the ass no doubt but it does give incentive to actually do totems at low ranks as thats where I've only seen it (10+) and that is usually because killers don't have many perk options due to time/experience in the game.

    Hatch does spawn when 5 gens are done tho...? And I never see anything other than ebony moris. On michael right now I have 47 Ebony moris and 3 ivory. I never use either and I avoid getting ebony's specifically because of their price. They are way more common than ivory moris. But, just to be sure, I have played 30 games and recorded my sightings of moris today. I say 8 ebony moris and 1 ivory mori. Also saw 1 shroud of seperation which i thought was funny too. So yeah, I definitly cant agree with you on that " And I really dont see many moris and if I do they're extremely rarely the ebony variant." part.

  • I play killer and survivor equally, both consistantly at red ranks, and I can say for a fact that this isnt true. I win around 80% of my games as killer (average drops if i decide to play hag or nurse cus im dog ######### at them) and as survivor its around 60-70%. Killer have overpowered perks, addons and offerings. Noed, Iri Head, Moris and so on. I never use these as I know how soul destroying it is to play against it and I still win a lot of my games. Survivors have not-so-insta heals, brand new parts, DS and keys. How can these compare to the ability of toxic killer perks? Yes keys suck to play against, but usually if they escape with a key my reaction is along the lines of "oh ######### they had a key, Oh well." but against a mori, its more like "######### you you worthless piece of ######### wanker #########." As for un mindgameable loops, dont mind game... seems obvious right? If your killer of choice has a power that can end loops quickly, then do that. If they dont then commit if you are getting close as it will get rid of the pallet, or use your power in some other way. Playing freddy? teleport to a generator and get some map pressure. Playing hag? Trap the loop so if they stay they are #########. Loops arent a problem for good killers. If you are struggling then have a look at this. https://www.youtube.com/watch?v=t8u0jRxN2kQ

    Survivors don't have a general advantage over killers. If all survivors bring normal builds (like dead hard, iron will etc, not DS and unbreakable together cus we can all agreee thats #########) and the killer brings a standard build (Like ruin, corrupt, save the best for last) and theres no overpowered addons for either and theres no keys or moris on a fair map like Midwich (its a ######### map for survivors and killers so its fair lmao) and the killer and survivors are all rank 1s and deserving of it, then the game will be fair. Its the things like noed, DS, moris and keys that shift the balance of the game so badly. The killers and survivors themselves that cause inbalance without overpowered stuff, as it should be. Its a competitive game after all, theres meant to be a better side. As for toxicity? Killers just need to learn to ignore it. Survivors just need to learn to stop being annoying little #########, you arent cool. Your data just sounds like you are a better survivor than you are a killer to me.

  • Goddamn imagine that, the devs actually doing something we want instead of nerfing discordance or something we didnt ask for. but yeah, it would be nice to see this happening but as Ethan said on the Q&A stream, they are very busy doing stuff that they wont tell us about. Maybe one day BHVR will get their priorities straight but for now, thats not a priority.

  • lmao #########


    self care against sloppy? yikes.

  • I missed this post but goddamn it pisses me off to see people talking about the SWF "issue." Its not an issue, its the way the game was intended. Its just an excuse people use when they arent good enough to beat a team with a bit of coordination. The majority of SWFs are just that, surviving with friends. They arent SWAT squads, they are just having a bit of fun together. It does make it slightly harder but that shouldnt stop a good killer. SWF isnt the issue, bad killers are.

  • @ALostPuppy said:

    The fake cooldown is 10 seconds, not 5. It's still very short and basically meaningless but yeah. And 45 seconds should just be the standard teleport cooldown for Freddy. It shouldn't be able to be shortened by up to 60 ######### percent (80% with both addons. Pretty sure it takes it down to about 13 seconds. Wow amazing. Definitely very fun with ruin, undying and tinkerer.)

    Not only THAT, it takes gradually longer to wake yourself up with survivors so it shortly becomes pointless because the moment you fall asleep the clock spawn literally the furthest away from you as humanly possible. So keeping awake to try and keep his teleport cooldown up is a total waste of time and not worth it. And then he makes everyone oblivious, counters BT for free and the ability to slow down survivors with spammable snares that doesn't slow down or affect him at all when placing them so it's completely risk-free.

    Not an overtuned killer at all, BHVR...no, not in the slightest...

    lmao who is running tinkerer on freddy his song in the dream world isnt his terror radius so asleep people still hear you tf

  • @lazerlight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1727228#Comment_1727228

    First of all, what;s the meaning of those images?

    Second of all, Hag and Blight are shorter than Freddy and they don't feel like they're hitting you from 10 meters away. Yet Freddy does. I'm willing to bet it's because of his 1st person model. We all saw how outstretched that arm was. You can't keep using "he looks like he hits from far away cuz of his stature" excuse anymore.

    Every killer has the same lunge of 0.5 seconds with the exact same range. The only exceptions are Spirit's grudge and Michael's T1 which is 0.2 seconds and Michaels T3 which is 0.6 seconds. I can tell you for a fact that Freddy just has a longer looking lunge, thats not an excuse, thats a fact. The way to play around this is to just know how far his lunge is from practicing against him and dont play as recklessly against him if you struggle.

  • I just don't understand why they exist, what good does it do the game? The killers don't get long chases or long games and the survivors get short ######### games too. Honestly I've never seen more incompetent devs in my life.

  • @Torahh said:

    https://forum.deadbydaylight.com/en/discussion/203494/devs-i-swear-to-god

    How about removing keys too while they’re at it? That’s pretty much the survivor mori just sayin

    yeah im down keys can ######### off too, along with noed. Keys do need some work to get them to work though, getting all 4 out with a key is basically playing the whole game with the 5 gens but with moris you can just tunnel someone out withing 2 minutes of the game starting.

  • I just want a 3rd blink on nurse that isnt complete dog ######### lmao. Kinda hard to believe that nurse has been nerfed for so long and they still have an achivement where you need to grab someone after chaining 3 or more blinks. Thats near impossible now

  • I think I understand now. It would be nice to see something like that if they could figure it out, but honestly I see that just being another way to play as survivor lmao its always quicker.

  • Otzdarva's idea was to remove map offerings for SWF. I can usually handle an ormond on a fairly uncoordinated team but when they are on comms and can tell each other exactly where I am so they can all run off doing gens on the other side of the map while im left chasing someone on the endless loops of ormind then thats kinda unfair. Getting it naturally is fair, but having a team have a strategy before the game even starts is kinda impossible.

  • There are a lot of good ideas to change DS out there but I don't think this is one. While in theory this perk sounds nice, it can be very abusable. First off, no terror radius required. Thats already a red flag to me. If I, as a killer, were to run to the other side of the map and find nobody and the person gets unhooked, my best bet is to go back to the hook and get another down. This may be "tunnelling" but what else am I meant to do? They are the only people whos location I know, so why wouldnt I? I'm the killer after all, im on the other team to them. I'm not trying to let them win, if I know where they are then it's my objective to find and kill them. So if I find them, despite not camping them at all, I still get punished? They can not only take a hit, but they can take a down too and I can't do anything about it. At this point I have not played scummy. I left the hook, I came back because thats where someone was that I know of, and now I can't do anything about it. Survivors can run DS and Unbreakable to get 60 seconds of complete immunity from the killer after being unhooked which is already completely broken. 60 seconds is 3/4 of a generator. Completely free. "let's say 60 seconds or until they do a gen or are fully healed up." the fully healed up part I can agree with, that is how DS should be, but doing a gen is completely broken. You are saying that after someone is unhooked, they can completely finish a generator with no threat of getting killed. There are 5 generators in a game, a survivor can be unhooked 2 times each. That means that with this perk, they could do 10 generators for the price of one perk slot. Theres only 5 generators in the game. Right now, you can slug a survivor doing a generator in your face with the knowledge that if you pick them up, they DS you. If you dont pick them up then they unbreakable. But at least they arent doing a generator while on the floor. This perk means that not only can they do a gen in your face while injured, but they can take a hit. You can't go up to the gen and slug them, they have borrowed time. You can't hit them because A) they will get away and B) the chase will be a waste of time because they have DS now. It's not going to work. A better idea was from Scott Jund. DS activates after being unhooked for 30 seconds. If you get in a chase in that time, then the timer stops going down. If you start repairing a gen, doing a totem, getting in lockers, healing someone else, get healed, hell even sabo a hook. If you do anything in that time that isn't running away then you lose DS. If you can touch a gen then you arent being tunnelled. If you hide in a locker, you aren't being tunnelled. If you do anything that isnt being healed or running away then you simply arent being tunnelled. Some may say that the killer can just look down to avoid the chase which is true, so my addition would be that you leave no blood trails while its active and you leave no scratch marks for 5 seconds after losing a chase while it is active. That way the killer will have a hard time tunnelling you.


    Sorry for the wall of text. Thought I would leave my opinion on this with a reason to why I'm not a fan instead of just saying no or calling you dumb or something like a lot of people do (not calling you dumb btw that was just an example.) Hopefully this educates some people in the flaws of DS lmao


    thanks for listening to my ted talk

  • How do you mean? You can't play killer and survivor at the same time that would be pretty damn hard lmao. Its also a case that theres 4 survivors per 1 killer so killers have to wait longer generally as theres more people needing to match with them for it, while survivors are just thrown into a lobby with other survivors. The killers have to wait their turn to get a lobby. Part of having an asymmetrical game I guess

  • the ban isnt permanent but it gets longer the more you dc. It can be annoying but bhvr wont do anything about it, you just have to wait it out.


    Ive had a few cooldowns from my internet going out briefly and it is annoying when that happens. Its also annoying that the lost pips are so inconsistant. Sometimes its one, sometimes its two and occasionally its three. I don't really care about rank that much but Im usually around rank 1 and when I lose my fancy little killer/survivor logo at the bottom of my rank its a bit sad lmao

  • While LGBTQ+ representation is important in the real world, this is just a horror game. The characters have very fun lores right now and changing them would have a negative overall impact on the game in my opinion. If behavior were to add new characters with an LGBTQ+ background it would be nice, but also not important. Of all the issues in the game right now, I don't think a made up character's sexuality really matters. They don't really have relationships of any sexual orientation anyways. So yeah, it is just a game, not real life. Their sexuality literally means nothing. And to be honest, why do we need to know their sexuality? We play as them to run from a killer or use them to kill other people. Their sexuality has absolutely no impact on the game what so ever. Adding sexuality to the game can and probably will happen, but it really isn't a pressing matter.

  • I think it was because of smurfing. People lost pips and had no cooldown they could get from rank 1 to rank 16 in no time and ruin it for the newbies

  • we got freddy for creepy child song lmao


    chucky would be cool but his height would be hard to play against, he would be hard to see. Would be cool to see him drag people across the floor instead of carrying them tho

  • People talking about not knowing what killer to have, why not get a killer from the start of the show, Azazel? Azazel could have a unique fire-based power

  • I know mmr is still calculating and all but why killer lock in the first place? It really takes away the fun. I see games where people's names are something like "Myres = DC" or "Bubba me daddy" (thats a genuine name ive seen before) and I want to change to that killer to see their reaction but I cant anymore. Kinda sucks

  • @Deficient_Artist said:

    lol just fix it stupid, see you cant do that when your community is literal dogshit, cause people like you, complain :)

    Why cant they fix it? Just because I complain about something that very clearly needs attention the devs lose all ability to fix stuff? Damn, if I had known that a forum post stopped devs from working I wouldn't be here, my bad.


    lmao what even is that argument it makes absolutely no sense

  • Ive seen gens pop in under 30 seconds before. Otzdarva has a video of someone popping a gen in 17 seconds. This is usually a combo of prove thyself, an offering to spawn with teammates and brand new parts. It is very annoying to go against but I really dont know how it can be fixed. Brand new parts should be very low on the priority list as on their own, they arent that powerful when you compare them to keys and moris. Prove thyself could definitly do with a nerf. When I play survivor and I get on a gen with someone with prove thyself it feels dirty how fast that generator is being repaired. People who play like this really just want to get out of the game as fast as possible and for that I am thankful. At least if they are going to play like that, the game wont take too long to finish.

  • 6 hours isnt really something ive ever seen, but I agree it needs a rework. Personally, whenever someone in my house uses the microwave my wifi would temporarily cut out for a few seconds, just enough for me to get kicked from a game of dead by daylight. This made it almost impossible to play for long sittings as I would just go crazy, but at least I could jump back into a game. Now, not only do I get kicked from the game, I get another 5 minute cooldown and lose not one but two pips. Idk why the game decides that because my wifi went down that I deserve to lose 2 pips but here we are. I just want a system to be able to distinguish between someone pressing the leave game button and someone losing connection. Surely that isnt too hard to do. I know some people may argue that really angry people will unplug their internet to DC with no penalty but lets be honest, if someone is dedicated enough to unplug their ethernet to DC rather than just angrily pressing "leave game" then they probably were having a really ######### time and dont need it any worse lmao. Perhaps if they consistantly and consecutively disconnect because of their wifi then give a 5 min cooldown but the current system just makes me mad. Im not doing anything wrong why am I being punished?

  • I see ruin and undying as a good thing for survivors. Ruin isnt that good. It regresses generators at half the speed that survivors repair them. Big deal, it may take a little longer if you get found but if your team are good they will save the generator from regressing. Not only is the killer using a fairly bad perk, they are protecting it with another perk slot. This means that the killer has only 2 perks working for them in a chase. Most maps, totems take a minute or two to find all of them. If you arent the type of survivor to "do bones" (like me, I dont do bones against this build because most killers realise that if they run ruin and undying, then they might force people to cleanse all the totems, making noed useless) then it will take around 2 minutes to find a totem. If its not the undying then chances are that you have seen the other totems already and know which ones are not the undying if you see another hex totem. its not a good combo and doesnt need a nerf. Killer who run it just need to experiment with other perks and to stop following misguided metas. Put on Pop, its 10x better for half the perk slots, and its there all game.

  • Dragons grip is actually an underrated perk. The amount of times I've used it and left a gen and a unban evasion claudette appears seconds later to fix the gen and giving me a free down is amazing. I would honestly chose it over ruin now. And yes, I know the game was very survivor sided back in the day, but that is exactly that. Back in the day. It isnt anymore. Yes its a 4v1 but the killer, if smart at all, has an advantage. The meta killer perks are very powerful at controlling multiple aspects of the game, like pop, you are encouraged to get fast hooks for a handsom reward of a crazy 25% generator damage. Most of the survivor meta perks really only work well for the individual. Perks like We will make it and borrowed time are good for being altruistic, but they take up a perk slot that will be needed to last long against a good killer who knows how to use their power. The bottom line is that the game is more balanced than it was "back in the day" but its moved from survivor sided to killer sided. Now, killers have the ability to absolutely ruin someones game with very little punishment by tunnelling, camping and all those other scummy playstyles. Killers have perks like noed which can just steal a win that they didnt deserve. Survivors don't have a perk that can win them the game without any skill (with the exception of DS and Unbreakable combined together. Theres no skill in that.) Maybe if survivors had a perk that could break all hooks on the map in the endgame until the killer finds a totem or something it would be fair, but thats just absurd, just like noed. Anything that survivors have that can ruin the game for killers gets taken away (brand new parts, infinites, insta heals, the list goes on and all these things absolutely needed a nerf) but killers still have moris. Killers still have noed. Killers can face camp and still win the game if the survivors try to save their friends. I don't think its possible to argue that killers have it worse than survivors do.

  • I think you are missing the point here. Yes, you get bloodpoints for hooking people but that is not what I am talking about at all here. Im talking about the 2500 bloodpoints from the No One Escaped scoring event. This, with BBQ and a survivor pudding is 7500 bloodpoints, even more if someone else brings BPS or a Ghastly. I think everyone can agree that the terms of a loss for a killer is having all the generators repaired, the exit gates powered and multiple survivors leaving through the exit gates. When I have a game where I have killed 3 people and hooked the last survivor at least once and in that time they have repaired only 2 or so generators and they still escape through the hatch because they were lucky and found it first, its kinda annoying. Obviously I am playing the game to have fun but bloodpoints help in that. 7500 bloodpoints can contribute fairly heavily to the bloodweb, affording some game changing addons or two fairly mediocre but welcome items too. Losing that because a survivor got lucky kinda sucks. So why not give a slightly lower amount of bloodpoints for a hatch escape while still rewarding the killer for a good game? Survivors get bloodpoints for escaping through the hatch despite not deserving it while the killer is left with nothing. I really don't see a reason why this isnt a good idea. It doesnt hurt survivors in any way. It help killers outside of the game, not giving any actual in game advantage. It also opens the possibility for more killers to give survivors hatch. I've had many games where I have seen a decent survivor on a bad team and I have considered giving them hatch, but since I'm playing a killer which struggles to max out the deviousness category I kinda want the bloodpoints. I outplayed them, I deserve the points. However, if there was a compromise with this addition of the 1500 bloodpoints I may feel more inclined to give this survivor hatch. This idea is a win win however you see it. Killers still wont like the hatch, but it will make them hate it less. This affects absolutely nobody negatively, so why argue against it?

  • Ive had a bit of use out of them, like when a 4 man swf joins and Im 90% sure that one of them is gonna bring a map offering I can throw on a sac ward and avoid it, and when im in a swf and they threaten me with a jigsaw piece as a joke and I can avoid it with a sac ward its kinda fun but it is really not a great offering.

  • @UMCorian said:

    DS, DH, SB, UB, BT. SC.

    Basically, if you run even one of those, you forfeit your right to talk about a killer's build. Period.

    EDIT: Well, OK, you can still make a cheeky comment about NOED. But just 1. And it better be followed by "lol gg"

    lmao this actually made me laugh. There are scum builds in this game. DS and Unbreakable are dirty when combined together, but because I use dead hard and borrowed time I have no right to talk about killer builds? Sorry but you are insane lmao. Dead hard works once per game to avoid a hit, if that. Good killers expect a dead hard and wait it out. I use dead hard to make a little extra distance to maybe make it to a window to extent a chase a little bit. In no way is this a scummy perk. Borrowed time is a camping counter. Its not scummy at all. If it needs to be used then the killer is scummy for camping. if someone uses it in your face then they werent scummy, they were stupid. They are jsut gaurenteeing that either themselves or the person they just saved will get chased. Its a much better idea to wait for the killer to leave and save and not need the perk at all. I bring it as a safety precaution against scummy killers, not to be toxic. DS is a rough perk, and it does need a change ill agree there, but sometimes people do use it because they get tunnelled a lot and they mean no harm by it. Sprint Burst? For real? Okay, that perk gets you 5 seconds of haste and you have to walk everywhere to not waste it. Its good when it works but you waste so much time walking everywhere its hard to call it scummy. Im assuming SC means spine chill. Thats just absurd lmao. Spine chill is an info perk. You know if the killer is looking at you. So what? most killers have a terror radius so you know they are coming anyway with the heartbeat getting louder. Sure its annoying playing ghostface or mikey but really its not that bad. If SC means self care then you are abolutely insane lmao. Self care takes 30 seconds for a heal, even longer against sloppy butcher or mangled addons (which are very common on a lot of killers so if you reeaallly struggle against self care (lmao #########) then put on one of them.) It has its moments, especially with very independent survivors (namely no0b3), but more often than not it works in the killers favour more than the survivor. That survivor is spending 30s in the corner healing instead of being productive, giving you, the killer, loads of time to chase someone else or regress the generator they were working on. Self care is one of the weakest perks in the game. People just need to find their team or bring a medkit. The fact that you think self care is overpowered really gives you no credibility at all lmao. Anyways, thats my rant on self care over, onto unbreakable. Unbreakable is an amzing perk, but its annoying to play against. But thats all. Its annoying. An easy counter to this is just to pick them up. Its not that hard. Most games I play I see at least someone run unbreakable and around 80% of the time they dont get to use it. I still 4K, theres no need to have 4 people slugged.

    So yeah, just because I run dead hard and borrowed time doesnt mean I cant get mad at killers who bring moris, noed, insidious, iri heads and other ridiculously unhealthy perks/offerings/addons, winning the game with zero skill. I'm not gonna say "lol gg" to any of that because its not a gg, its ridiculous. You really are an entitled killer if you think every single decent perk for survivor is toxic. Would you rather I ran no mither, self care, diversion and buckle up? Grow up mate, people are actually trying to enjoy the game the way it was intended to be played unlike killers like you who clearly use ######### addons and perks just to give you an easy 4k. Hopefully this opens your eyes a little, maybe you need to play some survivor to really understand what your on about.

  • Yeah solo queue kindred is probs one of the best perks. You just cant trust people to cone for you anymore lmao. If i get potato survivors in my solo games I try to carry by getting a long chase, and while I do consider myself fairly experienced in chases, my build really helps to get the chases to last even longer if I exhaust most of the loops around me. Then if that fails I can save the lil potatoes with borrowed time cus the amount of campers I see is a real shame tbh

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689694#Comment_1689694

    Problem is we dont look at the data, So we dont know the priorities.

    Also Clowns Power is next in line for updating/changes, Why because the data indicate he is performing poorest.

    Even tho I main Clown and get 4K every game :P Hes so easy and powerful, hopefully ill be even stronger now.

    Trapper performs well enough for now. I have heard, so its all a numbers game.

    Also, You gotta learn by now, the Cosmetics Team does not do Killer Changes or re-balancing. ok?

    If you are getting 4Ks every game as clown im scared to see you playing freddy lmao. Clowns chase power is strong but hes general map pressure isnt the best. Im no professional though I main mikey and deathslinger

  • @D_1031 said:

    I don't know what the problem is, but this thing with the mouse is probably the worst. I could have annihilated so many of them if my mouse would WORK. But it doesn't. Again, this only happens when being close enough to hit survivors. I played about 10 rounds yesterday, nevermind the long wait times, I just have to go look at other things while it happens, just to get survivors with all the capability in the world and lose every single round. In order to keep a what was left of my sanity, I had to see how many blood points I could get with attacks and hookings, because I knew I wouldn't get anyone. I think after those 10 rounds I got about 4 people spread out. The most I got was two people in one round. Again, this is AFTER the 10 losing consecutively.

    So I didn't have much of a problem with doctor. I got him up to level 50 prestige III not much of a problem. I've had serious issues using Michael recently, he's just now Prestige II and it's almost impossible to get Blood Points.

    If I am not ready for my level I need to know why. I heard somewhere one time that when you get to a certain level, you are pitted against the most advanced people. I don't know if that only applied to killer or survivor too, it was a long time ago, not sure if it was ever fixed, but it doesn't seem like it at all.

    I've tried stalking and it's everything I can to get to level II, and by then, only 2 gens left, no matter if I stalk gens and stalk different survivors, it's like every round, EVERY TIME, THEY ALL KNOW EVERYTHING.

    So without losing my mind, I just have to again, see what BP I get, which at this rate, if I played 3 hours a day, I might get him up to Prestige III level 50 in about 3 months. If I'm lucky.

    Also, you guys are going to have to use full names of Perks instead of initials, I admit I don't know them all. I will give this game a try but I can't seem to find any youtube videos on how to catch advanced survivors. It has driven me insane, and the way I see it, this is like a gambling game or a slot machine, where your only real motivation is to alleviate your aggravation by getting one last good round, then when it happens, back to a losing streak. It's not even about a win. It's about manipulating your aggravation to keep you hooked. No pun intended but there it is.

    If you want vidoes on how to play killer effectively then my number one suggestion would be Otzdarva on youtube and twitch. His vidoes are half educational and half showing funny games he gets on stream. He has an encyclopedic knowledge of the game and he is very good at teaching it too. Just know that he is an exceptionall good killer, and a lot of the plays he makes took him hundreds, even thousands of hours to master. But trust me, watching some of his vidoes and actually listening to what he has to say will make you a better killer. Just make sure that your build is good and you arent relying on overpowered addons, as they will get you nowhere.

    So yeah, I understand your frustrations, survivors can be reall dicks sometimes but they are just playing the game. While the game does have crazy problems with balance with moris, keys, op addons etc existing, the base game is actually fairly balanced and a system which would slow down survivors when they are injured would make it very unfun for survivors.

  • lmao drunk survivors, I want to see that. Redheads pinky finger can ######### off tho, if clown is getting a rework then that addon has got to go lmao

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1689721#Comment_1689721

    Well, yeah honestly. But I am an optimist and believe that the devs will eventually get to the community.

    I hope you are right

  • The build is good for a specific play style. It's nice that you shared it so that newer players have something to go off of. Just know that if you are new this build wont work for every situation. There is no build that works for every situation though, and this build is great for getting the game done and doing your best to secure a win. However, if you want to last long in chases this build won't do much for you. My personal build that I use as a base build is Dead Hard, Borrowed Time, Iron Will and Windows of Opportunity. Ive spent hundreds of hours fine tuning it though making sure that it works best for my play style. It allows me to mind game while injured, make chases last longer with dead hard and I can find extra loops too with windows. Borrowed time is used frequently as I usually run in after anyone is hooked in the endgame and get them out with it.

    So yeah, U want a build, that build is a nice start, and just fine tune it with other perks you want to try until you find the build that suits you best. <3

  • bruh just play hag


    jk I agree its fairly annoying

  • Lmao I hardly know what a positive change is with this game anymore, they are so rare xD

  • Its been an idea since the very beginning, but like every idea that came from the community, it got ignored. This page on the forum only exists for people to vent their rage at how bad the devs are lmao. Hopefully one day someone who actually listens to us will reach the high ranks of BHVR and implement something like this but until then, MCote will ignore this sadly.


  • I think its more like a forced slow vault on pallets

  • lmao devs 100% favour killers over survivors. The last positive change to survivor was an ancient bug affecting their movement after being unhooked and that was a while ago too. Since then, its just been a buff to bubba, a change to billy which IMO, makes him not weaker or stronger, just a different killer, they are changing pyramid head, they add blight and felix, blight with the amazing perk Hex: Undying which is probs one of the most common perks now with ruin, while felix gets visionary...

    I see your frustration, losing the Billy you once loved, but trust me... Billy is not a bad killer now.


    Plus his music is ######### amazing

  • @Emeal said:

    You do know that there is a community member for every possible critique? They cant just grant when people want whatever.

    They do listen and they hear us wide and clear, Problem is, They have to base their changes on facts according to the data and statistics.

    Its kinda funny to read your post, because you ask BHVR to take the "best" perk ideas, but that is subjective.

    Surely you understand the subjectivity here?

    I get your point here but the most frustrating part of BHVR is that they listen to the minority. They fix the small and easy problems and call it a day, completely ignoring the things that every single player complains about, like moris and keys, trapper's ability to only carry one trap by default, clowns completely ass power, decisive strike being the worst possible method of anti-tunneling ever, the list goes on and they do nothing about it. But hey, cosmetics everyone!!!!

  • I think an easy buff would be a quicker reload time, like 2 or 3 seconds and more bottles which persist a bit longer. There aren't many buffs that clown can get to make him a good killer without a total rework imo. He has absolutely no map pressure, he just makes loops shorter. Even then, survivors just throw down the pallet earlier and move on to the next. If the clown dedicates then they lose the game cus everyone else is doing gens. A clown against any good survivors is basically ######### from the get go. But yeah, i'm all for clown getting a buff to reload speeds and bottle caps cus lets be honest, survivors and killers alike can agree clown is complete ass lmao.

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