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Marik13

Marik13

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Marik13
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  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2254420#Comment_2254420

    I fully understand your concern here, and it’s because I was unclear in my description. I’ve edited the original post in order to clarify that this only affects the lights, but not the opening progress for the gates. It’s simply to make it harder for the killer to determine which gate you’re working on.

    Eh, I dunno. Confusing the killer and making his job harder, after he already had to work to kill 3 other survivors still feels like you're punishing him for doing his job. Especially by removing scratch marks near the gates too, and since like I said the gates are usually a good distance away from each other anyway, already making it hard to close distance between the two while patrolling most of the time. I just don't feel like this is necessary, especially with keys, maps, and Last Survivor already being in the game.

  • The Leatherface one is probably the worst one on here next to Freddy. You can't have his ability not work next to a survivor cus then all that's gonna do is encourage survivors to just mindlessly rush hooks around him.


    The Freddy thing is weird too cus you're denying his only useful power with the condition that he gets hooks. I say his only useful one cus I mean the snares slow half the time feels like it does nothing and lawl fake pallets. You can already get a head start away from him too when he starts to port to a gen and if he ports to the wrong one, then he's kinda boned. Plus his teleport already has a decently sized CD as it is.


    Notifying survivors of Hag traps kinda defeats the whole purpose of, you know laying traps doesn't it? Plus they're already easy enough to get by if you crouch walk or hit them with a flashlight.


    And I'd say no to Deathslinger's as well in regards to him being unable to attack and lowering his movement speed if he cancels his aim. His movement speed already is lowered when he aims, it doesn't make sense to make him slow and prevent him from attacking if he no longer has a clear shot.


    The others...I don't really know enough about to really say one thing or the other to be honest.

  • The only change I want right now with Head On as a killer, is to have it not stun me from across the damn room. I don't know if the range on it is bugged out currently or what, but I've been having some games recently where that thing stuns when I'm not even close to the lockers x.x

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2254333#Comment_2254333

    At first may seem that way, but it’s essentially Left Behind for gates. It’ll really only be important when you’re the last survivor and the hatch has been closed. Since you can’t know if that’ll be the case before the match starts, you’ll have to gamble by giving up a different perk just.

    Because it’s so situational, I doubt this would really get that much more use than Left Behind. Still, it could be the difference between life and death at the end!

    Killer can counterplay with Whispers, so nothing is guaranteed.

    I'm still gonna say this isn't really needed and still comes across as OP. Why would you automatically open both doors and hide scratch marks to make it easier to escape? All this does is essentially punish the killer for doing his job of killing everyone and giving the last guy (who could've been that one toxic survivor who spends the majority of the game hiding in a locker and letting his teammates die) a free win. That doesn't seem fair to punish one side for doing his job and potentially rewarding the other side for just waiting it out.


    Besides something like this is not really needed since the gates are usually spaced a good distance apart from each other anyway. I've actually had 3Ks end this way where the last survivor is a sneaky little bastard and will manage to open one of the gates just as I get there and then escape right in front of me. I'm not complaining either. In cases like that it's a very well deserved win. They outplayed me and waited for the perfect timing so good on them.

  • And I have never basement camped as a Bubba before, what do you know lol. To be honest I'm not even really tempted to give it a try either. I personally like re-enacting scenes from the movies where Leatherface is screaming like a maniac and chasing down people in a field somewhere, swinging his chainsaw around lol.


    Now if I'm being honest here, I ain't no saint and I will admit that yes I have face camped hooks before. Athough usually it's during the EGC and I haven't had any kills or barely any hooks. At that point it's just desperation time for me lol.

  • Oh yeah so do I, especially if they see that the Bubba is waddling towards the basement with one of their buddies. Yeah at that point I don't blame them lol.

  • This...seems very broken....

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2254316#Comment_2254316

    It's been a long while since someone in my matches DC'd against a spirit but I imagine it happens all the time in the game.

    From the sounds of it, I hear Blight, Nurse, Spirit, Bubba, and the occasional Wraith seem to be the DC flavors of this month.

  • "And i dont think it just me, Doctor have most DC games of any killers. Play him for a while, you will see for yourself."


    Boy howdy, just wait until you start seeing Spirits in every game!

  • I liked the idea someone else brought up where they lower the base kick % you get from pop and lower the regression rate of Ruin but in return the killers will now get a small % of gen damage to their initial kicks before it starts to regress. That at least would help stop gen tappers, which to me is probably the most annoying thing in the game right now. Makes no sense that I have to do a full animation to just start regressing gen progression, but survivors while in mid chase can just tap it and stop the regression while barely losing any distance from me.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2254172#Comment_2254172

    Technically Amanda is already wearing this clothing in the game.


    Not really though... The leather jacket is what she wore in SAW III during the flashback of her fighting Matthews in the tunnels. Hoffman's jacket is completely different.

    Screenshot_20210608-155842_Chrome.jpg


  • Oh! Dang it, who took down the sign?


    *Sighs and hangs the sign back up on the wall*

    107320-full.jpg


  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252145#Comment_2252145

    technically the entity can, but at that point why even pick John? If the character of john is not present, why would we care?

    Which is why people complain about the freddy remake, just doesn't feel like freddy.

    too extreme? the one responsible for this?

    https://www.youtube.com/watch?v=nTJMbmiUCWY

    nah... she already believe everyone deserved to die.

    https://www.youtube.com/watch?v=sSqXnUSppp8

    the entity just removed the hesitation

    @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251926#Comment_2251926

    John Kramer wasn't really a killer tho. He give everyone a choice to either survive or die. If anything he would be a survivor not a killer. Amanda made her traps unwinnable to the point john was testing her in part 3.

    All fair points. So what about using another character as a legendary skin for Pig, what about using Mark Hoffman? I mean the dude is clearly a psychopath, and he actually trained under Jigsaw before Amanda came in to the picture. He's also shown in the movies wearing the pig mask as well and clearly he has no issues murdering people with his own hands. I mean just look at his body count in SAW 7. The dude went and single handedly killed an entire police station from some random lawyer to even the coroner. Hell, unlike both John and Amanda, he's actually gotten a kill with the reverse bear trap too. He got the head pop off of John's wife at the end of SAW 7.

    Agent-Strahm-saw-12411603-500-411.jpg


    In terms of design it wouldn't be too hard. Just him in a black jacket like this. Oooh and if they wanted to put a survivor legendary for Tapp, they could pick between Jill Tuck or Agent Strahm, since Hoffman had rivalries with both of them as well. What do you guys think?

  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253301#Comment_2253301

    The James March skin is a good idea, the only reason I went with Dr Arden is obviously because they're both Doctors, but James being a Legendary skin for Doctor isn't that bad.

    Yeah but the legendary skin doesn't have to be a doctor as well in order to match. Unless if the Look-See has a PhD and I just was unaware of it o.o. Doctor Look-See lol. But also the other reason why I'd lean more towards March over Arden, is cus of the Nazi ties that that character has. I don't know...it's just something tells me that having a Nazi torture doctor in the game wouldn't be a good idea lol. I mean hell, some people can't even handle having a simple little rainbow charm hanging off of survivors in this game =/

  • @gilthadas said:

    It almost always means the killer was toxic, your denial doesn't change that. If people don't like their teammates they are much more prone to kill themselves on hook. Well they can do that too with killers, but that's beside the point.

    Right... so downing someone after they've been exposed with Make Your Choice is apparently toxic now? Damn, I guess chalk that perk up with the other apparent OP toxic perks like NOED... learn something new every day.

  • @WexlerWendigo said:

    Ellie/Joel/Abby and a bloater from TLOU. Aloy is in Fortnite, so it’s possible.

    Honestly if we're gonna have anything from Last of Us, I think the damn Clickers would be terrifying to have. The amount of fear and frustration those things have caused me, like holy hell just imagining hearing that things clicks in game lolol.


    @Elena said:

    I agree with the Insidious concept!

    Another licensed chapter I would love to see is an American Horror Story chapter, there's SO many characters you could choose from that it'd make some cool Legendary skins.

    Potential Killers:

    • The Rubber Man or Tate Langdon
    • Bloody Face
    • Papa Legba
    • Twisty the Clown
    • Elizabeth Taylor/The Countess

    Legendary Skins:

    • The Butcher from Roanoke - Trapper
    • Twisty the Clown - Clown
    • Bloody Face - Leatherface OR Hillbilly
    • Papa Legba - Deathslinger (might look out of character because he never used any kind of gun)
    • The Countess - Plague
    • Kai Anderson - The Trickster
    • Addiction Demon - The Demogorgon (without the drill for obvious reasons)
    • Dr. Arthur Arden - The Doctor
    • Mr Jingles - Perhaps another Trapper Legendary?

    As a huge fan of AHS I love all of this. I don't care if we get a unique killer or just legendary skins out of it, I would LOVE to have some aspect of AHS in the game. I remember talking with someone else about this and they said have one of the witches be the survivor and I was thinking maybe have Zoe be the witch survivor? Although the idea of having the Countess as a unique killer is just ooof, yes please! Also what do you think about having the legendary skin for Doctor, instead of being Dr. Arden, why not have it be James March instead, wearing his killer outfit? The head gear alone is similar enough to all the wires poking out of the Doctor's skull lol.

  • @flawedspecies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252131#Comment_2252131

    How do 3 people both escape and die at the same time?

    https://forum.deadbydaylight.com/en/discussion/comment/2252128#Comment_2252128

    You just constantly talked about gen rush and claimed the old mori's weren't toxic. I've literally seen the game ended in under a minute with the old moris. You can't even understand why camping is toxic. You're not saying it's toxic but I think it's ok. You're literally saying ruining someone's ability to play a game is somehow not toxic. You think taking away the ability for 1 person to even play the game is OK because you want to win at all costs. This is a game. It should be about fun. There is nothing on the line.

    Please define gen rush and tell me why it's so toxic and unstoppable.

    I...never said old moris weren't toxic though...? Are you alright over there? And I was using the "gen rush" thing as an example of the things that most killers complain about, using your same logic and applying it to their side. I told you, MULTIPLE TIMES. I don't care about gen rushing or anything. It happens. There are counters to it. If I lose to a gen rush then that's fine, whatever I lost and I move on. It's a game dude, there's no point in coming on to the forums and crying over the strategies that both sides can use to win.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252056#Comment_2252056

    he was very inteligent.

    but he refused to accept he was a murderer.

    literally carved a jigsaw piece out of his victims flesh and went "you are the ones who named me jigsaw".

    thinks that putting people on life or death situations will somehow improve them as human beings.

    he was very inteligent, but also very delusional. ( maybe senile wasn't the best choice of words...)

    anyone with a brain would agree that jigsaw is a killer, but he never directly killed anyone. having John actively chasing them, stabbing people and sacrificing them would be very weird. It goes against what he believes.

    Fair, but doesn't the Entity also mess with the minds of the killers a bit too? Like couldn't the entity alter the way John look's at his belief and make him believe that each of these trials is a way to test people, and that for these tests he feels as if he has to personally be involved to make sure that they were absolutely worthy of living or something along those lines, essentially just corrupting his already corrupt morals?


    Legit I'm asking cus I don't know enough about the lore or what the Entity is actually capable of doing or has done. Reading Amanda's bio it does kinda looks like the Entity messed with her a little bit, taking her homicidal feelings and just cranking them up from the way it says that everyone is just meat and meat was destined for slaughter. Seems kinda extreme, even for her lol.

  • @flawedspecies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2252113#Comment_2252113

    I'm done trying to have a real discussion with you. You are clearly trolling.

    Yep. Clearly I'm trolling. You're the one who wants to put a ban on a tactic that the game developers said is ok while I'm saying that the cheap tactics both sides are capable of doing is fine, and yet I'm the troll. Ok then. I guess it is hard to have an actual discussion when you're overly biased to one side or the other. It's fine. Not everyone is mature enough to put aside their biases and have a reasonable discussion. Later ✌️.

  • @flawedspecies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251705#Comment_2251705

    Killers do have many ways of stopping people from doing generators, like attacking them. How would you feel if you couldn't attack a survivor that's repairing unless you had a perk to do so? Would that be fair? That's the equivalent here.

    Killer mains throw around the phrase "gen rushing" like it's some toxic thing. Repairing gens is literally the main objective for them. Hooking survivors is the main objective of the killer. Facecamping isn't doing that. You want them to get negative points for repairing gens? I don't even understand your logic here. Survivors that only do gens won't score very high because they need other things in order to get points. Meanwhile, facecampers will do quite well in points.Killers always do well in points. I played a match the other day that had a terrible killer who onyl got 1 hook. He almost outscored our whole team doing it. That's why I don't get this toxic facecamping and tunneling. Are killer mains really so fragile they need 4k's for any validation at all? Facecamp the first hook and that survivor not only doesn't get to have any fun and play the game, but they get 3k points.

    There is absolutely nothing survivors can do to hold the game hostage in such a boring and toxic way that killers can. And again, back to the points thing, there is nothing survivors can do to make the killer get ~3k points in a game unless it's toxic 4 man SWF smurfs beating up on a brand new rank 20 by stealthing all game and still doing 5 gens.

    I don't like people being toxic on either side and I will happily sandbag people who are teabagging, clicking, etc. But with the exception of people not leaving, that is not affecting the game at all. You just need to learn to let that stuff go. Or if they are complete jerks, then they earned a facecamp. But that's not usually the case, usually killers facecamp just because that's what they do. Many people are toxic and want to teabag at the exit, but many times people are just waiting there to see if they need to save anyone that's not with them, or maybe give some extra hits to the killer. I understand your frustration but again, you can at least chase them out. You have an option that doesn't rely on perks.

    You're literally missing the main point of my argument. What you're saying was ridiculous, so I went and took your own logic and said something just as ridiculous back. Gen rushing, camping, slugging, tunneling, hell SWF where you survivors are essentially handed a 5th perk where they can communicate and coordinate better on comms, all of that I don't care about. If it's a part of the game then it is fair to use. There are ways to counter and outplay all of these tactics, every single one, including the SWF teams. I know because I watch streamers who play killer do it all the damn time! But no, instead all I'm seeing here is a lot of "Whoa is me. The killer is trying to do his job and secure a kill. How toxic of them to want to do their main objective which is to -KILL THE SURVIVORS-. Why can't he just let us get off the hooks and let us go if we run in to him after getting unhooked? I deserve to be let go if I was just hooked, map awareness be damned!" Hell even the devs themselves have weighed in on the subject and I would hardly call them sympathetic to killers since as of last month they're out here still saying that moris are toxic LOL! Like come on.


    The game only ends one of two ways. Either the killer kills all 4 survivors or the survivors escape via gens or hatch. Contrary to what you say, and as someone who has experienced this more times than I care to count, survivors can literally hold the game hostage if they outplay and bully the killer. I will never forget one instance where I faced off against a 4man rank SWF death squad. I could not do a thing to them. They literally spent the entire game surrounding me, looping me, jumping in with flashlights, body blocks, run off get healed, then come back and repeat it. They weren't doing gens they were just running around me playing with me for 15 minutes. The only way for me as the killer to end the game is kill them. If I can not kill them because they are just beyond what my skill level is, then there is literally nothing I can do to end that game. The game ended when I think they finally got bored and one guy went off to spam gens while the other 3 kept messing with me and at the end they gave me a pity kill, leaving one guy behind to die to the EGC. So I didn't even get to kill them myself.


    Now again, despite this one game and how badly it irritated me I don't think they did anything wrong. Yeah they were dicks, but that aside they weren't hacking, they weren't cheating, and they weren't using exploits. They were just a 4man team who knew what they were doing and had everything down to science. They were highly skilled and waaaaay beyond anything that I was even remotely capable of handling. That's just how it is. You get good games. You get bad games. All you can do is move on with your day and try to get better and learn how to better deal with that scenario so that if it happens again in the future, you'll be better prepared for it. That's all.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251951#Comment_2251951

    you mean the senile old man that could barely run properly, that doesn't actually wanna kill anyone?

    versus the younger version of him that thinks everyone deserves to die because, just like her, they can never change?

    no idea...

    I mean Jigsaw wasn't senile, what...? He actually was insanely intelligent to the point where he could easily anticipate the choices that people would make in his games. His intelligence is what made him highly dangerous. Also keep in mind he had cancer which, weakened him in the end due to the chemo treatments and the literal tumor pushing against his brain. In the flashbacks they show of Jigsaw in his earlier days he was healthy enough to subdue Cecil, Mark Hoffman, and with the help of Hoffman, able to subdue Paul for the razor wire maze from the first movie. Not to mention in the first movie it showed him successfully run away from Detectives Tapp and Sing after slashing Tapp's throat. As for the not wanting to kill anyone part? Ummm...ok yeah, he says that he's not a killer but come on, Jigsaw is a killer. Forcing people in to scenarios where they either kill themselves or kill each other still makes him a killer. They could've easily explained it that now in what he thought was the afterlife, he sees this as an opportunity to continue his work and test those that are sent to him. If he could no longer test them in life, then he will test them and make sure that they are worthy of a peaceful afterlife- if they survive his games. Boom. There you go.

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251926#Comment_2251926

    There are so many characters from Saw that could work as skins.

    Agreed. Actually now I am curious as to why they decided to get Amanda instead of Jigsaw himself. Don't get me wrong, I love Amanda both in the movies and in game. She's an interesting character and all, but the SAW series revolves around Jigsaw and his games. It'd be like if when Friday the 13th eventually comes to DBD that BHVR instead of opting to get Jason, the iconic killer of the series, we get Pamela Voorhees instead as the killer (no offense to any momma Voorhees fans out there). Have they ever mentioned their reasoning for picking her in the past or anything out of curiosity?

  • @QwQw said:

    Honestly, Matthews or someone else should have been the survivor for the Saw chapter. Tapp was only in one movie and was barely important to the overall story.

    Yeeeaaah...kinda weird that Tapp was the survivor with Amanda being the killer. Honestly the survivor should've been Detective Matthews, given the history the two character's shared. If not Detective Matthews, then maybe his son Eric instead? Or hell even Adam would've been a decent idea since Amanda was the one who killed him. But honestly if SAW does get a legendary skin I'd love for either a Hoffman or John Kramer legendary skin for Pig as well.

  • Just jumping in on the whole character's having relationships and what not, what about the Legion? In their story wasn't it kinda implied that Frank and Julie were sort of a thing or at least one of them kinda had a thing for the other or something along those lines? I mean we've all gone through highschool at some point in life and remember what it was like being a teenager....just saying <.<

  • God I would love an Alien vs Predator chapter sooooo bad. Although I think the Predator would be universally hated just like Wraith if he comes with his stealth kit. But damn that would be really cool.

  • @RealKamakaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251790#Comment_2251790

    Yes except the game is designed so that you get 3 chances on hook isn't it? If you don't patrol generators or use anti-gen-rush perks then that is on you, you were outplayed. Looping the killer for 15 minutes then getting knocked when every pallet on the map is gone or when your team mate gets in your way only to die on your first hook is not being outplayed your supposed to get 3 chances on hook unless everyone else is dead.

    Ah and there it is. So when that other guy said "This should never be a solution to something that's part of base gameplay. Perks should be there to amplify certain aspects of the game, not to make up for a lack of a built-in solution" in regards to perks, then that doesn't apply to killers and only applies to survivors? I dunno...that kinda sounds a bit biased and somewhat entitled to me.

  • @RealKamakaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251713#Comment_2251713

    Yeah it does I have 0 respect for survivors that do any of those things and I only do them myself if the killer is toxic. If I see my team mate T-Bagging the killer I either leave him to die or I farm him because I don't respect it, without people playing killer I can't play survivor. I also have a lot of respect for killers because they have to deal with the unfair matchmaking system that BHVR designed. However if your a killer who uses NOED, if your a killer that face camps or if your a killer that tunnels please stop complaining every time a survivor clicks his flashlight, you were toxic towards them so they are gonna be toxic towards you.

    Also I find it hilarious that you say NOED is toxic. Hahahaha. Right, so then I must be one of the most toxic players out there! So when I'm leveling a new killer who has no other perks to use, and I see NOED and use that, I'm suddenly being toxic? As if I had a choice of what perks pop up on the blood web. Trust me if I did, I'd have BBQ up on all my killers from as low as lvl 1 so I can farm those blood points. But sometimes, when you're leveling a trickster and you're lvl 13, with only two perk slots and nothing but trash perks. If it comes down to me having to pick between Deer Stalker or NOED, then guess what I'm going to use? Why should I handicap myself even further by playing a low level killer, and picking useless perks just to make survivors feel better?

  • @RealKamakaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251723#Comment_2251723

    Well I mean if your good at playing killer then you shouldn't get gen rushed. Also doing generators is something survivors actually have to do to win the game sitting in front of a hook ruining one person's entire game just because they're good is not something you have to do it's something you choose to do because your bad at the game and put about as much skill into it as I do eating my breakfast. If your getting gen-rushed by sweaty survivors that's not their fault that's matchmaking's fault they're only trying to have fun playing the game just like you, so you shouldn't go out of your way to ruin their game because your salty.

    So then you agree, gen rushing is not a thing and is just simply a matter of being outplayed. Just like how if you lose to a camping killer, I.E. a basement Bubba, then you all got outplayed as well? A killer can only win the game off of kills. So if you guys just tally-ho the basement knowing there's a camping Bubba then it sounds like you played the wrong tactic when you should've just done more gens or if you're the one who got caught by the Bubba then maybe you should've looped him better and you wouldn't have been caught and camped? =)


    Just like how you don't care for the killer's feelings if he gets gen rushed, then why should the killer care about the person's feelings who's being camped? See, I can do this too and make dumb excuses for killer losses and depips, and point out cheap tactics on the other side. The difference is, when I get my ass destroyed by a 4 man SWF death squads, I don't come on here and cry about it. The most I've ever cried about is how broken matchmaking is, pairing me up at rank 12 against red ranks. That's about the extent of my crying, and then I go take a breathe, get over it and move on with my day. It's a game. Stuff happens and it's not always gonna make you feel nice, especially when it's a game that has PVP elements. So long as neither side is legit cheating, and if they're using what is available to them and everyone else in the game, then it's fair play.

  • @RealKamakaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251669#Comment_2251669

    Yeah I agree or something should be done so that you don't loose pip points for getting camped because it's a little annoying when you loose pip points because some toxic 9 year old camped you on hook.

    So then we can also do something about killer depips if survivors just gen rush and don't interact with the killer? I mean why should I have to suffer if the enemy team just rushes the game and essentially just whoops my ass?

  • @flawedspecies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237147#Comment_2237147

    This should never be a solution to something that's part of base gameplay. Perks should be there to amplify certain aspects of the game, not to make up for a lack of a built-in solution. There needs to be a solution to camping that does not rely on something special. This is a sign of bad design. I'm not saying make DS baseline or anything, but there needs to be at least a single option to counter it without needing perks.


    That's...not how that works though and makes no sense...


    By that logic then killers also need something done about gen rushing that doesn't rely on perks like Ruin or Pop. What do you think? Make it so that if survivors are just smashing gens and nothing else then they get minus points for it? Oh! I know, how about every time survivors flashlight spam then they bust the light bulb in the flashlight, essentially breaking the item? Or better yet, how about for every teabag the survivors do at exit gates, killers get an automatic Blood Warden effect where if a survivor is hit they can't exit and they now need to run out and lose the killer again? I mean their objective is to escape right? If you're out there dicking around and taunting the killer, then you're not really doing your objective. Why are we rewarding such toxic gameplay like that?

    So I'll tell you what. We can remove camping, force killers to just go out and chase survivors constantly, but then if survivors hang around exit gates and teabag or click spam, then we penalize them too. That sound like a fair tradeoff to you?

  • @flawedspecies said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237147#Comment_2237147

    This should never be a solution to something that's part of base gameplay. Perks should be there to amplify certain aspects of the game, not to make up for a lack of a built-in solution. There needs to be a solution to camping that does not rely on something special. This is a sign of bad design. I'm not saying make DS baseline or anything, but there needs to be at least a single option to counter it without needing perks.

    That's...not how that works though and makes no sense...


    By that logic then killers also need something done about gen rushing that doesn't rely on perks like Ruin or Pop. What do you think? Make it so that if survivors are just smashing gens and nothing else then they get minus points for it? Oh! I know, how about every time survivors flashlight spam then they bust the light bulb in the flashlight, essentially breaking the item? Or better yet, how about for every teabag the survivors do at exit gates, killers get an automatic Blood Warden effect where if a survivor is hit they can't exit and they now need to run out and lose the killer again? I mean their objective is to escape right? If you're out there dicking around and taunting the killer, then you're not doing your objective. Why are we rewarding such toxic behavior like that right?

    So I'll tell you what. We can remove camping, force killers to just go out and chase survivors constantly, but then if survivors hang around exit gates and teabag or click spam, then we penalize them too. That sound like a fair tradeoff to you?

  • @katy_denson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251603#Comment_2251603

    Imagine a match between Frank, Leon, Jill and Bill against Nemesis in Racoon City 😍🔥

    Omg the ultimate dream team of zombie killers all working together in the same game 😍

  • @katy_denson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251522#Comment_2251522

    Wow, that would be a great addition to the game! Frank West is an iconic character like Leon or Jill. There is a big chance that we will see him in a near future 😍

    Right?! Also it wouldn't be the first time Frank has ever gone toe to toe with Nemesis before either. So it'd be a nice reunion for the two =P

    maxresdefault (9).jpg


  • For those who are saying totem placements are fine and having them spawn out in the open with a bright red flag waving over and a neon sign pointing to them is fine and is part of the high risk and high reward portion of the hexes, ok then question for you. If you're ok with totems spawning in obvious locations out in the open and waving at survivors, then we should get rid of some of these anti-totem perks that help you with tracking and cleansing them quicker. Sounds fair to me. Doesn't seem fair having a totem pop up next to a generator or having survivors spawn next to them, waving and saying hi during the opening rotation scene, while you also have perks like Detective's Hunch that highlight where totems are at on top of them spawning in open and obvious places. Just seems like overkill to me. So either rework the spawn locations or rework the totem perks. Can't have both.

  • Well since BHVR is working with Capcom for Resident Evil, and since we've had a solo survivor pack before I have one idea off the top of my head. I would love to see none other than the world famous photographer and zombie killer himself, Frank West make his way in as a survivor. I think he'd be a fun addition to have as a survivor.


    Actually I had already thought of at least one perk and maybe a second potential one that could be fun to use. The first one is called "Photo Ops: Any equipped flashlight turns in to a camera. Each camera has X charges (I honestly don't know what would be a good number to be honest). With the camera you are able to aim it as you would with a flashlight and instantly blind the killer while in front of them when triggering it." The flavor text on the bottom could be something simple like "Fantastic!" - Frank West.

    For the second perk I was thinking maybe the ability to mix and combine items to form a random new one where the idea is that it plays off of the later Dead Rising games main feature to combine stuff together and form new weapons? Have it so that it has a random chance to give either a rare or ultra rare quality item, or a brown poopy item, giving you an RNG risk on whether you want to combine that green medkit and yellow flashlight you found in game to create possibly something better like say an ultra rare toolbox, or maybe the dice rolls the other way and you get a brown meditation instead. Obviously have the higher ranking items be a lower chance to be made, but I dunno I'm still playing with this idea. No idea for a third perk, but I'd call it "I've Covered Wars..." cus I mean, come on, that line is just super cheesy and is one of the first things we hear when introduced to Frank lol.

    Frank_West.jpg


  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251162#Comment_2251162

    The reason why it encourages tunneling is because the rescuer is generally responsible for protecting the unhooked. But the perk makes the rescuer vulnerable and it encourages the killer to come back to the hook.

    But....MYC doesn't encourage tunneling... You literally are incentived to go after the rescuer since they would be the more ideal target to hit. Plus yeah, you have to go away from the hook to even activate the perk in the first place. Also as many have mentioned before, it is more than likely the recently rescued survivor probably has BT, so the roles of protection are reversed and they can take the shot for their teammate.


    I don't know, to me it just sounds like you don't think killers should ever return to hooks as they patrol. Do you honestly believe that as a killer, if I am patrolling and looking for other survivors that I should just ignore the unhook notification and keep wandering around to look for people that I have no idea where they're at? If so, then ok that's fine. But then I'm going to demand that you as a survivor should never try to flashlight or pallet save your teammates. If you're entitled to unhook saves with no consequences then as killer I am entitled to hooking survivors that I have spent time chasing and downing without having to worry about losing hook points.

  • @tolore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251108#Comment_2251108

    Yeah, they definitely can and IMO should figure something out for that, I think it'd be a lot better for players in general.

    Agreed. Hopefully it's on the docket for the devs to do at some point in the nearby future.

  • @tolore said:

    yeah, i think the bigger problem is actually possibly a technical one, I obviously don't know their infrastructure/code base, but it might be hard/error prone to have a state where players are graded as a team for pips/blood points, but can leave the match after they die. It would mean delayed pips/BP gain, but the survivor can start another match. you could obviously give them their solo BP and at least let them know if they safety pipped as soon as they die, but it might be hard to do the whole team graded thing because dead survivors don't have to stick around.

    Yeah that's true. Also I forgot, until an actual MMR is put in to help better determine ranks yeah this might be a bit hard to do, you might be right. Still I think they can find a way to do something like this, pending that it doesn't involve a complete overhaul of the system (although I think it does need to be overhauled anyway, cus the current system is garbo).

  • @tolore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2251045#Comment_2251045

    yeah totally agreed on basically all points. No solutions that hard nerf/remove the ability to camp seem good/not abusable to me, so the right way to go is incentives. Which means you need to give as much possible gain for not hooking as possible, and enough knowledge to want to try and get that gain.

    I also think giving the person being camped some blood points based on how well their team does overall will help some. I actuially think in general if one person dies but the rest of their team does great they should get some partial lcredit for at LEAST everything that happened while they were chased, if not a post game "number of surviving players" bonus sent to all survivors who were in teh game and didn't DC.

    Oh I agree 1000% on the last part. I've suggested in the past to why not grade the survivors as a collective team rather than individually? It just makes no sense that you are in a team, and are rewarded for team work and helping each other....but you get graded individually instead of as a team...? Makes no sense. Grading as a team at least makes it so that it changes the mindset of being tunneled/camped from "the killer is hard focusing me and this sucks" to "I've been chosen by the killer to distract them as long as possible for the good of the team, and if I die I die, so long as we win." Of course changing the points system for survivors to being more team based would mean adjusting how many points you gain individually, so that you don't end up scoring as a team 4X times more BP than the killer no matter what. I think the number can be adjusted so that they're more in line overall with what a killer would make, give or take. Yeah no I think that's completely fair.

  • @Noth1ngY3t said:

    https://forum.deadbydaylight.com/en/discussion/comment/2237194#Comment_2237194

    OK, you have a good point, BUT there is also an easy fix, just make the health drop extremely slow.

    Actually NO, if they are just camping and the health isn't drooping, what ya gonna do, it doesn't hurt the survivor, and they can just be on the hook, the killer can stand there it doesn't do anything, when he leaves, the survivor has a chance to be unhooked, if the killer camps and by your words hold hostage, then 3 survivors are just doing gens and then 3 of them leave and the killer gets only 1 kill and less points, the killer starts running around he gets more hooks can get more kills and in the end more points, so your comment is dumb.

    The problem is, and this has been pointed before, that this suggestion has actually been tested in the past in the game and (surprise surprise) survivors would abuse it by looping around and just chasing close to hooks. So yeah...sorry, but it's not a good suggestion.

  • @tolore said:

    yeah the whole "I went and found someone else and the ran right ot the hook and looped me around it" others have mentioned happens to me pretty frequently on killer. 70% of the time I am around the hook it's because the other survivors won't lead me away from it or actively me bring me to the hook. the other 30% is when nothing triggers on BBQ and i see no one show up until I see someone bee line for it. Here's my suggestion which is purely buffs for both sides, and mostly only buffs for newer players/blood point buffs.

    https://forum.deadbydaylight.com/en/discussion/252715/camping-tunneling-idea

    I've actually seen other people before suggest to either add or rework some perks to work more like Make Your Choice and Hex: Devour Hope, where the killer has these really good perks that activate when they are a certain distance away from hooks. That might help counter balance some camping tactics by incentiving the killer to go away and hunt more people (or at least camp at a distance for some). Camping will never go away in this game. It's an actual strategy that survivors need to work around and is actually pretty easy to beat if you're not overly altruistic. I mean sucks for the person who gets camped, but thems the breaks. It happens to everyone at some point in literally any game that has a PVP element to it.


    You want to know what real true frustrating camping is like? Go look at World of Warcraft back in the day, where if you were flagged up for PVP or are in a PVP server, you'd have either big highly geared groups or just rogues come and jump you, murder you, then go back to stealth and stay on top of your body ready to kill you again the second you respawned. Sometimes some groups, just to be real dicks would literally put down a campfire on top of your corpse, just to rub it in your face. Blizzard tried to combat this by making it so that if you died to a player in PVP that you'd respawn with a debuff that makes it so that you were worth no honor points for a certain amount of time after getting killed. It didn't matter. You'd still get camped just cus some people had nothing better to do. Camping is a thing. Whether it's for an actual legit strategy, or just cus someone wants to be a dick. Unfortunately there's really nothing you can do about in these games that wouldn't break them. It sucks, I know but you just gotta tough it out and deal with it as best as you can.

  • It's funny because when I usually get accused of tunneling 8/10 times it's because I'll leave hook, hear the unhook, double back, and the person who I just hooked comes running in my direction and the unhooker is no where to be found. At that point I'm just like, well ######### do you want me to do? You literally ran in to me. Am I supposed to just let you go? No, because that's not my objective. My objective is to kill you. So if you as a survivor has no map awareness and keep running in to the killer expecting to get a high five and a pat on the head, well you'll at least get a head pat from me, but it's gonna be from my weapon going down in to your skull lol.


    It's funny, I wonder if the Overwatch forums get things like this "I'm playing mercy and I always get focused on" "Guys can we please stop tunneling the healers and killing them first in team fights please? I'm not having fun dying all the time in team fights." Imagine seeing these pop up over there.


    (In before someone links a screenshot of an actual thread like this...)

    in Why? Comment by Marik13
  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250706#Comment_2250706

    Hatch spawn points can very well be memorized, but there seem to be many spots and there is only one hatch spawning and you can’t search for it in every match as often it doesn’t spawn at all or just isn’t needed.

    True true, but in that case since you did bring up that it's only one hatch, even if the survivors managed to memorize totem spawns, they'd still need to guess where the active totem spawned, since dull totems would spawn with them in the other locations. So there would still be some sort of guessing element involved, even if all the spawn points were known.

  • Personally I think it's a little hard to accurately determine a true power role in this game, only because of how broken the matchmaking system is in the game. Like someone said earlier, the power role can shift drastically towards being one sided if the killer has only one perk with either just brown or no add-ons. Same applies to the survivors which includes SWF comps, if one of their teammates is a potato, then that potato is gonna get rolled pretty easy. Now here's the other thing, the survivors while they are supposed to be a team, and teamwork is encouraged and rewarded, they are graded individually rather than as a team, which I think should be fixed and it would make things easier to kinda help look at things- but that's a different conversation.


    Either way with the lack of any kind of MMR right now, and as long as we have potatoes on both sides fighting sweaty red ranks just out of the blue and getting completely rolled, we can't really accurately determine which side is more lopsided in the power category. But that's just how I see it.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250680#Comment_2250680

    It was never stated that totem spawns have to be well hidden I think. But I agree they should be better hidden than that.

    the Problem is that this could lead to too few possible totem spawns in one map and survivors just having to memorize and run to the few possible spots.. and overall I think totem spots and especially the graphical rework of the totems have made this way better for the killer side already, still room for improvement of course.

    Fair point, especially with the memorization thing, although I think that would be a bit hard to do depending, since the maps themselves are often randomized themselves. Also I'm not sure if the randomizations of the maps are truly random or if they're randomized between certain level presets, you know? If they're truly randomized then I don't think memorization of spawn points would be a thing really. I mean, and I don't know if this is true or not, but hatch spawns are randomized completely and those spawn points can't be memorized right? But either way my point was just that I think the totem spawns could be a lot better than just spawning right there in the open next a gen. That's just a little ridiculous lol.

  • @[Deleted User] said:

    Oh right, slugging:

    Imagine this, you are chasing a Survivor, they get downed at a Pallet, and lo and behold, there is a Survivor in front of you! What do you do?!? Do you leave the downed Survivor on the ground, SLUGGED (Ye gods no!), and chase the Survivor in front of you, so they can't Pallet stun you, or do you, the good little Killer you are, pick up the Survivor and let yourself get pallet stunned because slugging=bad?

    Actually you pick up the survivor and let the Dwight hiding behind the rock to your left come in and blind you with a flashlight. It's the honorable thing to do *nod nod*.

  • @Mooks said:

    Counter argument: those totems on Yamaoka estate that are literally invisible until you stand next to them and get the prompt to cleanse.

    high risk high reward. It’s not like you were ever promised to get an invisible or unreachable totem spot.

    Yeah but isn't the whole point of the hex totem is that you have to look for them? Imo having them stand in the open right there next to a gen kinda defeats the whole purpose. High risk high reward, meaning you risk the survivors tracking it down and cleansing it. But if the totem spawns literally next to a gen you don't get a chance at the reward.


    Now granted I'm also with you in that the totems shouldn't spawn in unreachable spots or be invisible, no no no. Just make them a little difficult to find, find a happy medium between stupidly spawning in the open with a neon sign pointing to it, and being next to impossible like finding Bigfoot (or in DBD a good MMR system- OHHHHHH! Sorry couldn't resist lol.) It's not like there aren't a few survivor perks that helps track them down anyway right? The spawn locations can be a lot better than what they are now, on both ends of the spectrum.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248760#Comment_2248760

    Perks shouldn't automatically win the game. Killer perks are way too oppressive. For example, Ruin and POP removes too much progress for simply playing the game. As survivor you can't win because of a perk, it takes all 4 playing perfectly and the killer making mistakes.

    Damn, I wish those survivors who I just lost to when I was running pop on Oni would've known. Maybe then they would've let me win instead of escape.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248173#Comment_2248173

    Hello Mister :)

    As long as I play survivor I will bring to light the major shortcomings. Survivor is a major horrific disadvantage against a decent killer. This doctor didn't even seem good, just won because of his perks and no pallets on the map.

    Regardless of what is happening, a flawed computer algorithm, map designing, the entity itself, there is way too few pallets on too many maps. Autohavens, Shelter Woods, this map I showed, is a death sentence as soon survivors has spawned in it. In the picture I showed, the killer legit hit me twice before I even got to a pallet. I was thinking "I have no options". Two gens in that area, if it was a leatherface would down each person freely with no effort even if they were healthy.

    I don't think the game is considering a max or min or it is bugged beyond. I believe there was less than 10 pallets on the entire map, maybe 6-7. I remember seeing 1-2 in the center building, one obviously at shack, there was only 2 jungle gyms on that entire map, and it was one of the bigger maps! When you leave the jungle gym, it was a certain down.

    Wow, imagine winning because you used the perks that you grinded for that are available in the game for everyone else to unlock... What a concept.

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