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Monlyth

Monlyth

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  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/943382#Comment_943382

    That’s a blow up of the game though. How many structures force m1 killers to waste time and break the pallet? Nurse just evens it out and makes the survivor have to outplay you. Survivors don’t like her because their go to autopilot mode doesn’t work. They have to think against her.

    Survivors have 3 methods to extend chase times: Pallets, windows, and juking. Good survivors will use all 3 methods to extend chases for a very long time, especially against Killers who don't know what they're doing. Good survivors will get a lot of mileage out of windows and jukes before needing to drop the pallet, then using the pallet to reset the chase and move on to the next tile. Bad survivors will have to drop the pallet immediately against even a mediocre killer, and will often be tricked by a simple mindgame into taking an otherwise-avoidable hit.

    Nurse takes away 2 out of those 3 methods for survivors to extend chase times and evade the Killer. And once the Nurse player has learned how to counter juking, the survivor's skill becomes almost entirely irrelevant during the chase. The survivor is usually just forced to pray that the Nurse player makes a mistake.

    @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/943382#Comment_943382

    Wait a minute, i need to tell you that on point prediction is a skill. If you as a survivor is predicted, that only shows you're outplayed by nurse player, and she deserves a hit.

    As for now, only few killers can capitalize on these kind of prediction (nurse, spirit, huntress..). They're also heavily rely on prediciton.

    On the other hand, other m1 killers cannot really do anything even if they predicted your movement besides continually play the looping game and hope survivors mess up badly. Do you really want all killers to be like this?

    It's not really an outplay when the survivor's skill is mostly irrelevant during a chase. God-tier survivors and mediocre survivors will both get hit all the same against a god-tier Nurse.

    Killers should have powers that reduce chase times and make looping more difficult, but they shouldn't force the Survivor to play a guessing game that renders their skill mostly irrelevant. Otherwise, why would anyone play as a Survivor?

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/943303#Comment_943303

    I am myself a good Nurse player and main of the character. Personally, I think other killer mains have been bullied into saying she is broken. Even if they haven’t, they’re wrong.

    Well, I think it's far more likely that the Killer mains were simply intelligent enough to see Nurse's game-breaking power for what it was. And it's not hard to see why they're right.

    High-ranking Killer mains already know how to counter juking. They can accurately predict where survivors will go, and how they'll attempt to juke a hit. So when Nurse can nullify all of a survivor's defenses except for juking, it was inevitable that she'd rise to become the best Killer in the game.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/943262#Comment_943262

    This is a false narrative that people always spout on here. Just because she can’t be looped conventionally doesn’t mean the survivors have no defense. You play against Nurse differently, both by breaking line of sight and making her guess on if you will keep running or come back at her.

    Nurse has counterplay, survivors refuse to learn

    You realize that some of the highest-ranking Killer mains agreed that Nurse lacks counterplay? Good Nurse players can accurately predict where you are and where you will go most of the time. And even if they don't guess correctly the first time, you'd only have a few seconds before they're ready to blink again, and they're not going to fall for the same trick twice.

    To paraphrase one such Nurse player: "A decent Nurse main has counterplay. A great Nurse main doesn't."

    EDIT: Actually, here's the full quote: "Survivors can beat a bad Nurse almost every time. Survivors can beat a mediocre Nurse almost every time. Survivors can generally beat a good Nurse. Survivors will never beat a god Nurse".

  • Legion. Out of all the killers, their backstory is the most relatable, and the most grounded in reality. They're not insane like most of the other killers; they're just outcasts who were neglected by their peers, neighbors and families, and rebelled against the authority figures in response, until they finally crossed the line into murder.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/942860#Comment_942860

    That’s supposed to give us hope? The Nurse was in the works for months and is almost universally agreed to be a disaster. She probably has the worst set of add ons in the game, and that’s after bhvr had time to remake them. Forgive us for being skeptical.

    To be honest, I don't see a way to make Nurse's kit work without giving her a completely different power. At its core, her power involves bypassing all of a survivor's normal defenses and ending chases instantly. Fundamentally, her power is near-impossible to balance. The devs didn't have much to work with.

  • @UncannyLuck said:

    https://forum.deadbydaylight.com/en/discussion/comment/926177#Comment_926177

    If you're at the point where you're downing and hooking survivors fast enough to have to keep track of 4 60 second timers in your head, you probably don't need to be keeping track of much else since they sure as hell aren't getting anything done.

    I said "up to" 4, not exactly 4. My point still stands; if you don't keep track of exactly how much time is left until DS wears off, you will often get hit by it at the last second, or be forced to slug a survivor out of paranoia.

  • @Peanits said:

    Balanced Landing could be used to turn some loops into infinites, which is something we want to avoid. Typically you wouldn't use the stagger reduction from Balanced Landing more than once in a chase unless you were taking advantage of one of those loops.

    As for Decisive Strike, if you have to wait a full 60 seconds, that's because you're tunneling someone immediately off the hook. The perk is designed to prevent that, so of course it's going to be very punishing. If you had chased someone else and returned, their timer will be almost up and you'll be able to wait it out in under 10 seconds. It's fairly easy to avoid.

    Borrowed Time, I'll let y'all debate that all you want. Again, it can be mostly avoided by not going for the same guy and instead hitting the unhooker. If you hit them before they get the unhook, you can hit them again right after they finish the unhook and you'll still have someone on the hook in the end.

    For Decisive Strike, I have to disagree. There are numerous examples of Killers who actively avoid tunneling and simply chase whichever survivor is the easiest target at any given time, but get hit by DS anyway.

    Survivors will often use DS as a safety net in order to play very carelessly; jumping into lockers right in front of the killer, working on generators in front of the killer, or unhooking in front of the killer.

    Also, why should the killer be forced to keep track of up to 4 60-second timers in their head, in addition to everything else they need to pay attention to?

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/110621/how-are-nancy-and-steve-in-the-fog

    This isn't just a Nancy and Steve problem; Michael and Laurie were still in the real world after the first Halloween night in 1978 in every timeline of the Halloween franchise too, and there were more movies after the first Texas Chainsaw Massacre.

    Licensed characters in DBD from the first film of a franchise, or from an ongoing franchises should just be assumed to be from alternate timelines. It's a Steve Harrington and Nancy Wheeler, not necessarily the Steve Harrington and Nancy Wheeler, that got yoinked by the Entity.

    Either that, or those characters will eventually escape the Entity and return to their world at the exact same time as when they left it, with no memory of their former horrific purgatorial existence.

    Whichever theory suits you.

    Well, if the Entity can erase people's memories and restore them to their original state, that begs the question: Why doesn't the Entity erase the memories of the "burnouts" in the Void who have totally succumbed to despair, so it can keep feeding on them?

  • @Blueberry said:

    Strong killers.

    The game isn't as scary because overall the killers are quite weak. You aren't scared of something if you don't feel in danger. As a survivor the game just feels like you are almost always safe with how numerous strong loops are.

    Also, the ambiance needs massive improvements. More darkness, fog, sounds etc.

    Scary games stop being scary when you've played them for the hundredth time and know exactly what's going to happen. BHVR can't change that; nobody can.

    Overpowered killers don't make me think: "Oh no, I'm in danger", they just make me sigh and say "Well, I'm up against this BS again. Why do I even bother?"

    Also, I'd have to say no to the darkness; I can already hardly see a thing on the Yamaoka Estate maps. Darkness benefits the survivors more than Killers.

    @Artyomich said:

    Bring more monsters in the game. Demogorgon actually brought back that sense of dread I lost because I got experienced with the game. He looks and sounds terrifying hearing those stomps and roars across the map just sells his image....of course he's loopable so rip.

    All those loud noises do more harm than good for the Demogorgon, really. The footsteps and hissing noises allow you to always pinpoint which direction he's coming from when there's a wall between you and the Demo, and the map-wide noises from missed attacks let you know that it's safe to work on gens when the Demo isn't chasing you.

    In fact, he's one of the worst killers in the game, according to stats.

  • @Waffleyumboy said:

    You forgot that survivors can't use characters/cosmetics the killer personally dislikes.

    Of course. How could I forget about Blendette or bald Dwight?

  • Leatherface: Facecamps a survivor

    Other survivors: "Let's try to unhook right in front of him!"

    Leatherface: Downs the survivors

    Survivors:

    Surprised Pikachu.jpg


  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/919508#Comment_919508

    If wanted, let me tell you how I play Demo.

    Build. Save the Best for Last, Surge, Surveillance, and Ruin. Preferred add-on types. Shred move speed, faster tunnel travel, longer undetectable, and extra tunnels.

    Starting out, you want to place a tunnel at least some meters away from gens. Out of sight and on the edge of local hearing range. So often enough that means in the next tile from a gen. Attempt to place tunnels in order to cut off paths to loops as if you are coming from a good loop, they can't run to it without getting hit forcing Survivors to run to where you want them. And once you start using tunnels for travel. The more resources are used in the areas you herd Survivors towards making them more dangerous as the game progresses. Also you might want to place an extra tunnel around a possible 3 gen setup and avoid using it just in case Survivors destroy a known tunnel to prevent said 3 gen setup.

    If you aren't in a chase, attempt to travel by tunnel as much as possible. Keep people guessing where you are. Travel to check that gen and by the time you walk to the next gen, odds are you can travel through its tunnel by default. The more you make Survivors guess where you are, the better the odds of finding someone out of position.

    NEVER use tunnels as detection! The AOE is near worthless and can often be ignored by Survivors as you will likely never want to hold Of the Abyss due to slower move speed. And the odds of you reacting to the detection is almost nil without holding tunnels and wasting them in random places. To little resources, too slow reaction times, and too little information. It just isn't worth it outside of camping both gates or basement plays.

    In loops, attempt to bait Shred as well as commit to it. Shred is great in landing hits otherwise impossible, but you can be dodged rather easy. So you want to mix in baiting them into dodging. If you can bait someone to dodge your Shred, they just lost a LOT of ground allowing for M1s. As you land M1s, you will be building up STBFL stacks and soon enough will become VERY powerful. Shred the obsession as needed though to keep STBFL stacks. But with STBFL you can M1 into a Shred for a quick down before the Survivor can run away. Sometimes you can even hit them mid speed boost from taking the M1 thinking they are safe and wont bother to dodge.

    Surge comes into play thanks to how well Shred can bait into a M1 while building up STBFL. Helps save a LOT of time when you almost never need to kick gens. Surveillance combos with this to make better use of your tunnels. If the gen is white, they NEVER go red when hitting 0% with Surge, no need to tunnel there. Keeping that tunnel hidden till needed. But if you see a red or yellow gen, you instantly know where to put pressure. Each gen you can ignore, the more pressure you can apply to what gens remain.

    Wish I could replace Ruin though. Hate having to use it. But it's Ruin. No other Killer perk comes close to it in slowing gen progress.

    From there it's just the basics. Mindgames, red stain control, predicting/reacting to Survivors, knowing when to or not to chase, and what else comes in normal gameplay.

    Well, those are some pretty good tips, but I'd argue that the basics are where Demogorgon's kit really falls apart. Mindgames and prediction both become much more difficult with his footsteps, which allows the survivors to always know which direction you're coming from, even if you're behind a wall which blocks line of sight.

    Here's a good example of how the Demogorgon's footsteps cripple his ability to mindgame:

    https://youtu.be/B_K06Bn130c?t=40

    Using the sound of Demogorgon's footsteps and hissing noises, Steve is able to continuously pinpoint the Demogorgon's location and stay hidden from them, despite being only a few meters away from the Killer with nothing more than a U-wall between them, and the fact that the Demogorgon knew Steve was nearby. Almost any other Killer would have found Steve in that scenario and forced a pallet drop, because Steve wouldn't be able to tell which direction they're coming from.

    Plus, every time he misses an attack, every survivor gets a map-wide sound notification. So the survivors almost always know when it's safe for them to keep working on gens.

    Also (Again) his inability to replace unused portals means he has to be a lot more careful with portal placement than Hag, Freddy, or even Trapper. If he places down too many portals too quickly, he can end up being crippled in the mid-late game.

    The stats are clear; despite his power being extremely good on paper, he's held back by crippling weaknesses in practice.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/919405#Comment_919405

    Cant real say much in honest outside of my personal gameplay. Demo works for me and against the Survivors I go against.

    Might be a regional thing. Might be just potato Survivors not taking advantage (very likely this). Or it might be I'm playing Demo in a different way that just happens to work. No idea. Odds are its potatoes and me being in green ranks at the moment if I had to guess.

    All I can say is that Demo is one of if not my highest preforming Killer. Last 3 days I haven't had a single escape that wasnt the hatch in one way or another.

    Well, I wish I could say I had as much success with Demogorgon as you. I'm in green ranks on US East, but I frequently get matched with red-ranked and purple-ranked survivors by matchmaking (Thanks BHVR). Against players of that caliber, I have little chance of doing better than a 2K.

    Many otherwise-tolerable loops are near-impossible for me to mindgame with my loud clumsy footsteps, and it's quite rare for me to actually get the drop on a survivor after using a portal. Getting hooks is almost always a struggle against experienced survivors.

    Compared to my most-played character (Doctor), I'd say my performance has been consistently worse.

  • Actually, it might work fairly well, since if you're chasing a survivor and they pallet stun you, they'll become the Obsession. If you hook them after that, then Furtive Chase will activate on the unhooker.

  • @MegMain98 said:

    Because the devs don’t want another Prayer Beads Spirit situation where you have zero audio cue that the killer is coming. That’s why Demogorgon has an audible cue that he is teleporting and has very loud footsteps. Same with other killers. Freddy has blood that comes from the generator when teleporting. Ghostface’s robe flaps. Myers has loud breathing. Pig has an audible roar before dashing. Wraith has to uncloak first, etc...

    However I do believe that Demogorgon’s audio cues should be toned down a bit, even from the killer’s perspective. Demo has extremely loud footsteps that even he can’t hear survivor footsteps over his own. His SFX should be quieter on both the killer and survivors perspective.

    Well, the Demogorgon already has the map-wide audio cue when he teleports. I don't see why he needs a loud, localized warning when he exits his portal, or loud footsteps; every survivor on the map already knows to watch out for Demogorgon sneaking up on them when he uses his portal.

    And it's not like Prayer Beads Spirit where the Spirit just teleports behind you and gives you no room to react; the Demogorgon is still fully visible, still has to approach you at 115% speed, and (Unless he's using an Ultra Rare add-on) usually won't have enough time to reach you before the Undetectable wears off.

  • The thing about the Killer's objective is that it snowballs very quickly. Killers will also have many opportunities to hit and down survivors before they make it to a strong loop, cutting down the chase time significantly. Many Killers also have powers that allow them to get first hits and/or second hits much more easily, forcing survivors to either waste time healing or risk getting downed.

    When a hooked Survivor gets unhooked, it gives the killer an opportunity to disrupt multiple survivors at once, interrupt a heal, and immediately get another down. The Killer can also slug a survivor to put them out of commission without needing to take the time to hook them.

    If a Killer successfully kills a survivor, the game immediately swings in the Killer's favor, and swings even further in their favor as more survivors die.

    There's a reason every Killer except the Nurse has a kill-rate above 50%, even in the red ranks. There are a lot of factors working against them, but plenty of factors working in their favor, as well.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/919370#Comment_919370

    My opinion is that the Demogorgon doesnt need any attention. He has among the best map pressure, good anti loop ability, high chase control, and a power than combos with multiple varying perk builds. All that plus a true monster like design What more do you need?

    Demo doesnt need to be the best. He just wants to go rawr at people and likes to enjoy a well earned snack.

    Actually, according to the stats, Demogorgon is among the worst Killers in the game. He's really held back by the audio cues that announce his arrival; being able to pinpoint the Demogorgon's location by sound makes it much more difficult to mindgame with him, and renders the Undetectable and Oblivious components of his power almost worthless.

    The loud noise when he emerges from his portal also ruins the element of surprise for him in many cases. Also, his inability to replace unused portals unless the survivors cleanse them can cripple his mobility in the late game.

    Legion, Leatherface, Wraith and Doctor all have a higher kill-rate than the Demogorgon. His power is good on paper, but is held back by crippling weaknesses in practice.

  • @ScottJund said:

    https://i.imgur.com/DSxhqW4.jpg

    I still say the only possible way an Emblem system could work is with killer-specific Emblem weighting, because using the same system for a Clown and Spirit means the system will never, ever be accurate.

    I made this a long time ago as a general idea; https://i.imgur.com/DSxhqW4.jpg

    Interesting idea. I think it would definitely increase the number of red-ranked and purple-ranked Killers overall and increase the diversity of Killers at the top of the ladder, but I think a lot of people who main high-tier Killers might be upset that they get less credit for achieving the same goals as a low-tier Killer. And you still might see some bizarre situations unfold, where the Killer gets a quick 4K and only gets a black pip out of it.

    In my opinion, the emblem system should measure your performance based mostly on how many gens were finished, and how many hooks you got. Regardless of which killer you're playing, your goal is to kill the survivors and stop them from completing their objective, so I think the emblem system should reflect that. Although you could adjust the weights for Gatekeeper and Devout, based on the Killer you're playing.

    The Malicious and Chaser emblems both seem to be problematic in general, as they will often punish you based on having a certain playstyle or picking a certain killer, and not based on how good you actually are at getting hooks and disrupting the survivors.

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/919212#Comment_919212

    You can't balance around a 2k. There are so many variables that it's an awful system. You balance around top play.

    You can balance around an average of 2 kills per game. 2Ks tend to be somewhat rare, due to the snowbally nature of the game, but if you have a 1K for every 3K that happens, then 2K is the average.

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/112836/are-there-plans-to-change-the-emblem-system

    They do need to change the ranking system but I doubt they will do a 3k as a pip since it seems their goal for balance is a 2k. The balance shouldn't be you lose... idk how to fix it, I like the Elo style you suggested and it definitely needs to be harder to pip as survivor and easier as killer to make it more balanced.

    Well, from what I understand, BHVR considers a 2K to be a "tie" and a 3K to be a "win" for the Killer as far as balancing is concerned, so I think the ranking system should reflect that. If your match was a tie, then you don't gain any rank points, but you don't lose any rank points, either.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/918763#Comment_918763

    The killer is meant to know you have No Mither.

    You cant stop a killer from tunnelling someone else by taking a hit for them if the killer doesn’t know you have it and doesn’t know you can revive yourself. If you can revive yourself, cool, but it’s not meant to be a regular expected outcome. You’re meant to be a distraction and force killers to pick you up at the expense of abandoning a chase with someone else, especially someone on death hook.

    Well, even if you provide a distraction, you're still getting yourself hooked. The best distraction for a teammate is someone who can bodyblock a hit without going down, or who distracts the Killer but doesn't get caught. No Mither makes it impossible to do the former, and significantly more difficult to do the latter.

    And, again, you can bring Unbreakable to get a similar payoff without gimping yourself, and it gives you the element of surprise instead of letting the Killer know "Hey, you need to play around this perk".

    I've only ever seen one person use No Mither and escape against me, and that was a SWF group that was ranked significantly higher than me, and probably would have escaped without using No Mither at all.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/918539#Comment_918539

    Hooray. Someone that sees value in the perk.

    Far too many only have “tunnel vision” when it comes to No Mither. They see 1 hit down means bad perk.

    Because people underestimate you? People underestimate Leatherface mains and make stupid mistakes because they think they can get away with it; that doesn't make Leatherface a good killer.

    Not to mention that the Killer knows you have No Mither. You can't surprise them with it like you can with Unbreakable. They know that they need to hook you and not just slug you.

  • It's always odd to see survivors that go out of their way to anger the killer, then wonder why the killer responds in kind.

  • @Thesaviour119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/916934#Comment_916934

    Oh we do, but just the fact someone Is that bad they need to sit there, just ruins the game, I've met a lot of people who actually give the game a bad rating and just report every killer for it. I play it for fun but it's frustrating when you get camped

    If they were truly a terrible player, how did they get a hook to begin with?

    You have no way to know why a Killer decided to camp, and it often doesn't have much to do with skill. Maybe they're doing the "Kill the obsession" challenge, maybe they've decided that they're just going to chill and not give a crap about winning. Maybe they do it in anticipation of the salt they'll get in the post-game chat.

    I always find it bizarre that survivors are frustrated by camping, but not frustrated about being on the hook in general. Even if the Killer isn't camping, you're completely at the mercy of the killer and your teammates, and usually, all you can do is wait. Why is camping such a big deal, when it's really not that different from how things normally play out while you're hooked?

  • Then do gens and punish them for it. Don't encourage them by going for saves.

  • @Thesaviour119 said:

    Legit all of this shows how much skill you don't have man

    It's funny how survivors take every opportunity to insult your skill when you camp. Almost as if they're insecure about their own skill when they got caught in the first place by a camper.

  • Makes about as much sense as getting a black pip after a 4K.

  • I think there's a serious shortage of red-ranked killers in the matchmaking pool, because it's so difficult to rank up. Sometimes you'll only get a black pip for a 4K; it's absurd.

    It's so much easier to gain ranks as a Survivor; all you have to do is a couple of heals, a couple of unhooks, and work on gens anytime you're not being chased. So I think most red-ranked survivors will face really long queue times.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/916808#Comment_916808

    I'm actually one of the few, despite hating DS, that it shouldn't be canceled if someone else goes down/gets hooked. DS is supposed to (primarily) be a defensive perk. It can't defend you if the opponent has full control of whether the defense is up or not.

    One of the changes I've been suggesting is if you attempt the unhook action, DS gets disabled, whether you're successful or not. If you're unhooking a survivor after just being recently unhooked, you have no right to complain about being tunneled since you are making yourself a very active and high-priority target.

    In this case, the Steve would try for the unhook. DS would be disabled, and then the Spirit would be able to grab him, therefore punishing him for a really bad play and not getting rewarded for it.

    This allows survivors the conscious decision of knowing that if they go to perform the unhook, they are going to lose the remainder of their DS timer.

    That sounds like a decent idea to me. If the survivor is deliberately making themselves a target instead of using DS as a purely defensive tool, they get punished.

  • Personally, the only change I really want is to make it so that missing a single swing doesn't drain your entire power. Always annoying when that happens; I often miss out on a whole bunch of hits because of it.

  • Always remember that what you see isn't what the killer sees, and due to ping, there's only so much BHVR can do to address that.

    On your screen, you got hit through the window. On the Killer's screen, they just barely caught you at the end of the vault.

  • Gens already get finished pretty fast, especially since the playerbase as a whole has gotten a lot better at the game since launch.

    If you think Nurse, Spirit, Freddy and Oni are OP, you should be suggesting balance changes to those killers specifically, not a buff to survivors in general.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/913030#Comment_913030

    You haven't truly played killer until you've tried Blood Warden with Fire Up

    Well, I don't have either of those perks, so it seems like a moot point.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/913015#Comment_913015

    If you want to get survivors out faster activate the EGC.

    Don't dodge the question, dude: When was the last time you actually had a good opportunity to open the exit gates as Killer, and opening the exit gates actually had an impact on the outcome of a match?

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/912979#Comment_912979

    This is such a bruh moment. A 99% gate is only different from an open gate because the EGC does not activate. Yes, it is worth the killer's time to activate the EGC

    I'm asking you: When was the last time you had a moment where you had the luxury of walking up to a 99% exit gate and opening it as Killer? When was the last time that actually made a difference on the outcome of a match? I can't recall a single situation where I wasn't either busy doing something else (Like protecting a hook) or where it wouldn't have made a difference.

  • @ygnea said:

    Not a necessary change needed at all. If you want the EGC to start just open the gate yourself.

    How often does the Killer have the luxury of opening the gates themselves? How often is that actually a good play? Usually, the Killer has more important things to do than doing the survivors' work for them.

  • I like this change. It prevents survivors from opening a gate mid-chase, thus encouraging them to just open the gates and trigger the EGC timer instead of leaving it at 99 for ages.

  • @Drazen said:

    surge is a really bad perk it only adds 6 and a half second to a gen also it is limited to 32m radius with 60 sec cooldown. Great idea for a perk but weak

    One of the main benefits to Surge is that it gives you a free gen kick on all of the gens within the radius. That 8% regression quickly turns into a lot more than 8% if there aren't any survivors repairing in the area.

    If they removed the cooldown and removed the requirement to down survivors with a basic attack, I could see it becoming a decent option for stalling on killers who can get downs quickly but can't spare the time you need to find a good target for PGTW.

  • Deliverance, no doubt. Being able to unhook myself can easily turn the tide of a match.

    Diversion's value is inconsistent; requiring you to spend a large amount of time near the killer without being spotted, and it might not fool the Killer at all even if you manage to activate it. And it does nothing against stealth killers.

    Autodidact comes with a significant downside and may or may not make a difference by the time you get it to start working. If a perk not only requires you to do something before it activates, but also forces you to start out with a handicap, then it needs to do something amazing to be worth considering; Autodidact's effect is not amazing. Into the trash it goes.

  • @Sign_Spinner said:

    I agree that pipping as killer is busted, but i was talking about pipping as survivor.

    Ah, okay. Well, in general, I still found it much easier to rank up as survivor, even against killers that 4K. It was fairly easy for me to squeak out a black pip or a pip from matches that went poorly; just do gens, do an unhook, do some heals, and stay alive as long as you can.

  • @Sign_Spinner said:

    https://forum.deadbydaylight.com/en/discussion/comment/907768#Comment_907768

    It's not only about pipping without trouble, killer has to be good as well.

    Even exceptional killers have a hard time ranking up. Often, nothing short of a 4K will guarantee a pip. There's a real shortage of killers in the red ranks, and it shows; I get matched with red-ranked survivors that are 4-6 ranks higher than me, very frequently.

  • @Sign_Spinner said:

    https://forum.deadbydaylight.com/en/discussion/comment/907752#Comment_907752

    If, as a killer, you let them just hold M1, it's totally on you mate.

    Honestly though, it's really easy to rank up as Survivor compared to Killer. I've played both sides. I got to purple ranks without much real trouble as Survivor, even though my looping leaves a lot to be desired, and I died more often than not.

  • Why do survivors gain ranks just for holding M1 and getting a couple of unhooks? The emblem system is shite.

  • @rch614 said:

    4 times Urban evasion makes you crouch at 7.2m/s

    I immediately thought of this song when I imagined that:

    https://youtu.be/XCiDuy4mrWU

    Personally, I'd either use Monitor and Abuse (Zero terror radius- I can be a stealth Killer while not actually playing a stealth Killer, then have a gigantic terror radius that confuses the hell out of survivors when the chase starts), Thanatophobia (16% slowdown for every injured Survivor would be nothing to scoff at), or Fire Up (16% increased action speed for every completed generator).

  • Yes. Anytime the perk is lit up, that means you're looking at the Killer and they can see your aura.

  • On the rare occasions when I've run into saboteurs, I've just slugged them and killed them with the bleedout timer. They waste a lot of time sabo'ing hooks instead of doing gens, so if you get enough downs, you can win the battle of attrition.

  • You're allowed to use whatever perks you like, and don't let anyone tell you otherwise. As much as I hate Decisive Strike, my opponents aren't doing anything wrong by using it.

    However, you have every right to complain about those perks if they frustrate you, especially on the forums. That's how feedback works. And "Just adapt/just play better" isn't always a good response, because you can't just tell somebody that they should be having fun when they're not. And often, learning to play better will only do so much to address the frustration of playing against perks like DS.

  • Killer queues are almost instant. The problem is that not enough people are playing Killer. And between things like gen speeds, SWF depip squads, the god-awful emblem system and Decisive Strike, I can't imagine why.

  • The problem with DS boils down to this: It's supposed to be an anti-tunneling perk, but Killers will often get hit by it even when they don't tunnel at all.

    Survivors shouldn't be able to treat it like a 60-second invincibility buff.

  • @Artyomich said:

    People reward these killers by body bombing the hook and giving him what he wants. Do generators and I'll keep smashing on struggle, T-bag the man at exit gates for me.

    Having played both Killer and Survivor, I'm amazed that people complain about camping but choose not to punish it. Some will even badmouth you if you choose not to go for a suicidal basement save after the exit gates are open and the Killer is clearly camping.

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