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NMCKE

NMCKE

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NMCKE
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  • OP is not talking about survivors, OP is talking about the GateKeeper emblem and how you can still get a poor quality for ending the game to fast.

    I feel like the entire ranking system for the killer needs a rework to be honest. 😁

  • @yukairi said:

    Nerf hilbilli

    Son, ya gonna harvest some er' corn if ya don't cha give some res Soning! 😁


    He speaks French, so I'll just ask him why!

    Pourquoi?

    Dans Anglais, pourquoi? :D

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/872440#Comment_872440

    Water makes things wet. Was that any helpful to you? I dont think so.

    So why do you think that my idea is bad?

    Your idea isn't bad, it's just players are tired of perks being used to balance the game instead of the developers making base changes.

    Through, the developers do have a lot on their plate right now, so I can sympathize for them! πŸ€—πŸ˜

    Just wished they gave us more information on how they plan on handling genrush and compensating survivors.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/872351#Comment_872351

    To be fair most actions should be automatic, except for wiggling. So struggling.

    Struggling needs to be reworked in my opinion, pressing buttons will eventually wear out your keyboard or controller.

  • @Jejune said:

    Title

    Also: Could we make recovery to 98% or whatever it is automatic?

    I personally wouldn't want this because you're taking away value from a perk that's already niche, but I do see where you're coming from! 😁

    Perhaps we can have the recover action automatic when remaining motionless, and if you can recover to the injured state (I.E. Unbreakable & No Mither), we can have you press a button to fully recover once you reached the maximum recovery %.

    Edit: Engish it hrd.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/870410#Comment_870410

    It wont be because of SWF.

    I have more randoms take hits for me than my team when I SWF lmao.

    It doesn't even stack, so I can't see the perk getting nerfed and the times when the perk does work is far in between.

    The developers did a really good job with this perk for sure. :)

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/872306#Comment_872306

    Well first of all why cant i close it if i made it?

    While i do get that usually people dont help me improve the initial idea and atm i dont have a clue how to improve it. By the time i do know how to improve it the post will be dead as in nobody will look at it so yeah.

    I don't know, it's complicated to explain but it has something to do with how the vanilla forms is programmed.

    For future reference, you can always flag your own discussion and say that you want it closed. A moderator will see your request and they will act accordingly! πŸ€—πŸ˜

  • @Jejune said:

    If thats the case can we close this post? It was a bad idea

    Keep in mind there's no shame in suggesting a idea that doesn't work out, I do that on a daily basis sometimes. Try improving the idea, and take the feedback you received to heart; make something new on your next iteration! Don't let this stop you from making more ideas! πŸ˜πŸ€—

    I can contact a moderator to close it for you.

  • I found a very reliable leak on Tomb IV 😏


    Last Seconds

    Within the last minute of the EGC, safely unhook a survivor then take a protection hit for that survivor. Afterwards, you must heal that survivor to the healthy state with an Emergency Med-kit then escape through the hatch.

    "These challenges, they make you insane... The amount of time wasted to see the past, a place that we won't be able to relieve." -Unknown Journals.

  • @gaydavidking said:

    Left Behind is already a strong perk with its effect being what it is. Just because it's requirement is so steep doesn't mean it need a rework. It's a perk that's meant to be played and built around, instead of a free hatch escape. Plus, I highly doubt the devs would ever allow a perk to completely circumvent game mechanics like the entity blocking off generators in the EGC.

    I agree Sole survivor needs a rework, but this is basically just a free escape for survivors in the end game and has too many effects to help the survivor. Sure, it can't be used for 15 seconds when the EGC starts, but then the survivor basically wins after that 15 seconds because the "difficult" skill check (which probably won't be that difficult because any survivor can hit a skill check with enough practice) can have a door open in half the time AND the survivor is invisible if the killer is across the map. It's just too much.

    Yeah, but keep in mind the survivor was down a perk slot the entire game so they can have a strong endgame. Even then, they can still lose because the perks have requirements and need planning to use. 😁


    Also, Left Behind is not interactive at all, you just see the hatch and that's it. I would rather have a perk that fits its name and has new elements to it! πŸ˜πŸ€—

  • @Fibijean said:

    I think Left Behind is fine in its current state and doesn't really need a rework, but this is interesting to consider as an alternative.

    I think the fact that you're on a timer, and that the killer will know that you have the perk is enough of a handicap, and the repair regression is unnecessarily harsh. It's a niche enough perk as it is, we want it to be good enough for people to at least consider running it in spite of that. Instead, the different tiers of the perk could slow down the EGC timer by different amounts (maybe 50/60/70% or 30/40/50% if that's too much).

    If the hatch is a problem, since I know a lot of people have serious issues with it, an alternative could be that completing a generator will open the gates (this option would also synergise well with the Left For Dead achievement).

    Regarding Sole Survivor: The cloaking mechanic is interesting, but I'm not sure it would really do much. Most killers will make a beeline for a door if they can see any of the red lights on, so it wouldn't help to buy time when trying to open a gate at all. Not to mention, having the Exit Gates spawn in a position where it's possible for the killer to stand in one place and see both at once is quite a rare occurrence.

    An alternative could be that the red lights could be delayed by 3/4/5% for each sacrificed survivor. This would mean that as the last survivor left with the perk at tier 3, you would be able to get the gate almost halfway done before any indication that you have worked on it is shown to the killer. I don't think this would be too strong, as being the last survivor alive during the EGC is the only time this would really be of use, and that's a rare enough situation that most people wouldn't bother to use it in a loadout. Any weaker and no one would.

    Regarding Left Behind

    About Left Behind's regression penalty, it's there because I didn't want the last survivor to 99% a generator then immediately pop it once they lost the hatch search party.

    I want the survivor to at least do a good portion of the generator, so they felt like they earned the power to respawn the hatch instead of finding a loophole.


    Regarding Sole Survivor

    I like the idea, but it's not going to do much if the killer can see you opening the Exit Gates. That's why I added the invisibility effect to the survivor when they are further than a certain range to the killer, but the killer can still see the Exit Gate progression lights.

    The survivor also gets a skill check when they attempt to open the Exit Gates that automatically grants them 10 seconds worth of progress on the Exit Gates.

    This would encourage a stealth like element to the EGC because the killer knows they can't do things the easy way. That's my goal for this perk, make the killer work more when the Exit Gates spawn unfairly.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/107667/keys-are-balanced

    I don't think any reasonable person on this forum ever said keys are balanced. But I think it would be dumb to suggest that they are somehow worse than moris, considering you can only use a key in the late game but a mori can be used at any time after one hook to severely turn the game into the killer's favor.

    Honestly, all second chance items, perks, and add-ons need serve nerfs because that's really all you see nowadays.

    I do this myself, I stack tons of second chances into my builds because the other perks don't offer the same strength. πŸ˜•

  • I think she's fun to play, just some of her add-ons aren't up to par.

  • @Vetrathene said:

    It only activates once you've been downed AND hooked. Its giving survivors sixty seconds of immunity for not escaping the killer. But NOED is the ONLY problem.

    I see DS as compensation for poor teammates. That might be just me tho. πŸ€·β€β™‚οΈπŸ˜

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/870764#Comment_870764

    I like it! It would be a good ban-aid fix while we wait for something better than Feral Frenzy. The more i've seen them trying to balance Feral Frenzy, the more I realize it's hard as hell to do.

    I would also like to see the mend time nerf get reverted, and have a penalty if you're Deep Wounded while in the injured state.

    I was thinking it takes 10%/20%/30%/40%/50% longer for the survivor to mend depending on how many times in a row they were put into Deep Wounds from the injured state.

    Getting Deep Wounded from the healthy state won't have a penalty.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/870731#Comment_870731

    Anything that makes you completely invisible seems a tad much yea. Gates also always seem to be very fast in general, but maybe that's just my view on them.

    Out of the two, I like Left Behind alot.

    Exit Gates take 20 seconds to open.

    Sole Survivor has a 15 second warmup period before the survivor can use their perk effect. This prevents the survivor from standing at an Exit Gate and waiting for the killer to power up the Exit Gate so they can open it in under 10 seconds, without giving the killer a chance to guard that Exit Gate.

    Invisibility can be a problem, but I don't know until it's tested. I added this because if the killer has both Exit Gates in line of sight, the survivor can still open the Exit Gates if they are far enough to gain the invisibility effect.

    This means if the killer is lazy and stands in one position, the survivor might be able to make a play whereas without the perk, that would be it for them. 😁

  • I skimmed through everything and I had a few ideas to make Legion more viable while not putting survivors on a timer. I'm going to modify your number 6 idea, so tell me what you think!


    • Survivors cannot cancel the mend action.
    • Survivors cannot see their Deep Wound timer, just a Deep Wound bar to indicate that someone (or themselves) is in Deep Wounds.
    • All killers can see the survivor's Deep Wound timer.
    • Deep Wound timer pauses when a survivor is within 24 meters to the killer.
    • Deep Wound timer will always deplete when the survivor is performing an action that has a progress bar (exception: Mending).


    Basically, this makes Deep Wounds more dangerous if you don't take the status effect seriously by NOT hiding and mending your wounds. The timer cannot be abused by the killer because the survivor can pause it by mending or remaining within 24 meters to the killer. Therefore, the killer can't use the timer as a tracking device because they don't know what the survivor is doing to pause it. The survivor cannot see their Deep Wound timer, so they can't use it to track the killer with a persudo Whispers.

    What do you think? πŸ€—πŸ˜

  • @UlvenDagoth said:

    Interesting! I'll have to think about it before giving any feedback!

    I'm really happy you didn't just say OP then leave me with unconstructive feedback! πŸ€—πŸ˜


    I'm only worried about Sole Survivor, I think it might be a tad bit too good. πŸ€”

  • @GrootDude said:

    Determination: I think this’d be too strong.

    Nerds rule: how would undetectable work for survivors?

    minus touch: feels like I’d waste time.

    Obsessed with chaos: this perk seems balanced but nobody wants to be trapped for a minute. :(

    Hex:blood heist:seems nice

    savage predictions:seems good

    Determination

    Determination: I think this’d be too strong.

    It depends, the perk won't activate if you perform a hook rescue in the killer's Terror Radius. To add upon that, the killer still gets a hook that requires survivors to get off of objectives.

    The point of this perk is to compensate unhooked survivors if they were found again after they successfully hid themselves.


    Nerds rule: how would undetectable work for survivors?

    Undetectable: Survivors

    • Your aura cannot be read by the killer.
    • Your scratch marks are hidden to the killer.
    • You do not make grunts of pain when injured.
    • You do not leave a blood trail when injured.


    minus touch: feels like I’d waste time.

    This perk can be very useful when there are multiple injured survivors or slugs.

    Just heal them to 65% and they will automatically gain a health state by themselves.

    This is useful because you can heal someone to 65% then let them heal you to full. By the time they heal you to full, your perk would've healed them β€” this saves you from wasting 35% of healing time. :P


    Obsessed with chaos: this perk seems balanced but nobody wants to be trapped for a minute. :(

    It's depends because if the killer camps me, I wanna be trapped because I get an extra 60 seconds on the hook and time for my teammates to punish.

    Maybe I could change the perk description to say, "Pauses the Obsession's hook timer for 60 seconds"?

    The perk also gives a survivor a haste effect, this effect is rarely seen in Dead by Daylight. Therefore, I thought, why not make a perk around haste since it's so rare? 😁


    Everything else you seemed on board with, so I'll skip the last two killer perks! :D

  • Typically, I don't mind NOED in most cases, but if I do bones, which I typically do because I run Detective's Hunch AND Inner Strength, then get chased and hooked.

    Then the last generator is powered and Detective's Hunch reveals a totem directly beside my teammates, and NOED activates. I feel very aggravated because I know I am likely going to die on first hook due to my teammates being lazy. In other words, I was the one who got punished for doing bones when my teammates didn't bother touching them.

    This is why you need thick skin as a survivor because there are going to be things that will really test your patients. πŸ˜•

  • @TooKoolFoU said:

    I can’t dc now without a real penalty??? Seriously devs!!!! What if the killer is tunneling me??? What am I supposed to do to the killer for punishment now!? What if the killer is actually good and I’m just a sour loser?!?! I’m sick and tired of you devs ;)

    β€”β€”β€”β€”β€”β€”

    in all serious though, thank you devs for listening to the communities concerns and wishes. It’s nice to have some insurance to play with 5 players all the time now without people leaving because they’re upset. It’s a great change and I feel the community isn’t giving you guys enough recognition for this feature. On everyone’s behalf, thank you.

    When I read the first half of your post: I knew this wasn't going to end well! πŸ˜•

    images.jpeg


    Now, since I read the other half, I feel relieved because I knew it this thread wouldn't end well if you didn't say the other half! πŸ˜…


    On a serious note tho, yes, it feels great to have punishments because every game, there's a 75% chance someone would possibly DC. It wasn't fun to play a losing game and have your time wasted β€” especially for those who don't have as much time as I do. 😁

  • @Peanits

    I find it very odd how the indoor maps have a very high kill rate because the last survivor is guaranteed an escape if they play their cards right and are facing a non-defensive killer.

    I escaped plenty of times in the EGC because these maps spawn Exit Gate across the map.

    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com
    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com

    I also escaped from Hawkins Lab, but you'll have to take my word on that.


    I'm just saying that, I can't believe the escape rate is low, but there might be other variables that make this value so high! :)

  • @THEghostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/863904#Comment_863904

    So basically make it a build up version of We'll Make It like it was before its changes?

    Yes, and since you're spending more time healing β€” the more likely you are to get skill checks. 😁

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/864241#Comment_864241

    This post contains a lot of conditionals unaccounted for by the spawn mechanics.

    Just because the Killer can ensure a win doesn't mean he actually will. That's why your winrate only approaches 0 without quite reaching it.

    How can a killer not secure a kill when the survivor is leaving scratch marks everywhere?

    If the survivor was previously injured or got injured during a chase, how will the killer not secure a kill against a survivor who's leaving blood Trials and is making a lot of noise?

    Let's assume the survivor does indeed lose the killer after some miracle... The Exit Gates are still in LoS from each other, the killer can just go right back to their vantage point and rinse/repeat.


    Now, if you're talking about nice killers, sure β€” I always give the Exit Gates if they aren't fair to the survivor because it's who I am as a person/player. However, I'm talking about killers who have no mercy, and will do everything it takes to make sure that survivor is sacrificed.

    By the way, I'm not saying this is the killer's fault because they weren't the ones who spawned the Exit Gates the way they did. To wrap everything up, I'm saying the Exit Gate spawns need some work to be fair to both sides. πŸ€—πŸ˜

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/864139#Comment_864139

    The thing is, it also makes her more clumsy and harder to handle for newcomers. She is by no means bad, just the reduced map pressure and chase time was enough to lock her to A tier.

    We will have to agree to disagree. πŸ˜•

    However, one day I'd like to show you what I mean about Nurse.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/864128#Comment_864128

    Not true. Your winrate approaches but never reaches 0% (until there is mathematically not enough time to open a gate of course)

    How do you have a chance of survival when the killer has both Exit Gates in LoS and is serious about their 4K?

    In most situations, best case scenario, you will get 10%-20% of the Exit Gate before you're forced off into a chase. Killers that are serious about their 4K won't lose you, so you're either going to lose the chase or run out of time.

    There are a lot of other variables to consider, but if the killer is good, if you're unlucky with Exit Gates (which is usually the case) β€” that's it.

    I'm not even going into certain killer powers that makes Exit Gates a death trap. πŸ˜•

  • @Awakey said:

    https://us.v-cdn.net/6030815/uploads/129/RYVB20F7BXE5.png

    I'm 100% willing to explain my choices if you just ask.

    This is as of The Oni's PTB.

    I have to flat out disagree with Nurse being A tier because her cool-down isn't as bad as most of the community makes it out to be.

    Her chase time is pretty insane before her rework, so I don't think a cool-down that lasts a few seconds won't change her chase potential.

    If you want me and you can have a friendly KYF lobby and compare times with your Spirit and my Nurse. πŸ˜πŸ€—

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/864029#Comment_864029

    In the case of RNG screwing you over the game doesn't actually know what your odds are before hand, so it still needs to go through the formalities so you have a chance to try anyways so that it doesn't auto-kill you when you easily could have escaped.

    If you still haven't gotten out in 2 minutes you probably aren't going to at all.

    Here's some simple things the game should know NOT to do because it's obvious that this drops your odds to 0%.

    • Spawn both Exit Gates on the same wall.
    • Exit Gates can have LoS on each other.
    • Spawn Exit Gates within 48 meters from each other.

    Simple things like this should be obvious because if this happens, you minus well give up β€” you have a 0% chance to escape. Typically, when I see both Exit Gates spawn together like that, I get the killer's attention and point at a hook: Call this one a loss and move on.


    I'd like to see an A.I that controls Exit Gate spawns and hatch spawns. Then modifies their locations until they get close to a 25% escape rate for the survivor. That would be nice! πŸ˜πŸ€—

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/864029#Comment_864029

    you dont have a 0% chance, there is many tricks you can do. like waiting by the doors when the hatch is closed

    powering up to the first E (right before 1 light powers up) to overall reduce the time it would take to open the door, or power up till 1 light on one door then do the power up strat I just said. use a key is also a option. the survivor is NEVER at a 0% chance to escape. you got so many strategies you don't realize or ignore that it is funny. plus sometimes on some maps the exit gates are on the opposite sides of the map, the demo gorgans map, the game, lery, etc

    I already acknowledged that the Exit Gates can be survivor favored here:

    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/863823#Comment_863823

    I don't like to use keys unless I want a chill game because my previous games were frustrating.

    Through, I can't be completely unbiased if I don't say Exit Gates can mess up both sides in the EGC.

    Exit Gates: Survivor Favored

    The Exit Gates should never spawn across the map from each other β€” just look at how much time it takes to the killer, especially Spirit, to do one rotation.

    https://xboxclips.com/NMCKE/a71fe479-39a5-4622-995b-72b1f1f69d00

    Exit Gates: Killer Favored

    Through the Exit Gates didn't spawn on the same wall, you minus well say they are in this scenario because I can just do this and prevent the survivor from escaping.

    https://xboxclips.com/NMCKE/5c237c8d-de0a-4495-bc67-04099bd118f5

    Some maps aren't even RNG I noticed, their Exit Gate spawn position is static and never changes. Therefore, luck won't save you on some maps, you're either dead or you get an easy escape. πŸ˜•πŸ€”

    If you watch the videos I provided, I do everything you mentioned about surviving the EGC. Especially this one here, but I got lucky with Exit Gate spawns on Lèry:

    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com


    Also, you said keys can be used to increase your chances of survival, but really, here's the bigger picture β€” does that really solve the problem with Exit Gates spawns? In my opinion, using a key is a red flag because you, as a survivor, acknowledged you don't have a fair chance (I.E. Exit Gates being somewhat spread apart for the survivor) to escape through the Exit Gates and must use a key to escape.

    Therefore, keys do not solve the problem with Exit Gates spawns β€” it just ignores the problem. πŸ˜•πŸ€·β€β™‚οΈ

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/863503#Comment_863503

    Pretty sure kb/m support is just a matter of time at this point. So many members of the forums are console users...would be nice to see just how good theyd do against me, lol.

    Fight me >:D

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/862935#Comment_862935

    the EGC SHOULD BE killer favored

    you had the chance to do 5 gens, FAILED

    you had the chance to find the hatch, FAILED

    you had a chance to open the exit gates, FAILED

    3 strikes you are out buckaroo

    It should be killer favored, don't get me wrong, but I think you're missing the part where I said the survivor should never have a 0% chance to escape.

    Like I said, if I'm going to have a 0% chance to escape because of the Exit Gate spawns β€” why have an EGC? Minus well have the Entity sacrifice me once the killer closes the hatch. πŸ€·β€β™‚οΈπŸ€”

  • The perk doesn't need instant progression because I think that's what makes the developers skeptical about buffing the perk.

    I would rather see the perk get healing speed because the developers don't have to worry about insta-heals getting out of hand.


    Here's my solution:

    Autodidact

    Your knowledge is unlike anything before.

    Start the Trial with a 50%/35%/20% healing speed penalty towards other survivors.

    You gain a 15% healing speed increase towards other survivors when you succeed healing skill check or heal a survivor by a health state.

    Cumulative Healing Speed bonuses cannot exceed 100%.

  • I don't like to use keys unless I want a chill game because my previous games were frustrating.

    Through, I can't be completely unbiased if I don't say Exit Gates can mess up both sides in the EGC.


    Exit Gates: Survivor Favored

    The Exit Gates should never spawn across the map from each other β€” just look at how much time it takes to the killer, especially Spirit, to do one rotation.

    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com


    Exit Gates: Killer Favored

    Through the Exit Gates didn't spawn on the same wall, you minus well say they are in this scenario because I can just do this and prevent the survivor from escaping.

    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com


    Some maps aren't even RNG I noticed, their Exit Gate spawn position is static and never changes. Therefore, luck won't save you on some maps, you're either dead or you get an easy escape. πŸ˜•πŸ€”

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/862935#Comment_862935

    Which it should be, if the Killer has stopped the gens from being done AND found the hatch, the Survivor SHOULD feel like it's almost impossible to escape.

    Here's the thing, some maps it IS impossible to escape because the Exit Gates spawn on the same map wall.


    I want the EGC to be difficult, but I don't want my odds reduced to 0% because of RNG. Let's be honest here, at the point, why have an EGC? Minus well have the Entity sacrifice me on the spot once the killer closes the hatch if I have no odds of escaping. πŸ˜•

  • @altruistic said:

    Anyone else receiving this error when attempting to launch the game?

    https://us.v-cdn.net/6030815/uploads/777/90XBXBFY5D6L.jpg

    Since this is an EAC type of thing, BHVR cannot help you (I think). πŸ˜•πŸ€”

    Therefore, you must take this case directly to EAC: https://www.easy.ac/en-us/support/

  • @[Deleted User] said:

    The game isn’t biased to either side.

    It’s only when voice comms are in the mix that balance gets skewed, which is out of the devs hands.

    SWF is one thing, but...

    The EGC is extremely biased towards the killers unless you get some decent Exit Gate spawns where the survivor has a fair chance.

  • @AsePlayer said:

    By a "nice change in pace" do you mean "circumventing the entire point of playing the game and completely killing any survivor momentum, leading to a way less enjoyable game for them"? Because that's what Moris are. And that's why Survivors DC.

    Can I sympathize for survivors who DC against a Ebony Mori? Yes.

    Does an Ebony Mori justify a DC? Absolutely not.

  • I don't like them, regardless on what side I'm playing.

    If I use a mori, it's probably because I have a challenge or just want to mess around with the survivors because they know I can take them out of the game at anytime (of course I won't but they don't know that). πŸ˜πŸ€—

  • I should try that right now, perhaps it would heal my injuries...

    raw.png
  • @Dreamnomad said:

    Every time I see "BL" in a DBD thread I think "BloodLust". At the very least take the extra 1.5 seconds to type out the whole Balanced Landing in the thread title.

    Couldn't you use context clues? That's how I figured out.

    When you see exhaustion and BL β€” what's the first thing that comes to mind? When OP said BL is gutted, since Bloodlust hasn't been touched in a while and Balanced Landing recently been touch β€” it's safe to assume he's talking about Balanced Landing.


    However, I do agree, if you don't have enough context clues to make your topic clear then you should have to write out what the abbreviation stands for. πŸ˜πŸ€—

  • @Peanits said:

    I'd love to see something like that in the future and make it a regular thing. We would need to figure out what type of data you guys want to see, though. If we do it regularly, we couldn't give a ton of different stats each time (that would take way too much of the data team's time). It'd also be nice to narrow it down to a few categories that would appear every time so you can compare one month to the last.

    I'd like to see all kill rates from every killer. πŸ˜πŸ€—

  • @beatddb said:

    Its time for the Entity to show who the BOSS is and bring a killer from another planet, it could bring one from another dimension right? (like if anyone plays demo anymore lol).

    The map has to be in a space ship stranded in space, with windows where you can see the beautiful landscape of black and small white points...

    It would be kinda weird seeing wooden pallets on a fully technological space ship so... time to update those.

    What about hooks? what are hooks doing on a space ship? Well... who knows. The Entitys never went to a space ship so what does it knows right? dont ask questions

    And know you might be wondering about the exit gates... Would they lead to...? Im afraid my creativy ends up there so who knows. It could be a door to an escape pod.

    Whether it is the Xenomorph, an original alien or a fully technological killer robot I'll buy it right away.

    Oh yeah the survivor.. mmm no one cares about those but uhhh an space engineer. There, chapter done.

    It's possible, but it would be very odd.

    However, by lore, the Entity can do just that.

  • @Hoodied said:

    I try to insure everyone gets out, even if it involves me dying to get someone out

    Rubbing someone... wait a second...

  • @ygnea said:

    Idk why they don't just give up on dedicated servers, they've made the game so much worse.

    Giving up gives the developers a 0% chance to solve the problems with Dedicated Servers.

    Trying on the other hand, gives the developers a chance to fix the problems with Dedicated Servers.

    Two negatives never make a positive. πŸ˜•

  • @John_Doe said:

    I seem to find a new thread everyday about how DS is overpowered and needs nerfed but I never see anyone complaining about head on.

    Decisive strike is a 4 second stun that can be used once maybe (OP)

    Head on can be used infinite amount of times with a 60 cooldown (not OP)

    Am I missing something because it seems people just complain about non issues?

    Mostly because DS can be used anywhere while Head On is restricted to a locker.

    For example, I got unhooked near the Exit Gate and ran to the Exit Gate while the killer was patrolling the area. What is the killer going to do about that? Slug me? Alright, I'll just craw out and escape β€” 60 seconds is more than enough time to do so. You're going to pick me up? Stunned and escaped.

    The killer literally can't do anything to me for 60 seconds.


    However, I know it sounds like I dislike DS, but I really don't, I actually love DS, it's just annoying when you get hit by it when you don't tunnel or when you're forced to tunnel. πŸ˜πŸ€·β€β™‚οΈ

  • @MegHasCuteFeet said:

    Nerf Ds please. :)

    Survivors have to play around NOED, it's not just killers here.

    Besides, both perks encourage healthy gameplay: No Genrushing & Tunneling. πŸ˜πŸ€—

  • I feel like there should be a third way for the EGC to start:

    Once there's two survivors remaining, a 10 minute timer will start in the background.

    If this timer reaches zero, both Exit Gates are powered on and the EGC starts.

    Since there's two survivors instead of one survivor, both survivors suffer a 50% exit gate opening speed penalty. πŸ€—πŸ˜

  • @TheHourMan said:

    As killer, every second you spend chasing someone matters a lot.

    I get that part, but I'm talking about, what can I do as the survivor who's being chased, to counterplay a Bloodlusting killer?

    Someone told me walking is a pretty viable strategy, so I'm going to try that out on my next game (assuming that killer will Bloodlust me). πŸ˜πŸ€—

  • @Roboducc said:

    https://forum.deadbydaylight.com/en/discussion/106375/bloodlust-killers-how-do-you-counter-them

    You could try walking! If you walk instead of run at certain loops (for example: When the killer is strafing to try and get you to go one way around a loop, or to get bloodlust easier), it denies the killer of bloodlust. That is until you have to actually run, where the killer gets bloodlust... But it helps for a little while!

    And if you can: Try to leave loops fast, that way you don't waste any time around a loop where you cannot deny the killer of bloodlust. Try to move from loop to loop, and try to use pallets only when necessary. Using pallets when the killer is pretty close usually gives you a stun, or you can get hit through the pallet (which is a risk, but it could be worth it).

    Oh wow, thanks! I forgot walking is not considered as "being in a chase". I haven't tried that yet β€” I'll give it a go because it seems like this will help me counterplay killers who do this! πŸ€—πŸ˜

  • @[Deleted User] said:

    In general, doesn't the killer get punished on reduced map pressure having spent all that time chasing you and getting bloodlust?

    I mean, yes, this does work but that's reliant on your teammates to do something for you β€” you can't always rely on your teammates to do something for you.

    I'm talking about a 1 versus 1 scenario where the killer is not attempting to mind game you at all. How would I punish the killer if they decide to Bloodlust me? 😁


    @SaintDenisSlasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/857245#Comment_857245

    Yeah but I think posts like this are more of just rhetorical rants

    This is not a rant, but asking for some help. I literally have no idea how to verse a killer who does this because I'm so use to mind games.

    I seen tons of survivors counterplay killers who do this, but I have yet to catch on β€” I don't know as much survivor information as killer information.

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