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Moundshroud

Moundshroud

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Moundshroud
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  • @glitchboi said:

    Did they know you were running Tombstone Piece?

    They SHOULD. Whenever Myers is running the add on his free hand is unclenched (NOT in a fist) so he can grab for the Mori. That is the tell. That is why I'm doing this post. Personally I don't think people should run up and try to 360 and stand in the Killer's shadow anyway.... but that is just me.

  • @Vicc said:

    Killers need to stop complaining about SWF and genrush ;)

    There is nothing wrong with SWF that unlocking a 5th Perk for the Killers that face them won't cure. The SWF's 5th Perk (Comms) gives more information combined than all the other Info Perks in the game. I don't think Killers care so much about people playing with their friends as they do the competitive edge. :)

  • @Aven_Fallen said:

    Meanwhile you are complaining about Survivors doing their Objective.

    I love that irony.

    I'm not complaining about Survivors doing their jobs. :) I don't think anyone should complain about ANY valid, legal tactic in the game. I think Salt is bad sportsmanship.

  • There is no reason to complain or give salt about the Killer utilizing legal, valid tactics in the game (of whatever kind). Survivors aren't pulling their punches either. I've yet to see a squad of Survivors politely go in groups from one Generator to the next.

  • @Mineguy said:

    It's funny, in the past all toxic people who abused ds used always the same excuse "It's just a anti tunnel perk, just don't tunnel"

    So... Now where here with the ds nerf that really makes ds to a anti tunneling perk and...since then it's almost not there anymore. Not that it's not getting used, they don't even bring it that often anymore.

    So, when ds is still just a anti tunneling to have something against the evil evil tunnelers, why are you don't bring it anymore? :)

    Hive mind mentality? They come here and a bunch of whiners said it was no good anymore so they stopped taking it. :) Or perhaps they only REALLY took it for the abuse of doing Objectives in the Killer's face. As far as discouraging Tunneling, it works exactly the same as it did before. So whether it is because they were LYING about why they took it, or whether they are sheeple... you can decide for yourself.

  • @Pulsar said:

    Trust me, it's miserable.

    Solo is miserable.

    Killer is miserable.

    SWF is fun.

    Oh I don't know. I kind of like the challenge of Solo. I'm not willing to give up on the format yet.

  • @DwightFairfield said:

    I just waited 20 minutes to get into a game just to have it end in 10. Bully SWF squad looped and genrushed the killer until they ragequit and then bullied them in the chat afterwards

    It's so common and it makes me think; do you guys know why the que times are long? It's not just because the matchmaking system sucks, it's also because you spend your entire game bullying someone into submission and then complaining when they fight back.

    You bully squads have so little self awareness and then you complain about the game as if it's your ######### life while treating everyone around you like dirt.

    I know it goes both sides, but just

    Come on, guys.

    I wish I'd pulled them. Schooling Bully Squads is my favorite thing these days.

  • @Drixpy_Jayyy said:

    When survivors complain the devs take action immediately but when killers complain the devs just be like "nahhh your fine deal with it and we will be nerfing a killer and their perks."

    You are simply incorrect. The only thing that causes immediate action is if the fix is simple, i.e. minimal coding. It is rare, but happens. If they can do it quickly and safely, they will regardless of whether it is something that affects Killers or Survivors.

  • @RiskyKara said:

    When I'm a killer I feel like I often forget to even look for them. Either they're there or they're not, I can't say I've ever seen one flying away, but if they return it's like "Oh someone was here 30 seconds ago I guess?"

    I just got calm spirit yesterday though (To pair with my iron will) because I really wanted to hard counter a doctor and strangely enough I went like three games in a row where I had only like one or two chases where it ended in the killer giving up on me. I'm willing to accept that it's just a strange coincidence or other factors, but it was making me wonder how often killers actually rely on crows.

    Red Ranks by the way.

    Yes, GOOD Killers are always watching crows. Calm Spirit is always in my Survivor Build because I know how much I use Crows myself.

  • I think DS is fine, but if you were to go back through my posts (a good ways back in fact) you would find my suggestion for a change to DS was:

    1. Interacting with your environment in any way other than running away and hiding deactivates DS.
    2. It activates each time you are unhooked.

    So while I think the current form the decided on works just fine, it is ironic that I was suggesting what you are all asking for a long time ago, and everyone was telling me I was suggesting too much. :)

  • Now in regards to Camping, I want to echo what another poster stated; punishments do not work. Even suggesting penalizing Killers for doing their objectives shows a profound bias and lack of understanding of the game. If you want Killers to leave the area of the hook, you reward them for doing so. You create a situation wherein they exercise their free agency to go get something that is more rewarding. That is it; that is the only thing which is going to work. Killing Survivors is their objective. Someone on the hook is an objective that they can secure, and sometimes expand on when people come for the save. It is natural for Killers (particularly new ones) to think camping is the best option. It isn't actually efficient unless the other Survivors are stupid and suicidal. That is why Killers eventually graduate to learning how to maintain intense Generator pressure and only use camping and/or honey-potting as a tactic when appropriate.

    Perks like Barbeque and Chili, for example, are a reward designed by the DEV to encourage Killers to leave the Hook. It is remarkably successful, which is why I'm always amused by Survivors who complain about the Perk. Without it, camping would be 100x more common. Killers need a reasonable potential for profit to make them give up the bird in the hand for the potential two in the bush. I've often suggested that Killers, base kit, should earn their own Bold which is awarded for time spent beyond a certain range from a hooked Survivor. It would be the reverse of Survivor Bold which is awarded for staying within the Terror Radius. Little things add up, and if there are enough rewards and benefits to outweigh the risk, most Killers will choose to leave.

    The long and the short of it, however, is Survivors REGULARLY call things camping that are not. The Killer is not camping if you never leave the area. If they know you are around, they are simply making the right choice to stick around. I was playing at Gideon the other day, and I 4K'd a Team of Red Rank, impressive players. I gave them a GG, and one of them got Salty and asked me why I camped. I pointed out that I was playing Spooky Myers, and could see all of them at all times. All four of them were constantly in my field of vision. They never left the area and kept trying to sneak up to the hook. I kept trying to catch them. I wasn't camping. They were literally KEEPING me there. This happens all the time. Survivors never want to take responsibility for their part in Killer actions. Remember this is an interactive game, and everything either role does is directly in response to stimulus.

  • @gatsby said:

    I really think that hook grabs are more unfun and face camper promoting than they’re worth.

    If a Survivor is being camped, there should always at least be the option to hook trade. You could still hit someone while unhooking or cancel an unhook if you’re quick and they’re injured.

    It wouldn’t be a game breaking change against good Killer players and it would help a lot to make the most unfun Killer “playstyles” more bearable.

    Nope; hard pass. There is plenty of counter play to getting grabbed at the hook. How do I know this? I experience it every day. Good Survivors know how to bait a grab and foil it. If you are getting grabbed at the hook all the time, that is on YOU.

  • @IOIOO said:

    Straight to the article and yes its about face camping, and don't you tell me that face camping has multiple counter plays and I am just "bad", Ill tell you what, I probably have more hours then any of you. Once killers get 1 kill then a 3 v 1 is already hard enough.

    Some of you are gonna say "then gen rush". Scenario: a face camped survivor can buy times of 3 generator. Then its 3 survivors vs 1 killer, and then the killer choose the weakest survivor to chase and down him immediately, proceeds to face camp, then you and your teammates are doing gens. The killer knows no one is coming then comes to you and when your teammate knows he will be going for the save. Now the killer goes back to the hook and get a double down. You are the last survivor and your injured, gg.

    "Its simple, make camping bannable", said by a pig main.

    And yet there are Survivors who get by just fine. Don't complain about something and then tell us not to give you advice on how to fix it. We are not here to have a pity party with you. If you bring up a problem, the implication is you are looking for solutions. If you aren't, and just want to vent, go find your best friend or a family member obligated (or at least inclined) to let you rant, moan, and groan. If you post here, you don't get to dictate how we respond simply because already know how we are going to reply. The ironic thing is you already know our likely responses because on some level YOU already understand YOUR problems as well. You just don't want to take responsibility for them. You want to blame your personal failures on others or the game. It is easier on the ego that way. While this is a very normal, human thing to do, it isn't productive or mature.

    Most of us here play both Killer and Survivor. Statistically, we all run into the same number of Killers who use the tactics that upset you. Whether you want to admit it or not, the game keeps on going because most people simply deal with their obstacles in game with in game solutions. That means YOU can too. Even as you read this, countless Survivors are escaping their matches against Killers who Camp, Tunnel, Slug, Herd, and/or use the Mori. Your summary of what can go wrong for the Survivors (and right for the Killer) is simply THE GAME. If you aren't enjoying it, and can't rise to the occasion, there is no shame in that. Go seek your bliss and find one you do enjoy.

    The two roles (Killer and Survivor) have mutually exclusive goals. Their jobs DO NOT include making things fun or easy for you. You bring your own fun (to this or any game), and you must make your own solutions. The people on the other side of the screen are doing the same as you, i.e. making the best of whatever situation they find themselves in. Nobody is going to punish Players for doing their objectives within the rules, nor is the DEV suddenly going to change the rules to please you. Let me put it in CLEARER terms so you understand:

    1. There are no Bots. This game only works if there are Players for both roles.
    2. They need at least one Killer for four Survivors, so the margin for losing Killers is smaller.
    3. People who play a Killer want the same free agency that people who Play Survivors do.
    4. People who play Killer are not self-sacrificing Saints who log in to entertain you.

    Do you see where I'm going with those? This post is already too long, so I didn't list the MANY more salient points I could have. It all comes down to this: if you don't enjoy the game, find another. You sound like an entitled, selfish person. You sound like you are frustrated and getting tilted because YOU aren't doing well at the game. We have all been there. Take a step back, take a deep breath, and take stock. The only thing you have power over in this situation is YOURSELF. Work on solving your problems in the game and owning them. It is the only productive solution. Your unrealistic demands aren't going to be met.

  • @Kira4Evr said:

    Am I the only one who is getting pulled into games even when I don't have the "ready" button pressed. It has happened to me many times that I press ready, but then cancel the searching for a lobby and doing something else. And when I come back, I've died in a match.

    Does this happen to someone else or is it just me?

    No, it has happened to me a couple of times.

  • @myersmain69420Xx said:

    6 games in one day ds let someone escape, ds itself is fine, it counters tunneling which is nice, but ds in egc is different.

    ds in egc is basically a free ticket to play as dumb as you want, you can run in and get hard read by a rank 20 killer and THEY get punished for grabbing you, survivors can play as dumb as they want without consequence, its dumb and i definetly think they need to do something to ds during the egc, but since its bhvr and it took them 4 years just to nerf ds, tell me any ways to counter ds

    Just take your lumps early in the game and force them to use it. It is just a stun, and no worse than a pallet if you take it early.

  • @Revolver_Ocelot said:

    4-year player here on multiple consoles.

    DbD is no longer fun and here is why:

    1) Cross-play disabled = sweaty mode. As a solo queue survivor cross-play disabled is a nightmare. The only reason I do this is to avoid 12+ minute wait times for a match. That only games you get are against top-tier (OP) Killers controlled by THE sweatiest players that will do everything in their power to make you have a bad time.

    2) Cross-play enabled = you're on your own mode. As a solo queue survivor cross-play enabled is a nightmare. Enjoy waiting 12+ minutes to be paired with survivors far under your skill level that will only function as liabilities rather than assets. The Killer will also likely be a PC player which means its really a 1v~2 game mode.

    3) Community is probably one of the most toxic gaming communities in gaming history. From T-bagging and SWF (huge advantage by communicating through Discord or other equivalent) to harassment, insults, and hateful messages left on your steam profile page. This community thrives in bullying each other and the developers have turned a blind eye to the situation.

    4) Entitlement. According to each side there are unwritten rules that must be followed at all times. Streamers especially like pointing out which "rules" you break and get followers to harass you.

    5) PC players have advantage through exploiting high input sensitivity (confirmed by dev on devstream). No PC player has to worry about landing a hit (especially Nurses). With a tweak of your mouse sensitivity and a flick of your wrist an attack in any direction will hit. Same goes for survivors, max your look sensitivity and spin in a circle, from the Killer's POV it just looks like you shake left then right and phase through attacks.

    6) Servers are garbage. Dropped a pallet? You're not safe, a Killer's attack will still hit you. Get a notification that Dead Hard activated allowing you to dodge an attack? You're still getting hit. You got the animation for grabbing a survivor? Nope. You'll freeze in place for roughly five seconds while they get a head start running away.

    7) Meta perks need updating buffs/nerfs, older killers that haven't been changed in a long time are way below in the tier rankings.

    At some point this game stopped being fun. People don't play to have a good time, just to aggravate and bully others.

    I'm done with it.

    You seem pretty clear on why you aren't having fun. Good luck and happy trails. I'm not sure why you felt the need to tell us you are done. I don't think anyone listening to you cares or has the power to change the things you are irritated about. It is all very melodramatic. All games get boring eventually as we get too good at them or outgrow them. I'm still having fun, so I'm still here. You aren't so you say you are done, and so I expect we will not hear from you again or see you in the game. If we do, we know you are a hypocrite. One day I will have stopped getting a good return on the game in the fun department too. When that day comes, I also will depart for new horizons. I won't have any interest in stopping here to make a grand announcement though.

  • @Hero_awesome said:

    Preety sure most people here are either survivor mains or not rank 1 killers lol. If u don't think that map needs to be disabled your again a survivor main or not a rank 1 killer pure and simple. You can get some downs on that map but against a semi-decent team you'll lose almost every time.

    You would be wrong. I play both Survivor and Killer and I sit at Rank-1-3 depending on the day and matches.


  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154355#Comment_2154355

    Fair enough, I'm curious what maps do you guys hate as survivors. For me I just don't like the meat plant or the silent hill school maps

    As a Survivor (just as a Killer) I play whatever map I pull. I rarely even put a map offering in for my Spooky Myers anymore. But to answer your question, I seem to see the disconnect or failure to launch the match on Hawkins, Midwich, Gideon, and Lerys the most often. It seems "some" Survivors just won't take on a challenge.

  • @yobuddd said:

    I don’t care what type, but we need something where water is an important map element! Many options:

    • Underwater research facility (Bioshock chapter perhaps?)
    • Partially flooded cave
    • Tidal plain where the water ebbs and flows
    • Wrecked submarine

    ...and many more. Let’s do this!

    An expansive Sewer maze with a lot of variants to keep it fresh might be nice, with areas of various depths of water. It should come with a Killer whose power is to be undetectable (and hidden from LOS) while under the water. Said Killer would probably have the ability to see fine out of it though. There are lots of possibilities for the Killer in such a place, from classics like the Creature from the Black Lagoon to CHUD. The only downside would be such a Killer would not have that water on other maps so can't base his/her power around it, sadly. :)

  • @Botiz said:

    Zero response from the devs about the god pallet count on that map, to no one's surprise because the communication between the devs and the community has been ######### appalling for the longest time, tempted to start disconnecting everytime I get it as killer, it's literally unplayable with half of the killer roster against a semi-capable team.

    This is the first map in my 2+ years of playing DBD that literally makes me want to disconnect, i'd much rather spend 5 minutes spending bloodpoints than play on that absolutely atrocious map.

    Yes, I just came from a game where 3 escaped, I was playing Wraith and pretty much couldn't do anything because there's so many god pallets that I can't do anything at.

    inb4 this is moved to "Feedback & Suggestions" where no one will see it and nothing will change until the devs realise in 2 years time it needs reworking again, or until a certain lead balance person plays it and realizes how terrible it is

    The Game isn't that bad and hyperbole isn't going to serve your cause. You get used to the pallets and you learn the map. As the Killer you practice taking advantage of the drop downs and routes to cut the Survivors off. The reason they haven't taken it down is because after a period of adjustment it is business as usual at Gideon. I play Killer and put that map in every chance I get. :)

  • @MJ_Out said:

    It just would help already if we could explore maps alone. I would love to explore Lerys or Midwich or Hawkins to memorize a bit their layouts.

    You can with a little effort. Create a second steam account from another station. Add that account as your friend. Create a custom game for you and that person. One can be the Killer and the other the Survivor. Your dummy will stand there motionless while you look around for as long as you want.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2154060#Comment_2154060

    But then they can at most do that 4 times becuase when it cycles back to the first one wouldbt his ban time jump up for the second offense?

    It is a tactical exploit. Think about it this way, the maps Survivors truly hate number pretty small. They don't come up that often. So if you cycle who takes the DC for the team, you have four people to disperse the occasional bad maps. They get plenty of maps in between the ones they don't like so by the time it comes back around to the first DCer... it is just a five minute ban again.

    It isn't something that is happening every match. It isn't being used to try and get a specific map. It is to say "hell no" to the odd map the SWF gets now and then that they do not want.

  • @rileyjack1318 said:

    its obvious-to me- that the devs are biased and are out of touuch with their playerbase. they nerf killers and killer perks all the time, but keep buffing survivors and made maps more survivor sided. id like to say some thing now as im very tired

    -make all 110 killers 115, why they so slow? no reason other than giving survivors a chance

    -just delete keys and bring back hatch grabs

    -when the killer has the entity blocking them from leaving through the exit gate, it should block survivors too, NO MORE TBAGGING

    -tricksters recoil on console should be reduced-have these mfs ever played on controller ?

    give suggestions in comments

    It is obvious to me that you don't know what you are talking about and your personal bias is making it impossible for you to weigh this logically. I'm going to help you out; the DEV are biased... towards keeping their ship afloat and their jobs safe. DbD only succeeds if there are enough Killers and Survivors for the game to work. There are no Bots to fulfill either role. That means the DEV do the best they can to roughly balance things. The game cannot afford to lose too many of one side or the other. Since there is only one Killer to four Survivors, the margin for error on Killers is smaller. It means you are simply wrong. You are seeing what you want to see.

    I'm not going to pretend I agree with every choice the DEV make. There are lots of things I think would improve the overall health of the game. That doesn't mean that I'm right; it just means I have an opinion. What I do know is that for me (and you) this game is a diversion, a simple luxury item. For them, it is how they pay their bills. Who do you think has more interest in this game working well? And my personal advice to you is that if you want changes, try giving the feedback in the proper section of this Forum, and do it in a more polite, productive manner. Even if you had anything of value to say, you were tuned out the second it was clear your post was another obnoxious, entitled rant.

  • @SMitchell8 said:

    My last 3 games as survivor have seen me become the last survivor to be found and caught, yet without a single hook state lost, I think its pretty unfair that you get auto sacraficed without any kind of chance to reverse the result or earn any struggle points. You litterally keep safe from the killer all game yet if you get hooked last, you've lost 2 lives in 1. The killer inevitability stands there spamming his/her power as if he's owned you.

    I do believe you should get the usual hook escape attempts and atleast a few seconds to struggle to make the killer wait, or you can just not struggle and accept defeat.

    Your thoughts

    My thoughts? Well, it sounds like you don't do much for your team. I don't say that to be mean, but when one person consistently is the LAST caught, and has never taken a hook, it generally means they are entirely immersed and playing utterly for themselves. The game expects you to be taking serious risks, getting into chases, making rescues, and even taking TACTICAL hooks so it takes the pressure off your teammates. Remember, time spent chasing, downing, hooking (and potentially camping) you is time they can recover and work Generators. The fewer hooks you take means, ostensibly, the MORE they take.

    I don't know you, and I'm simply stating this is what it SOUNDS like to me. I've seen it hundreds of times. It is a very distinct style of play. If you aren't playing this way, then good on you. Chalk your situation up to bad luck and get over it. If you are playing as I guess, either learn to be a team player or invest in Bill's Perk that lets you see the hatch's aura.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/246608/new-swf-trick-exploit

    I don't think that works if you have a four man team and one disconnects and Getz the penalty then they all have to wait for the 5 min or play without the first guy

    That's not the trick. Of course they all have to wait for their teammate who took the 5 minute ban. What they are avoiding by cycling who disconnects is the Ban ever getting larger for one of them in particular.

  • @HectorBrando said:

    Readed the title and tought "this is going to be a good one" and I wasnt displeased.

    Im sorry but your post seems a bit fishy, actually extremely fishy, lets see how DC during game works ONCE the trial has started.

    • Lobby gets ready by all, loading bars appear on every player computer/console (in this stage you can DC and send everyone to the lobby without a penalty).
    • Offerings are flipped.
    • All loading bars complete (after this point you cant DC and send everyone to the lobby).
    • Map loads and camera starts moving around your character (penalties are enabled by now).
    • ~3 seconds later match starts.
    • Someone DCs and gets a penalty.
    • The other 3 either DC and get penalties too or they have to play the map they hate as 3 instead of 4.

    Care to explain how they avoid the map they dont like? 3 people are ingame without posibility of dcing without penalty and have to play the map massively impaired, the only one that avoids the map is one person, this actually benefits the Killer against those pesky SWF™.

    P.D. unless they have somehow, managed to find a way to send you to the lobby after DCing once the match has already started Im not buying this story.

    That is a good question and I wish I knew the answer. I do, however, have it recorded (including my conversations with the people afterwards). I'm turning it in of course. I don't post things that don't happen. I've had people tell me that there are ways to do it based on timing of the disconnect, but since I don't do these things myself, I'm not really party or interested in the details of how they do it, I just know they are doing it.

  • All Killers have the "potential" to be S-Tier if they are buffed. It would just depend on how much of a buff they get. :)

  • @The_Krapper said:

    Seriously isnt it long past due that we get a training mode in the main version of the game? I know it's a thought for the devs but not currently being worked on, imagine how many players would stick to the game instead of drop it when first starting if they had somewhere to practice until they felt good enough or if someone just wanted to try out a killer it would be phenomenal to have that option available and improve the overall health of the game by newer players having somewhere to learn the ropes without being crushed and taunted in the post game chat

    While I agree that having such a mode would be nice, I think it would be far EASIER (and faster) for the community itself to provide one. Conditions for such a mode already exist within the Custom Game format. All it would take is some enterprising souls interested in making this happen setting up a Discord room, a Facebook Page, something on Steam, and post here too. Setup a way for people willing to tutor and train or simply play together in Custom Games where their Add-on(s) and Offerings are unlimited and free.

    It serves us all as Players to have new people stay and improve the overall quality of our peers. Doing it this way doesn't require any coding or BEhavior involvement whatsoever. So if we are serious about wanting a training mode, we can make it happen.

  • I don't think the regression should be automatic, but once initiated with a kick, it should be at 50%. *This is half the rate at which the lowest Tier of Ruin provides. This would make stopping to kick Generators worthwhile even if you don't have Ruin or Pop (but better if you do). I consider the Killer having to initiate regression a better compromise than having it base kit.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2152936#Comment_2152936

    they're removing the terror radius and reduced the endurance to 12 seconds.

    Sounds fine to me. I've always thought it being tied to Terror Radius was silly. It is even stronger than my suggestion because it means someone intercepting at the hook will still face a bit of it. So if they are already doing this, why is there a huge thread about it? Seems everyone should be happy.

  • @TitanTubs said:

    Oi, so it saying they escaped is a regular sight? @Moundshroud

    Yep. I saw it every single time I did a Mori on the line.

  • @ILikeBonez said:

    That Killers seem to almost unfailingly play the sweatiest and most toxic when they see someone bring in an Escape Cake?

    Seriously question. The majority of the time I seem to run into uber-toxic killers when playing Survivors - is when I use an Escape Cake or someone else does. Like, the prospect of Survivors getting more bloodpoints triggers a demonic possession in them.

    Seriously though - why do killers seem to play more toxic against cakes that don't benefit them? (Though I don't think any Survivor offering should benefit the killer - even BP generation - because it just encourages toxicity from the killer because they generate their BP easier and in larger amounts and can basically make Survivors's BP boosters wasted depending on their level of sweat and whether thy engage in the Dev-Approved gameplay or engage in Sweatfest 2021 thinking Rank and pipping is important.

    I think you are projecting your own anxieties here. I'm a hardcore Killer who gives no quarter and play at a 100% coming out the gate no matter what. When your offerings flash on the screen, if they don't affect me... they are invisible to me. So I probably see your cake in my mind for all of a millisecond before I've disregarded it as unimportant to the match. I don't care how many points you make. I only care about killing you. Does that make sense? I assure you most Killers feel the same way.

    What you SHOULD be worried about is Killers who bring Party Streamers. :) There are only two types of Killer that put these in for the most part:

    1. The odd Killer who hopes to farm with you. These are a distinct minority because it takes a bit of effort to let people know you want to farm, some of them won't farm with you anyway (or never get it), and it is boring.
    2. The Killer is saying, I'm TRULY sorry for what I'm about to do to you so here is my kind gesture. I hope doubling the points you get will mean you break even.

    I'm not joking. That is what I'm thinking when I put Party Streamers in. I save them for the times of the day when I know (from experience) that there are fewer SWF going to hit and the weird matchmaking is going to be throwing me matches where I get people who shouldn't be in the ring with me. I only use them when I know I'm about to steamroll some poor group.

  • No, he got her. I used to take the Tombstone Piece all the time just to play a prank on people who wait at the gate to tea-bag. Once the animation has started, it means you were nailed BEFORE you got out. The Tombstone Piece only requires a hit at a certain range and most people get hit as the fall/step out. Thus, the second the hit happened, she was dead.

    Remember the Mori just makes it look like a grab. The Survivor truly died the second the basic attack hit at close range. The Animation is just playing out and sometimes the ping of the two Servers creates some dissonance.

  • Nope? I've been sequestered a bit this week. What are they doing?


  • @PlunderingPanda said:

    Just wondering, as I'm planning to play more killer:

    How do you deal with survivor toxicity? (Either internally or externally)

    For the small amount of killer matches I play, I usually giggle a bit at survivors who throw a pallet and t-bag like they're hot #########. Mostly because I'm playing against survivors who outrank significantly (as a red rank survivor main), so I think they're kinda adorable. However, as I progress up I could definitely see this mentality only working for a while, and eventually the toxicity might start getting to me.

    That isn't being toxic, although it is just bad sportsmanship. There is zero toxic behavior possible in legal moves within the game. I think even using the word "toxic" is kind of pointless these days as it is entirely subjective. I advise ignoring people who throw it around willy-nilly, and purging the word from your own vocabulary. It is simply better to refer to people as either good or bad sports. The bar to be a "good sport" is actually very low; all you have to do is:

    1. Don't cheat, either by hack or lag spike.
    2. Don't disconnect; if you start a game, finish it.
    3. Be humble in victory and gracious in defeat.

    That's it. One could argue that #1 above could include the bit about not abusing bugs/exploits while waiting for them to be fixed, but I think that is kind of implied. Playing a game hard, to win, and giving no quarter is just the way the game is played. Tea-bagging is definitely obnoxious, particularly when it isn't to serve any in-game purpose. Sometimes good Loopers do it because they want you to keep chasing them. Ironically, I've been called toxic because I often ignore, utterly, anyone who tries that hard to get me to chase them, until I've killed everyone else. They complain about how boring the game was and wanted to know why I didn't chase them. My response is always the same, "you wanted me to chase you which means you know what you are doing and are are buying someone else time. Why wouldn't I kill the weakest links first and finish you off at my leisure?" This answer never pleases them.

    I digress, so I'm going to get back to the topic. Since to be toxic you have to violate the three rules I have above, I'll list how I respond to it in another list which corresponds to that one.

    1. I report cheaters through the report system and turn in the video of it.
    2. I report people who disconnect through the reporting system, and add their names to the list of people I won't play.
    3. People who are vile in their after game chatter, salty or just downright crazy get a couple of different responses.

    3A. I might simply ignore them, say GG and move on not caring what they think.

    3B. I might talk to them being utterly friendly and positive and try to help them like they are my best friends no matter what they say or do. This kind of annoys them more. I can keep this bit up till they give up or the time runs out.

    3C. I say something like, "YES! Let me take more of the delicious SALT of your tears!" Revel in their salt to annoy.

    I'm only human and which of the responses above I lean toward is going to depend on how I'm feeling. What is key is simply not caring what they say or think. Why would you? These people are really anyone you know, nor are they remotely important to your life. They are just text on a screen, some nameless, faceless moron on the internet. Remind yourself of that next time you feel like you are losing your temper. I don't like bad sportsmanship, but it bothers me less as a Killer than when I'm playing Survivor and my fellow Survivors are being obnoxious to the Killer or one another. That stuff pushes my buttons. I think is important for Survivors to stand up to that crap. And in fairness, I do see it from time to time.

  • @PigMainBigBrain said:

    I'm genuinely curious. I picked up Pig as my go to main because

    A. She has stealth, which is a mechanic I think really pops off in a game like this its absolutely amazing.

    B. She has those traps which add another objective which slows the game down a little bit.

    C. She has a charge, not a very big one....but just enough to make loops go in your favor.

    D. She has all of the above which makes for some incredibly interesting versatile builds.

    The next two killers I put the most time into are Plague (Again more built in slowing the game down)

    And Spirit (Just in case I feel like playing a killer who is break neck paced and the complete opposite of Pig.

    And if I was to analyze myself right now....the biggest reason I play my main is because of generator speeds...thats probably the biggest reason. The fact that I could slow the game down a little bit was huge.

    I main Michael Myers, aka the Shape. My reasoning is more basic I think, probably a LOT less tactical.

    1. The game lists him as a HARD Killer; I like a challenge.
    2. Everyone says he is weaker, varying from middle to the bottom of the pack; I like a challenge.
    3. It is Michael "freaking" Myers, the OG, the guy who started this particular Genre.

    I'm one of those people who buys a video game, and immediately sets it to the hardest level and plays it there. I don't see the point of playing and beating it on easy mode and then incrementally building it up. It takes too long to learn, and by the time I finish a game, I'm ready to move on to the next one. One of the reasons I love DbD is that I'm playing against real people, and every match is a bit different because of it. I'm sure it will take me far longer to get bored of this one. And while I picked Michael Myers as my main, and set my first personal challenge to getting to Rank-1 with him, and him alone as my Killer, I stayed with him as my main because I love all the very different Builds. Moreso than any other Killer, the Builds play radically different.

  • The only change Borrowed Time needs is for it to be activated by range rather than Terror Radius. I'm a Spooky Myers player. I say this against my own best interests. I NEVER have to deal with Borrowed Time, and it kills me to see entire teams I 4K all running a Perk down against me because I'm immune to it. Base it on Range.

  • I play mostly Spooky Myers, and my most common build is:

    Scratched Mirror + Boyfriend's Memo (Offering Varies)

    Play With Your Food

    Corrupt Intervention

    Ruin

    *Perk of the Day (Changes depending on Map or Mood)

    If I'm putting in a Map Offering, for a traditional indoor Jump Scare kind of thing, I might put nearly anything in this Perk of the Day Slot. Franklin's Demise and Lightborn often make the cut. Sometimes I'll use Surveillance which works well with Ruin, or even Haunted Ground for some early laughs. If I'm not putting a Map Offering in (and largely I don't) I will put in Undying or NOED. A slow Spooky on a big map needs a little insurance.

    And for the record, you don't have to be afraid of playing the Spooky Build on a big map. It can work and win there, but you really have to be nose to the grindstone and Generator savvy at all times. The benefit is that nobody expects you to be playing Spooky outside of a Map Offering, so they ASSUME you are stalking them to tier up. This causes them to do all sorts of things which play into a Spooky Myer's hands.

  • My suggestion is that No Mither only needs a slight tweak to make it functional. It would be described as:

    *A lifetime of hard fights, rough sports, and living on the edge has left your body with long term injuries. It has also made you tougher for these experiences. A few hard knocks will push you over the edge, leaving you injured from then on, but it also triggers in you the old do or die, indomitable fire.

    The Player starts the game normally and plays normally until his/her first down. From that point on:

    You suffer from the Broken Status Effect for the remainder of the Trial.

    Your thick blood coagulates practically instantly:

    • Bleeding is suppressed at all times.
    • When injured or dying, Grunts of Pain are reduced by 0/25/50 %.
    • You can completely recover from the Dying State 

    This change would mean the Killer will not automatically know you have No Mither. This would mean you aren't automatically targeted for an immediate hook. You might actually get slugged from time to time and be able to use the "recover" part of this power. Even if you are hooked and unhooked or picked off the ground later (or got yourself up) the Killer could reasonably assume that someone didn't finish healing you, or you used unbreakable. Rather than an automatic easy call on the part of the Killer, they have to gamble. Huge upside for the Survivor, and the only downside being that until you have that first down, it doesn't trigger.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149773#Comment_2149773

    Custom games is fine so long as you have people readily available to put one together, otherwise if you're on your own then you have no option but to play the game as is. If custom games allowed you to load in bots as a way to blow off steam or to simply practice, that would be awesome.

    Here is the thing; it takes all of five minutes to get some people together (even if you don't even know them) for a game. You post your intention here (or appropriate gaming venue) or go on any of the live chat options and say. "hey... I want some people for some more friendly games with these parameters" and you will get plenty of takers. How do I know? I've tried it. I assure you that your preferences are shared by others, and you will be surprised. Sometimes there are just people who want a game and don't want to deal with the Queues. You have options; it just takes a little effort. The hardest part of what I describe is turning OFF that fount of Players when you aren't in the mood for it. :)

    While I agree some Bots to blow off steam or practice against for real games would be great, it isn't going to happen. It isn't cost-effective for BEhavior. So you and I will just have to make due with real people and having to <shudder> make the odd internet friends. :)

  • @basicpitch said:

    I find it interesting that people will tell newer or less skilled people to "get gud" or use certain perks but not say how to outright. Or offer a YT link that shows how to counter killer face camping/tunneling.

    Actually I have, many times. I've written many posts with long detailed instructions on how to do it. I don't bother much anymore because whether you tell them how to do it or not, they still claim it can't be done. They aren't really coming here looking for solutions, just for other whiners to have a pity party with them. The main reason Survivors don't handle Camping and Tunneling well is because they don't apply themselves. You can lead them to water, but they won't drink.

  • I really have no idea myself. I don't watch that many different Streamers, certainly not the little up and comers I watch (in no particular order): Monto, Otz, Stalky Boi, Samination, and sometimes Tru... but not usually. He is kind of dry. On an odd day if I had a good game against a TTV person and want to see how it played out from their side I'll go watch the replay to see what I could have done better or missed. Showmanship is what separates Streamers, and most newbies just don't have that.

  • @SalmonDean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149893#Comment_2149893

    I wouldn’t mind No Mither being more of a secret perk as long as you still got to use perks like Resilience from the start of the match. I know it isn’t used a lot, but I love it and normally stay injured all match when I’m running it. 😂

    We are in agreement then. I think that hybrid would work well.

  • @SalmonDean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149874#Comment_2149874

    Because I run No Mither + Resilience and I like being able to repair generators 9% faster. It’s like having a permanent toolbox and it helps a lot during solo lobbies when generators aren’t being done fast enough.

    I understand that, and I don't begrudge you that option. Like I said, I don't see that part being a problem as being on from the start of the match. I just think the "looking injured" and the getting back up all that should activate only after being downed the first time. This way there is a proper return on spending most of the match being one-shot downed. :) While I agree slamming Generators faster is nice, I don't think is currently enough of a return on the Perk. You are one of the few people who actively uses it.

    If I were to guess, you are probably a Superstar Looper.

  • @SalmonDean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2148903#Comment_2148903

    I didn’t miss any point. I use No Mither to synergise with other perks from the start of the match. If they only work after I’m injured, there’s no point in bringing No Mither in the first place lol. The whole slugging thing is exactly what Unbreakable is for. The killer doesn’t know you have that either.

    I don't see how you get that much benefit out of the other effects of the Perk early game; most of them wouldn't really pay dividends until mid-match at the earliest. But the fix for that is easy too, i.e. stick with what I originally suggested and just have the bonuses to what you want be flat for having the Perk, activated or not.

    The key problem of No Mither is that the Killer knows you have it. I think people who take it should start the match like everyone else. Once they have been downed, they stay wounded the rest of the match but can always pick themselves up. This "cover" I suggest allows No Mither to get used to actually get back up.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149839#Comment_2149839

    How is it problematic? It has PLENTY of counterplay. The only thing problematic about it is survivors refusing to adapt to it.

    We will have to agree to disagree. The Basement exists for Killer too, with hooks that cannot be destroyed. That, technically, counts as counter play to the Exploit/Bug. Is that truly workable counter play? No. What counter play there is to the Nurse running Starstruck (particularly the Monto build) is about as effective as saying... ya got the basement; adapt!

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149781#Comment_2149781

    No worries. The multiple posts in General Discussion rather than up voting the bug reports is just helping more players see there is an exploit so makes sense you would start to see it more often. Like I said I've only seen posts about it, haven't had breakdown in my lobbies BUT last time I played was end of last week so that could be different next time I log on.

    Last time I played I was getting slugged until bleed out much more even though there was no breakdown. Quite a few killers weren't even bothering with hooks. I get if they hooked someone and found out they had breakdown but from the very first down was obnoxious. Never wanted the ability to speed up bleed out so bad. 😂

    I agree there. I don't start slugging with that in mind until I see the first hook taken out by the Perk (and not come back). Hell, even then I try to play the match. One person having it doesn't destroy hook viability. However, I've found that if one person has it, there is almost always more. The most extravagant case I saw had ALL FOUR Survivors running the Perk. They also all ran the Oak Offering to further reduce the number of hooks. Clearly, they were a SWF... eh... I shrugged... signed... adjusted my tactics. Life goes on... well... MINE did... not theirs.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2120719#Comment_2120719

    When's the last time a killer perk was this problematic?

    Spoiler: Never.

    Well, I don't know... Starstruck on Nurse primarily and Spirit as well... is pretty darn problematic. It isn't an exploit/bug though... just a consequence they didn't think through when the designed it.

  • Sure they will. Potato Killers don't leave the hook because they don't know any better and they judge securing a single Kill is better than no kill at all. If a Killer knows you need only one Generator to power the gates, and they have the ability to go and breakdown one that is fully repaired to buy time, they most certainly will.

    Right now kicking Generators that aren't even repaired yet is rarely productive. Unless you have Pop or Ruin, the benefit of slowing repairs is questionable at best. I imagine that at some point base regression from kicking an unrepaired Generator will improve a bit, and there will either be a Perk or a basic mechanic to allow the Killer to breakdown a fully repaired, operated Generator.

    Why do I think this? It is the natural progression. Clearly this objective won't be as easy as kicking the damn thing, but it wouldn't surprise me if they come up with a process.

  • @[Deleted User] said:

    Killers need more objectives to keep them from camping hooks.

    Heh. Be careful what you wish for there my friend. They may, some time soon, give us the ability to break Generators you already repaired and got going. :)

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