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Marik13

Marik13

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  • @SoapNSpook said:

    https://forum.deadbydaylight.com/en/discussion/comment/2267646#Comment_2267646

    Have you actually ever played against Legions who know how to use the ability correctly or..?

    I -PLAY- Legion! So I have a decent bit of knowledge on this killer. This killer isn't even a B-tier killer, hell in most tier lists he's barely a C-tier and usually on the bottom. Again, bad troll 1/10. Do better.

  • Dangit, who keeps knocking down the sign in these threads? Can you quit it?!

    *Picks up and re-hangs sign* There we go. Better.


    image.png


  • You know, if Sluzzy spent as much time getting better at the game as they do crying about it, they might actually find out how to counter all these things.


    (Yes I'm aware Sluzzy is a troll)

  • @Pulsar said:

    It is not on.

    Thank you!

  • I don't like playing survivor, so Nemesis it is! Gonna share my love for that tentacle hentai all throughout the realm of the Entity!

  • I had the funny image in my head of a Meg wearing Victor on her head as a hat, just gnawing on her scalp as she tries to heal a Feng who just looks at both of them, trying to contemplate her life the choices that led to this moment.

  • It's cus Bubba is a better version of Hillbilly. I dunno, that's what I think anyway.

  • Happened to me last month. The servers took a massive ######### and dc'd me literally right as the last survivor was in animation being sacrificed on hook and right before we went to the end game screen it dc'd me. I got the penalty, lost my items, and didn't get my BP from getting a 4k with a pudding offering used. I was beyond pissed. More so cus I lost my last pudding and add-ons...

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263501#Comment_2263501

    I believe OP has a point, but we have to address other issues before we worry about taking Victor Hostage.

    However, let's just pretend in a perfect world they solved the twins and the only thing they have left is to fix Victor Hostage situations.

    Here's how I'd do this:

    • When Victor is attached, the healthy survivor will become injured and be deep wounded.
    • Every so often for as long as Victor remains attached, the survivor will receive a skill check. Failing the skill check will remove a small portion of the deep wound meter.
    • The longer Victor stays on, the skill checks become more difficult and it will be more penalizing to miss a skill check.

    Would this be unique? Yes, this makes Victor extremely dangerous during a chase if he's attached because survivors will have to manage skill checks and avoiding the killer simultaneously. This wouldn't destroy newer players because they will likely remove him before the skill checks get anywhere close to veteran level.

    Oooooh I like this idea a lot actually.


    Right now when I play Twins though I just use Victor to secure my kills and to scout out certain areas as my little aura totem. So I'll go and lumber around as Charlotte and whack a survivor, then when they run off I sic Victor at them to secure the down since he can hound them and catch up pretty damn quickly. He's my little attack gremlin.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263016#Comment_2263016

    Pretty much this.

    For me personally I also include those who don't change how they play or their build, they expect the devs or other players to change things to fit their playstyle or preference. Like, they don even try to see if its actually too much.

    Shamers can fall into this category. Like use one of the many base-kit, perks, or item counters to something? Nah lets shame the killer for a it and not change our playstyle at all because obviously it can't be our fault. Things like BBQ or totems (NoED) are some common examples.

    There's a difference between criticizing something because its too much/strong and being upset because its not what you want or you don't like it and trying to push that on others.

    They only care about their own fun and expect others to conform and if they don't they try to make them, shaming or otherwise. How dare anyone ask them to change anything, everyone/everything else must change for them. That type of attitude.

    Its a bit of a case by case thing, because if something is too much (like Spirit) it should be called out. But complaining because you can't be bothered to find totems or use anything to help is another story.

    If I had a dollar for every time survivors trash talked me for using NOED "you'll never be a good killer if you have to use crutch perks like that" says the survivor running DS, DH, Adrenaline, and any other combination of these perks. Like NOED really sets people off, especially if you do 3 or 4k them. It's funny cus when I do run NOED it's usually because I'm playing either one of my lower level killers, like level 15 or something, or other one of my killers who literally have no other good perks to use. Sometimes the killer I play is both of these lol. I tell them, ######### do you want me to do? Do you want me to not use NOED and run Deerstalker or Iron Grip and handicap myself more just so you can feel good? Sorry but I would like to win as well.


    Don't blame me that the bloodweb was crap and decided to give me literally every general perk in the game instead of the better ones that I could and want to use.

  • I immediately bought the SAW pack so I could play as Amanda. I'm a huge fan of the SAW series and when I saw that I have the chance to play a character from one of my favorite horror movies, I just had to take it.


    First survivor for me, was Bill. Left 4 Dead was one of my favorite games back in the day that me and my friends would play when he go over and hang out at each other's houses. I had forgotten that Bill was in this game and when I did see him in the character select screen I was pleasantly surprised and happy to see him again after years of Left 4 Dead being essentially dead (thanks Valve). So yeah, Bill was my first survivor.

  • Exactly. Maybe that's why they think it's a negative thing? I dunno.

  • @CapricornZeus3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263011#Comment_2263011

    Or maybe I just wanted to bring an iri mori and iri add ons cause I have access to them, is that so wrong?

    The real question is, why does this person still consider moris to be a negative thing? Maybe I use them because I just like seeing the kill animations? I mean I still have to get you to death hook for me to use it, at which point hook or mori, you're still dead.

  • @fogdonkey said:

    It is too late to think about major changes at this point.

    Until they decide to do a Freddy style overhaul on him in three years lol

  • Legion: "Allow us to show you our new power. Gun."

  • @ryzen0849 said:

    Entitled survivors are ones that expect the killer to hold their hand and ignore bad plays. A survivor went and called me a terrible killer because I tunneled the weak link and that I should learn to play better.

    This is the only game I've seen where one side actually expects the other to be a complete doormat. I am thoroughly convinced that many just want to farm or do m1 simulator instead of play the game.

    Literally had a Bill in one game that would continue to pop up in front of me everywhere I would patrol. I mean I hooked him twice but like not even 30 seconds later I round a separate corner and there he is, still wounded and just ran right in to me. I felt bad cus it's like dude, I'm trying real bad not to tunnel you but you're making this extremely difficult for me lol.

  • @TheDarkTyrant said:

    As a HUGE RE fan this new killer shocked me in a bad way. While its still fun I wanted to be able to play as Nemesis but he just hotly dumped on for the 4th time in a row. One of my favorite video game villains is just getting abused in every recent version. In RE3 Remake he wasn't as cool as Mr. X, in REsistance he's the worst BOW unless you have 1 very specific move equipped, in RE: Verse he's just goofy looking and now in DBD he's not even who he is supposed to be. It just makes me sad to see this happening again and out of those 4 this one is by far the worst one for me. His mori is also HORRIBLE. Why wasn't his mori at least the kill on Brad in the original RE3 mixed with the remake kill? And half of his power, the zombies could easily have been replaced so I can play as THE Nemesis. Not A Nemesis. Having a character that's means a lot to you butchered like this over and over and so frequently really feels horrible. He's not even that good. WHERE IS HIS ICONIC RUNNING. I didn't expect him to be exactly like his RE3 Remake version. I expected to still feel like I'm playing Nemesis. This character could have easily been someone else with some animation changes of course. Like Lisa Trevor, she had tentacles. None of this makes you feel like Nemesis. I just feel like Mr. X but with a tentacle which some people might say he is just that but no Nemesis is so much more. Please don't end up releasing something that doesn't feel like him.

    I mean...in the lore that is EXACTLY what he is, a mutated version of a T-103 Tyrant (AKA the Mr. X models) that was implanted with one of the NE-α parasites, which made them actually self aware to the point where the only known TWO Nemesis tyrants that were ever made began to develop an ego of sorts as a part of their self awareness, increased intelligence, and better capacity to learn and adapt. It's ability to learn and adapt is what made the Nemesis Tyrant better than Mr. X because it was able to be a better hunter and more efficient killer. Other than the tentacles and increased brain function, Nemesis is very literally the same thing as Mr. X.

  • Imo, entitled survivors are the ones who think along the lines of "I've just been unhooked, and I'm gonna run in the direction that the killer is in, and he's not allowed to touch and re-hook me cus then he'd be tunneling. He should just let me heal in front of him and get away." That, is an entitled survivor. Someone who thinks that I should give them a free pass because they played stupid.


    Now as for entitled killers. They're the ones who think that they're always entitled to getting 4Ks. "Survivors are not allowed to run DH and DS. That's too many second chance perks that allow them to get away. If they didn't run those then I'd have gotten the 4K! Wow this survivor looped me for three minutes. If it wasn't for all these god pallets in my way I would have downed them already."


    Basically you're entitled if you think that the other side should go easy on you and not capitalize off of your mistakes to win. If you play bad and play dumb, then you deserve to lose. The other side shouldn't coddle you. It's a killer's job to kill, and a survivor's job to survive. Both sides have cheap tactics that they can use, and all of those tactics are valid and can be countered in game if played correctly.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262635#Comment_2262635

    In fairness, a high level nurse, spirit, and blight probably wont need the buff since it will be hard to get to end game as the survivor😂...they are the s tier for a reason.

    Oh yeah true but I'm not really taking these three in to account for my example here. Mostly because I view these three as counters themselves to a lot of the issues I mentioned regarding the times. Nurse alone completely destroys my argument, because for the most part she ignores loops and pallets and pretty much everything you can throw at her with both sides being at only base kit with no perks or add-ons. But that being said, reworking an entire structure like this, which would need to see a lot of rework in terms of items and perks across the board anyway, and basing the entire rework structure over just three characters isn't the way to go either. At least not right out the gate. Obviously if it turns out that Nurse just completely ruins survivors even more than what she would normally, even after you balance the time it would take to find the secondary objective along with the time it would take to repair the gens, then yeah I agree she would have to be looked at and fixed so that she'd better fit in to the new rules of the game.

  • Guys guys I mean to be fair, the OP has a point. We need more killers in the game who look as beautiful and pretty as some of the biggest names in horror. You know big name pretty killers like Jason Voorhees, Freddy Krueger, Leatherface, and Pinhead! I mean personally, I don't know about the rest of you, but whenever I look at Freddy in game I just swoon so hard. Nothing more breathtakingly beautiful than burn scars and melted flesh. He truly is the man of my dreams. Oh and don't get me started on Jason. The more rotted he became in the movies the more I fantasized about holding hands with him at his camp. I know I know, how scandalous!

  • @Cinderblock said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262715#Comment_2262715

    Although a killer has a couple different methods of slowdown. Slugging is one option, and another is just outright tunneling. Of course, those are no fun, but they still keep survivors off generators. Basically if someone is on hook, one person is looping, one person is unhooking/healing, and one is either totem hunting or working generators. Totem hunting is kind of important, especially if you start smelling Devour. So, generators can fall by the wayside pretty quickly. Generally not the case against 4man stacks, but that's not always happening.

    I mean that's why I said at base line. Including totems would be adding perks, which for this one guys point he wasn't using. You're right though, slugging is a tactic but no one likes being slugged and left to crawl around just die in 5 minutes. Slugging, imo, is only a valid tactic when you spot multiple survivors that you know you can down fairly quick. If I end up downing say a Dwight and I manage to spot that Blendette hiding in a shrub nearby, then yeah I'm gonna slug the Dwight and go and see if I can also grab that Blendette too. Then the chain will continue if I spot more along my path. Anyway, getting off topic. I agree the killer does have tactics they can use, but so do the survivors. Having someone who is somewhat good at Looping, vaulting, and knows where/when to drop safe pallets on the map, while three others slam out gens. I mean, hell technically you can have two people distract the killer while the other two knock out gens. In 80 secs you can lose two/three gens depending. Whereas, say in that time you've caught the two survivors who were running you. Ok, two gens get done. Survivors have completed 40% of their main objective, whereas the killer in that same time has only accomplished roughly 17% of theirs. In the same amount of time you have one group who is close to halfway accomplishing their goal, whereas the other is close to about a quarter of the way of theirs.


    Again this assuming neither side are using perks and add-ons, and the killer is being run by half the opposing team and catches them in the 80 seconds it took to complete two gens at the same time. This is the disparity that was pointed out more or less and I kinda agree that there should be something added to try and close those numbers just a tad bit that doesn't involve forcing gen times to be raised to ridiculous numbers. That's why I like the idea of borrowing from other similar games like Friday the 13th where they made it so you had to look around and find things like a scavenger hunt in order for them to escape. This could also maybe lead in to a more dynamic way of using DS, as I see some people think it's too weak or something. In Friday the 13th survivors could stun Jason in a similar manner by finding like knives or scissors or something (you get the picture, sharp pointy thing) and be able to pocket it and use it when Jason picks them up. Could maaaaaybe do that? So that DS is baseline but to use it you have to find one of the limited save knives on that spawn on the map.


    Again I have no idea, I'm just throwing stuff at the wall at this point that I think was really well done in other games and seeing if maybe they could apply here to fix some of the problems this game has?

  • @Cinderblock said:

    https://forum.deadbydaylight.com/en/discussion/comment/2262675#Comment_2262675

    Before the first hook happens, there should generally be at least two generators done, I understand that much. As for "killers are being too oppressive" I really don't understand that. You joined a game to try to survive. Either learn to do it or die trying. That said, I don't camp, tunnel, or slug, but I do occasionally get cleaned. Part of the learning process. Giving me free noed won't make me a better player. Shouldn't punish survivors for doing well, and shouldn't punish the killer for them doing well either.

    Oh I agree about the NOED thing, why would you punish the survivors for doing their job and doing it well by making it base kit? Makes no sense.


    That said, I still do think there needs to be a secondary objective though. I remember seeing someone break down the math of how long it takes to do gens at baseline, vs how long it takes to get 12 hooks (I believe they used either an average guesstimation of chases or went with a lower number, or they went with putting 3 survivors on 3 gens, or something like that) and the numbers showed that at base with no add-ons and no perks, gens can be done way quicker than what it would take to get 12 hooks. I'm not saying that doing gens should take forever, but I remember seeing the numbers and thinking, eh those can be a lot better for both sides.

  • @Cinderblock said:

    Where do these sub rank 10 killers get off saying "genrush"? Do you really think the survivors have anything better to do? If you're not applying pressure or taking too long in a chase, they're going to do the only objective they have: generators. Genrushing is just a word to make you feel better about being a bad killer, and I suppose this entire thread is just "I need another crutch as a killer because I'm losing."

    To be fair, for every "survivors are genrushing" thread that exists, we have just as many, if not more threads of "the killers are being too oppressive" threads where they whine about not being able to get gens done fast enough.


    Both sides whine and cry loudly about the main objective of the other side and how "easy" they have it.

  • This is legit the first reworked model that I have seen that makes me think out loud how bad the new one looks in comparison...

    @Elena agreed, damn shame they couldn't just do a copy/paste of Jamie Lee Curtis' face for this. Oh well.

  • As a killer main who does use NOED from time to time (mostly on my killers who are baby levels and/or have no other good/decent perks to use) I don't think this is a good idea. Imagine giving Nurse and Spirit a base kit NOED. Oof...yeah that sounds kinda terrible. Hell as Blight where I use Hex: Devour Hope, making survivors exposed against him is nasty. Nah this would be way too oppressive imo.


    I do however agree that secondary objectives should be something to look at and give survivors. I've said before in the past why not take from what the Friday the 13th game did right and make it so that survivors have to find items randomly hidden around the map before they can work on gens? Perhaps even take that concept and evolve it to where it changes based on the map? For instance, on the junkyard you have to find generator parts before you can start working on gens. In the Oni's map, Yamaoka Estate, maybe make it so that they have to cleanse the area of dark energies by lighting candles spread around the map before they can also work on gens and start to escape. Hell, maybe change the gens themselves, to where the candles clear the entities magic in the level that reveal some sort of dark glowing object (different looking from totems) that work the same as gens, where you work on them but like for the dark objects you're cleansing them which will allow you to open the gates and escape. Essentially just make gen skins is what I'm saying, if you want to theme the secondary objectives to the gens.


    I think doing something like that and finding the right kind of balance between the number of objects you need to find before gens and possibly even looking at gen times too, might be the better way to go about this.

  • As long as we all agree that it ain't Meg.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261152#Comment_2261152

    that's true, if BHVR wanted terminator in the game they could definitely make it work!

    Exactly! I mean hell, look at what they did with Ghostface! Scream wasn't really a horror, so much as a meta take on the horror genre as a whole. But with the Ghostface they have in the game, yeah this guy ain't no Matthew Lillard lol. They could definitely find a way to make a T-800 Terminator work if they wanted it. It's literally a soulless killing machine.

  • I'd say the first Terminator was close enough to horror. Everything else after, eh not really outside of a couple of things from T2.

  • @FrostySeal said:

    I think it'd be pretty awesome to have a Survivor from the distant past, like a cowboy or something else and also have a Killer from the future like a cyborg. Thoughts?

    A cyborg you say? =3 *Cackles in Schwarzenegger*


    image.png


  • @glitchboi said:

    Yeah I'm tired of this shiz man. I hope you got better matches afterward.

    All in all I've had a decent variety of matches tonight. Had some potato survivors, who I usually end up giving them a lot of slack and let them get some chase points and what not and in the end I'll give one of them hatch just cus. Then I've had some sweaty SWF teams who will just trash talk like it's no one's business. But in between I've gotten some decent matches where everyone was around the same rank, between 7-3 when I was around rank 6 or 5. So yeah it's been...interesting to say the least tonight lol.


    This guy was just extremely friggin' salty cus I was playing Myers. Which is weird that he was salty cus he escaped and I chose not to tunnel him at the end cus he had just gotten unhooked and I decided to go for the other person instead. But yeah.

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258400#Comment_2258400

    Funny enough I'm a killer main and have yet to touch the killer side. I played tonight with just one friend and tonight has been the opposite of our past 2 weeks of playing nightly. Neither of us escaped once. We went against a very good spirit, a couple huntress and deathslingers and probably the best nurse I've ever faced. Tonight was challenging and fun. Way better than our daily sessions of both escaping top scorers for 10+ games in a row every night for 2 weeks straight. So from survivor side it's been a lot of fun. I'd call it a success in that department.

    Yeah in between being slingshotted to both ends I've had some fairly decently even matches sprinkled in between where it was mostly purple and reds all around the same level. Tonight has just been a very weird night killer side. Bright side though, I was able to finally hit 40 with Myers and unlock his perks. Now to never touch him again lol.

  • @JediWithASniper said:

    Seriously. If they don’t gather data, they can’t determine if the system will ever work and what needs changing. This game is far more complicated to matchmake than an FPS like COD or whatever. Anyone with half a brain knows that balancing this game is a massively difficult problem. 2 days of data won’t hurt anyone. Just saying.

    Exactly. Besides, I've had matches on both sides of the spectrum tonight. Facing potato survivors and facing sweaty SWF teams. Been slingshotting all over the damn place lol

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2256639#Comment_2256639

    Its a great idea don't get me wrong. But some killers don't actually need the extra time. While other killers are in desperate need of said time.

    Oh yeah I know. That's why I was suggesting that certain perks and stuff would need to be tweaked a bit to balance things out.

  • @Karao_Ke said:

    Yeah, while I do agree the MMR system in place has been terrible thus far, people need to realize that it takes time to improve & shouldn't talk down on others because of it.

    I've definitely gotten my fair-share of braindead survivors and tunnel-vision killers so far. Bound to happen.

    Literally had a SWF trash talk saying how I was a trash killer and "ggez" and insisting I was salty, after all I said was ggs to them. Like yeah, I get it, the matchmaking is a little on the screwed side, but people need to chill.

  • @Mr_K said:

    https://youtu.be/tVlB-ZIAFu0

    Saw this awhile back. Think its a good answer to your question.

    Oh! Yo I have been looking for some interesting lore videos about the DBD characters. Yes thank you, I'll give this guy a look.

  • Omg I actually forgot about the Ghostface from Scary Movie lolol.


    Great now I want a mask cosmetic of this one from that movie. Just imagining his mori in the game with this dumb face when he does the selfie hahaha!

    scary-movie-20-years.png


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257546#Comment_2257546

    I see reactions to his weapon wipe animation and say it's a reference from scream, that might be why

    Yep! In the movies that's how each Ghostface wiped off the blood from their knife in some scenes after stabbing someone.

  • @[Deleted User] said:

    Wait so, the backstory to ghost face is completely original in this game? Even the quotes?

    (i haven't watched scream but i am planning to cause i like ghost face in the game)

    Yep! Ghostface in the movies are all different people and are not related to the one in the game, story included.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2256463#Comment_2256463

    And you can look for the hex while doing gens.

    Locate NOED while doing gens?

    You do know how NOED works, right?

    Also back on to what you were saying about "stoping the timer while the killer is near" what if a survivor was hiding by the hook and the killer KNEW that they were hiding but couldn't do anything about it

    It's the same concept as 'what if the killer gets looped around the hook?'.

    If you get looped that long, or if you spend that much time trying to find a hidden survivor and failing, do you really deserve to win? This is a really killer-centric viewpoint where you believe a killer should have an inalienable right to prevent an unhook, even if the survivor they're facing is outplaying them.

    And ofc I'm gonna say it's an easy strategy to counter because it is.

    That's missing the point.

    https://forum.deadbydaylight.com/en/discussion/comment/2256953#Comment_2256953

    So far, the idea hasn't been very complex. Slow the hook progression if the killer is too close to the hook, unless the killer is in a chase or the fifth gen is done. Shouldn't be too hard to signify either, we have a UI element for the hookstate progression that's visible to both survivor and killers, you can plant the info there.

    And it's not like there's no other unexplained game mechanisms. Bloodlust was never declared in the tutorial, neither is the co-op repair speed penalty. Which is confusing marked with a fast forward icon.

    DOESN'T EVEN STOP A TRUE TOXIC FACE CAMPER

    Here's the thing: Solo play exists. Without coordination and communication, it's actually not unlikely for camping to be effective because the timing is way more narrow than people like to pass it off as. Most campers still secure more than one kill because you can't communicate to teammates that they need to split off onto other gens and rush it out. Even if everyone knows how to handle camping, if they're not fast enough on figuring out that the killer is camping, that's an extra kill. If they don't know about co-op penalties, that's an extra kill. And if the hooked survivor is dead before the fifth gen is done, that could even be a 3-gen due to reckless genrushing.

    People are saying it's very easy to counter, and on an individual level it is. But every single teammate needs to know this too and even then there's some pitfalls that can cost you too much time.

    Yes, there's toxic facecampers that will never be dissuaded. But there's also plenty of campers that do it because, down the line, there's a big bracket of ranks where it is an effective strategy.

    And this also ignores the other aspects of the game that are held in a stranglehold by camping, as mentioned before. Can't slow down gen speeds as long as camping is a thing, after all.

    https://forum.deadbydaylight.com/en/discussion/comment/2257002#Comment_2257002

    it's a tool that is available equally for all players to utilize if they choose to use it.

    That is not an argument that holds water in regards to balance or gameplay design, as it would've allowed old DS as well.

    Again, if all killers were to start camping, the game would be dead within a week.

    Well then it's a good thing that not every killer camps then huh? Kind of because if you go against a team that knows how to counter it, you will lose =). I say this as a killer who does camp out of desperation from time to time depending which way the match is swinging.


    As for what you said about looping killers around hooks. Bruh...you know how many times I will get survivors hanging around me at a hook that jump in and out to try to bait me away from a hook so that one of the other survivors who I see hiding behind a nearby rock, can ninja in behind me and get the unhook? Again what you're proposing has been tested and survivors screwed it up by taking advantage of it. Quit blaming killers for things that aren't their fault.

  • @Satelit said:

    In the end licensing only the mask is a ton easier,also they have the freedom of making original cosmetics for him like the Blighted one,FunWorld seems easy to work with.

    That's fair enough, like I said I was curious if it was ever talked about in the past. Besides, I'm happy that I get the classic costume, so I can pretend to be one of the ones from the movie anyway lol.

  • @Gaffy said:

    I haven't gone against it myself but I imagine spirit but you can see the teenager coming to stab you with zero effort on their part and getting downs with nearly no thought required.

    Wait what? Legion was actually a nightmare to face at some point in the past? O.o


    I am actually curious about this because I really like them and want them to be one of my mains, despite knowing how weak they are in the killer tier list. I just really love their concept as a character and I like that essentially its four characters in one, and they have such diverse customization. Plus I just think they're fun to play in general. But yeah pray tell, what actually made them such a nightmarish force to be reckoned with? I think I remember reading it had something to do with their old special ability right? I have no idea what it did though.

  • @tolore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2255632#Comment_2255632

    So i think the big disconnect here, is that for killers, every solution to camping survivors seem to favor is "make the game worse". NONE of these threads that get popular have solutions that won't hit legitimate non face camping killers, and none of them have solutions for new/bad killers. You have to think like a game dev, you can't just say "let's make the struggle time longer if the killer is near" "ok that's a good point if ANOTHER survivor is in terror radius, or a chase is happening let the meter still go down" "oh okay, if there's a gen close to the hook the killer is protecting let the struggle time still decrease also" etc... by the time you've hit all the abuse cases you have an incredibly complicated rule set for what can be done near hooks. Now you have to MESSAGE this ruleset to players well enough that new players to your game can understand it. Complicated rule set with bad messaging isn't going to stop new killers from face camping, they aren't going to know what they're doing is wrong. Then even experienced killers you need to tell them WHEN what they are doing is increasing hook slow down, but then that's new information too, what if they know X of the cases where they are allowed to be hooked aren't true, and only 1 could be, so now suddenly the killer is alerted to the presence of a close by survivor or something. None of this even mentions the fact that the solution DOESN'T EVEN STOP A TRUE TOXIC FACE CAMPER, unless survivors feel like "spend even longer on first hook then maybe escape in end game collapse if my team mates are altruistic and have BT" is better than "die on first hook"

    I'm picking on the solution because, despite it being tried twice and removed for not working, it's a bad suggestion. All the survivor suggestions come at it from the realm of "make camping literally impossible or PUNISH THE TOXIC SCUM WHO DARE COME NEAR A HOOK SO HARD THEY WOULDN'T DARE". I'm sorry to say those solutions aren't going to work, you have to retain player agency, you can't make the system so convoluted no one(or especially new players) understands exactly what is happening around the hooked player. You HAVE to accept that camping will always be POSSIBLE, the solution to the problem is to build the game in such a way that it's not the best move often, and when it's NOT the best move that the killer A. knows it's not the best move and B. knows enough to try a better move.

    What some of these people don't understand, and you nailed it on the head, is that where there is a will, there is a way. Toxic players will continue to be toxic just for the sake of it, regardless of what the rules say. Meanwhile when camping is actually needed, for instance during the EGC and the killer is trying to secure their first and what could be their only kill in the game near the end and not trying to be toxic, you're then punishing them for trying to complete their one and only objective which is to kill.


    Camping is an annoying strategy, yes I agree. Anyone who has played any kind of online PvP game has experienced this in one form or another. But again sometimes it is a strategy that needs to be used. Snipers in FPS games for instance, are some of the most frustrating people to face against, especially if they're really good at calling their shots. But it's the strategy that best suits them. Running and gunning with a sniper rifle in most games isn't really the most optimal thing you can do 9.9/10 times. But like in DBD, in those games it's something that they are able to do that are within the confines of the rules. It's not hacking, it's not cheating, it's not exploiting a bug that breaks the game, it's a tool that is available equally for all players to utilize if they choose to use it. You can't really put a ban on something like that.

  • @Friendly117 said:

    I'm MOST LIKELY going to get told that I'm dumb and I should get good because apparently that's all some of the killer mains can come up with in the English vocabulary. But enough banter. Here is my idea.

    Idea: Turn off RNG for pallets only.

    Result: Gets rid of empty spaces/dead zones. Both teams get to know where all the pallets are and can determine how to play around it. Gives a great learning curve for both teams to know the map more. Survivors can have a more enjoyable experience (Mainly pointing that towards those that just come back or are new to the game).

    I don't think this is a good idea at all. Aside from making games feel much like the same and boring, I can see something like that being abused really easily.


    Think of this. Imagine that all loops and pallets are exactly the same like you said. Ok. All you're going to do is give setup and ambush killers a hell of a buff. Imagine trying to go to the spot where you know the strongest loop is going to be. What's to stop a Trapper or Hag from just bombarding the area with their traps? Suddenly the strongest area available for survivors to loop and drop god pallets, becomes a literal death zone cus of killers like that.


    Having that element of randomness I think is good for both sides. Prevents the whole standard memorization of loops and pallets and counters and all that. Yes right now we have basic go to strategies for traps and what not like killer shack for instance. But having everything spawn in the same spots or even in the same patterns on different areas of the map would only make this so much worse.

  • I'm guessing right now there's going to be a lot of imbalanced matchmaking until whatever system they have active right now collects enough data to be able to put people in the correct spots. At least that's the only thing that really makes sense cus I mean, it's not like the system went live with all the data already pre-emptively collected. Give it a bit of time for it to figure things out and just think of this as being an early rank reset.

  • I mean they could just tie the cosmetic look of the secondary weapons (hatchets, chhatchet, Victor, etc) to the main body of the skin or even to the main weapon cosmetics. It's funny cus there are skins where I do think that the secondary weapons should be changed. The legendary skins for Trapper and Oni (Krampus and the Minotaur) where the trappers traps should've looked more festive to match the skin, and with Oni give him something else like a giant club or hell a maybe giant femur or something that would make more sense for the skin other than the kanabo.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/255922/again-matchmaking-things

    Here's my thoughts. Enjoy getting matched up against them. Why ? Because it's good experience. The better survivors you face. The better you'll be as a killer

    HAHAHAHAHAHAHA- no. That's not always going to be the case. There's a difference between having a challenge and then being completely rolled in a match.


    I use my own personal experience as an example from this one match. I went and played as Pig and got matched against a 4 man rank 1 SWF death squad where they literally spent a good 15 minutes just bullying me around. There was nothing I could at all. They would all rush me, run circles, swap out after I'd hit one, go heal, then jump back in to the running. They'd coordinate flashlights, not for saves, but just to screw with me or I guess so that one of their guys who I'd hit in that loop can go run off and get healed and then come back. That match was a literal nightmare to play. The match ended when like one of their guys disappeared to go slame gens while the other three kept screwing with me. At the end, they all left except for one guy. He stayed and still managed to avoid me, going to one of those big god loops that I would never catch them at, and then died to the end game timer, giving me the pity kill. Yeah, they even made sure that the pity kill they gave me was out of my hands.


    In a match like that I learned absolutely nothing. At the time I was barely a month in to playing this game and there is a lot that I didn't (hell I still don't) understand in this game. Granted I've only been playing for two months now, so yes this was last month that this happened to me. But in a match like that where I had absolutely no control of any aspect of the match, and the coordinated survivors had the game firmly in their control, again to the point where even they made sure that the pity kill they gave me was not done by my own hand, I struggle to see what I could've walked away learning from there other than SWF death squads are OP as hell and matchmaking sucks ass.

  • So serious question regarding secondary objectives, and I see this pop up a lot from time to time as a solution. In the Friday the 13th game the survivors have to be sneaky and avoid Jason while collecting items in order to help them escape. I do find it kinda funny that every survivor knows how to just fix a generator willy nilly. So would something like this be a way to go, where items (gas cans, wires, gears, etc) are randomly hidden throughout the map and the survivors need to collect them before they can start working on gens?


    Obviously there would need to be a balance between the gen items and maybe the number of gens that they'd need to fix. Don't want to make it impossible for the survivors to not even get 1 gen done, forcing them to spend an insane amount of time to go on their easter egg hunt while the killer just butchers them. I think something like this would be a cool idea, and I'd say that yeah obviously something like this would also need a rework of some perks too. Maybe something like this could even make some of the more useless perks that no one uses on both sides, seem more appealing to use as well?

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2254426#Comment_2254426

    That's more an issue with hit validation, I could say the same about being stunned by pallets, it's something they really need to refine and a different issue entirely.

    Oh god yeah, the pallet situation has been annoying me too. I'll end up stopping in mid chase cus I know the pallet hit is coming and I'll still get smacked from 10 feet away lol

  • @Jarol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2254278#Comment_2254278

    It would be nice actually, but I would not see it as skin since the corpse in the bathroom is Lawrence Gordon himself, it would be strange to see.

    You know, it is kinda weird to see Gordon in the bathroom, especially since he's still alive at the end of the 7th movie and turns out to actually be one of Jigsaw's apprentices (or John's most valuable asset, as he puts it).

  • Don't get me wrong it's a unique idea overall, but I just don't really see the need to add yet another way to make escaping easier on top of there already being a better version of this perk with help locating the hatch. Plus I mean, we already have some survivors who will literally do nothing and let their teammates die off just so they can nab the escape via Last Survivor. All this would do is encourage more of that.

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