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NMCKE

NMCKE

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NMCKE
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  • @ItzZane_ said:

    So like the killer will have 5 perk slots? What about killers that have 2 hex perks how do we get their adept?

    Pretty cool that you asked this, you can use multiple Hex Perks, but all of them will be tied to all totems. Gradually getting weaker everytime a totem is getting destroyed, but to make sure this doesn't get out of hand, each Hex Perk you use after the first one will suffer a stackable 12.5% penalty to their positive effects. ๐Ÿ˜

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2135578#Comment_2135578

    Having a totem counter doesn't exactly weigh well against a full fifth perk slot!

    'But it's only for hexes!'

    Yeah, but there's a couple of hexes that are extremely strong. Freely bringing Ruin every match? That'd do so much damage to general gameplay.

    'But the hexes can be rebalanced!'

    And the only way you can rebalance them back to a healthy state is by making the hexes negligible in the first place, otherwise, as you say, the killer gets a bunch of extra time out of survivors being forced to hunt totems. Which, again, is a blanket buff to killers. That includes buffing Nurse and Spirit, for example. And I'd honestly rather not have a totem counter at all if the tradeoff is that Nurse and Spirit get an extra minute or more to hunt people down.

    I get the idea of binding hexes to all totems and making them weaken gradually with every totem destroyed, but a free fifth perk slot for the killer is a very, VERY hard no.

    Having a totem counter doesn't exactly weigh well against a full fifth perk slot!

    It does when it directly tracks and broadcasts how many totems everyone needs to do. You're splitting 60 seconds worth of cleansing amongst your team, that won't be the end of the world. I will mention later that most Hex Perks will be balanced around survivors doing a few bones, so really you're doing less than that.


    Yeah, but there's a couple of hexes that are extremely strong. Freely bringing Ruin every match? That'd do so much damage to general gameplay.

    Most Hex Perks will be changed to were they can usually be ignored once they lost at least 3 totems and they won't be as strong as our current build. However, don't expect Hex Perks to be weak, they will pack a punch if you and your entire team doesn't do bones. That's what happens in the current game, if you ignore bones, you will be in for a world of pain.


    And the only way you can rebalance them back to a healthy state is by making the hexes negligible in the first place, otherwise, as you say, the killer gets a bunch of extra time out of survivors being forced to hunt totems. Which, again, is a blanket buff to killers. That includes buffing Nurse and Spirit, for example. And I'd honestly rather not have a totem counter at all if the tradeoff is that Nurse and Spirit get an extra minute or more to hunt people down.

    Well, as I mentioned, they can be rebalanced and I won't explain again since I already covered that. However, if you don't want this rework because of Nurse and Spirit, then I believe your problem is not with my rework and more to do with Nurse and Spirit.

    I really wouldn't mind this rework, it's way better than sitting on generators all day long. Adds a bit of variety and interaction to the survivors.


    I get the idea of binding hexes to all totems and making them weaken gradually with every totem destroyed, but a free fifth perk slot for the killer is a very, VERY hard no.

    I can't convince everyone, if this is your final stance, well... I guess we should agree to disagree. ๐Ÿ˜

  • @Firellius said:

    So your solution to totems is to give killers a massive, blanket buff?

    I preferred the idea someone had of making totems not ground-bound, allowing them to be placed on top of objects and crammed into weirder spots.

    But it has to be considered that this should also come with nerfs to some hexes. It's a gamble you take, since some of these hexes are inordinately powerful and can kill games really fast or really effectively if they're not found and cleansed.

    Also, it's good that you mention that those last three perks are examples, because they are absolutely terrible. Your idea is for Haunted Ground to basically hard-punish survivors for doing the totems (Which is what your goal was supposed to be) by mashing together NOED and a version of Blood Warden on steroids, having Third Eye be the be all end all of intel perks, and Thrill of the Hunt give you a permanent 5% movespeed boost if you pressured survivors into not getting time to do totems.

    So your solution to totems is to give killers a massive, blanket buff?

    That's what a secondary objective does, it's supposed to give the killer more time or hinder the survivor if they refuse; which essentially is more creative than, you HAVE to do this. Gives a bit of choice because survivors can decide on when to stop doing totems once they know the Hex Perk has been weakened enough to be more than survivable.


    Also, didn't you not see this?

    Screenshot_20210423-063309_Chrome.jpg 20210423_063334.jpg

    Ah, just making sure you seen everything because obviously you didn't if you said: "So your solution to totems is to give killers a massive, blanket buff?" Don't worry, I didn't leave the survivors hanging in the wilderness. โค


    I preferred the idea someone had of making totems not ground-bound, allowing them to be placed on top of objects and crammed into weirder spots.

    Would work, until [key word: UNTIL] survivors memorized the new locations. Then, as I read your mind, we're back at square one, but this would be nice to have WITH this rework since it would give totems a bit more of life instead of being on the ground mindlessly. Good idea!


    But it has to be considered that this should also come with nerfs to some hexes. It's a gamble you take, since some of these hexes are inordinately powerful and can kill games really fast or really effectively if they're not found and cleansed.

    Of course, I don't claim to be an expert at balancing perks, which is why I stressed the part where I wanted EVERYONE to focus on the idea rather than looks at the numbers and freaking out. Things can balanced accordingly, but to make sure you know โ€” you can see how many totems are standing, so it wouldn't be hard to do a few bones and weaken the Hex Perk to a level acceptable for survivors.


    Also, it's good that you mention that those last three perks are examples, because they are absolutely terrible. Your idea is for Haunted Ground to basically hard-punish survivors for doing the totems (Which is what your goal was supposed to be) by mashing together NOED and a version of Blood Warden on steroids, having Third Eye be the be all end all of intel perks, and Thrill of the Hunt give you a permanent 5% movespeed boost if you pressured survivors into not getting time to do totems.

    Don't focus on the numbers, focus on the idea that doing bones would weaken the Hex Perk. This gives a bit of strategy since survivors could deactivate the Hex Perk completely by doing all totems (remember, they have a totem counter) or they can weaken it and spend the rest of their time doing generators. That's what I wanted EVERYONE to get from this, a creative risk and reward while giving the survivors something else to ACTUALLY do.

  • @glitchboi said:

    This would be a great addition tbh, or they could at least give it to Plunderer's.

    Plunder's Instinct should show auras of locked chests, then removing the aura after it's been unlocked.

    Appraisal should show auras of unlocked chests, then removing the aura after it's been rummaged by you.


    This would be a nice quality change for both Perks. ๐Ÿ˜

  • I'm in favor of fully charged hatchets breaking walls, not bad! ๐Ÿ˜

  • @Sup3rCatTree said:

    Huntress should be able to throw a hatchet at a breakable wall to break it. She has to wind up the hatchet all the way for it to break

    This would be interesting, would this affect dropped pallets?

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131472#Comment_2131472

    Perks counter perks, that's simply how this game works.

    Iron Will and Stridor.

    Aura perks and Distortion.

    Infectious Fright and Calm Spirit.

    Mad Grit and Boil Over.

    Hexes and Small Game.

    If every perk has to be 100% counterable without perks, then perks are going to be very bland.

    Also, I think it's funny that looking for totems is considered "throwing the game" but people have no problem demanding that killers avoid low hanging fruit like people unhooked right in front of them in he name of 'playing fair' and not camping/tunnelling.

    Not going for the easy down is "throwing the game" for the killer.

    Perks shouldn't counter solo queue specifically when they are already suffering as it is, everyone knows that. Until anti-solo-queue perks get balanced, I have to disagree with everything you have mentioned.

    In a perfect world where solo queue and SWF were balanced together, I'd agree, but this isn't reality yet, and it's probably not going to anytime soon based on the developer's history with closing that gap.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132161#Comment_2132161

    SWF rushing gens is why NOED is a thing

    solos are more likely to do bones

    just do bones

    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2127264#Comment_2127264

    The problem is that solo survivors are forced to run Small Game to know when they should stop doing bones, unlike without it, ALL survivors would need to search the map (usually a guaranteed win for decent killers due to the amount of time wasted), every corner and crack to count how many totems are destroyed and confirm that the perk is deactivated. Here's the kicker, you can't scout it like other perks such as Brutal Strength where you can tell that the killer has it, therefore meaning survivors have to assume the killer is running it even if the killer isn't. So essentially, the killer gets a free perk that slows down the game.

    Let's look at the survivor's equivalent, more balanced, Decisive Strike, which I'd believe is a great comparison after the recent change. Killers aren't forced to run a perk to counter Decisive Strike, but before it was balanced, killers had to use Enduring which wasn't fair game yet Small Game for No One Escapes Death is apparently fair game. Above all else, although rarely, killers could ignore DS if there is no obsession because that means there's no obsession perk being used and with DS being an obsession perk, you can rule out that no one has it. NOED, like I said previously, is completely hidden as it doesn't give away any clues, but imagine if it did rarely, I can guarantee that wouldn't be acceptable either.

    Anyways, until the NOED becomes solo queue friendly, I'm not going to agree with people saying it's balanced due to the fact it's existence is purely there to screw over solo survivors. Rework the perk, do something, you can compensate by buffing it but it's not fair for solos to suffer due to the reasoning I said above. The perk shouldn't be OP against solos and pathetic against SWF, rework it to balance it on both ends.

    If anyone has counter arguments, quote me and I'll shoot them down because I memorized by heart of all the things people try to say to justify NOED being a solo queue destroyer.

    Sorry, this is something that really bothers me, my apologies if I come out harsh. ๐Ÿ˜…โค

    Read my quote above ๐Ÿ‘

  • @Lord_Tony said:

    nerf SWF then if you want noed nerfed.

    Doesn't work, you're essentially punishing people for wanting to play together.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131655#Comment_2131655

    I disagree. I don't think NOED constitutes a "major disadvantage", personally.

    I believe it does when the entire team of solos can potentially waste the entire game deactivating the perk (giving the killer more than enough time to win) or force survivors to ignore it (explained in a previous comment). Either way, the killer is guaranteed to get a lot of value from it, even if they aren't using it (unless survivors take the risk and rush generators).

    Don't get me wrong, I had my fair share of games where we deactivated the perk, but those are rare and far in between for solo groups.


    Anyways, as for the other ideas I suggested, thoughts?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2131472#Comment_2131472

    You're not forced to, though. You aren't that disadvantaged if the Killer brings NOED and Survivors don't have a totem seeking tool on-hand. And I say this as someone who supports re-working NOED.

    I'd say solo survivors are at a major disadvantage because cleansing all bones is complicated. This is so problematic for solo survivors that they often rush generators because disabling NOED causes more problems than it solves, most of the time. Killers mistake this as survivors being lazy, but really, they don't see the full picture because this is the smartest thing a group of solos can do.


    If I'd to rework the perk, there's two options:

    • Totem counter is general information that all survivors have access to, BUT all hex perks are greatly compensated.
    • Make the perk tied to the amount of generators completed. [Hex โ€” No One Escapes Death: Each generator that gets complicated, receive a token. For every token in your possession, gain a 2% haste effect and decrease the survivor's cleansing speed by 3%/4%/5%. Once all generators have been completed, survivors are exposed.]
  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130139#Comment_2130139

    Honestly, at this point, I'd say either NOED bothers someone enough for them to run Small Game (or Detective's Hunch and/or a Map), or it doesn't because either they're counting on someone else to bring one of those perks or they're willing to simply play through it.

    As for Killer getting a free perk that slows down the game, I'm okay with that.

    I don't think you understand my point.

    Survivors shouldn't be forced to run perks, items, nor add-ons to counter something that the killer could potentially be using. There should be natural counterplay and sure, do bones, but how exactly can you know when the perk is deactivated without throwing the game.

    Even if you THREW the game by checking the entire map for bones, wasting a lot of time, how would your teammates know when to stop looking for bones? They might be wasting their time for nothing, heck, they you might be doing this for NOTHING if the killer isn't using the perk. This basically guarantees a win against half-decent killers and that's not fair for solos. It's also not fair that SWF can just breeze through NOED as well, the perk has serious flaws and should be looked at.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126852#Comment_2126852

    I read your post. You not wanting to hear about Small Game does not invalidate that Small Game basically takes care of your problem now.

    The problem is that solo survivors are forced to run Small Game to know when they should stop doing bones, unlike without it, ALL survivors would need to search the map (usually a guaranteed win for decent killers due to the amount of time wasted), every corner and crack to count how many totems are destroyed and confirm that the perk is deactivated. Here's the kicker, you can't scout it like other perks such as Brutal Strength where you can tell that the killer has it, therefore meaning survivors have to assume the killer is running it even if the killer isn't. So essentially, the killer gets a free perk that slows down the game.

    Let's look at the survivor's equivalent, more balanced, Decisive Strike, which I'd believe is a great comparison after the recent change. Killers aren't forced to run a perk to counter Decisive Strike, but before it was balanced, killers had to use Enduring which wasn't fair game yet Small Game for No One Escapes Death is apparently fair game. Above all else, although rarely, killers could ignore DS if there is no obsession because that means there's no obsession perk being used and with DS being an obsession perk, you can rule out that no one has it. NOED, like I said previously, is completely hidden as it doesn't give away any clues, but imagine if it did rarely, I can guarantee that wouldn't be acceptable either.


    Anyways, until the NOED becomes solo queue friendly, I'm not going to agree with people saying it's balanced due to the fact it's existence is purely there to screw over solo survivors. Rework the perk, do something, you can compensate by buffing it but it's not fair for solos to suffer due to the reasoning I said above. The perk shouldn't be OP against solos and pathetic against SWF, rework it to balance it on both ends.

    If anyone has counter arguments, quote me and I'll shoot them down because I memorized by heart of all the things people try to say to justify NOED being a solo queue destroyer.

    Sorry, this is something that really bothers me, my apologies if I come out harsh. ๐Ÿ˜…โค

  • @EvanSnowWolf said:

    On one hand, more slugging.

    On the other hand, maybe this will cut down on posts like "Letting survivors bleed out should be a bannable offense!".

    Maybe sometimes we can't find you. Ever think of that?

    I actually disagree with having Deerstalker as basekit because it removes an advantage dying survivors have: persudo-stealth.

    You can make a lot of distance without the killer finding you because you're on the ground, making you hard to see. This can be used to reach teammates and avoid losing a hook state, or you can potentially find the hatch (rare but it happens).

    I remember going down on purpose to protect my teammate, the killer got over confident and chased the other survivor until they escaped through the gates. In the meantime, I knew where the hatch was at and crawled out. If the killer had Deerstalker, unique plays like this wouldn't be possible.

  • @SkeletalElite said:

    Sounds cool but is probably a lot of work to implement that could be spent working on new content or improving old content. Although I imagine the environmental decay stuff is probably not too much work to implement and that would be cool to see.

    It'll be amazing seeing the map literally collapse, just imagine the pressure players will feel! ๐Ÿ˜

  • @Anara said:

    I dont know if there is already a thread about it, but I wanted to share it with you.

    I played Smash It against few killers with Spirit Fury and its incredibly good.

    The killer try to be stun to activate Spirit Fury but its completly wasted because of Smash It, I got the boost.

    I think Smash It is now the best exhaustion perk.

    At first I tried it with a Power Struggle build, it was really good. But now I play Smash It as a random perk, not around a build and its really good.

    Why should I use Sprint Burst now ?

    Every perk has its niche, Smash It is limited to pallets while Sprint Burst can be used on demand, even prepped to activate after releasing run periodically.

  • Stake Out is mediocre, it has is moments but can be pretty underwhelming at times.


    Problem is that the perk is dependent on the killer, meaning you're pretty much down a perk slot from the start of the game if you're facing a stealth killer.

    I'd change the condition to 32 meters flat, but remove the progress meter so that survivors can't use the moving progress meter to determine if the killer is within 32 meters. Additionally, you can't earn tokens while doing generators, progress will be 99%'d in the background.

  • @djez21 said:

    I have been playing DBD for a few years now, and my Killer Rank has been floating around Rank 6 recently. I have been slowly making my way through each Killer, with the intent to get them all to Prestige 3 Level 50. This had been going smoothly... until I came to Deathslinger. I am struggling to do any better than a 1-2 kill game. Does anyone have some general advice, tips, builds, or tricks to help me improve my Slinger game?

    I can't give accurate advice since you're not being clear on what you're struggling with, but I'll give some common advice.

    • You can pretend to quick scope to zone survivors or bait DH.
    • You can get hits through windows, don't be afraid to fire through them to get cheeky hits.
    • Use Monitor and Abuse, it makes your terror radius small enough to get sneaky shots.
  • @APoipleTurtle said:

    She needs an add-on pass more than anything else. 75% of her add-ons exclusively affect her RBT's and Jigsaw Boxes (leaving 5 for the Crouch and Ambush abilities).

    Of all these add-ons that do affect her traps, several are either somewhat unfair (Tampered Timer and the "Plan" add-ons), completely negligible (the "Razor" add-ons), or just encourage tunneling trapped survivors (Amanda's Secret and the Status Effect Inflicters).

    Aside from the add-ons though, the one big thing I'd change about her base mechanics would be to delay her Ambush "roar". I think it should play right as she begins to Dash instead of while she's charging the attack.

    Here's what I'd do:

    • Delay the audible ambush sound until after she commits to the ambush.
    • Ambushing an occupied survivor will deal double damage.
    • RBTs can only be removed between the first and last boxes (doesn't apply when there are 2 or less boxes).
    • Add-on pass
  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2115102#Comment_2115102

    Most totems spawn in the same areas. If you canโ€™t find them thatโ€™s on you.

    I'll say this again, most survivors don't do bones because of solo queue making the process of deactivating the perk way more difficult than it needs to be, sometimes causing more problems than what it's worth.

    You can't know for sure that it's deactivate until you visually see all totems destroyed, but realistically, you and everyone else won't throw the game confirming it's deactivated so we have to be creative and try to escape before we get too many casualties.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2114957#Comment_2114957

    In a perfect world, I'd love to add a totem counter, but since the Devs updated Small Game, I don't think it's realistic to expect it basekit.

    Yeah, that's why people are upset at them because many just wanted them to give solo queue a hand, but now we likely lost another feature that could've made solo queue just a little bit more bearable.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2114717#Comment_2114717

    Well, it isn't a terrible idea, I just don't think the perk in question needs a huge change.

    Either the perk needs to be made more solo queue friendly or add a base totem counter (while also making totems stronger to compensate).

  • @Jarol said:

    You see, after a tiring day, I finished my university classes, until out of nowhere, that teaser comes out and I am MORE HYPEED THAN EVER !!! Much more hype than Avengers Endgame. I'm really happy, I never expected it or especially this day that we have not even reached the middle of chapter 19.5 and this is already reality. It wasn't Alien, it wasn't Jason and it wasn't Springtrap. This chapter was already a reality and now we have to wait for Candyman to come out. Who are you waiting for as a killer in this chapter 20? I am between Nemesis or Mr.X one of those 2 I go with everything.

    Dude, I'm in a military college and it literally made my day to see RE and DBD coming together! ๐Ÿ˜ญโค

    Now, I can tell my Commander and Drill Sargeants I'm excited to play the next chapter! ๐Ÿ˜

  • @GoodBoyKaru said:

    i was watching the showcase chilling i wasnt prepared for this

    https://youtu.be/jYVev0kFHPY

    i literally screamed i wasnt ready

    Yes, I absolutely love this! ๐Ÿ˜ญโค

  • @TheClownIsKing said:

    I mean geez...

    We got a scoring event added to the game recently for recovering in the dying state, and yet Iโ€™m STILL running all the way across the map (because Iโ€™ve waited on my gen in case someone else where much closer), only to get to the slug and they havenโ€™t done any recovery AT ALL.

    Good gravy, some of you teammates boil my blood.

    Cannot wait for Open Handedโ€™s 16m range increase so I get a 64m range on Buckle Up and know from pretty much most gens which of you in the dying state are a lost cause, and a complete waste of my time.

    This is why recovering should be automatic when remaining idle, then pause at the recovery cap. If there isn't a recovery cap due to a perk, it'll instead pause at 100% and give the survivor the option to fully recover to the injured state (You can hold the action to instantly recover the moment you reach 100%).

    I know we can't force survivors to play the game, but this is for the survivors who forget to recover and besides, I can't see a reason why you'd EVER stay below the recovery cap. You should always recover to the recover to the cap when you have the opportunity.

  • @[Deleted User] said:

    -and I have thousands that say dealing with noed is not that hard; if that is what apparently we are opening discussions with. ๐Ÿ™„

    I don't even run noed not because I am being nice but because I flat out find it to not be a good perk at the ranks I play at. It's either broken before end game, broken during end game, or they can just get out without dealing with it anyways.

    You also have a perk buff coming soon, that will make it tremendously easy to deal with noed.

    The majority of the community didn't want a totem counter on a perk, we wanted a general totem counter. We could make totem and their associated perk better afterwards to compensate.

    Seriously, solos never get a break in this game. ๐Ÿ˜“

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2110450#Comment_2110450

    It leaves the survivor 1 minute and 18 seconds to open a gate. Depending on the killer and gate spawns it may be very difficult but there's definitely no guarantee just with this perk.

    If they bring Remember Me or Whispers too they're using 3 perks for an end game build, 2 of which do nothing until the end and they still got at least a 3k.

    It gives the killer up to 48 seconds to find a sweet spot to keep both gates in line of sight AND it removes a common strategy to rush the gate furthest from the hatch. Given how already difficult it is to escape during the EGC alone, we shouldn't need a perk that seals the deal. ๐Ÿคทโ€โ™‚๏ธ

    One perk is more than enough for a good killer.

  • @brokedownpalace said:

    So if someone uses a key and I'm forced to close the hatch I'm punished? Kind of an odd choice.

    I get that it would be a lot harder for the last survivor to escape otherwise.. but it wouldn't be impossible. If you bring a perk specifically for end game that DOES NOTHING all trial long and you go out of your way to hook all 4 survivors only for that perk to be invalidated because you played just a little too well doesn't make sense to me.

    I'd assume it's because if it's a survivor versus killer scenario โ€” the perk guarantees that the killer wins because the perk removes what little the survivor has to potentially win.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108499#Comment_2108499

    No, I don't. At all. I'm using a combination of item and offerring to show the playstyle I'm talking about.

    Try harder.

    Okay? So essentially what you're saying is that we shouldn't buff Sole Survivor because it makes X playstyle even more OP, even through Sole Survivor isn't the main reason why X playstyle is OP?

    I would be more understanding if Sole Survivor really complimented the synergy you meantioned, but it barely does, which is why I don't understand your points. Not trying to be rude.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108420#Comment_2108420

    Please, do explain in great detail where I pretended Sole Survivor is OP? Go on. I'm waiting.

    My point is that any perk that rewards you for dead teammates promotes a toxic playstyle. It doesn't matter whether you want to call it "insurance" or whatever, it's a perk that rewards you for letting teammates die. It shouldn't be in the game. It's a relic of the Devs insane ambition to encourage selfish behaviour.

    Screenshot_20210414-072708_Chrome.jpg

    Literally right here you make the perk sound like it's OP because it can be used with a key and hatch offering.

    Seriously, you're blaming the perk for the actions of other items existing. ๐Ÿคทโ€โ™‚๏ธ๐Ÿ˜•

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108388#Comment_2108388

    To you. Not to the person with a hatch offerring and a key

    Oh please, you're making Sole Survivor sound like it's broken and OP. Chillax my dude!

    You're blaming the strength of an OP item on the weakest perk in the entire game. C'mon... ๐Ÿ˜•

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108292#Comment_2108292

    Thatโ€™s a very narrow minded take.

    Iโ€™m tired of people pretending that itโ€™s impossible for teammates to die when doing the very best to try to keep them alive.

    Thereโ€™s nothing wrong with โ€œinsurancesโ€ for โ€œin the event ofโ€.

    Sole Survivor is in need of a rework at this point, and I have quite the idea!


    Sole Survivor

    Death gives you the motivation to overcome any obstacle.

    The killer cannot visually see you when you're further than 72 meters.

    Whenever a survivor other than you loses a hook state, this effect becomes 8 meters stronger, up to a maximum of 40 meters.

    Increases the chances to become the killer's obsession.

  • Actually and ironically, you counter the perk BY camping โ€” you hit the rescuer as they are coming in, then down them after they save the hooked survivor (just be careful to not accidentally hit the hooked survivor). Either the hooked survivor dies or another survivor dies in their place. This wouldn't be hard to pull off due to the nature of survivors rushing hooks during the endgame, it's just up to you to pay attention and act fast enough. Ideally, getting a hit before they start unhooking means you're doing it right! ๐Ÿ˜


    TL;DR The perk counters killers who actively target the hooked survivor.

  • He's camping the barrels, sooooooooooooooo

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102253#Comment_2102253

    I disagree. If anything, it'd make people lazy about it because they'd know someone else was doing it. Regardless, SWF does not have this information unless solo survivors refuse to cleanse totems, which was the point.

    You want to know why solo survivors don't cleanse bones? It's because no one doesn't know where the team stands against the other totems. As a solo survivor, I don't know if doing a totem is enough or not, I have no way of confirming unless I scout the entire map for destroyed totems. I'm not going to waste time searching the entire map, every crack and cranny, just to deactivate a perk that the killer could be using, I would be throwing the game because the killer would be given ample time to hunt down survivors and make progress.

    Here's the kicker Orion, I'm not the only solo survivor โ€” there could be other solo survivors wasting their time trying to deactivate a perk that the killer could be using. Even if I knew NOED is deactivated, my teammates wouldn't know that until they confirm themselves. If everyone is wasting time to confirm NOED is deactivated, the killer wins by the perk just existing, they don't have to use it to gain value from it.

    That's why solos don't do bones, it creates more problems than it solves due to the fact solos have no means of communicating their progress.

  • @Healthore77992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100515#Comment_2100515

    Listen, if we are looking into the statistics, then we should also look at the top level of play, we saw what survivors did to killers in tournaments. It depends what kind of buffs would solo q receive, and not make swf more busted than they already are.

    What do you expect from SWF, they are OP. We're talking about making solo queue better, and you completely ignored how we can buff killers accordingly. ๐Ÿคทโ€โ™‚๏ธ

  • @Healthore77992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100505#Comment_2100505

    Mate, I'm commenting stupid post about dumb ideas from survivor mains who wants all killers to be M1 110%, just because you are not good at the game it doesn't mean it's unbalanced, learn to play.

    To be fair, statistics show that killers are way above their 50% kill rate, except Nurse. Most games aren't even SWF as more statistics showed from the developers.

    What am I saying? Would it really hurt to make the solo queue experience better, then buff killers accordingly? Especially when they already dominate solo queue to begin with?

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100476#Comment_2100476

    Honestly thats one thing i hope that they address with pig since they said people could abuse the chase mechanic with legion but pig can still do it. I can put a trap on a survivor and just follow them until they die nothing they can do about it.

    You do waste more time waiting to be fair. ๐Ÿ˜…

  • @Clevite said:

    Plenty of killers 4k a large percentage of their games. Do you play killer OP? Do you lose often if you do?

    But, few people would argue that killer is easier than survivor, so I agree with the sarcasm in a sense. But clearly there are still some very skilled killers that do just fine.

    Difficulty is hard to explain, but as a solo survivor, you're not going to feel the same sense of control as if you was playing killer because survivors are just 1/4th of the force the killer opposes. It's going to be difficult, maybe near impossible to win games if you don't use personal skill in combination with teamwork.

    Killer on the other hand, have more control of the match due to their pure strength against a survivor. Depending on the killer and your skill level, you will gain more or less control in the trial. I'm a console Nurse main, which means other than keys, I own the survivors and can make them cook me dinner if I so please, or else they'll have a 2-5 minute game. :P

    Weaker killers, even with decent skill, won't have the same control as a Nurse or Spirit. Their mechanics limit how far you can go with them, allowing survivors to indirectly become stronger since they don't have a threatening power role to play around.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095939#Comment_2095939

    Best thing would have been to simply remove the hatch and start the EGC when there is only 1 survivor left. No slugging for 4k, no hiding from the killer while hoping that he finds the other survivor first (when there are only 2 left), etc.

    It would be so easy to change the requirements of the EGC and adapt it. In exchange, they could increase the minimum amount of space between the gates and everyone would be happy.

    When the mori nerf came, devs said that they are planning something for keys. But instead they introduced 2 hatch offerings. Which makes 0 sense, if their plan is to nerf keys. Because those offerings were a huge buff for keys. The only way to make them even stronger would have been making it secret offerings.

    Keys create frustrating situations. For killers and for solo survivors, that get left behind. All in all it just looks like another SWF buff.

    Best thing would have been to simply remove the hatch and start the EGC when there is only 1 survivor left. No slugging for 4k, no hiding from the killer while hoping that he finds the other survivor first (when there are only 2 left), etc.

    I believe this would work, BUT allow the hatch to spawn in once all generators have been completed (for achievement purposes, wouldn't be too bad)

    However, if we do this, we'll have to change how the maps generate exit gate spawns.


    It would be so easy to change the requirements of the EGC and adapt it. In exchange, they could increase the minimum amount of space between the gates and everyone would be happy.

    I don't think that would work because killers could still find a spot to patrol both gates simultaneously and it would just make killers without mobility suffer even more.

    Just copy the indoors maps by making a exit gate title, but on the same edge of the map. That way, you can adjust the gates easily while forcing the killer to at least patrol to win.

  • @Tsulan said:

    Maybe they wanted to test how much keys affect the escape rate, when every match contains a key or two.

    I hate to be like this: Keys are so stupid. I (and many others) suggested many ideas to make them better, but I haven't seen any attempt or ideas on the developer's end on making them balanced.

    I'm not talking about gutting them, I want a rework where their aura reading aspect is more impactful and the hatch requires a lengthy unlock time.

    It sounds like I'm ranting, but when survivors can use an offering to guarantee where the hatch will spawn at and open it when they only did a few generators to spawn it in is ridiculous. Developer's had forever and even if they couldn't do a full rework, just add a temporary fix in the meantime like you did with the killer's equivalent: Mori. Yes, I feel like they could've been changed differently to be more dynamic and fair, instead of just boring.

    Sorry, just had to let this out, I seen plenty of ideas to make keys and mori interesting (and balanced), but not a single comment from a developer or even a moderator who can potentially forward the idea.

    You know how much it sucks that survivors can just skip the remaining generators and nullify your skill? The same is also with the mori, but at least they put a temporary fix on it until they can make it more interesting.

    Okay, okay, rant done, this has been building up for years. I can only keep quite for so long. ๐Ÿ˜“

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091557#Comment_2091557

    I can count good nurses I found during the last year on 1 hand.

    Honestly, she's only worth the effort if you're willing to spend 200 or 300 hours only on her.

    Hours in which a learning nurse gets bullied.

    I made it past the brutal process and usually win every game unless keys are involved. ๐Ÿ˜…

  • @Lordofweed said:

    Why are the fps drops on ps5 and xbox series x still not fixed?

    Its the Lightning which came in a patch to improve graphics, which fcks up our smooth frame rates. Why cant they just remove the improved lightning?

    Also why are there still no plans to bringt Mouse and Keyboard Support? There are like 50 Threads about People complaining about lack of MnKb Support.

    In the last QnA (about 1-2 Months Ago) Devs said there are no plans to implement that in the future. I cant understand why they want to implement crossplay but dont equalize game mechanics, so crossplay could actually work well?

    DBD is listed under Xbox Series X enhanced Games but fps drops like under 15 every single Match and no Equality between Pc and Consoles is unacceptable.

    Another Thing i wanted to mention is optional Aim Assist. Every great Crossplay Game has this Feature, but DBD not? Just to be clear, i dont want this to be like in Cod, which is way too much. Just a tiny bit would be okay.

    Devs, pls can you do something about this?

    DBD runs on my Series X at 60 FPS with ease. It could go much higher, but the game locks it at 60 FPS.

  • @Tsulan said:

    Find the one survivor who is bad at looping. Tunnel him out asap. Once they're only 3 survivors left, you successfully applied pressure.

    Nurse, she's great at applying pressure if you're good with her! ๐Ÿ˜

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089004#Comment_2089004

    This thread isn't about NoED but ok I'll respond.

    Their level in power is very different and just saying "well they both punish something" is oversimplifying a lot. Not knowing if there's NoED when it only effects the last minuet of the match is different from not having a clue about DS that effects the entire match overall.

    NoED takes place after the gens have been rushed and its also not a strong perk, its just super annoying and can maybe get the killer 1 hook/kill (more only if the survivors allow it). It also only takes effect during the (usually very short) endgame, you don't play the whole match around it to nearly the same degree as DS. I don't consider NoED good enough at being something that encourages survivors not to gen rush, since they still do it anyway and then can just pop the 1 totem. You don't need to do 5 totems, just 1 at the end if you really want.

    DS interrupts the tunneling before its over to give you a massive benefit and can lose the killer multiple gens, if not the entire match. Same as before since the stun wasn't touched.

    You don't get the "fear" of NoED even if you don't have the perk because NoED isn't that good. Survivors don't just stop completing genes to do totems just to stop a potential NoED. Just having an obsession will make killers reconsider tunneling anyone whether they have DS or not and change their entire gameplay for the entire match.

    NoED doesn't stop survivors from gen rushing just because its a threat, DS can (and often does) make a killer not tunnel just from the threat of it. Because DS can easily wins games, NoED usually doesn't against a competent team.

    TL;DR NoED and DS are on completely different power levels and don't really compare when it comes to affecting the overall game. Just run DS if you wanna benefit from deterring the killer from their optimal strategy.

    Stop being so entitled that you want the benefit of a game changing perk without equipping the perk in 1 of your teams 16 perk slots, or any of the other obsession perks.

    I'm bringing up NOED because it's the killer's equivalent to DS:

    • They both encourage fun games and are really powerful (killers can't tunnel, survivors can't rush generators)

    The fact you believe killers should be allowed to know whether or not survivors are using DS (based on the obsession mechanic) is a double standard when you know survivors have no clue if the killer is using NOED. Both perks should be undetectable.

    How would you feel if survivors could tell by a game mechanic that the killer doesn't have NOED? Probably terrible. Well, us solo queue survivors suffer from the obsession mechanic giving away that no one on our team has DS, thus allowing killers to tunnel freely.


    To add on, NOED is not a weak perk because it has two effects:

    • It will force survivors to cleanse all totems if they don't want to get hit by it, giving you ample time.

    This is probably why you think NOED is a weak perk because you don't see how much time it wastes for the opposing side, especially if you're in solo queue.

    • Strong endgame potential if survivors don't cleanse all totems, allowing you to potentially bring the game into your favor.

    This is what you experience directly, but when you don't, the perk instead slowed the survivor down.


    All in all, if it encourages fun gameplay, let the perk be undetectable. With the recent nerf to DS, would it really be the end of the world if killers had to respect DS?

  • @MrPenguin said:

    Just run an obsession perk.

    I heard of this one that helps with tunneling and camping, it's called "Decisive Strike".

    Why can't DS be undetectable like NOED?

    Both perks encourage fun games:

    • DS: Punishes Tunneling
    • NOED: Punishes Fast Games


    I don't understand your thought process, allowing DS to be detectable will allow killers to know what games they can and can't tunnel. That's like making NOED light up all totems if it's being used, so that survivors can know what games they can or can't genrush.

    Any perk that encourage fun games should be undetectable, period.

  • @Pulsar said:

    It isn't fun.

    If you win, it's nice. You get a feeling of satisfaction.

    If you lose, you get taunted for the entire game and likely get reminded of it post-game. It's mentally taxing to go through that for multiple games.

    That's subjective, what's fun to one person isn't what to another.

    However, I believe the chances of you winning is dependent on who you're playing, such as Nurse you'll almost always win unless keys are involved, but you'll usually lose if playing as the clown. This is also dependent on the survivors as well.

    If winning is your only means of having fun, you won't have a lot of it during high ranks, especially if you're playing a weak killer. Just got to learn to set goals.

  • @Demodoggie_isgoodboi said:

    Im not doing it. I dont care if I derank or lose a pip. Not doing it.

    But I'm a nice Nurse, she just wants to have fun. :c

  • @Phasmamain said:

    Youโ€™re joking right?

    Killers are getting constant buffs. Great reworks for struggling killers, Great new perks and some very solid new killers. On,y real issue is matchmaking but MMR is their priority at the moment

    Solo survivors are really the ones treated like garbage

    Please don't bring up the solo survivor experience, I already get a headache.

    That's why I'm a killer main who plays Nurse, I can only blame myself unless there's keys involved. ๐Ÿ˜…

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