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Moundshroud

Moundshroud

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  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950261#Comment_1950261

    Anytime I get the game it’s always with Doctor or Freddy or Nurse and they dominate easily. No matter how many pallets there are.

    Yes but those three are NOT using their "high mobility" to dominate. They are dominating because they have strong anti-loop powers. The Doc has his shocks which prevent dropping pallets, Freddy has his Dream Snares which slow down the Survivors (or even his Dream Pallets), and the Nurse doesn't care about Pallets. I don't disagree that those three do fine in Pallet Town, but it isn't because they can cross the map quickly. EVERYONE can cross that map quickly.

  • @monster89 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950370#Comment_1950370

    And thats who's fault? Def not the peoppe playing it. I know its not a new strategy. It's always been done. The difference is I see it much more often. Before I would see it once here and there. Now I see it everyday multiple times. I got 3 in a row. Killers have become desperate they now tunnel first hook to gurantee a 4k. Didnt the devs say 2 kills is considered a win? I've gotten almost 30k without a kill. Everyone wants a 4k so bad.

    No. 0-1 Kills is considered a LOSS for the Killer, 2 Kills is considered a Draw, 3+ Kills is considered a win.

    Thus:

    0-1 Escapes is considered a LOSS for the Survivors, 2 Escapes is considered a Draw, and 3+ Escapes is considered a win.

  • @monster89 said:

    Am I the only one??? I'm seeing killers and people say I don't see this strategy. Really? This strategy is new and many people are doing it. Everyday I see it. Now I'm not saying everyone is doing it. But I've never seen this before and now I'm afraid it's gona be a staple in killer strategy. Is everyone gona have risk being tunneled to death every match? Is prove thyself gona be meta in countering this strat??

    The tactic is not new. We have all been there, and if you stick around long enough to get past the aggravation of it, you will look back on it and go "eh." I play both Killer and Survivor. When I'm on the hunt I will Herd, Camp, Tunnel, Slug, and even Mori if a specific match calls for the tactic. They are special use tools, and when used incorrectly can cost the Killer far more than help. When used the right way they can be devastatingly effective. Therein lies the rub; every match is different, so you have to adapt on the fly.

    There are lots of effective ways to prevent yourself (and others) from being tunneled. All of them require effort on YOUR part. Here are the hits:

    1. Safe rescues. This should be a no-brainer. If you unhook the Survivor when they Killer is not around or otherwise occupied, he/she has a harder time tunneling that person you just rescued. Most tunneling happens because of IDIOT Survivors doing unsafe rescues.
    2. The rescuer should not vanish like a Ninja the second they unhook someone. Yes, that's right; you should be ready, willing, and able to lead the Killer off, take a hit, and/or spend some time on the hook yourself to make sure they don't get chased again immediately.
    3. There are Perks such as Borrowed Time which are useful if the Killer stays too close to make safe rescues difficult.
    4. One Survivor can engage in a chase to lead the Killer off on purpose so you can make a safe rescue.
    5. A healthy Survivor can pretend to make a rescue (knowing it will likely fail) because the nearest hook is far enough away that the moment the Killer goes to pick up the newest victim and moves off, another rescuer can come in.

    I could go on; I just did the hits. We all face the same Killers and the same META. The only reason SOME people get tunneled more than others (or think that they do) is because they (or their teammates) are doing something wrong. Most Killers aren't particular. It isn't personal. They take the next victim in line of sight. That means it is your teammates failing you more often than it is a Killer whose tactic is tunneling as a main plan.

  • @monster89 said:

    This game is so unenjoyable right now.

    Its bad enough with the worst update so far, but theres a big influx of killers using the tragedy of tunneling and camping their first hook to get rid of a player.

    They either kill themselves on hook or die or disconnect.

    As a solo player its basically a death sentence and gurantees 3-4k. It's like climbing up a hill for a survivor to possibly get out.

    What gives people gratitude in tunneling someone to death and not letting them play for the sake of leveling up? I mean I see it a lot even with rank 1 killers.

    Killers don't even feel out the match. They don't know how's its gona go. They just tunnel to death their first hook.

    I got 3 in a row like this and thays why I came to vent on this forum. It's making this game un enjoyable. I undertand its tough for killers but they don't even feel out the match.

    Whats up with this?

    I'm just going to be direct; this is a silly post. How, precisely, do you suggest Killers "feel out" a match. If they have a SWF of veterans, any pause whatsoever means they lose (and lose badly) if they waste time. They start the game behind the curve. Killers can't afford to spend time trying to figure out if the Survivors (and which ones) are potatoes, i.e. new. The DEV continue to refuse to tell us when we face a SWF, or give us an idea of the individual ratings of the Survivors we chase (or the average of the team), so we have to treat every game as if we are facing the World Champions. If you want to make suggestions, try to get the information PROVIDED to the Killers so we know when we can afford to take it down a few notches. Hell, they won't even tell us how many hooks an individual Survivor has had because they are afraid we will use it to tunnel. That is, of course, ridiculous. Killers who tunnel KNOW who they have hit and how many times. Having that information would just make it easier on the rest of us NOT to tunnel by accident (if we are trying to avoid it).

    What you have here is an unreasonable request on your part. You want Killers to "feel things out" and thus infer take it easier when we know what level of Survivor we face. Are you suggesting, likewise, that no Survivors do any Generators until they have spent a couple of minutes looping with the Killer to figure out if he/she knows what they are doing? :)

  • The issue is the "high mobility" Killers. The unintended consequence of creating them (and so many) is they make many Killers obsolete and/or impossible. To try and offset this they created a lot of slow down potential in Perks (such as the Undying + Ruin option), but that merely aggravated the problem. It helped the slow, traditional Killers, but made the high mobility types impossible to deal with. Hence, we said goodbye to that combination. So they had only three choices:

    1. Slow down, i.e. nerf the heck out of the high mobility types so they get some leeway with Perks again.
    2. Speed up all the other Killers to match them in some way.
    3. Or shrink the maps a bit so that the "high mobility" aspect is less of a benefit that it was previously.

    It looks like they are going with option number three. Think about it, they redid "The Game" and didn't make it any bigger. What they did was open it up a bit and put in a hell of a lot of pallets. What value is high mobility on this map? All Killers can get from one end to the other in a pretty short time. So, they kept it small but added more looping counter play. Crotus also shrank. I used to dread that map with Myers, particularly Spooky Myers, but now I can navigate it quickly and efficiently. There is more terrain and mind game potential for both the Killers and Survivors. Please note, I'm not saying this is the best way to go, or that there won't be unintended consequences here (of course there will be). What I'm saying is that they had some meetings and discussed the issues with the high mobility types versus the normal Killers and realized that taking stuff away from any Killer sparks a ridiculous whinefest. They are opting for simply making that advantage held by a relative small number of Killers to be less useful by practical application on the maps. I expect all the large maps to get trimmed as each is revisted.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1949452#Comment_1949452

    Would love to see this video. Especially since its with my boy Mikey.

    Ok, by popular demand (and see if you can tell where I took over for her):

    https://www.youtube.com/watch?v=BY6dKbRyuFI


  • It wasn't a SWF I started the game again. My gal, still learning the game, was playing Myers (I was sitting by tutoring) and she ran into a 4-Person SWF that were loaded up with Flashlights and Head On. They didn't try to do Gens. They ran to the Shack and started making lots of noise to attract her and then proceeded to Head On and then Flashlight and alternate stunning her. They were having a good old time. She handed me the controller. Let's just say their fun quickly ended. I have a great video of it. But this kind of poor sportsmanship was the worst. The goal wasn't to play, but to grief.

  • Pulling a Bully Squad, i.e. the ones with four flashlights, all with Head On, and clearly there to try and make the Killer disconnect, rather than play the game. There is nothing I love more than getting these guys and giving them a surprise.

  • @DownUnder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948277#Comment_1948277

    I said i do it when i see one, but wont running around like a headless chicken finding dull totems, NOT efficient. Tell me, you do every bones in every single game by yourself and if not u make sure that every totem were cleansed?

    Yes. When I play Survivor (and I mostly play Solo) I kill every Totem I see, lit or unlit. As the game progresses toward the last Generators coming up, I start putting more and more energy into looking for any Totems left. You can tell when another Survivor has killed one because of the leftover debris. You can literally count. You also know what lit ones have been destroyed without even seeing the debris for those because of the audible. Thus, if a Survivor wants to know how many Bones are left, they can keep track.

    On that same note, let's say all the Generators go up before all the Bones are done and NOED is in play. NOTHING prevents you from still tracking down the now lit Totem and just turning it off. Most of the time the Killer is making a beeline for the gates which gives people hunting Bones a lot more freedom to find it. I played a game earlier today where I was downed by a Killer due to NOED going for a gate, and one of my fellow Survivors found it, cleansed it, and then came and pulled me off the hook. You gotta love people who play David, they always have the biggest stones. My point is that is not uncommon. I've done it many times myself.

    If you want to get stung less by NOED you have to factor Bones in; that is the long and the short of it. You can gamble or you can simply do them. There are only five Totems, and four Survivors. Every Survivor (and I mean EVERY Survivor) spots between 1-3 Totems simply moving about the map in a match. It happens EVERY time. If each Survivor sets aside the short amount of time to cleanse at least 1-2 of these, NOED is pretty much a moot issue. Just cut into that wasted time self-caring in corners or urban evasion squatting around the map and you will find you have all the precious seconds you need to kill Totems.

  • @DownUnder said:

    Ruin + old Undying sitation were different, becasue survivors got the notification and saw Ruin in action as soon as tapped the gen, so of course people hunted totems, its logical. Noed not up from the very start, there is no reason going out of your way to do bones before gens. I personally do dull totems when i see one but refuse to circle around the map if there is no ruin or any other hex active, It' not efficient gameplay, and it is only secondary objective not main, That's why i dont understand people call survivors bad when they doing their Main objective over the secondary.

    No, it isn't different. It is only different because you DON'T WANT to do Totems unless you have to do them. Survivors should be doing them EVERY match, period. You don't need a notification. However, you can choose not to do them. Clearly it has bitten you on the rear enough times that you came here to try to get it changed OUTSIDE the game rather than simply DOING the darn Bones in the match. Clearly it has been proven that the Bones CAN be done. Survivors simply lack the dedication or will to do them. That is on them, NOT NOED.

  • @The_Nightmare69 said:

    Okay so I don't know if this is just me but I've had 3 games today where one of the survivors disconnected while awe were loading in and I LOST RANK PROGRESS because the game instantly ended and I had 0 kills. I feel like this needs some attention.

    Let me know what you guys have encountered.

    Well, I wouldn't worry about it too much. Rank is largely meaningless now anyway. The elusive MMR is supposedly going to be choosing our opponents soon, and Rank will only be for some kind of BP bonus at the end of a month. When people fail to load or disconnect during loading there is always a chance you will get hit. Normally you won't, but it can happen. I would also suggest (if you use Steam) is going to validate your files to make SURE it isn't you that failed to load.

  • @DownUnder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948115#Comment_1948115

    I agree theres always a risk bringing a hex perk, but with Noed the risk is much much lower in my opinion. The problem is that I fail to understand, why is that for a SINGLE hex perk u have to do all 5 totems, but for the rest u just have to find the right one. If the perk would lit up from the very start, nobody would complain about it.

    Devour, Ruin, etc without undying can be cleansed within 15 sec the start of the game and thats why high risk. Of course theres a whole game before your as survivor to cleanse all five, but no one, NO ONE, with the right mind will do multiple circles around the map just to make sure all totems were cleansed before the last gen pops.

    If Noed pops up just leave or with still 3-4 survivors remaining try to find that 1 pesky totem. That's counter only in the endgame after it activates. I think the only two thing really counters noed: Maps with addon, which is finite and detective's, which overshadows Small Game. Funny enough, luck has the most impact when talking about risks and countering totems.

    I know you fail to understand; that is crystal clear. Totems are OBJECTIVES. The DEV want you to do them. They exist to slow down and balance Generator speeds, i.e. the Gen-Rush. Consider the following:

    1. NOED is a general Killer Perk, i.e. anyone can get it.
    2. NOED is one of the first Perks the Blood Web THROWS at you.
    3. NOED can only be stopped by the Survivors going after ALL the Totems.

    It is almost as if the DEV specifically created the Perk as a soft push for Survivors to do Bones. They make it a gamble for the Survivors NOT to do them, just like it is a gamble for Killers to put in Hex Perks. You can gamble that the Killer will not take it and save all time for faster Generators, or you can hedge your bet and do Bones too. It will either pay off big or hurt really bad. Do you see my point.

    NOED is there because the DEV want it there. They don't like to screw with agency, i.e. your choices. They could MAKE you do Bones by making NOED base kit if they wanted, but they prefer not to be that heavy-handed. They created this dilemma on purpose.

  • @DownUnder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948137#Comment_1948137

    Okey.

    1. People who play this game AND on DBD social media is the part of the community, sure not as involved like people on forum, but they still the part of it.

    2.And I made my statement why IMO isn't fine. Never said I represent the majority... so talking about falsehoods.

    3.Fully understand what to do when Noed pops up.

    So before you try to being passive agressive again, I remind you:

    In this topic I shared my thoughts, 1.3k hours experience and others reaction I saw. Not agreed with me? Sure, no problem. But don't get mad if I don't agree with another topic.

    You said, and I quote, "Majority of the DBD community know this perk is really unhealthy for the game..." so please don't try to pretend you didn't just try to speak for the majority. Of course you did. I'm not trying to be passive aggressive. I'm a very direct fellow. I'm telling you your entire OP is based on assumptions and biases that do not hold up to scrutiny. But let me give you a little anecdote that you can check yourself.

    When Blight was released and Undying hit the ground running, EVERYONE was trying out Ruin + Undying. There was a MASSIVE drop in the number of posts where people complained about NOED. Why pray tell? It is because Survivors started doing Bones like crazy. Ruin + Undying caused them to have to do Bones so they could complete the ONLY objective they ever seem to care about. Nobody cared about or much talked about NOED during that period because NOED was getting cleansed out of existence so fast the Killer's heads were spinning.

    Everyone killed every dull Totem they spotted or hunted down to prevent Undying from transferring Ruin. And the side-effect of that was that NOED never got to go off. Many Killers just stopped bothering to put it in because it was a bad gamble. Then as the popularity of Ruin + Undying started to taper off, and rumor hit that Undying was going to change anyway, NOED started showing back up in posts again. That is because Survivors stopped caring much about Totems.

    One will hope, with the ferocity of Devour Hope + Undying being used in the last few days, that Survivors will, once again, remember the OTHER objective they are supposed to work on and do those darn Bones. There is nothing wrong with NOED. Again, I can (if you are serious about wanting a thorough, civil conversation about this topic) repost an essay I wrote on why NOED isn't a big deal, why there are way worse Insta-downs, why it is all perception over reality, and HOW you can easily avoid it. Would you like me to do so?

  • @DownUnder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1948097#Comment_1948097

    Falsehood? Everytime I see Noed in play, if its on stream or other comments on the internet the reaction is almost always the same..an eyeroll or laugh. Second, I don't think its the most easily counterable one shot option, especially indoor maps. Haunted grounds much much more counterable by hiding. There's a reason why decent killers never use this perk,they dont need it because they are confindent in their skills to prevent survivors to finish all the gen. Lastly (its a bit off topic), you never wondered why was it overused in Hexy's turnament ?

    A couple of things:

    1. Social Media is NOT the community. All the people who come here or bother to post videos is a tiny minority compared to the total number of players. Most never come here nor care.
    2. If you read the previous posts on NOED you will find there are TONS of people who feel the Perk is fine. They will explain why it is fine. They are not of the opinion you are and it is not appropriate you should assume you speak for the overwhelming majority of the community.
    3. I and others have posted AT LENGTH on how you counter this Perk and why it is NOT all that and a bag of chips. Do you want me to do it again?
  • @DownUnder said:

    I know, I know another Noed topic...

    I would like to start a civil discussion about this perk. 

    Majority of the DBD community know this perk is really unhealthy for the game for the following reasons:

     

    -it is the only hex perk which lit up at the endgame (but why?..)

    -it has a built in old undying with full value

    -it has the devour's first hit surprise (no warning like Rancor)

    -user gain unlimited exposed status effect until the totem is found

    -user gain 1 stack PWYF

    The perk is NOT Overpowered by any means, it's core issue is it rewards the user for bad gameplay. Hex perks should be high RISK high reward perks, but theres next to no risk bringing this perk.

    Why? Because the survivors have to cleanse not just one totem but ALL OF THEM (built in undying). There is no difference between cleansing 4 totems out of 5 or not cleasing at all, so this "just do bones" argument is just ridiculous and you know it.

    People fear and respect Devour Hope for a good reason, but anyone who uses Noed... well let's just say it's a Badge of Being Bad. 

    Maybe it's just me, but in red ranks when I go againts a killer who plays like a bot, without any mindgame, any tactics, just follow people like a zombie, I'm certain that person is a noed gamer.

    This perk plagues low ranks too, because the players doesn't need to unlock certain killers to use it, it's base kit perk.

    So that being sad I just wanted to shed some light on this issue. Devs please consider reworking this god awful perk with the next DS and OoO change, so we can get closer to even more balanced/healthy game.

    Guys please share your opinion on this matter, I would like to hear it.

    If you want to have a civil discussion, don't start it by stating a falsehood. No, the overwhelming majority of the community do not think NOED is bad for the game. As another poster stated, it does not reward the Killer for bad play, but rather punishes the Survivors for bad play. NOED is the most easily countered Insta-Down option in the game. All it requires is the Survivors to treat Totems as the objectives they are in fact.

  • @MigetMAN208 said:

    So mostly I want to talk about one thing in particular.

    Toxicity. But mostly why the most toxic people are the loudest in the community.

    Like as a killer main I honestly see A LOT of toxic survivors. T-baggers, flashlight spammers, and the like. But I also see a lot of just plain survivors, people playing their role and doing the best they can against my assault.

    And conversely, I've played enough survivor to see toxic killers. Tunnelers, campers and similar behavior. But they're not all that bad.

    So why whenever I am here on the forum looking for conversation on current topics, the people posting 80% of what I see as posts or comments seem to always be crying either "Killer favoritism" or "Survivor favoritism."

    I'm an objective person or at least I try to be. So I can see what each side is talking about when they speak about issues they perceive about the game and how it's being handled. But they gain nothing by being so toxic and pushy with their thoughts and ideals.

    So thoughts?

    People are biased and unable to look at things objectively, and hence the perpetual whining and moaning. There are only three things a Player has to do to be a good sport:

    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. Those are the ONLY standards that should be applied to our fellow Players. All the other garbage is self-serving nonsense. The problem with a Forum like this is it is NOT the community. All the people on this Forum are but a drop in the bucket against the actual numbers of people who play. Most of them will never post here or even come read anything here. Places like this attract people who want to complain because they know they have a captive audience, or at least assume a sympathetic one. That is why there are so many HERE when you really don't run into near the same statistical number in the games themselves.

  • @Kolossoni said:

    So, not to confuse things.

    I like bubba.

    He's fun to verse (if played correctly) and is relatively skillful killer.

    BUT

    I can't for the life of me find the reason behind face-camping. I know it's old news regarding bubba face-camping 24/7, but this Bubba I met was not even trying to be toxic.

    All he did was take one survivor out, hook her, wait until someone came to save her and BOOM! one down again.

    Now, before people say: "well, that's their loss since you just need to finish all gens while he's face camping".

    We did.

    We finished all the gens, had a turn going around each surv rescuing one another despite risking hooks. ETC.

    Bubba still got the last laugh since even if he lost 1 surv, another would replace him.

    https://us.v-cdn.net/6030815/uploads/UIH2FPYWE5UP/jake.png

    Just look at how poor my little Jakey looks.

    Now, there were times when my Borrowed Time helped save someone else from be 1-shotted.

    And probably, if I had Decisive Strike, I would've survived the game also.

    But I don't want to abuse OP perks and play selfishly.

    It's killers like these who make me question my moral sanity and dignity to just stick with the old OP perks and not play normally.

    We didn't T-bag, troll or make fun of him. HE decided to play like this in the first place.

    Please, I know this is a so-called "strategy" but if this keeps going, I might stop playing nicely altogether. Keep it cool and real people.

    P.S. This was the second killer in a row who did this (Bubba + face-camping) SMH... (different players though)

    The Killer is basically admitting that he can't loop. This is the only strategy that has worked consistently for him so he is sticking to it. I feel sorry for him. You, however, have options.

    Borrowed Time you know about. Styptic Agent can give the same effect to the unhooker. I've hook dived and had a very perplexed looking Bubba when NEITHER of us went down and left him behind and out the gate we went.

  • @Dragonshensi said:

    If I am on my first hook or a survivor is nearby hovering over the hatch waiting for me to die I will hold on as long as possible. I will hope that the killer gets you for being a wuss and chickening out at the last second.

    It depends. If there is still a chance for BOTH people to get out, sure I can see that hatch camping behavior as bad. However, if there are only two of us left, I'm on a hook, and there are 2+ Generators still needing to be done, I'm going to give them the hatch.

    There would have to be a reasonable chance for us to both to get out for me to be irritated with them sticking to the hatch.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947084#Comment_1947084

    How do I have issues? I main both roles. Have at least 300 hours in my 3 main killers and at least 1k hours as survivor. It's no us vs them, I legit observe the game, and never had issues playing as a killer. It's extremely rare that a 4 man escape happens, but its extremely common that I get a 4k. And I am not talking about facing bad survivors either, I sometimes play with crossplay off because a lot of optimal (solo) survivors play there. If survivors truly were the powerrole, I would encounter 0k's and 1k's much more often. Yet, even with crossplay off, the average is a 3k.

    With a Myers

    Running Third Seal

    Including maps like Ormond

    <laughs> I'm being nice to you. You are lecturing ME about your accomplishments with Myers? You do realize that I play NO Killers but Myers right? My personal goal was to hit Rank-1 playing only Myers and whatever Perks I got in general or from the Shrine. I did that many cycles ago and always end up back at Rank-1 within a day or so of the reset. And as to hours, let's just say mine are more than yours, not that there is any meaning in that one way or the other.

    What you observe is fine; how you are interpreting the data is wrong. Survivors, by default, call the tune. The Killer can (with effort) take the lead, but he/she is not the Power Role innately. Skilled teams (both Solo & SWF) call the tune and the Killer must dance to it most of the time.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943629#Comment_1943629

    Alright, first: no, you choose which generators you ignore for survivors to work on. You cannot keep all gens against a decent team, so you let them have gens that are not worth patrolling(an example: Groaning Storehouse has 2 side pieces on the map with each side having 1 gen, they are not worth keeping unless you have all the pressure). If the survivors work on a gen not worth defending, you can rush 1 off for a chase and let the gen be finished because ITS NOT WORTH DEFENDING.

    Depending on how YOU choose to operate also affects survivors. If you hook survivors at the closest hook available everytime, you're danm sure that survivors will take advantage of that. You need to hook strategically and then go to your most precious gen that you cant afford to lose. If ran to that generator while you were chasing without you noticing anything, you simply prioritized finding survivors over making sure your strongest gens are not being worked on. Optimally, you'd find survivors while checking your strongest gens.

    And never playing the power role while playing in defense? Survivors also play in defense. They run from you to avoid being hit, they heal to stay alive, they unhook to save their teammates. Killers ARE offensive because they injure survivors, they are the role who can actively punish the opponent whenever they see a mistake, where survivors can only punish a killer passively(doing gens when ignored, for example) and only have a few active punishments(pallet stuns, locker stuns, flashlight blinds) available to them. The only way for survivors to be guaranteed a 4 man escape, they will need the map in their favor(while also having a killer who performs bad on that map), pallets, windows AND gates in their favor. Considering the average result is a 3k, this very obviously points to the killer being the power role.

    No, survivors dont lead. The killer doesnt have to chase the survivor he finds. The killer has many choices: where to apply pressure, which survivor to chase, where to hook survivors. Survivors have to be really, really, really good while the killer is bad for survivors to have the power role. If the killer and survivors are equally skilled, the killer is the power role.

    Heck, if I can run Third Seal unironically as a usable perk on Myers against great survivors with 4k hours each and get a 3k. Aka, one of the weaker killers with weaker perks against strong survivors, there is no way that survivors are the power role. Do they still finish gens? Sure. Do they sometimes loop me for longer than 30 seconds? Sure. But how does the powerrole LOSE against a weak opposition, unless that weak opposition is the power role?

    Survivors can be the powerrole, yes, but they are not by default. Survivors need a ######### ton of pressure with the killer fully ignoring their pressure for them to become the powerrole. As a killer, you either relieve their pressure by hooking survivors in a place that forces them to lower pressure or by directly applying pressure on the generator they want to finish. If you lose a very strong generator early on, its your fault for not applying the pressure. So stop pretending to be a victim, if I can average 3k's on a Myers with Third Seal against good survivors, either 1 of 2 things is true: 1. I am a god with Myers 2. Killers ARE the power role. I doubt I am a god with Myers, I might be top 10% of Myers players, but far from the top 1%.

    You have issues; displacement? I'm not pretending to be the victim. I'm not pretending to be anything. I merely refuted your flawed argument. I play both Survivor (Solo) and Killer. Your weird "us versus them" bias is showing. This is the game; it is a 4v1 of individually weak Survivors against a Killer who will wax them 1v1. As a group, however, they are more than capable of winning, and are most certainly the so-called "Power Role" as you advance in skill.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1946987#Comment_1946987

    1. I agree no Perk should be perfect, but I don't think any Distortion rework is going for a Perk that's going to be part of the meta. And yes, I understand this version of Distortion would have its uses, but it'd be useless against Nurse's, I'm All Ears, Undying, any aura reveal that will be interacting with either you moving around, or you taking an action, is no longer countered by Distortion, narrowing the uses of an already niche Perk. On top of this, it removes one of the neat purposes of current Distortion, the fact that you can use it to narrow down what aura reveal Perks (if any) the Killer is using. Your suggested version would allow players to guess Bitter Murmur, BBQ etc are in play and try to avoid them... If they aren't already using lockers for that, if at all? (also blah blah blah lockers inflict blindness for a reason)
    2. I'll concede that Insidious isn't useless for Killers but, excluding facecamping, I'd rank it something like a 2/10 Perk. Standing still and waiting for a Survivor to come your way will fail half the time, and for the other half you probably could've accomplished the same thing by just chasing like normal.
    3. Developer effort should be taken into account when redesigning Perks, but I don't think anyone's suggestions here are developmentally unreasonable. A Tokens system is not "fancy", it's just a variable that you increment and decrement under specific circumstances. I would actually argue that your rework would be more potentially bug/effort prone than the idea of Tokens incrementing, as determining "player is not moving or taking any actions" has more potential for oversight, but I don't think it's so complex that it really counts against the idea either.

    Except that just redoing some maps apparently altered hits being in synch. The code is very messy and convoluted. A token system touches a lot of things, and I hate to say it, is much more complex than you think.

  • I would agree with the previous posters except for a couple of things:

    1. No Perk is supposed to be perfect. Being able to stand still when you suspect the Killer might be able to get a read on you, such as when hooking someone for Barbecue & Chili or when a Generator is about to come up for Bitter Murmur, or if you suspect you are facing a Scratch Mirror Myers, can be very useful. Like all Perks it is situational and would (my way) require some proper thought and play.
    2. Insidious is not useless for Killers, nor would this version of Distortion be for Survivors. It would get use. Not being able to move for a bit is a small price to pay. Token Distortion is gone within the first minute most of the time, and eve if we did have ways to get back Tokens the control over it would not be in the Survivor's hands. It remains a get lucky Perk.
    3. If you truly want an upgrade to a Perk by the DEV you have to look at time and effort. A fancy Token system is code heavy and has lots of chances for unintended consequences. This solution is something that can be done simply and has no unintended code consequences.

    I originally argued for Tokens and all that jazz, but in the end I had to be pragmatic. Do you want something you can use and get some value from, or not? Because if you want some fancy Token system, this will not get revisited for years, if ever. :)

  • @gendoss said:

    I know rank reset happened a few days ago but usually there are red rank survivors the day of. I played killer and survivor all day yesterday and I may have only seen 1 other red rank survivor. As a rank 2 killer I was basically only matched with rank 9s and 10s and sometimes purples all day long. As a rank 4 survivor I have not seen a single other red rank survivor and am getting matched solely with greens and purples. What is going on? It has never been like this before and it really sucks because i'm getting constantly matched with green rank survivors. It's not much of a fair game at all if i'm only playing with people multiple colors below me.

    Smurfing. :)

  • @supersonic853 said:

    After being called so many insults multiple times for using this i just wanna ask what the heck am i supposed to do when i use them. I mostly use it as a old green mori get one survivor out of the game quickly then just destroy the other 3. I understand the frustration for that one person but thats kinda the point of the tombstone piece isnt it? I just wanna ask any fellow michaels what they use it for and if they use it?

    Who cares what the call you? You paid for those add-on(s) with Blood Points you earned. Use them and use them well. I use the Tombstone Piece now and then for laughs.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945380#Comment_1945380

    You need to quit taking this so seriously. This whole thing is one big joke. Maybe play some less sweaty matches for awhile.

    Nope; I gotta be me. Sweaty all the way. I'll see you in the fog.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945288#Comment_1945288

    You are playing a video game and using how old are you as an insult. SMH.

    I'm old enough to know empty threats just make us laugh, and that only children bother making them. :)

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1944321#Comment_1944321

    The hatch actually has a good reason to exist, but not in it's current state.

    If we just outright removed it and didn't implement any sort of mechanic like it, there would rarely be a reason for the last survivor to do anything but DC, because they would have almost no way to win at that point.

    It should be a test of skill, as opposed to a test of "Did you find the hatch after your teammates died?" It should be more of "Were your teammates absolute potatoes and you had no chance of saving them?"

    You should have to earn your victory, as opposed to having it handed to you.

    https://forum.deadbydaylight.com/en/discussion/comment/1943824#Comment_1943824

    I don't have much that I can argue with in your point, other than

    1. the windows, and
    2. the lack of prioritization.

    The vault spaces are near unnecessary at this point in the games development. The survivors essentially get the ability to pass through certain walls, chase-wise, and they have good enough perks and items that they can already draw out a chase for five minutes even with a chase-based killer, without looping or vaulting. I know because it's happened to me, and, despite what several people have assumed from me complaining at all, I am not actually a bad player.

    On the priority issues... god, just look at the rift right now. I don't mean to be rude, but look. If a killer main wants to finish the rift, or even progress to part three, they have to play the Nurse. This is a character that has had almost no bugfixes, but had a nerf fairly recently. A nerf not actually designed to make her harder to stomp survivors as, but to make her more difficult to learn.

    This is just one example, and I literally just woke up, so I'm kind of exhausted moment, so I'm gonna stick with this response, regardless of how weak it is.

    https://forum.deadbydaylight.com/en/discussion/comment/1944504#Comment_1944504

    This is true, but I wanted to look at it from a perspective other than "People are inherently toxic," (though I'm not disputing that) because I've seen PvP communities that were actually really wholesome once you got to know them.

    I was thinking it may have roots in the mechanics and the behavior of the developers.

    @Moundshroud, I can't really formulate a functional response to you right now, but I thought it was worth saying that starting your argument with saying "No, you are wrong and biased," is a terrible way to present your argument, even if it is true.

    Would you want to listen to someone whose opening statement sounds like a poorly formed ad-hominem?

    Once again, I'm not really disputing what you've said, more of critiquing the way you presented it.

    No, I'm not going to waste time on being dishonest. The reason things are they way they are is because it was the least expensive way for the company to populate the game.

  • All this stuff is largely subjective nonsense. It is true that they listen to us less now, and it is true that it is our fault. It is not, however, for any of the reasons listed previously in this thread. We, collectively, are the little boy that cried wolf. Or, if you like the analogy better, we are the customer who complains about everything every time he/she comes into the same restaurant (which is often). At some point, people start tuning this channel out. It is all sound and fury, and thus nothing actually gets proper emphasis. So, no they do not listen to us that closely. Yes, it is our fault. We have made sure they no longer like us; they merely tolerate us because it is their job.

  • @JediWithASniper said:

    I said I was done playing till this is fixed.

    New plan:

    Make survivors suffer by playing killer instead. Sucks to be you guys. Mori city here I come!

    I'm sure everyone is quaking in their not-so-stylish shoes. Really? How old are you?

  • @Beelzeboop said:

    It was clear from the start that the Devs favored survivors. After all, they're the good guys, right? So they deserved to have a good chance of escaping, even if their teammates were absolute potatoes. But how?

    Well, first, give them a bunch of second chance perks. It would be boring if the killer won without putting much effort in, wouldn't it? And let's make the survivors' objective faster and easier than the killer's, since they're already going to have to stop working in order to be chased.

    Oh, and give them some extra generators so that the killer can't just stand at one and block it, or just patrol two generators. That seems reasonable, doesn't it?

    Second, let's put in vault spaces that survivors can jump through quickly, but killers have to slowly climb through. Lets put these in strategic places so that survivors can literally be chased around in circles for five minutes while their teammates repair generators, risking their own hide to help their friends. After all, it's a team game, right?

    Oh, and add in shipping pallets, so that the survivors can stun the killer and create temporary vault spaces that survivors can slide over even faster than vaulting a regular space. This looks a little bit over-powered, so lets allow killers to break them. If they lock their camera to the ground and stand still for three seconds.

    Now, third, those generator sounds are pretty loud, so lets give the survivors an early warning whenever a killer comes within a short distance, say 32 meters, or 105 feet. Lets also give the killers a red spotlight coming from their eyes, so that survivors can see where they're coming from and what's in their FoV.

    Fourth, speaking of FoV, lets put the survivors in third person, so that they can see the killer even easier, and put the killer in first person, so they really have to work to find the survivors.

    Fifth, lets make it so that the killer, when they do down a survivor, they have to transport them to a hook in order to really benefit from it. Lets give the survivors a chance to jump out of the killers arms and stun them, so that they can get away. After all, it's not their fault that they lost what was essentially two consecutive chases!

    And while we're at it, let's let survivors sabotage hooks, making them unusable. Also, to make sure that the killer doesn't stay in the same spot for too long and be boring, lets make it so that hooks break after one sacrifice. And lets let the survivors get hooked twice before they're guaranteed to be sacrificed.

    Sixth, in the event that your teammates somehow all get killed or sacrificed, let's put in a trapdoor for them to escape. Don't worry, even if the killer tries to close it, your actions take priority, so you can escape even if the killer technically started closing it before you even got there. And even if they do close it, you can just use a key!

    Okay, now for the killer. You know, the power role.

    First, lets give them weapons. They are, after all, monsters and serial killers. So, regardless of their weapons, they injure survivors on the first hit and knock them down on the second. Also, after the every hit, the survivor gets a massive speed boost, and the killer has to stop to clean clean their weapon.

    Second, lets give the killer the power to grab survivors out of certain animations, and out of lockers too. But, to give survivors a chance against this, their actions once again have priority, so they can cancel the killers grab. After all, maybe they didn't hear the killer coming.

    Third, lets give the killers all unique powers that change the entire playstyle of character. And give a couple of them hard counters. In the form of items and generally situational perks. Fun.

    Fourth, how about some one-time use offerings that allow the killer to kill survivors themselves? That would be so cool! It's not like it'll annoy survivors due to being severely overpowered, and we'll nerf it without any warning, annoying all the killers!

    Yeah that's it. Oh, wait, bugs that we'll never fix unless they make the killer stronger.

    Now, most if not all of these things individually are cool and fine, but altogether it overwhelmingly favors survivors.

    So not many people wanted to play killer.

    So wait times for survivors were extremely long.

    So survivors would be extra annoyed when the killers use bullshit tactics in order to "guarantee" win.

    And even when survivors win, "Hey, I just beat Micheal Myers! I'm so cool!"

    So they make fun of the killer, who feels like they never had a fair chance in the first place.

    This isn't even mentioning the lack of intervention from the Devs, the sheer grind of the game, the nearly pay-to-win mentality, or the perk system being used as a band-aid solution for virtually any and every problem.

    Note: If you look at the opinions of people outside of the community, upon gaining an understanding of how the game functions, even if they've never interacted with the community, they generally think that the game is survivor sided.

    I was trying to make a reasonable argument, so please try to consider this argument despite my obvious bias.

    No; you are wrong and biased. There is a much more simple reason for why DbD exists in its current form. To explain it I'll have to tell you about Ded Bob:

    https://www.youtube.com/watch?v=77Bj6t-UA_M

    Ded Bob is a ventriloquist act where the performer didn't have to learn to throw his voice. It is pure genius. Dead by Daylight is a video game where the coders didn't have to design Bots. All they had to do initially was create maps and basic mechanics and let the Players do all the work. It is the video game equivalent of The Ded Bob Show. Why work harder when you can work smarter? Bots are time consuming and a far more challenging endeavor than maps, Perks, etc. And even the best Bots can never adapt and challenge like people.

    So the game is not Survivor-sided or Killer-sided; the company knew from the start for this to continue to work they needed Players for both roles. Their job has been the rough balancing back and forth to maintain their crazy, high-wire act. In a way, they took an easy shortcut but are now paying the price in the long run for it. With each additional Perk, Killer, etc. added to the game it becomes harder and harder to keep things roughly balanced. It will be interesting to see how long they can keep it up before they "must" simplify the game back down to something like what the first started with.

  • @ukenicky said:

    Bro it's not that deep, the killer is just another player like you and I. That being said I expect them and survivors to not be malicious and or toxic to each other. I don't believe in "Survivors rule book" or whatever it is they call it but camping, tunneling and slugging do put people off. The same can be said about farming your teammates as survivor, gen rushing and tea bagging/disrespecting a killer.

    Now I know people say that camping, tunneling and slugging are valid strategies and I get that and agree it's just when killers take them to the extreme that it becomes toxic behavior, eg. slugging all 4 survivors and forcing bleed out timers (Why?), tunneling one person out that did nothing wrong and hitting them continually on the hook and being toxic in egc or camping someone to literal death.

    I don't mind if killers employ some of these tactics to lesser degrees but I and others are allowed to be perturbed if a killer really goes overboard with it lol same can go for survivor sided things.

    But anyways my stance is we're all people playing this game together and we should all be more respectful instead of perpetuating the cycle of hate but that's just my 2 cents. Not a fan of killers who are out to ruin a gaming experience for others and the same goes for survivors who bully killers yall need to stop it.

    When I play Killer, my job is to sacrifice as many Survivors as possible. To do that I will herd, camp, tunnel, slug, and even Mori if it is appropriate to a specific match. It is nothing personal. These are just tactics, most of them niche, with their upsides and downsides. I down the next weak person in front of me, i.e. the next most efficient target. It is nothing personal. The only thing I have to be a good sport is:

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

    That is all it takes to NOT be toxic. No use of any legal tactic, no matter how heavy or how light, is extreme or crosses the line. That is why they are called "legal" and "valid" tactics. Likewise, I don't complain about Survivors body blocking, or sneaking up behind and in front of me crouched where I can't see them to prevent me from hooking their friend. I don't complain about getting window-teched, or them choosing to (99) the gates. I don't complain about the Gen-Rush either. Doing all those things is THEIR job. In short, there is no "overboard" as you refer to it.

  • @_HN_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1944228#Comment_1944228

    Here's the thing that most survivor main have a very, VERY hard time to get :

    The hitboxes are fine. They DID NOT change with the patch.

    The problem isn't the hitbox the be ping between killer and survivors that is extremely desynced.

    They dont want to believe that on the killer side, all thos "bullshit hitbox hits" they keep complaning about are in fact perfectly legit hit that the killer made, but they were delayed on their screen because of some majorly ######### up backend stuff.

    That would make sense. Hopefully the DEV will get that handled. Or perhaps it would be better if the game also sorted people by their Ping. :)

  • @Erogotic said:

    First: Do you believe that the game is survivor sided or killer sided?

    Second: What rank are you?

    Third: How long have you been playing/hours played approximately?

    Fourth: Do you have main characters with the perks that you want in these games at least for the most part?

    LASTLY: Are you a killer or survivor main?

    P.S. (Share as much or as little as you want, just looking for some responses to this so I am not completely ignorant to different ranks and perspectives. Thank you for reading!)

    Happy entity touching.

    First: Do you believe that the game is survivor sided or killer sided?

    I think DbD is a seesaw, i.e. it is very Killer-sided in the weaker Ranks, but the balance of power shifts to the Survivors in the potent Ranks. This is because the Survivors greatest strength is numbers and coordination which they have to learn to use.

    Second: What rank are you?

    Well, we just had the reset so I went from Rank-1 Killer to Rank-5 (and now I'm already back in the Red Ranks). I'll be Rank-1 again before I finish playing tonight. I was Rank-4 as a Survivor (which is about as low as I ever get as a Solo Survivor) and that reset too, but I haven't played enough to bring that back down.

    Third: How long have you been playing/hours played approximately?

    That is hard to say. Steam says I've played 2,257 hours. I say... NO! I think it counted a lot of time I was logged in and forgot to log out. I play a lot but there is no way I crammed that much in since last around August or September of last year. If I have, well then I'm thinking I have a problem.

    Fourth: Do you have main characters with the perks that you want in these games at least for the most part?

    Yes, I have all the Perks I actually use and a ton that I never use.

    LASTLY: Are you a killer or survivor main?

    I play both about equally, depending on my mood. I've actually been playing more Survivor of late because I keep running into Hackers as a the Killer and that pushes my buttons.

  • @MadLordJack said:

    Nope, because every single trial is 3-minute gens unless I'm running an s-tier killer with some of the nice trimmings. It was kinda fun at first, but the event kind of made even solo's genrush.

    I had a guy get salty on me just an hour ago because I stretched out a game on Hawkins for their benefit. He said, "imagine taking 30 minutes to 4K on Hawkins with a Scratch Mirror Myers." I was like, well I was trying to do you a solid after your first person disconnected and then the next suicided on the hook. No gratitude. In fact, I'm having problems getting to complete a game (now that I think of it). I had one team, the ENTIRE team, disconnect right after one person took a single hit from me on Lerys. I'd LOVE to get me some of those fast paced, rough games. What region are you in MadLordJack? Can I get in your que?

  • I keep hearing about these broke hit boxes and wondering when do "I" get to have one. :) I've been playing a Tier-1 Myers and have NEVER whiffed as much as I have in the last several days since the update. Did all the Killers but Myers get a broken hit box that is bigger, while mine is even smaller than before? :)

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942740#Comment_1942740

    Survivors have the power role? seriously? Survivors cannot rush gens unless they are being ignored. Killers can rush kills regardless of the game.

    Killers literally can do whatever the ######### they want in this game and the dev's will support them. Rush kills and purposely depip a survivor? Thats fine. Run the most overpowered ######### on the most overpowered killers? Thats fine.

    Survivors purposely depip a killer? Banned. Survivors running the most overpowered ######### ever? Gets nerfed within a year(and I am talking truly overpowered, DS is nothing compared to historical things)

    Want more proof? Dying Light was a thing for 3 years without even getting touched. The only counter to Dying Light was Brand New Part, and after they nerfed BNP, Prove Thyself and Leader were the only counters. Let alone that Dying Light was not a hex totem, you could literally proxy camp the obsession and mori them. The only play was to literally never unhook the obsession and rush gens. 3 years. Not a single survivor perk or mechanic has lasted that long without alteration.

    You can say whatever you want, but Killer is the power role, Killers have had extremely unfair advantages that could not be countered with any perk or vanilla mechanic. Killers have everything they need to counter anything survivors throw at you. If you think killers are not the power role because survivors simply body you, you are, crudely said, simply not as good as those survivors are. Killers deserve kills in the same way that survivors deserve escapes. If you cant get any kills, you simply have been outplayed by people who are simply much more skilled at survivor than you are at killer.

    No, not really. Survivors choose the Generators they will work. They are at their greatest power at the start of a match when they can literally go anywhere and there are Generators. The Killer has to find them. There are four Survivors and depending upon how they choose to operate, even the best Killers cannot be everywhere at the same time. Effectively, the Killer is a Goalie who is protecting a whole bunch of nets. You are never the power role when you are playing defense. Many people miss this because to them the Killer, as an aggressive serial killer, seems to be playing offense. He isn't however; his role is to defend those Generators and to a lesser degree those totems, and ultimately the main gates. Being stronger than the individual Survivors does not make him the power role.

    The power role of any game or relationship is the one that calls the tune. They lead, and it is the Survivors who, by default, are leading in this dance. The Killer must chase them. Is it possible for Survivors to surrender the power role? Absolutely, but they have to be really bad to accomplish this. For better or for worst, the Killer must respond to what the Survivors are doing.

  • @HuDawg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1943299#Comment_1943299

    I dont abuse ds im not going str8 to a ######### gen after i stun the killer with the ds

    Then for you this Perk hasn't changed at all. It continues to function the same way for you.

  • @jester20k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942949#Comment_1942949

    Oh you mean like rank 1? Because I get to rank 1 every reset. Give me a break. The sweaty killers I face daily, on the west coast which is way sweatier than east coast, almost always return to the hook. They don't always tunnel but a lot of them do.

    Santa Monica in the House. We are laughing at you. Learn to lie in a more believable way.

  • @m1lly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942873#Comment_1942873

    The killer will fake not tunneling and the killer will get a free pass to tunnel.

    This has to be the most silly post I've seen in a LONG time. :) You cannot fake not tunneling. Either you immediately start following the target or you don't. If you fake not following, you gave a lead. If the Killer doesn't "look" like they are following you, and you foolishly jump on an objective, that is on YOU.

  • @HuDawg said:

    Had 7 matches where the killer tunneled and face camped me to oblivion now that ds will be nerfed to the ground tunnelers will become much more annoying wasting my entire match. I'm done i quit i'm not playing this game anymore i don't care what happens to this game you won't be seeing me in a lobby anymore

    The change to DS doesn't affect, AT ALL, the anti-tunneling side of the Perk. The only thing it does is prevent you from jumping on an objective in front of the Killer. And if you are trying to avoid being tunneled would be the last thing you want to do anyway.

    If you want to quit... quit. Just come up with a better excuse.

  • @Rizer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1938922#Comment_1938922

    Simple solution, just stop camping and go patrol gens like you're supposed to... I love how everyone here is so one track minded they can't even see how flawed their logic is... it's comical as hell how blind you all are.

    Pun intended...

    That's right champ, it isn't you that's crazy, it is the rest of the world. They won't accept your reality. :) Oh wait, that doesn't make sense.... yeah it is you that is wrong/crazy.

  • @fr0sty1223 said:

    I started playing this game a few weeks ago when one of my friends said that me him and his brother should all try it. Instantly we fell in love with it and have been playing it whenever we can as it is insanely fun. There is one issue I have with the game though and I honestly don’t know why it is happening. In almost every match I play I get hard focused by the killer. I’m not talking about the killer just chasing me around a lot because that’s fine and that’s where the fun comes from. What I’m talking about is that I can be running from the killer and go right past people working on gens and the killer will just ignore them and come right after me still. I even had a few times where the killer ignored someone opening the exit gate to just keep running after me. The worst part is if I do get downed nearly every time without fail the killer will just stand staring at my hook and never leave not even giving my teammates a chance to unhook me. It gotten to the point where my friends start betting on if I’m gonna get focused and facecamped because it happens so often. I’m curious if anyone else has had this happen or if anyone knows why I’m a target.

    It is because you are new and thus the Killers you are facing are also new. New Killers get "tunnel vision" and become pretty much unaware of everything but whomever they are chasing. They don't know how to break off chases or when. They only know that eventually the speed difference will let them catch up. Until you get better at looping (and there are some great videos on it on youtube) you probably want to be a bit of a hide-and-seek evader. Try not to get seen in the first place. Bear in mind, I DO NOT mean crouch around the entire map doing nothing. You need to be working those Generators.

    Here are few helpful tips:

    1. Don't run everywhere as you leave red marks that the Killer will see from a distance and/or follow.
    2. Don't crouch everywhere as it will take too long to get from point A to B.
    3. Walk when you can, crouch when you must, and run when it is important or safe. *Yes it takes time to learn which.
    4. Remember that you can, due to the 3rd Person viewpoint see around the terrain you hide behind. Center yourself fully behind that large terrain so you don't give yourself away when the Killer is near.
    5. Try to avoid disturbing the Crows or take Calm Spirit.
    6. If two of you are on a Generator and you know the Killer is approaching, walk the opposite direction from where the other Survivor runs off to. And get behind terrain. Chances are the Killer will see the other Survivor running and/or pick up their red trail. If they move off you can get away safely, or even get back on that Generator if the Killer chases off.
    7. If you do get spotted, at a distance, run until out of line of sight and then walk at a crossroads area so the Killer when they come around the corner won't know which way you went. Go a short distance so they can't see your trail and then run again. Often if you do a crossroads and can double back with a little circle by walking you buy the most time.
    8. Keep your head on a swivel. This should have been near the top of the list. Even if the Killer has a heartbeat, it is a good idea to spot an approaching Killer before you get their terror radius. The longer your head start the better and the easier it will be to run and walk and lose them before the chase even begins.
    9. If the Killer is trailing you and has lost line of sight, remember to stop running before you vault so you don't give away your direction with the explosive noise you make. A crossroads, like I spoke about earlier might include areas of terrain, a vault going another direction, a building ahead. You want to make that Killer go huh?
    10. Learn to tell an unsafe pallet from a safe one, and a God pallet. When you are hiding you want to always know where you mean to run (your options) in case the Killer spots you or plain old bad luck bring him/her directly toward you. If you already have your escape route mapped in your head, you will lose less time.

    New Players (Potatoes being the vernacular for them) waste a lot of time hiding. If you aren't hiding, then the Killer tends to spot you FIRST and then begins that long, silly chase. So you need adopt some hiding and effective evading until you learn to loop. Or you can just keep getting in those chases and you will learn to Loop the hard but effective way.

  • @shane32 said:

    I think im done using them. They are supposed to be really strong and alot of them dont even do much and they are usually gone in 30 seconds and even with undying. They are kinda pointless

    It depends on what you are using them for. I often run Thrill of the Hunt with Ruin and sometimes even a third Hex simply because I want to find the Survivors fast and the audible give me the right direction to go in the first twenty seconds. In fact, I can usually get there before they even cleanse it. Think of them as bait.

  • @IsaacWolf4 said:

    Just giving my personal opinion because I have spent over £100 British pounds on costumes in this game alone so I believe I deserve a say. I love this game. Everything about it. This game has been my entire life for about two years now it has got me through so many depressed times and I will always love this game, but I can not love it in it's current form. The way the players used to crouch was so funny, nodding heads at each other in as literally the funniest thing ever everything about it was perfect. The way the characters used to stand looked so natural and had a mysterious vibe to it. I can't even begin to talk about how efficient the old HUD was I wouldn't be able to describe how efficient.

    They have destroyed so much and as the saying goes, you shouldn't fix what isn't broken. I can't 360 killers anymore because the way I do it just doesn't work anymore because the movements have changed and yeah I feel like I'm playing an older version of the game at the moment, not a new one.

    Sad times. :( RIP

    I want to preface this with the fact I am not trying to be snide or mean. All online games have their ups and downs. Perhaps it is because I'm old that I don't have the same sense of urgency. I've seen it all, and I am quite patient for things to course correct to something I like. We take the good times and the bad. I just think it is best to keep ones sense of perspective:

    https://www.youtube.com/watch?v=Vj7tun-ePIY


  • @Mandy said:

    I have absolutely no issue with BBQ either when playing a survivor or playing as killer - I would rather the killer have a perk that gets them away from the hook person and encourages interaction and chases rather than a gen slowdown perk that they will feel the need to return to the hook for.

    I think BBQ is in a perfectly balanced place right now, survivors have outplay to it - it's pretty clear when the killer has it, so you can locker it if you don't want to be chased (I often rather be chased), it gives the killer great information to enable them to get back into a chase quickly and put pressure on the map, I think it's one of the best perks in the game for the whole overall health of the game.

    Survivors can use Barbecue & Chili too, i.e. for rescues. I do not, as a general rule, jump into a locker when I know I'm far enough away to be revealed (unless I'm almost done with a Gen. and don't want it kicked). The point is that I know the Killer will be coming my way, I have all the head start I need, and I can choose my tiles. This will buy time for the rescuers and it will also bring the Killer to the part of the map that I want him to be on. I often, just as I do when I run Deliverance, start heading for the cleared, most distant part of the map when I see someone being picked up (and I suspect or know Barbecue & Chili is in play). I want the Killer to be as far out of position as possible, and I can make that happen simply by letting him "see" me.

  • @V1V3 said:

    Here's a few examples of how long games take to finish game passes.

    Fortnite: 150 hours

    Apex Legends: 125 hours

    Valorant: 100 hours

    Rainbow Six: 60 hours

    Brawl Stars: 30 hours

    The devs said we should be able to get a tier every hour which means we would be able to finish the Rift in 70 hours worth of playtime. Paulie Esther, however kept track of how long it took for him to get the rift while finishing most of the challenges and it took him 200 hours. It doesn't help the challenges become progressively harder per tome level and don't award more fragments which could be one reason why it's so. The other is matchmaking is way too long. Anyway, you guys tell me how long it took you all to finish it.

    Since every Player is different, I would expect it to be impossible to have reliable stats on how long it takes to complete a Rift. Of the ones I've taken part in, I've finished them all. But in the end, the Rifts are just cosmetics; why do you care this much? In general, the Rifts are useful just for the extra BP they provide. That part remains even after the cosmetics go away. Again, this might be a generational thing, but just how important are the cosmetics to you guys? I'm here to play the game itself, not because I want to dress up my Survivors and Killers in the latest fashions.

  • @xXCAM3R0NXx said:

    I'm bored, bored to the point I'd rather watch paint dry, paint it then watch it dry again!

    Give me builds, things to try out things to do, techs, jukes ANYTHING!

    Play without Perks entirely, and/or set a goal for yourself which is extremely difficult. If you are bored then you are not challenging yourself enough. And if that doesn't work, find another game.

  • @Minaaa said:

    All DBD players deserve at the very least a million blood points each after this patch.

    I can understand UI changes and wanting to try something different but game breaking bugs like killers having hooks for hands (horrendous hit boxes) is insane.

    BI you really need to look at your development practices, your game is great but you are just shooting yourselves in the foot now.

    Meh. We don't deserve anything. We want things. Chances are they will throw BP at us at some point, but that doesn't mean we deserve it, nor would it be the best solution. Overall, the following things need to happen:

    1. The new HUD needs to either be corrected, allow us to customize it, or be reverted.
    2. Gideon needs at least 1/3 of its Pallets to go away.
    3. Some of the old animations and some of the new need to be blended.
    4. Some missing map collision needs to be fixed.
    5. Some bugs need to be corrected.

    That's about it.

  • With all due respect, you are wrong. Your mindset is wrong, your attitude is wrong, and you are creating a self-fulfilling prophecy. The hardest, most unfair games are the ones where you learn the most. We learn MORE from our failures than we do our victories. I speak from experience here, and I pride myself on pulling and destroying SWF.

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