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Mister_xD

Mister_xD

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Mister_xD
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  • i dont think its OP, but it can be very annoying.

    Especially when its used with a 4 man SWF. i think if thats the case it can (only if they use it correctly) be a little too strong, especially when they use it to stun you during chases all the time.

    like, there is no way for you to know someone is in that locker, but thanks to their comms they know - and they'll make sure to loop you around that locker...

  • lately ive played a LOT of Deathslinger.

    he takes some time getting used to, but he is one hell of a fun killer when you get him to work.

  • yeah...

    it'd make a good replacement for his iridescent coin.

  • more of a 50/50, actually.

    its quite obvious that this wasnt a very serious comment and full of sarcasm, yet there was also some truth hidden in there (e.g. godloops requiring no skill to be used and with their removal the survivors having to actually use some skill to avoid the killer)

    not really bait though, it still represents my opinion pretty well.

  • @Bunnie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1213035#Comment_1213035

    MISS me with that bs. Counter play to everything, Counter play to slugging? Counter play to tunneling? Counter play to face camp? Counter play to BBQ and chilli? Nurses warden? You guys have so many perks and toxic ass ways to locate us and you want more so you dont have to work for it. And why are you even still going. Your original comment agreed that kills were getting too easy. Now you just want something to say. Go find something to do lol.

    aight, here's a list ^^

    1) slugging: besides perks like Unbreakable that allow you to stand up again, try to recover to 95% and then have the other survivor onetap you. or, if you're the other person, hide and dont go for the rescue unless its safe to do so. if the killer camps the slugged guy, search hatch and use it. and if the killer is slugging in the early game, all i can give you is: dont just all sit around that one spot and go down, lure the killer away and have someone else onetap the slugs. ALWAYS recover while on the ground.

    2) tunneling: dont hookfarm in the killers face would be the most obvious one. other than that, why not try using Borrowed Time or Decisive Strike? i heard they work quite well against tunnelers.

    3) face camp: do gens. oh look, 3 made it out! what a surprise...

    4) BBQ & Chili: 1. lockers, 2. gen auras 3. faking a direction then going in the opposite one 4. being within 40m to the hook, 5. run distortion / any other perk that disables aura reading for the killer. enough of possible conterplay?

    5) Nurses Calling: dont heal withint the heartbeat radius of the killer and always be alert. dont heal in places you cant get to a pallet or window in time.

    6) Bloodwarden: 99% the gates and only open them when everyone is safe


    anything else?

    maybe you wanna add NOED with its totem requirement?


    okay, my turn.

    why dont you go and give me the counterplay to these beauties:

    1) Deadhard for distance

    2) God loops

    3) Adrenalin

    4) Sprintburst

    5) Keys

    6) Genrush SWF


    dont forget, these counters have to be available for every killer, so saying something like "nurse counters god loops" isnt gonna help anyone else.


    also i never agreed that "kills were getting too easy". i just said that i personally dodnt have any problems taking down purple ranks - thats because they are on a lower skill level than i am, not because "the game feeds me the 4ks" like you love to claim...

  • ngl, i really like the animations.

    what i dont really like is when the killer plays like a douchebag with it and immediately tunnels me off the hook to mori me not even 5 minutes into the game... :/

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212824#Comment_1212824

    My bad connection? Sure thing buddy... I guess everyone in NA has the same bad connection I do then. These have literally been issues ever since the dead-icated servers were implemented and I'm far from the only one that has these issues. Plus were ignoring the fact that a lot of players are using VPN's just so they can connect to the US servers for faster queue times.

    i dont know what to tell you here, other than its literally just a latency issue.

    if you get constantly hit by attacks that dont at all look like they hit you, its nothing else but your connection to the server being bad.

    you know that what you see on your screen and the info the server sees is two very different things, right? your PC is sending data to the server and the server places you on the map based on that data. if you have vaulted the window and moved out of range on your screen, but the data the server has at that second tells it you just finished vaulting and are still in range for a attack, you get hit. thats gonna look really bad on YOUR screen, though on the screen of the killer / of other survivors it looks a lot better.


    this issue has literally nothing to do with balance, as that is nothing the devs themselves can just go ahead and change.

  • @Bunnie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212857#Comment_1212857

    i didnt say it was easy to be rank 1 i said it was easy to get kills. ofc the higher the rank the harder itll be. thats just common sense. im sure its hard for the survivor too. wheres their update? this update is literally a reply to yall whining because survivors found a way to survive. I dont get it. And if if you were chasing the survivor too long hows that anyones fault but your own. Thats my point. You guys are being all try hard sweaty then you feel stupid when two gens are popped because youve wasted your time chasing this survivor who isnt doing anything but surviving. But then you also feel stupid for stopping the chase cause then youve admitted youve been beaten and thats just too much for you guys apparently. Sorry im not letting you easily hook me. Christ.

    so you are complaining about the lack of compensation you receive with this update?

    that would be quite the double standart though, as i dont recall getting any compensation eigther for the Nurse or Ruin nerfs. so those changes are okay for killers but not for surviors?

    and if we can both agree on a clear "no" here, then we can maybe start seeing the previous Ruin nerf as the compensation you received for this nerf? cause both affect the same topic: the overall games length.


    any my point here is, that 100% safe loops that require no skil whatsoever to be run for multiple gens are simply put bad gamedesign and need to go. if you want to beat me, do it somewhere i actually have a chance to fight back! but abusing the same old broken loop over and over and over is just boring.

    the devs tried fighting their bad map design in the past. bloodlust and the entity blocker are a result of that, yet that did not work out, so here we are, they FINALLY reworked these structures.


    also i really dont see it as the survivor "outplaying" or "beating" me when they just immediately run to the, lets say, iron works window. i just drop the chase cause i know that stupid building is gonna cost me 3 gens if i try to run it, regardless of the survivors skill. there is no mindgame, this is just plain holding W until the window is blocked and they are forced to go somewhere else. how is THAT a fun experience for anyone?

    i dont want you to make it easy for me, i enjoy a challenge. but again: if i dont even stand any chance to begin with, that is not at all enjoyable. if you dont want to get hooked, thats fine by me, but at least do something for it! outskill me, outsmart me, do SOMETHING that requires you to use your brain even a little bit!

    or how would you feel if every single vault / pallet was blocked off during a chase with the killer? that would be super boring, wouldnt it? there is not mindgames, there is no skill needed to beat you, its literally just the killer holding W and catching up, thats it. is that fun? no! then why do you defend the infinite windows like that? thats literally the same gameplay, just that the survivor is the one holding W here and getting the easy escape.


    all im saying is, that mindless loops like that should NOT exist. everything needs to have counterplay, otherwise its gonna be a super boring experience for the other side.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212868#Comment_1212868

    I forgive that. Doc lost some of his meme value after his rework tho. I cant stand in Treatment Mode and shake my fists at the inhumanity.

    :D


    i agree, with the rework i kinda lost one of my meme builds i liked to call the "negative zone" (or whatever you like, i couldnt really decide on a name xD), which just had doc with nothing but perks / add ons that would add negative effects to survivors inside his TR / extend it.

    combined with his passive effect of the static field, this made everything inside his TR very difficult / punished them for staying close while not affecting them at all for staying far away from you.

  • i actually really like his tier 1.

    it adds a very unique playstyle to him and can get you some very good early game surprises on the survivors.


    you are right though, he has a slow start. something i always love to do is to sneak around the edge of the map and try to get into tier 2 by stalking someone on a gen from an unexpected angle.

    i wouldnt really recommend you entering a chase while in tier 1 though. you eigther ambush them or you avoid them.

  • quite shocking you put Doc that low...

    guess you gotta...

    9euzaavexidx.jpg

    at making tier lists x)


    okay sorry... ill just... sit in this corner...

  • @Bunnie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212772#Comment_1212772

    Smh. That makes it even worse. Ranks 1 have worked their asses off to get to rank 1. Now youre mad cause they easily outrun you like you easy kill purple ranks? So now we all have to suffer cause rank 1s are handing yall yall asses? What that got to do with me? We could say the same exact stupid thing yall been saying to us for years. Get good. Why exactly do you feel you should of caught that survivor? You didnt catch him so what makes you think you gonna catch him after this update. Youre not. Theyll find other ways to outrun you. Yall gonna complain get mad every time? good grief. Nerfed ruin yall got mad. which was understandable. nerf progression period. took away how long our toolboxes and what not last. like damn. yall can follow our blood when were injured. you can shoot us now! the hitboxes are off on all of yall idc what anybody says. i could close my eyes as huntress throw a hatchet and hit somebody lol. like yall have everything. now yall want to make the maps smaller which probably means exits will keep popping up next to each other so you can stand there between them after youve slugged so you can close the hatch. you have noed. bloodwarden. what else? i mean jesus.

    as a red rank survivor myself: not really. you just gotta play the game and you'll get to that rank eventually, its not that hard to accomplish.

    also, bold of you to assume that i "complained about everything until i get easy wins every game". rank 1s arent handing me my ass - and the few who are good enough to do so i acknowledge and try to overcome that challenge. if someone dies in my game when i clearly didnt deserve that kill (e.g. bad team mates not rescuing them), i too feel bad for them and tell them so.

    but if there is one thing i HATE, its getting beaten by players far below my skill level, just because they abused broken game mechanics. keys, genrush and god loops were the main things, one of which has now, finally, been tackled directly by the devs. if you wanna beat me in a chase, do it by actually being better than me and i wont be complaining - yeah ill be frustrated at that moment, but in the end i wont sit here and complain about some stupid stuff like T L walls.

    making maps smaller is another thing that is needed - or is it fair you get a gen from 0% to 100% before i could even get there? nope. thats just as mindless as godloops.

    oh and funny you should mention that: i was one of the people here on the forums actually defending the ruin update. did it have a poor timing? yes it did. but as ive said back then, there will be future updates that help us killers to make up for that loss - and here we are. these two updates should probaply have been one, ngl.

    also, huntress hitboxes are a nexessary evil. you wouldnt like what you'd have to sacrifice in order for them to match the playmodel, believe me.


    in the end, if we have "everything" and killer is so "easy" to play, why dont you go and play some rank 1 killer yourself?

    killer is by far the most stressfull thing you can do in this game. a single lost chase can cost you the entire game, yet we have it "super easy" lol

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212647#Comment_1212647

    More balanced? The game is already completely imbalanced with the fact that 90% of your hits, shouldn't be hitting to begin with. You talk about survivors not having skill; but how can we when we vault a window walk 10 feet and still somehow get hit? How can we when hatches hit us behind a wall? Leatherface and Billy chainsaws go through walls, rocks and windows? Infinites and pallets are literally our only way to survive at this point.. and yet you guys still need a reason to nerf us more.

    The game is completely unbearable with the amount of issues it has... but have fun enjoying your 4k in under 5 minutes every match.

    yeah, THAT, my friend, would be your bad connection to the nearest server.

    that has nothing to do with the games balance.

  • probaply because he doesnt really have any downsides.

    there is no clear counterplay to him, nothing that is effective against him unless staying awake - which is on a limited timer.


    i guess people just feel powerless against him.

    every other killer has one main strength and one main weakness. Wraith for examplel shines at tracking, but sucks at chasing. Billy shines at chasing, but sucks at tracking and so on. Freddy is just... decent in everything.

    yet he is also not too good in anything, so he is also not the strongest / "OP".

  • @Bunnie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212675#Comment_1212675

    thanks for the proof. people always say that to try and make you feel some type of way as if you dont know anything. Meanwhile im usually in purple rank now. i wont go to red. i heard thats hell on a stick and it is when i play swf.

    then maybe your opinion is based around the skill level of players you meet in such ranks?

    not trying to be mean or anything, but i can beat purple ranks quite easily most of the time. but have you seen a really good rank 1 survivor running a jungle gym? have you seen how devestating it is to have the jungle gym window lead to a T L wall? THATS what we should be balancing the game around - and thats what this update is ment to fight. use loops efficiently and you wont have a problem.

  • @Bunnie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212719#Comment_1212719

    Yet here you are again. Engaged in a conversation/discussion/argument on MY post. Lol. If you want someone to care go make your own post sweety. It takes two to argue. I dont feel like im arguing with you so if you feel youre in an argument thats something you need to take up with thyself. Last but not least i dont need to know your opinion. I dont care to. I mean look at your comments. On a thread about DBD youre trying to tell me how i should discuss things cause im arguing and you dont argue but here you are lol. You look silly. So let me show you how its done when youre a mature adutl and honestly dont care about an opinion vs just wanting to come off as whatever it is youre trying to do. So until you post something useful youve been dismissed. Enjoy your week. 😀

    fun is entirely subjective.

    just because you find it fun to loop the killer on a godloop until the window is blocked or they gave up doesnt mean everyone finds that fun - certainly not the killer.


    if you wanna beat me, do so by outsmarting me / outskilling me, not by running around an utterly broken loop i cant do anything about at all.

    cause i too want to have a fun experience in this game and i dont find it enjoyable to run the same circle 3 times with anyone i find.

  • @Enlyne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212687#Comment_1212687

    Apparently someone assumes too much? I didn't mention a single thing about godloops and neither did you, all you did was mock around people who were disappointed with where the game is going, so instead of acting all smarty pants, read better and notice that for writing non-productive and silly comments, you might aswell not even write.

    And you tell me how the recent issue with deadzones is going to help balance the game, cause soon enough killers will only be facing mobile bots, and when they grow bored, nobody will care for it.

    please note that the main topic of this entire discussion is the removal of god loops

  • Sorry, but its posts like these that i cant take serious and would prefer not to write a comment for the next 20 minutes explaining in detail something literally everyone knows: why god loops are a bad thing.

    and as a solo player, i dont see why i wouldnt stand a chance this patch? i never relied on utterly broken structures to survive, i use my ressources effectively and not waste everything in the first 5 minutes of the match - unlike some players i meet in red ranks.

    also i might want to add that its currently the survivors who are waiting their 20 minutes to find a lobby.

    i wonder why that might be..


    TL;DR: no. godloops are NOT fine and yes they should most certainly be removed. they are boring to use, boring to face and require literally no skill while still ruining the killers momentum and therefore game. survivors should NOT be able to 1v1 the killer, period.

  • @Enlyne said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212647#Comment_1212647

    We've got one of those guys who barely plays surv, or is oblivious as hell

    not exactly.

    im more of one of these guys who play both sides ar red ranks and notices the major balance issues this game has (yes, godloops are one hell of a great example for that).

    also, here i literally just took that one:

    you're not a red rank player - rank reset day edition (14.04.20).png

    cause some always need proof..

  • oh no! the game is getting more balanced! D:


    imagine needing skill to survive... horrible...

  • oh no, you cant 1v1 the killer anymore!

    who could have guessed that in a 4v1 game you shouldnt be able to do that...


    oh any by the way: if you want "fixed" hitboxes, sign me up for it! cause that will also mean a full on hitbox rework for the survivors! nice! i'll gladly trade the current huntress hatchet hitbox for the survivors inability to loop ^^

  • yeah that new Nea skin looks really good ^^

  • i dont think they'd care tbh, like @Peanits already said.


    i think we should instead help out the others that have stayed behind by giving them some bonuses.

    i came up with an idea to add some more BP score events to the hook, for both killer and survivor to help them out with various situations:


    Survivor:

    1) "Endure" - 1000 Altruism points. this is gained uppon going from the summoning phase into the struggle phase without speeding the process up (self unhook attempts). this is ment to encourage the survivor to stay and waste the killers time, when the killer is not leaving the hook area.

    2) "Abandoned" - 2500 Survival points. this is granted to you when you went from the summoning phase to the sacrificial phase on your very first hook without speeding up the process (self unhook attempts / not struggeling). this is ment to - again - encourage the Survivor to stay on the hook in case the killer is camping them.

    3) "Left Behind" - 2500 Altruism points. this is obtained, when the hooked survivor kills himself on the hook (self unhook attempts + not struggeling). to give the remaining Survivors a little something for losing a teammate early (the DC "reward" should also be boosted to 2.5k points).


    Killer:

    1) "False Hope" 200 Sacrifice points. This is given to the Killer, whenever a Survivor fails a self unhook attempt. again, its a nice little bonus when someone kills themselves on the hook. since this can give the killer 100 more points than a fresh hook, some hook suiciders might think twice about killing themselves on the hook, as they wouldnt want to reward the killer.

    2) "Futile Struggle" 600 Sacrifice points. This is awarded, when the Survivor fails to fight the entity in the struggle phase. its ment to give the killer not only the 500 hook points they missed out on, but also 100 bonus points. just to disencourage the survivor to do it, as they'd actively reward the killer in that case.


    all of the above mentioned are given additionally to all other point score actions.

    these are mainly ment to rewrad those staying in the game in case of a camp scenario, but the bonuses applied to both sides are also given when someone suicides on the hook immediately, so i thought it might fit into the topic.

  • thats probaply the lack of red rank killers that forces the system to get killers from lower ranks into these lobbies...


    also i believe that there is a ratio of +-6 ranks when queueing, so its not impossible to get rank 1s as a rank 6... i might be wrongn with the number here though.

  • hey uh...

    you kinda missed April 1st by like 9 days...

  • @xenofon13 said:

    Say whatever you gonna say. NOED is always an indicator that the killer bad/low skill cap. Always was.

    not really.

    its more of an indicator of the survivors failure at cleansing bones.

  • indeed, the Iridescent Head add on isnt too strong.

    its the combo of the Iridescent Head with the Infantry Belt that makes it too powerful.


    seriously though, has anyone tried using the Iri Head on its own? thats really not good, as you're limited to only one shot.

    why not have it like this:

    insta down uppon hit.

    the amount of hatchets is limited to two.

    reload speed decreased by X%.


    that way its not extremely situational / useless, you cant get 3 insta downs (aswell as not being stuck at one), and if you missed your shots you cant just go and reload mid chase.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209230#Comment_1209230

    Ivory sucks just as much as an ebony for the survivor who gets tunneled off hook with it.

    exactly - thats why mories should require the killer to hook everyone once before they can use them.

    that would be sooo much better...

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207864#Comment_1207864

    No, I didn't knew there was a bug section, I'm kinda new here and new on forums in general

    alright, then you know it now ^^

    if you encounter any bugs or exploits, make sure to always post about these in the bug reports sub forum, as that is where the devs mainly check for bugs to fix - its like a "to do list", if you will.

    (you gotta be careful with exploits though, make sure to never say how to do it in public. you can privately message a mod for that)


    the problem with posting them here in the General Discussions section is, that it might get lost under many different discussions - though if a mod sees this i am sure they will point it out to the devs / move it to the correct subforum themselves.


    anyway, welcome to the forums :D

    i hope you'll enjoy your stay ^^

  • i dont think thats a good mechanic to have for free, honestly.

    maybe we could disable Ultra Rares from chests again and add the ability to loot them to a perk? Up The Ante could do with a nice little buff to it imo...

  • i'd like to have an actual hitbox while in my fatigue.

    its super annoying when you try to block a pallet / window and they just run straight through you.

  • have you posted this in the Bug Reports section of the forum?

  • *Devs nerf killers*

    community: "omg you are so survivor sided!"


    *Devs nerf survivors*

    community: "omg you are so killer sided!"


    gotta love it.

  • aight, lemme go through your ideas one by one:

    Keys:

    1) i dont think a 10 second animation is needed, though i do think a shorter animation (5 seconds or something like that) that is interruptable should be present, so survivors cant just randomly jump into the hatch right in your face.

    2) i dont really like the idea of the notification. if you are around, you can already interrupt the amimation / immediately close it afterwards, but giving away the hatch location to the killer without them being anywhere near is too much imo.

    3) fully agree. Dull Keys in their current state are WAY too powerful for a mere very rare item.


    Moris:

    1) too much. that would render moris basically useless. they should have an impact on the game, not just be used for a cool animation - might aswell be basekit at that point. i think it would be a lot better if moris were to activate after you hooked everyone once to prevent early game tunnel scenarios, delay their general usage and allow the survivors to play around it more.

    2) combined with your first idea thats really just overkill at that point. instead of having another activation condition i would really prefer my idea of everyone being hooked once. it would be a LOT simpler and not render the offering useless.

  • @Fear_source19 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206820#Comment_1206820

    I would strongly and vehemently disagree with you, the pallets in that map do literally nothing, they don’t offer any seriously good hiding spots, and because it’s got two levels there’s no way to know if the killer is on top or bottom level, so that’s a serious mind game itself. And the pallet placement is next to crap, the only one that’s any decent is the one by the exit, and after that you’re screwed... honestly do you guys even play survivor, how anyone thinks anything about this game is remotely survivor sided is a joke, the hitbox which is specifically designed to not be accurate, is absolute horseshit. And now, our “top safe” window vaults are gone, but killers will continue to keep their chase increase speed... DH IS EASILY SUPER COUNTERABLE. And DS, just mori them. The DEVS do not add in-game chat because they don’t want every single game to be SWF, which if you’re a killer isn’t hard if you can outsmart them..... I honestly love this game, but survivors are getting the shaft and it doesn’t even seem like people care...

    uhm..

    bait?

  • not too long xD

    she got the movement speed decrease pretty fast and the blink reduction also didnt take too long. i cant give you exact dates / patches rn though..

  • i believe they said that microsoft wont let them change achievements, so they cant "fix" it.

    thats also the reason why killer adepts are so much harder to get than survivor adepts.


    imo Nurse needs an add on rework - at least for her ultra rares. they are so bad they actally nerf her power...


    btw, back in the day nurse used to have a 115% mms (4.6 m/s - Trapper speed) and 3 blinks basekit, so getting the achievement back then was no big deal. it just got harder and harder over time, up to where we are now: the hardest achievement ingame.

  • @th3 said:

    The fact that you consider the game to also be survivor sided makes me want to laugh out loud.

    i wouldnt necessarily call The Game killer or survivor sided, though i can understand where people that claim eigther way are comming from.

    some killers can easily use that map to their advantage and win without much of an effort (e.g. Doc or Wraith), others however get basically hardcountered by it (e.g. Trapper or Billy).

    my personal main problem with it is, that it is basically made out of safe pallets. it has the most 100% safe pallets in the whole game, its actually ridiculous - especially when the survivor knows what to do / you arent the best killer. examples for such pallets would be the room above the basement, the hallway towards the basement, the staircase pallets or the drop down pallets (there are more but i think you get the point).

    i think pallet spawn, the killer choice and the survivors skill are the factors that can make the map seem like it favors a certain side more than the other.

  • the symbol i assume you see in it is turned in the opposite direction though.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205571#Comment_1205571

    MYC is actually anti-tunnel because the killer will go for the off-hooker, not the off-hookie.

    https://forum.deadbydaylight.com/en/discussion/comment/1205642#Comment_1205642

    No, killers are not penalized for camping or tunneling unless, perhaps, it is a SWF team - which is not the majority of teams.

    https://forum.deadbydaylight.com/en/discussion/comment/1205587#Comment_1205587

    Isn't it a little ironic that the killer who provides and runs BBQ most, is the most renowned face camper? Go figure.

    1) MYC wont be able to trigger, unless the killer is at least 32m away from the hook. so while its also an anti tunnel perk, its mainly a anti camp perk.

    2) killers are heavily penalized for camping by the emblem system, the scoring system and the survivors correct ingame behavior. unless the survivors literally feed the killer kills, the killer is very unlikely to get more than 2 kills that game, aswell as a safe depip and almost no Blood Points.

    3) it sure is ironic, though i dont really understand what you were trying to prove here? its not like a killers power and their teachables would have any synergy with each other...

  • personally, setting myself a goal greatly helps me out.

    i have the long term goal to fully max out all my killers, though since that is quite far in the distance i focus on maxing out the killer im currently leveling (Oni rn).

    and in case i need a short term goal to work towards in one session, its not ending the session on anything but a certain rank i want to obtain / maintain (rank 1 for me).


    so yeah, i guess having something to work towards keeps me at it. its also why i play the game a lot when the tomes are out, but now, inbetween the tomes, i suddenly dont have much motivation to play.

  • make a video, report them ingame and send your video evidence here: https://support.deadbydaylight.com/hc/en-us

  • the problem here is that if you want to buff solo survivor, you also end up buffing SWF.


    so thats a very difficult task.

  • @kerm said:

    So currently when the end game collapse happens, the generators become locked and you are able to open the doors. When there is only one survivor remaining, and the killer closes the hatch, the end game collapse begins. During this phase the survivor's only way of survival is to open a door. The door takes 20 seconds and the killer is able to position themselves (in some maps) to where they do not have to walk far to see the red light of the door, making it almost impossible to open the door. I would suggest changing it to where the red light does not exist when there is only one survivor or making the door open faster.

    honestly, at that point you should just accept your defeat.

    you had the chance to do the gens, you failed.

    you then had the chance to leave through hatch, you failed.

    now you even get a THIRD chance of survival and complain about it being too hard to pull of consistently.


    imo you should be happy the doors power in the first place.

    the devs could also just have the entity impale you asap after the hatch is shut, yet they decided to give you ANOTHER, therefore rather slim, chance to escape. its supposed to be hard, you failed twice already. and if the killer found an effective methode to defend the doors, so be it. thats the third time he beat you now, at some point the killer really deserves his 4k.

    EGC isnt favoring the killer, its actually in your favor it triggers to begin with.

  • @Yrakaz4 said:

    It's crazy how they created the EGC to minimize survivors taking hostage of the game wheb now, killers need their 4k that they will slug 1 survivor down ubtil they find the other so on and so forth until they either bleed out or get the 4k. IF 1 survives, killer gets hatch then like you said,gets to monitor the two exit gates that are ofteb close to eachother. What I've begun to do with my teamate instead of trying to finish last gen we just creep pn map until killer AFC or messages. If they want to take hostage of the game for a 4k then i will take hostage to survive.

    slugging =/= taking the game hostage.

    there is a present bleed out timer, that, once it ticked down, will end that survivors life, forcing the game to progress.

    when the hatch is present, the survivor can end the game by eigther jumping through the hatch or keep doing gens, in case the killer was camping the hatch. if the killer shuts it close, the deathtimer will start.

    all of this progresses the game in some way shape or form. however, you and your team mate hiding until the killer has to quit does not progress the game in any way, is therefore considered taking the game hostage and is punishable with a ban, as there is no counterplay to it.

  • tried, abused, never implemented.


    could also lead to games being held hostage, so it will never be a thing.

  • @Entità said:

    https://forum.deadbydaylight.com/en/discussion/comment/1201609#Comment_1201609

    Both things could be great! Moreover, rotating the character is not more harmful than switching character at the last second of the trial countdown.

    yeah, but last second switches are also not really intended gamedesign.

    they should rather fix these instead of implementing a feature that basically does what last second switches do imo

  • so, do you want the survivors to turn their model on both screens to hide items or the killer to turn their models on his screen to expose items?


    if its the first thing, no. people would just abuse this to hide keys (or other items) from the killer.

    if its the second one, that would be neat, but not really necessary.

  • the static blast was added because many complained about his "no effort tracking ability", so instead of having a passive madness increase over time (= no skill), its now a one time thing with an instantanious madness increase and a long cooldown (= skill - apparently. well, its certainly more situational and less easy to use).

    for Doc himself they took away the switching between the two stances, so accessing the shock therapy became a lot easier and you didnt have to constantly switch modes.

  • @mutante said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200243#Comment_1200243

    https://us.v-cdn.net/6030815/uploads/470/OVBRIGGQMJYR.jpg

    I'm posting a copy here because maybe your dumb mind can't find it.

    Make some research before blaming people liers!

    here, thats from the exact same source you provided us.

    its the paragpaph directly underneath this picture, you should give it a read:

    "This graph shows the average rate of survival per Survivor at any given rank, per platform. Please note: The data collected is using your rank after the match, so players who depipped from rank 1 down to rank 2 would appear as rank 2 for our purposes. This is likely the reason why you'll notice a large gap between the survival rate of rank 1 and rank 2: Players who survived were more likely to pip and maintain their rank, while those who died were more likely to depip and lose their rank."

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