Avatar

Megmain80

Megmain80

About

Username
Megmain80
Joined
Visits
351
Last Active

Comments

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971443#Comment_2971443

    Hopefully they will be extremely careful doing this. If they screw this up, they will lose a massive amount of players on either side. Can you image if they released this change and one side or the other side is always getting a 4k or a 4e.

    A lot of this game is fun because on the current set of meta perks. If all of the sudden one side or the other side has boring perks, this could also cause a massive drop in their player base.

    You can say what you want about Dead Hard being bad to play against as Killer. But you can't forget the other side of this story, there's a lot of Survivors that absolutely love Dead Hard because it's a fun perk. It gives Survivors a chance to out-play the killer, which a huge majority of survivors like. The other survivor perks really don't allow outplays like Dead Hard (Is there any survivor perk that lets you counter a Killer?)

    I love Sprint Burst and use it almost exclusively, but I will be the first to admit, Sprint Burst is boring. Baiting out Killer hits right at the start of the chase, is about the extent of the interactions you can do with SB.

    I’m just setting my expectations low so maybe I won’t be disappointed that the perks I like to use will become worthless. I’m fine with the meta as is including DH.

  • I fully believe they will nerf the survivor meta hard and then barely improve the other perks. Likewise they will hardly nerf killer meta and significantly boost their other perks. All survivor perks will be crap after this change,

  • @SMitchell8 said:

    1. Like that idea a lot

    2. Disagree as you get points based on how you performed anyway

    3. Yeah, perhaps a good idea. A bit op though as some solo players are very experienced and would effectively make use of 5 perks instead of 4.

    Imo, solo is meant to be difficult as you are effectively on your own and having to interpret what is happening. I've only ever played solo and I've got no issues with it whatsoever. My teammates are useful 90% of the time and its rare for me to shout at the screen when a survivor does something daft.

    Yeah, you don’t play solo. Nice attempt at gaslighting.

  • Why should the devs change a perk used by 4 people in the game to make your game easier? Why should 4 people get dumped on in favor of the 1?

  • @xBlitzAce1989x said:

    Tunneling is just a different word for chasing. Seriously, let's break this down... The Killer's job is to chase, down, hook, and kill survivors. The survivor's job is to do gens and escape.

    If a Killer/ Attacker is chasing you in real life, what are you going to do? Turn around, wag your finger and say, "Hey! Quit tunneling me, you trash Killer!" Really... be sure to detail how that goes for you.

    Killers chase, it's what they do. Personally, I don't target any Survivor for any reason other than being in my line of sight at the time. Maybe I noticed that you don't have any speed perks, making you an easier target. Maybe I noticed that you don't have a flashlight (or vice versa). If you're playing the game, you are a viable target and free-game.

    It’s fair, just not any fun for the survivor. I think we all play the game for fun. I don’t expect to escape most matches, but if I’ve had a chance to do gens, saves, heals, chases and still don’t make the escape then that was worth the effort of waiting for a game and I’ve had some fun. Getting tunneled by killers who immediately return to the hook is not fun at all.

  • @Valik said:

    This perk has been the laughing stock of the survivor community.

    We've all been there where we spawn in and see someone else taking the perk and groan in shame as the 4k looms above.

    We've also been there for whatever reason where we take the perk and live to regret it.

    But, let's not forget, the perk is working as intended as a meme 'Hard-Mode' perk.

    Should the perk be changed so that it's actually fun to bring, something that doesn't destroy the game for your allies, or should it remain a joke perk to challenge yourself with?

    If the perk does change to become a viable pick to bring into the Trial, what should the rework look like?

    What incarnation of No Mither would make it attractive for YOU to bring into your matches frequently?

    What would keep you from saying... 'No Mither ? No Way !'

    The only change that needs to be made is it activates on the first hit and does not show a broken status to the killer.

  • how else would there be balance? Everything is a give and take, that’s how balancing works. Maybe you’ve never played against a pinky finger clown with 4 base bottles who is fairly decent at throwing them. The bottle slows your speed a great deal giving clown an easy insta-down. Why should that be a thing? Isn’t that unbalanced? It’s just an add-on, not even a perk or anything close to base-kit power.

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917199#Comment_2917199

    This is just not true. SB and DH are likely around the same effectiveness, however SB's mental factor preventing especially newer players from sprinting when they should in addition to its inability to be activated on command makes it everso slightly worse than DH. DH is the definitive superior exhaustion perk however, ever since it got buffed by the increase to its consistency.

    To answer the question, Sprint Burst would be the strongest I think. Overcome is a major pain in the ass, but is significantly easier to deal with. Overcome is countered by applying pressure on multiple survivors consistently to prevent healing, Sprint Burst prevents you from applying pressure on multiple survivors at all.

    It’s not a buff when you fix a perk so it runs the way it should.

  • @gatsby said:

    Circle of Healing cannot be balanced in its current state because it's too efficient for one perk slot to provide self healing to the whole team.

    The issue isn't the Boon mechanic. All the other Boons are balanced or underpowered. In fact, I think that boons could have their range increased back to 28 meters once COH is taken care of.

    Circle of Healing should have self healing removed, boost healing speeds by 100% and increase the efficiency of medkits by 50%. Strong and worth the perk slot but not crazy.

    No one would run it in solo q and maybe not even SWF. It would be used as much as buckle up. The time to locate, set-up, localized area and ease of snuff is not worth the reward of very fast healing only if you happen to have a teammate there or med-kit. I wouldn’t run it in solo q, it’s easier to just bring a med-kit or find teammates and use that perk slot for something else.

  • @HungrySnek said:

    Spine chill is a great perk and I love it myself when I play survivors but when I play killer and any stealth killer it's a absolute nightmare. I thought there are stealth killer to Well...stealth... Also the effect called on these killers is basically called Undetectable...so it doesn't make sense for spine chill to tell you that a invisible wraith is coming in your direction.

    Spine chill can work for the Oblivious effect and like always to any other moment, but the moment the killer has the Undetectable effect trough there basekit, addons or perks spine chill shouldn't show that the killer is coming.

    It’s not an afterthought that SC counters stealth killers, it’s the whole point. Most people don’t run this perk, and since you don’t know who the killer is before the game starts you can’t just pick this perk because you know you’re going against stealth. It would be really dumb if it didn’t work against stealth killers. It would render the perk totally worthless if you happened to bring it against a stealth killer and that is too powerful - negate whole perks just because of the type of killer. Sure plague and PH do that to some perks, but not usually in every situation.

  • @[Deleted User] said:

    I don't play Bubba much but I have a question for all you Bubba mains (or people who play him regularly). Would you accept a nerf where he can only down one person with his chainsaw within a small distance from the hook (he can still cut through BT with this change).

    I personally don't think he needs to be changed but if BHVR where to change him due to some people complaining would you be fine with this change or would you quit?

    I don’t mind his swing, but his chainsaw should stop after hitting a survivor.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909674#Comment_2909674

    Literally zero killers would complain if hex's had to be 'lit' and could be re-lit infinitely on any totem and took 14/4 = ~3.5 seconds to hex.

    Let's not also pretend massive downsides are secret upsides.

    Hexes also affeçt the entire map, while boons only an area. Would killers be ok with hexes only working on an area of the map?

  • @GuyGravyy said:

    Meta Perk Nerfs:

    Survivor Perks:

    Unbreakable: Can recover from the dying state once. Recover 30% faster. Once the Exit Gates are powered. You can no longer recover from the dying state by yourself. (Doesn't effect other recovery perks)

    Dead Hard: tap into your adrenaline bank and do a quick dodge to either the left or the right. you avoid the attack if the killer swings, but counts as a hit if the dodge is completed. Become exhausted for 60/50/40seconds

    Boons (general): boons now have a token system, gain a bless token every time a totem is cleansed by either you or another survivor, get cleansing blood points by every totem not cleansed by you as well, and you start the trail with 1 token. (For each boon you have equipped gain 0.5 more tokens rounded down to the nearest one.) Boons only temporarily disable the hex totem when blessed. Hex totems must be destroyed to completely disable the hex totem.

    Iron Will: grunts of pain are reduced by 100%, however scratch marks are fresh and visible for longer and pools of blood are more frequent.

    Decisive Strike: keep it the same, but if the killer downs another survivor, and the user of ds is more than 22 meters away from the killer, or is fully healed when another survivor is downed. it deactivates.

    Killer perks:

    No ed: once the generators are all powered, no-ed becomes active and only shows as active if either a survivor is downed or hooked/on a hook, Increases all survivors' hook states by 1, survivors on 1st hook going to 2nd suffer from blindness until the totem is cleansed or blessed, survivors on 2nd hook are exposed until the totem is cleansed or blessed. killer moves 2/3/4% faster.

    Dead Man's Switch: same effect but has a cooldown of 80/70/60 seconds

    Pain Resonance: Have the generator with the most progress revealed to you for 10/15/20 seconds, if any generator repair is interrupted while a survivors is hooked. the generator explodes losing 9%/12%/15% progress, and regresses 15%/18%/20% faster for as long as any survivor is hooked. if the survivor is unhooked before the generator aura is gone, the effects last for 15 seconds longer as if the survivor was still on the hook.

    Hex: Ruin: When a generator is kicked, it loses 12%/14%/16% progress, does not stack and highest value applied, if another gen is not being worked on or is left within 10/15/20 seconds after another gen is kicked it regresses 100%/150%/200% faster until it is either interrupted or fully regressed. If a survivor is working on another gen when a generator is kicked. The survivor will become incapacitated for 5/10/15 seconds, but the generator will not regress.

    Hex: Undying: same effect but the perk moved will be set back a tier.

    Now for the Niche Perk buff list:

    Scourge Hook: Monstrous Shrine

    When a survivor is hooked on a scourge hook, they suffer from the following Status Affects:

    15%/20%/25% slower unhook speed (both self unhook and altruistic unhook)

    10%/15%/20% faster entity progress

    while hooked, the survivor suffers from Blindness and Oblivious

    Up the Ante:

    For every 30/25/20 seconds you are in chase with a killer, gain a token stackable up to 5.

    for every token you have, spend ONE token to gain a:

    -40%/50%/60% chance of a better chest item (while opening a chest)

    - for missed skill checks to be counted as good skill checks, and good skill checks to be counted as great skill checks for 15/20/25 seconds, and for great skill checks to give you an additional 1% bonus(while preforming an action, does not effect difficult skill checks)

    - 9% stackable chance to self unhook.

    For each survivor sacrificed, lose one stackable token slot, and your aura is revealed for 5 seconds to both the killer and other survivors

    Beast of Prey:

    While in Blood Lust gain the following status effects:

    All survivors in your terror radius suffer from Two random negative status effects, Minus Oblivious, when you gain blood lust, does not effect the survivor you are chasing.

    You become undetectable for 15/20/25 seconds after blood lust is lost

    Gain 50% stackable bonus blood points in the Deviousness and Hunter category.

    Premonition:

    When in the killer's terror radius, if a killer has a positive status effect on them. you can see their aura for 4/6/8 seconds. This perk has a cooldown of 25/20/15 seconds

    This is not Happening:

    when injured, you suffer from the oblivious status effect, however you gain a stackable 7%/8%/10% faster; recovery in negative status effects, unlocking chests, healing speed of others and yourself, gen repair, and opening of gates.

    Sole Survivor:

    When a survivor is sacrificed gain up to 4 stackable tokens.

    for each token you gain the following effects:

    - 15%/20%/25% less noise is made while injured

    - Scratch marks disappear 3%/4%/5% faster

    - Blood pools disappear 10%/15%/20% faster and are less frequent

    At max tokens, you resist the urge to scream, make Zero grunts of pain, and gain aura disruption when further than 32/26/20 metres away from the killer.

    Increases your chance to become the obsession.

    If you are the obsession when the exit gates are powered, your aura is revealed to the killer for 30/25/20 seconds, and suffer from oblivious and exposed status effect during that time.

    Self Preservation:

    when another survivor is hit by either a basic attack or special attack while you are within the killer's terror radius. Gain tokens up to a maximum of 3/4/5 tokens. For every token you have, when you are hit with a basic or special attack you scratch marks, pools of blood, and grunts of pain are hidden from the killer for 5 seconds per token.

    Buckle Up:

    same effect, but gift endurance for 3/4/5 seconds after dying survivor gets up.

    Smash Hit:

    gain a 150% speed boost for 4 seconds after stunning a killer. become exhausted for 60/50/40 seconds.

    Bloodhound:

    see the auras of recently injured survivors for up to 5/6/7 seconds

    Predator:

    Fresher scratch marks will wave and bend to where the survivor is located. this will only happen if the scratch marks are 3/4/5 seconds fresh.

    Idk what do you guys think?

    most of the killer perk nerfs you suggested would actually make them more powerful, especially no-ed… automatically moving hook states forward for all survivors would be ridiculously powerful and your suggestion for PR would encourage hook camping to regress gens. None of the survivor perk ‘buffs’ would actually encourage use. Then you seriously nerfed the survivor perks (except, IW, that’s just a moderate nerf). No one would run DH, DS, UB or boons if your suggestions came to fruition. Which I guess is probably what you want.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905756#Comment_2905756

    Not at all. It's not just 'hook a survivor'. It's a 'hook a survivor on these specific hooks which may be nowhere near you'. It's got a huge RNG component to it.

    PR also has extremely reliable counterplay.

    • You can sabo.
    • You can bodyblock.
    • You can avoid going down near a scourged hook.
    • You can release gens before someone gets hooked (I can do it and I'm a terrible survivor)
    • You can play around DMS

    In order to make PR work, you essentially have to dedicate a spot to Agi. And it's numerically inferior to Pop. PR is basically a big boy Surge. It's for killers who need to minimize downtime.

    of course I know they need the specific hook, I’m not an idiot, and In the games I’ve played the killers seem to have no trouble getting there most of the time. Your suggested counters are useless, especially since we can’t tell which hooks are scourge anyways. You have convinced me of nothing.

  • @AngyKiller said:

    Imagine trying to insist a perk combo is OP because of SURVIVOR-made mistakes.

    If Survivors tap a gen that just exploded; that is the SURVIVOR'S FAULT. That's not proof Pain Reso & Pop need to be nerfed. Rofl.

    https://forum.deadbydaylight.com/en/discussion/comment/2905502#Comment_2905502

    Do you think I care about your hours?

    The perks aren't OP just because Survivors need something to complain about. And hours stop mattering after probably 10 or 15. By then; anyone knows enough about the game mechanics to know what's really OP if they're using their head and not their emotions.

    so, a perk where hooking just 1 survivor initiates 2 powerful regression perks isn’t OP? How is that even close to being true? You don’t even need to use both on 1 gen, you can simply go pop a different gen.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905444#Comment_2905444

    No they are not.

    You can't even use them on the SAME GEN unless a Survivor taps the gen that explodes, since Pain Reso causes regression, and you can't kick regressing gens to Pop them.

    It's amazing how it stops sounding 'OP' when you get into the specifics of how they interact, huh?

    https://forum.deadbydaylight.com/en/discussion/comment/2905446#Comment_2905446

    Says the Survivor main who will lie by omission to demand nerfs to 2 perks that don't even work together. 🤷‍♂️

    You realize survivors will often tap the gen or continue working right after the PR -right? That’s how they work together.

  • @JeanCharpentier said:

    Why do survivors playing with full meta perks + huge bodyblock + toolboxes + broken add-ons are expecting fairness from the killer ?

    I mean, you bring 4xDH, 2xBT, 2xboons and toolboxes to gen rush and then you cry cause the killer has used dirty mechanics to win, how is your mindset to think this way ?

    When you bring all those stuffs into a trial, you have never expected a fair match as on your side you took everything to have a huge advantage over the killer and you clearly just want an ez escape.

    THEN, DO NOT EXPECT THE KILLER TO PLAY FAIR.

    What perks do you think survivors should use?

  • @rangerdanger0 said:

    So when are we going to nerf/balance these perks? With them both combined, the killer gets a 40% regression on gens. We get all our perks nerfed but we can't get a balance on some killer perks? All killers run these days are those two perks together, talk about meta perks.

    The answer is never because killer perks don’t get nerfed. I agree they should be though, it’s OP when used together.

  • I did exagera-te, but I’m pretty sure that was the gist of your post. The outlier ‘too good’ perks need to be toned down. So, you think the best solution to changing the meta is to make the good perks worse. Instead of having more variety of good perks.

  • @WeenieDog said:

    https://www.youtube.com/watch?v=9s6FQUoo7xg

    21 seconds (like ~10 seconds if you bring a medkit) , available to everyone in the lobby, works on multiple levels and the killer has to go out of their way to break it.

    Still-better-than-selfcare tier.

    It isn’t! You are not accounting for all the other factors that go along with CoH. The 100% healing (on original) was to offset all the time locating totems, blessing, limited area and ease of snuff. Without the extra fast healing it’s worthless. Yes, on a side-by-side it’s faster than self-care alone, but when considering all the other factors it is not.

  • @feffrey said:

    This isn't so much of a rant but a observation I've since my time playing dead by daylight.

    Whenever a new survivor/killer comes out they make some pretty interesting perks that change up game play. I loved that and it made it pretty fun refreshing than using the same 4 perks for years just to win . Then they go and nerf the perk to be mediocre or less viable then you're forced to go back to the same old meta build. I'm no longer interested in getting new survivors or killers it just feels like a waste of time

    Rip Boon circle of healing 🙏 💔 😢

    Boil over nerf came out of left field though

    Agreed. Total bait & switch.

  • @Blueberry said:

    When you have a few certain perks that are too good it makes it very hard to mix up the meta because in order to replace those "too good" perks you have to make new perks that are "better than too good". Hence why they end up nerfed.

    We fix this by toning down those meta outlier "too good" perks.

    That’s right…instead of making more perks better, let’s just tone down the good perks until they’re all worthless.

  • @Mewishis said:

    The perk that many people say is useless and super bad, I feel like people don't understand just how powerful this niche perk is. Sure it may not be as strong as circle of healing or other meta perks, but in my opinion, this perk is definitely A tier worthy because it only gets better if circle of healing is also in play. The problem most people run into while using this perk is that you really need a good totem spawn and understand where this perk will get the most use.

    Think of it as unbreakable, when it works it works wonders, but boon: exponential's difference is that it doesn't work once it can work multiple times throughout the game all it takes is some work on the survivor's part. The perk itself has a harder time in solo, but it really shines in swf and can win games if everything aligns, I have no idea why people say it's a bad perk perhaps it gets overshadowed by circle of healing?

    I personally like using perks that aren’t so situational. Yes, it’s very powerful in that specific situation, but it just doesn’t come up enough to warrant a perk slot.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895798#Comment_2895798

    Fun fact, just cause someone disagrees with you does not make them a killer main.

    Sincerely, someone that plays both sides evenly.

    somenos who doesn’t think silent bell is a ‘non-issue’ is a killer main. It’s a ridiculous add-on especially paired with all-seeing. I can’t take anything else you said seriously after that.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895798#Comment_2895798

    I'd say he's the one being gaslit. He seems pretty reasonable to me based off of what he's suggesting. Did you have an issue with him saying that Silent Bell and pre-nerf All-Seeing was fine? I don't think there's anybody who's played Wraith that thinks those add-ons were ever really OP. They're just silent sound and aura reading, no lethality.

    Silent bell w/aura reading is incredibly powerful and they aren’t even perks. Anyone who says these are not a problem in a match is not being honest.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2897500#Comment_2897500

    from your wording I would guess that you are not even into discussing. Im gonna try anyway just in case Im wrong.

    I listed already a bunch of scenarios where Im fine with Dead Hard. Sabo with Dead Hard escape is another one just to extend, where you actually make a play around your perk. I'm talking about the situations where the survivor fails because you outplay them, and they get away for free.

    I'm fine with Balanced Landing being used to do gens on second floor. Place traps under the drop, if the tile allows it, cut off the survivor. You can play around it, expect it and just make him run, bait him back to the gen before exhaustion recovers, whatever. Playing around your build is perfectly fine. Read the build and react to it.

    Fail and get a free counter after the killer did the better play? Hate it and shouldnt be a thing. So no, what you insinuate is not how my logic works.

    But that’s what the perk is for, to get away when you would go down. That’s the whole point of the perk. You didn’t outplay them if they didn’t go down. They outplayed you while using a perk. It goes both ways though, if killer has blood pact and downs a survivor in a pallet you wouldn’t say the survivor outplayed the killer, but because of a perk they got the down- right?

  • @GuardianoftheCrystal said:

    So I was thinking in order too make the game more interesting. And to stop the 99% exit gate meta is to have the Exit Gates slowly lose progression if abandoned by a survivor. I am sure this has been suggested before in the past. Probably salted down by millions of survivor mains. But still the idea itself is pretty nifty. It would make a survivor make a choice between holding down the gate till fully opened or risk having too leave it behind to digress. It will also make End Game a bit more interesting.

    No.

  • I’m pretty sure survivors would not be happy with a change like this, so no, not everyone would be happy.

  • No for basekit. Perk in some way is fine.

  • @Deadeye said:

    I beg for a killswitch weekend experiment. This perk is totally busted And I want you to recognize by the stats how OP this perk is.

    Im not talking about the open field DH attempts that can easily be countered, Im not talking about the average survivor that is allowed a second chance, nor the survivors that use it to get 4 more seconds in a chase by getting an additional looop around the same pallet.

    Im talking about the good survivors that you need to outplay, that you need to perform well agains, that nearly become invincible with DH as they very rarely do mistakes.

    The medium and bad survivors actually might be better off with other exhaustion perks, so they wouldnt be hurt anyway. But as soon as you 4k a match, you get boosted as killer to survivors of "your level that THEN escaped 4 times in a row" level and dont get **** done. I encoutner it SOOOOO often that a chase should have been ended within 20 seconds as I outplayed the survivor or used my power correctly and then get F by DH, to get my first hook 3 gens later.

    Ruin got nerfed with the argumentation of player frustration and 80% usage of all games. The average DH usage is like 3 per EVERY match. How is that not heard and adressed? Just give killers one single weekend to showcase the issue or even refute the "whining" of the whole killer base if you think it is just whining. And share the results

    You didn’t outplay them, they used a good perk in a methodical way and outplayed you. If killers use a perk to make a play, they are doing well, but if a survivor uses a perk then they are just using a crutch and should have gone down…that’s how your logic works right?

  • @SuzuKR said:

    Add-ons should be balanced regardless of pairing or not, not specifically around pairing. Items are not comparable to powers. Strong items/item add-ons would be absolutely beyond overpowered if they lasted forever. Survivors do not have it, because there are 4 of them and that would break the balance. Silent bell is a non-issue and only shines hard on indoor maps. All-seeing has already been nerfed (albeit in an unhelpful way, but still).

    Gaslighting from a killer main I see

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893674#Comment_2893674

    https://forum.deadbydaylight.com/en/discussion/comment/2894271#Comment_2894271

    Right... I don't think y'all go against survivors with good connection. You can even see some of the biggest streamers out there failing to bait it out. I don't think it's just me, guys. I can't be the first person to have brought this up either.

    I think killers who bait don’t always get close enough to the locker to make the grab, but if they just go straight to the locker while spamming the button they will be able to pull you out before you can do the head-on.

  • @Advorsus said:

    This post very much sounds like someone who plays only one side and they're very new to this side. But I like to compromise. Sure you can have your pickup....

    But exit Gates now regress at 10%/s, and if survivors are within the exit gate area for longer than 15 seconds after they're powered they instantly die.

    No more 99ing exit Gates or waiting at the exit for the entire EGC to teabag. There, balanced it out for you.

    You know you can open a gate as killer- right? Force the EGC if you want

  • @Xord said:

    A bleeding out kill is already not considered a kill in the devout category.

    It should just give a significant penalty in Blood Points as well, like 5k.

    It would encourage the killers to take the 3k and play for the hatch.

    That being said, while I consider this absuing game mechanics to prevent the hatch from opening, putting exit gates at 99 pourcent is also a game mechanic abuse from the survivors.

    99 a gate is not toxic since a killer can open a gate if they want EGC to happen.

  • @KateMain86 said:

    Killers that keep the 3rd survivor on the ground for their entire bleed out timer just so they can try to find the 4th survivor is toxic and simply makes the game an unfun and annoying experience. Being kept on the ground for several minutes and not being able to do anything (unless you have no mither or unbreakable which no one should be forced to use all the time) is unfair. It makes absolutely no sense at all that survivors cannot fully recover over time. If a killer leaves you on the ground for over 2 minute, ESPECIALLY if you are the 3rd survivor and only the 4th is left alive, you should fully recover from the dying state naturally without the use of a perk. How does it make sense that survivors can wiggle off killers which removes the dying state but you can't recover being left alone on the ground back into the wounded state? I am sick of killers leaving us on the ground for what feels like forever so they can try to slug out a 4k. This needs to stop NOW! Give passive full recover to all survivors that are slugged for more than 2 minutes. Killers need to be punished for doing this. Its one thing to do it for a few seconds up to a minute to try to catch someone YOU SEE but to leave someone on the ground when the last survivor is nowhere near you is beyond pathetic and toxic. This needs to change and it needs to happen very soon.

    100% agree. It’s such a waste of my time to just be slugged for 4 minutes. I can understand it in certain situations, but majority of time it’s because a killer MUST have their 4K. It’s really annoying. When I play killer I hook #3 and if I get #4 that’s a bonus. They even seriously nerfed hatch and they are still doing this.

  • @Tiufal said:

    People would not understand what it means, and how it should work out. also people would run deliberately to you to shove off the killer, cause most killer gets triggered by an measly head-on. Its too much of a double sided sword. instead they should increase the stun time and lower the activation time to make it more viable. also a visual of the hitrange would be neat, cause sometimes it just doesnt work cause killer was 1mm to far away due to ping.

    if the change was made it would be informed in a patch and people would figure it out. I agree with the visual of the stun range. It seems to be different with every killer.

  • @danielmaster87 said:

    It needs its prioritization nerfed first of all. You can't bait it out as killer because the survivor can just wait til the last split second before they get grabbed out and mash the stun through. There is no reason for a survivor to get grabbed out of a locker or hit by the killer after jumping out while they have Head-On equipped.

    Um no… killers already have the ability to spam the open locker button while survivors have to wait until killers are closer to jump out. Giving killers priority would be overkill.

  • @GoshJosh said:

    While part of me wants it, the other part tells me that my solo queue teammates will just use that info to tell the killer where I am. 😕

    If your teammate is doing that then your game is already screwed. I’ve had teammates point me out after seeing me go into a locker because they think I’m hiding, not preparing to get a stun.

  • 90% of survivor perks are useless. This is one of many.

  • @jakubr21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880973#Comment_2880973

    You dont know how % work in this game, the heal with the new boon will be 21.333 seconds.

    COH gives you the ability to self heal Which is by default -50% from normal healing speed.

    Which us 32s but circle if healing gives you 50% bonus speed.

    So the og COH was 32:2 = 16

    current 32:1.75 = 18.285

    the new one 32:1.5 = 21.333

    You’re not accounting for the time to either find/boon the totem or running to the totem area which also exposes you to the killer. This perk is no longer worth the hassle. Med-kits/team healing is the way to go now.

  • as a survivor main solo queue, I will never equip this perk again. It’s useless now. It takes too long to find totems, bless and then run back to the totem area for self-care. I would prefer bringing a med-kit or waiting until I organically find someone in the map.

  • @Matha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2885670#Comment_2885670

    So self-care is fine but a 4-man self-care is too weak?

    Yes. Self-care can be done anywhere without the hassle of a boon. Time to locate and bless is time away from gens. I also don’t want to encourage teammates to spend time self-healing if it takes too long. It’s better to bring med-kits or find someone to heal.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2885772#Comment_2885772

    What do you think the killer should get as compensation if solo q is buffed to be closer to SWF? What do you think would actually be a fair compensation for solo q getting more information about their teammates?

    Solo queue getting status icons is a great idea that the devs are already working on. I don’t think killers should get anything in addition to that. The icons will help, but solo will still not be on par with SWF. I think when killers play a 3 or 4 swf, they should get either a 5th perk or some other advantage like gens taking longer to complete, but nothing that would affect solo queue (singles or duos).

  • @Coffeecrashing said:

    Survivor status icons should be added to the game, and the killer should be able to see them as well. This would help bridge the gap between solo and SWF, and compensate killers as well. If survivors get to be more efficient with voice comms and/or survivor status icons, then the killer should see those icons too, so they can also be more efficient. 

    The best way to balance voice comms is by giving everyone else in the game more information, so everyone can have better efficiency. And this wouldn't make SWFs with voice comms stronger, because the survivor status icons only give information that is already easily known and communicated via voice comms.

    This is also the best way to compensate killers, because it gives them more efficiency, without directly telling them where the survivors are. For example, if a killer is walking towards a generator, and notices one of the survivor icons stopped being a "survivor on generator" icon, then maybe a survivor was on that generator, and is leaving to hide..... or maybe it's a completely unrelated survivor. The killer won't know for sure, but it would at least give the killer some interesting game choices to make. And killers might be more motivated to patrol the generators if they actually knew when survivors were on generators.

    This might be the worst idea ever for balancing the solo queue. It makes no sense to give the killer more information about the survivors.

  • @MissBehavingX said:

    I'm gonna talk about mostly teams that have solo queuers because this might not be a thing with SWF.

    I cant believe that after all these years, and seeing profiles with thousands of hours, survivors still don't know how to do gens strategically.

    Like i've said in many threads im mainly a solo Q survivor, and the amount of accidental 3 gens I see is concerning. I'm rarely paired with people that will leave corner gens alone and focus on middle gens, or on doing one gen that is right next to another, or getting rid of one or two of 3 gens that are on the same side of the map.

    Every time I spawn in a corner with a teammate, and if there's a gen, they will run and do it, or if they are "safe" on one side of the map they will finish all the gens on that side, leaving the opposite side vulnerable for a 3 gen.

    When I get maps that are "divided into two" (I forgot the name of the specific McMillan and Autohaven's maps that have one middle gen sometimes and the other 3 on each side) they will focus on one side if the killer is active on the opposite side (and if the killer is smart at letting them 3 gen) they won't split, and a 3 gen is inevitable..

    I wish solo-Q wasn't the nightmare it is right now, the bad MMR and no comms is challenging sometimes. Sadge.

    Nobody who needs to read this will.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879504#Comment_2879504

    "If a person does not agree with me, that person is killer main compainers"

    Literally a best logic ever brought to humanity.

    You were triggered enough to comment on this thread…so yeah, proving my point.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879468#Comment_2879468

    Made up stats. We all know the game is mostly survivors, 4 to 1. Forums and twitter all represent this as well. People just say the forums are all killers as a way to claim further "imbalance."

    Have you seen the replies to this post? One person agreeing with me and everyone else…not…seems pretty heavy killer main complainers.

1 2 3