Avatar

Naiad

Naiad

About

Username
Naiad
Joined
Visits
1,166
Last Active

Comments

  • I don’t know why you felt the need to bring in Fogwhisperers and deranking. That’s another topic. Your issue is with flashlights and Hags traps which any survivor can do. Remember though unless your following her and killing all her traps then you won’t always know where they are.

    Saying that I’m not totally against the idea of making it take slightly longer to disarm them. Or balancing it in some other way. Though I agree with the person above that issues like this shouldn’t really be fixed with perks/add-ons.

  • @Bravo0413 said:

    Just because you watch players with over 5000 HOURS! in the game (like their job is to play this game) crush players with the nurse doesnt mean the next nurse can do the same.... I cant hop on this game and do what zubat does or Marth or tru3 or any other well known streamer that has invested a ton of time into her...... Nurse is hard countered by stealth.... ironwill, QAQ these perks do wonders.... break LOS.... ######### being near a locker and jumping in it when she blinks at you can juke her.... Nurse is not broken.... survivors like you refuse to use stealth because youd much rather be able to run in a circle and waste the killers time and give them the unfun experience rather then gitting gud and learn to counter the queen of killers

    There are survivors who stealth.

    The thing is a lot of killers and perks can be countered/draw out chases by looping. Only a few by stealth. Considering most killers run at least one anti-stealth perk (sometimes more) the best chance a survivor has is to learn to loop/juke at walls/windows. Which they’d need to be able to do when they’re eventually found trying to stealth across the map.

    You can hate on looping as much as you want but not all 5 survs can successfully stealth an entire match so they need other things to do. Imagine if you had 4 p3 Stealth perk Claudettes? Considering some killers dodge just 2 in there lobby already?

    ’Long chases’ are slowly being dealt with. They’ve already closed some of the worst windows and got rid of the dumb pallet vacuum, limited the amount of pallets (thought it’s not always perfect).

    The other thing is some people say ‘Well Nurse can be countered with stealth/x perk). But Doctor, with his add-ons, you have no chance to stealth. Survivors don’t know which killer they’ll be facing, as the shouldn’t, so they run perks that help them extend chases for when they are finally seen. It’s easy to ‘stealth’ from gen to gen when someone else is getting chased anyway.

  • Gens give the killer a place to look for the survivors. Without objectives they could be anywhere on the map.

  • I've done it before but sometimes they don't want the hook. I've tried to give a Nurse on a farm map a kill because she just had a bad match but seemed decent enough, all she done was down me and carry me to the hatch so I left. Other times they take the kill. I do think it's a bit rarer though.

  • The worst is when you're on a hook and the killer isn't a camper but sees a survivor hiding nearby for a hook save. That survivor proceeds to loop the killer in front of the hook rather than taking a hit and leading the killer away. Once the end game chat comes up the survivor calls the killer a camper, I usually call the survivor out on their stupid plays.

  • But wouldn't you rather the devs fix the base game and give more objectives for a survivors to do, therefore extending the game, than rely on perks to do that? That's what I'm hoping for anyway. Adding more time on gens will just result in survivors bringing toolboxes/perks for gen speed in more regularly. Whereas if you give survivors a mandatory secondary objective you extend all your matches and not just the ones where you're relying on perks or survs not to bring in items.

  • Is it being nerfed solely because of the notification spam? A short cd like 1 sec would be fine. But surely there is a way you could make the notification less annoying rather than just completely nerfing the perk?

  • @VSLl said:

    https://forum.deadbydaylight.com/en/discussion/51786/this-is-all-happening-because-healing-speed-was-nerfed

    The thing is, perks SHOULD be strong when you double up on them. Thana + SB for example. Maybe the heals were really long. So what? That's the whole point of the build, and killers running it only have 2 other perks. It makes survivor either:

    1. Use botany knowledge and/or medkits to COUNTER it.

    2. Say something along the lines of "ok, this healing will take too long so I probably shouldn't heal. The killer had ruin which we dealt with already. That means he either doesn't have NOED or doesn't have anything to help in the chase."

    Why should a double killer perk anti-heal build be balanced around making sure that already slow self care heals remain viable against it?

    You're right it should be strong but survivors will adapt.

    1. If they didn't use Botany Knowledge before few will swap to it and just bring in a medkit.
    2. They won't heal and will move to running something like Adrenaline and Resilience.

    You're already seeing survivors not heal and just pushing through gens. It will barely extend your match. Also extending the match to make them more balanced so it's not just a genrush shouldn't be fixed by using perks. It makes those perks a must have rather than balancing the game so you can play with different builds.

  • @Wolf74

    I'm well aware of the difference, the sentence came across more as condescending than offensive. This also isn't a place to talk about it or attempt an insult. Try keeping the post on topic.

    Also @Orion 

    It's ok I read it in a different tone than you meant it. It's text it's difficult to get tone across. I've read your posts for a while and you're always very level headed while discussing things.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/366210#Comment_366210

    The "newbie" thing wasn't meant as an insult, though I can see my tone didn't make that clear. My apologies. I literally meant that you have not played the game since launch like I have, and therefore don't know the game's history. That history is key to understanding the current situation.

    You've never seen that build because you haven't played since launch. I explained why BT was dropped; however, the rest have remained.

    360s didn't use to be an exploit. Hell, I was among the first to do it. Now, however, with the killer's FoV locked so they can't even look directly down, it will make them miss hits by exploiting said FoV and the "hit cone".

    Letting survivors complain rather than engage the stupid complaints is how Freddy went from "weak" at release to "worthless ######### garbage" after the nerfs.

    I disagree on Adrenaline being fine (and have done so since before it popped up more and more, just so we're clear), but that's a conversation for another thread.

    I haven't played since launch but that's why I like to listen and read from those that have and understand why certain buffs/nerfs have happened.

    I'm not saying let complaints go unchallenged, just that they're not going to stop, those that complain will always find something else to complain about. If they're wrong, or you feel they are, definitely challenge it.

    Freddy, and a few other killers, definitely need work but there are only so many hours in the day and I think 'soon' will usually be the answer.

    If you don't mind PM'ing me I'd like to hear your reasons for not liking Adrenaline as is. I may not agree with you but it will give me more reasons to take another look at it's use myself.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/366074#Comment_366074

    Newbies like yourselves need a history lesson. The stale meta (survivor meta) has remained roughly the same for years - SB+SC+BT+DS.

    When Borrowed Time no longer allowed vultures to perform "safe" unhooks (i.e.: no longer rewarded them for performing stupid unhooks by making them too cumbersome to deal with), it was quickly dropped (which I think says a lot about survivors as a whole) for "perk number 4". The other three were staples in every single survivor build.

    Only now are we seeing the most used perk since the game was launched, SC, being replaced by something else.

    For three years, survivors have never had to actually adapt to anything except the Nurse, and they still complain about her to this day. Hell, some make it a point of pride that they never play against the Nurse by DCing whenever someone plays her (or, back when a certain program was all the rage, blocking anyone who dared touch her). The survivor playstyle has not changed all that much. Genrush is more prominent, but that's about it.

    Survivors have never learned how to win chases, they just learned how to prolong them by exploiting the game. They never learned how to dodge hits, they just learned to exploit FoV differences. They've never had to change their builds to counter the things they complain about, they just used whatever safety nets they could find.

    Arguably, Adrenaline is the first significant change to the stale meta, following years of not adapting.

    Straight in with an attempt to insult me by calling me a newbie. Thanks I feel loved now. I may only have 500 hrs in the game but that's because I have this thing called being a parent so I only get to play a few hours a week.

    "The stale meta (survivor meta) has remained roughly the same for years - SB+SC+BT+DS."

    The amount of times I've seen this build is somewhere between rare to extremely rare. Most people haven't run SB in a year since the exhaustion nerf, which was needed. SC is still seen because it's useful even if it's not used that often. I run it but I look for other survs first, it's my 'in case' healing perk. BT needed the nerf it got and you're lucky if one surv in a match even runs it anymore. DS, thankfully, is getting a nerf because it was more than needed and way overused. No I have never ran or it even thought of running it.

    Survivors complain, killers complain. It's what people do. Especially on forums where they can vent/get heard. No one ever puts compliments anywhere, sometimes reviews maybe etc. Because they're happy they have no reason to go looking for somewhere to complain, they carry on.

    The only way to 'win' a chase as survivor is to juke and lose the killer, which isn't as easy as it sounds since the good killers will know the jukes and best spots to do it. So sometimes your best option is to extend it and give the other survivors time. You can't dodge hits, only by vaulting if you're lucky latency doesn't mess that up. You can dodge hatchets if you're decent, but you can't really dodge m1s unless you're talking about being able to 360? Which I guess you would call exploiting hitboxes right?

    "They've never had to change their builds to counter the things they complain about, they just used whatever safety nets they could find."

    Then let them complain and not adapt, good survivors will adapt. But at the end of the day survivors are skins so when someone finds a build that works for their playstyle they'll run it and will only change it if they want to adapt or want to try out a new perk.

    My post was simply stating what I believe will happen. Most survs won't need to change they're loadout, they'll adapt or die. And if there is a significant change you will see some killers in here complaining about a new perk they're seeing more often.

    Adrenaline is fine, you will rarely ever see it healing all 4 survivors and saving them. Does it extend an end game chase? Sure but now that survivor has to still get out the exit, all they're doing is giving the other survivors time to open the exit gates safely and either leave, find noed, or attempt a rescue (or a few of those together). At best what would have happened with no Adrenaline is the killer would hook the surv and stay nearby in the hopes of finding an altruistic surv, thereby leaving the survs time to open the exit gates etc. If they were lucky they may be able to hook near an exit, still leaving the other exit free to be opened. Maybe they'll leave the hook and search near the other gate but then, unless the hooked person is dead hook, they're getting saved and survs probably still have time to open the exit depending on gate placement, which is down to map luck.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/366105#Comment_366105

    Which is something I suggested a ways back which was a time based heal ie you had to channel it in order to use the item.

    It's a good change, rather than them becoming useless. It can still be used in a chase but killers don't lose all momentum. It will be interesting to see it in action though.

  • That seems a bit weird but if it's confirmed as intended. The best thing to do would be to fake the pallet so the survs drop it and vomit on them. Same way a Huntress can hit a surv locked in vault animation.

  • They said they were reverting it for this patch not leaving it and never looking at it again. From the Q&A it looks like they want to take a look at healing and Thana together.

    HORVATH - GAME DESIGNER | ANSWER

    We have reverted the Thanataphobia buff for this patch and we will be looking to update the different healing components together in addition to Thanataphobia in a future patch. 

    They also answered another question that shows they want to look at healing items.

    HORVATH - GAME DESIGNER | ANSWER

    We are thinking of changing the insta-heals in our game into heals over time instead. This means that instead of instantly being healed a health state, you will initiate the heal and it will take several seconds before you are fully healed. Imagine the opposite of Deep wounds, if you are hit before the heal over time finishes, you will be considered injured, and knocked down into the dying state. 

    Not everything will always make it in from the patch, or be the same as the ptb. That's the reason for a ptb. Look at the changes they tried for DS before finally deciding on this one. And the hatch change they tried before not putting it through and wanting to keep looking at it. Sometimes things take time, doesn't mean the perk will remain like it currently is.

  • I'm being blind, can someone show me where the nerf is as I'm only seeing that it's being reverted to the values it is currently live. I was sure I seen it somewhere and I've lost it now.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/365987#Comment_365987

    @Aven_Fallen

    Yh, but that's just you running We'll Make It, every other survivor runs DS, Exhaustion, Self-care and Adrenaline, nobody runs Bottany Knowledge, Resilience or perks to buff their healing speed.

    If Thanatophobia made it live we could see a change in the meta of the game.

    I don't think there would be a change in the meta. Even if there was some killers would be back here complaining about the new meta.

    @The_Crusader

    Couldn't be more right. Everytime there's a change to survivors, first the survivors complain about it and killers tell them to 'git gud', 'adapt'. Survivors adapt and sometimes change their build and those same killers return to complain about the new most seen perks.

  • If you check out the Q&A there was a question about the grind. Doesn't look like an eta just that they're still looking into it.

    https://forum.deadbydaylight.com/en/discussion/51684/q-a-on-chapter-11-march-14th-2019#latest

  • @tehshadowman33

    If 3 or 4 survivors are alive endgame something has already gone very wrong for you as a killer. I run adrenaline, it's useful in maybe 10% of game because I'm either dead, or not injured and safe end game. In my 500 hours of DbD (yes I know it's not that much) I've seen Adrenaline pop on 4 survivors endgame once guess which killer it was that everyone decided not to heal against?

  • @Wolf74

    "No one said that just increase gen time (holding M1) is a good idea."

    Where did I say anyone said it was a good idea? I said "the suggestions usually mean survivors holding m1 for longer". It's not even the issue of holding m1, it's the issue of holding m1 for too long on one single objective i.e one gen or healing. Holding m1 to do an objective is fine but when you lengthen the time it takes to heal or finish a gen there is a point where it crosses over from manageable to tedious. That line is very fine and obviously different for everyone.

    "But 2ndary objectives have always been an idea and they got tested in form of … guess what… TOTEMS"

    Totems are optional, so a survivor who only plays to survive won't touch dull totems normally they'll just do gens. Anyone complaining about a hex perk is entitled or a noob they can be dealt with easily. Adding in a secondary objective that must be completed is something different. The main complaints of killers is the frustration aspect, by the time you chase and down your first survivor you'll be lucky if 2-3 gens haven't popped because you lose pressure, simply because the other survivors have nothing else to do. Now you feel like you're playing catch up and you're the one under pressure, not survivors. Hence why you also get the campers/tunnellers (some will just camp/tunnel anyway). Adding in a secondary objective before the gates can be opened might help a bit, but killers have had years of hearing those gens pop in the first 2 mins of the game that they will still feel that pressure. So, personally, I'd look at adding something in before survivors could even start on gens, survivors could still 'gen rush' but if you made those objectives long enough you could have a survivor hooked before any of them finish a gen. It might be hard to balance but I have no idea.

    "Another major flaw you mentioned is "Survivor have fun in chases". That is NOT meant to be. Being chased should be threatening, not "fun". This only shows the survivors overconfidence, cockyness and utter disrespect for the killer, who is not a real threat to them. The killer is just the party clown to play pig in the middle with."

    Why is it a flaw? Who says it's not meant to be? Be honest do you really want to go into a match with 4 p3 Claudettes running stealth builds? You're taking it very personally if you think someone enjoying the chase aspect is being cocky and disrespectful. Chase is a part of the game, you even get bp and emblem points for it and there are perks to help end/extend chases. Being chased is threatening for most survivors, you're literally talking about the 2% of cocky survivors that love clicking their flashlights at you.

    The reason people enjoy the chasing is because it literally gets their adrenaline up and it's more interactive than sitting repairing a gen, it doesn't mean they're not worried about getting downed at the same time.

    "The "fun" in playing killer is being the powerrole. The other are supposed to see you as the big bad MF and should try to avoid you. You can call it an ego issue all you want, but that's what's FUN about playing killer."

    That's what's FUN for YOU. For me the fun of playing killer is seeing the survivors run and get into a chase so I can hunt them down. Playing against stealthy survivors who I can down 10 secs after I find them is a lot less fun. People are different and enjoy different things, some survivors enjoy being chased, some prefer stealth. Just like some killers hate the chase and some love being able to down that annoying survivor.

  • @Wolf74 said:

    @The_Crusader

    " its like people forget that the game needs to be enjoyable in both roles as killer AND survivor."

    That's the point.

    But in literally ALL topics the term "fun" is only used for survivor.

    Killer player are human beings too and they play a GAME to have "fun", but any mechanic that is "fun" for killer is getting ripped apart how "unfun" that is for survivor.

    Not really. The main problem is what people define as fun in game. Killers want longer matches so they suggest buffs to perks etc. But the suggestions usually mean survivors holding m1 for longer. Survivors have said time and time and time and TIME again that making them hold m1 for longer is NOT the way to go. There’s a reason some survivors go looking for the killer it’s because for them the chase is fun and holding m1 at a gen isn’t. So giving them m1 to hold for longer, like Thana buff or Legion, makes it unfun/tedious for them. There has to be other suggestions that would benefit killers but not make it tedious for survivors.

  • It’s ridiculously easy to get to rank 1 if your play enough hours no matter how bad you are. It’s ridiculously difficult to depip, meaning most people safety pip or pip. So they slowly rank up. To depip you basically need to be found first and tunnelled/mori’d out of the match as just doing a gen, healing and maybe a save will safety pip. I’ve pipped in a match where I got to touch a gen for 10 secs and no gens were finished before we all died. Why? Because the Pig (on The Game) got everyone down so fast I was doing most of the unhooks, I ran the killer for the longest (while the others were looking for ruin because they couldn’t do gens with it still up) and picked up the slugs. In the end the killer finally managed to slug me after 2 were dead and found and downed the last person pretty quickly. I got 10k points for that much, almost double any of the other survivors. Rank 1 solo match >.<

  • Stream sniping isn’t bannable.

    The personal insults are wrong.

    Im not surprised the last guy didn’t save if they knew you were camping. While some will take the risk others won’t.

  • @Claudette_Baguette said:

    I agree that legion is annoying to play against but disconnecting/killing yourself on hook just is unfun for your teammates and for the killer, that won't help the already bad situation with the legion.

    DC’ing is wrong but killing yourself on hook is an option survivors have and should remain. Even though I’m a survivor main and hate when people do it it should be left as an option. People love telling other people how to play but most people play games for enjoyment during their free time. Killers lobby dodge when they don’t think a game will be their idea of fun, survivors don’t have that option (and it wouldn’t be a good idea to let them see killer etc) so killing on hook is their only way out.

    Do you think the devs would have to thought Legion needed a rework if there wasn’t so many dc’s vs him?

  • Hatch spawns

    1 surv alive = 3 gens left to repair

    2 surv alive = 2 gens left to repair

    3 surv alive = 1 gen left to repair

    4 surv alive = all 5 gens must be repaired

  • @Detective_Jonathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/353715#Comment_353715

    I'll tell you why stealthy play does not belong, and why most people that do it are bad and shouldn't be in red ranks. The only fun thing in this game is the chase, when you get in a chase with the killer you're in a run for your life, what you do now is gonna change the outcome, whether you stay off the ground or whether you eat dirt.

    And time and time again i have seen people run UE and they don't know what they are doing, they crouch everywhere and hide and play like cowards, then when they get chased, they don't bother to try and mind-game, they go down in seconds, where as with me i go down usually when 2 gens pop, at least with me i was able to buy my team some time, with the person running UE they didn't do anything worth a damn to distract the killer.

    I am not saying that people should play how i want them to play, but when you are sitting there, complaining about how the killer always is able to down you and how you suck at chases, maybe try this, take off UE and put on something else that will help you, i used to be scared when i encountered the killer, but when Windows of Opportunity was released i found running the killer to be extremely easy, my chases lasted longer and i bought my team enough time to get gens done.

    Now you tell me who would have a better chance of surviving at red ranks. Someone who has done nothing but crouch around and do nothing but hide and do gens and get out? Doing nothing to distract and buy their team time? Or someone who is willing enough to go out of their way to try and get good at the game and buy their team enough time to get out?

    Both stealth and looping belong, if anything the best survivor should be able to do both. They should be able to adjust their playstyle to the killer/situation. So stealth is fine until they're found and then they should be able to loop.

    I do understand where you are coming from though. In my experience those Urban Evading around the map at red ranks are usually no good at looping and go down in 5 secs. It's especially fun being hooked and watching the obsession being chased while one of them crouches from across the map to unhook you before realising they'll actually have to run to get to you before you go struggle phase.

    With regards to pipping, something does need to change. I played a game against the Pig last week on The Game. 0 gens were done and I pipped, albeit I done most of the unhooking/healing and ran the killer for longest and got a few stuns. Wasn't enough time for my potato team to find ruin and do a gen. They literally just kept dropping when they were found.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/353034#Comment_353034

    Because you said the minimum distance was only changed on Shelter Woods, that is not the case

    I literally copy and pasted the patch notes into my post. Which state minimum distance between pallets was reduced on Shelter Woods. Show me where it says otherwise.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/352951#Comment_352951

    Double pallet Jungle Gyms on Autohaven and Swamp are a thing as well...

    I'm not sure why you're replying specifically to me as I was only mentioning the changes and nothing about double pallets? I honestly haven't seen a double pallet since last year, though that doesn't mean it doesn't happen. RNG is going to play a role in what tiles spawn.

  • In your 1st scenario I'm guessing the survivors were just bad. I'm hoping after a few days to a week these survivors/killers will have downpipped. So your games shouldn't be this easy in the future allowing you to actually do enough to safety pip/pip. That's why I'm saying give the new ranking system a bit of time to see how it plays out since at the minute we have a lot of survivor/killers that shouldn't be the rank they are just because they put in enough hours to get there.

    With scenario 2 & 3 I can see where the survivors made the killer depip. I still would want to give it a bit of time to see how it works out in the long run and then tweak it a bit. I'd personally like to see the devout emblem change iridescent to 8 hooks + 4k, that gives killers a bit more room to gain it and see how that works.

    • Increased the minimum number of pallets to 8 (global). 
    • Distances between spawnable objects(generators, hooks, pallets etc) are now scaled based on a vertical factor(in addition to the baseline horizontal distance).
    • Minimum distance between pallets was reduced for the Shelter Woods map.

    Is basically the ptb pallet changes. So minimum distance was only changed on Shelter Woods and honestly there were huge dead spots on that map. I think the second point is meant to address maps like The Game?

  • I like how the new rank system reads but I'm willing to see how it balances out over the next week or so. I do think it's a move in the right direction, it should be hard to pip, especially double pip. I'm also hoping that if this fixes the rank system and makes it harder to maintain red ranks that they will consider some sort of rank reward in the the future for those that want to push ranks.

  • Unfortunately I don't meet Hag enough :(

    While they are strong I don't mind them. Killer's best add-ons should be strong it's not like they'll be able to use the best combo every single match.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/352370#Comment_352370

    His hunches can be quite accurate though... he was like the only person saying spirit was good when she first dropped.. he also said legion was good (to find out that legion is arguably the only op thing in this game)

    Now I agree more time is needed to see how she pans out.... imo shes going to be middle of the road....

    You need to watch more streamers. He definitely wasn't the only one saying Spirit or Legion was good.

  • @Peasant said:

    Game duration in a nutshell:

    Ranks 5+ 3-4 minutes without Ruin

    Ranks 5+ 4-6 minutes with Ruin

    Ranks 10-6 8-10 minutes no Ruin

    Ranks 10-6 10-12 minutes with Ruin

    Ranks 15-10 10-15 minutes no Ruin

    Ranks 15-10 15-20 minutes with Ruin

    Feel free to correct me if my memory is failing me.

    @Eveline

    I'm a red rank survivor and my games last 10+ minutes on average. No we don't hold the game hostage, once the exit gates are powered we leave. If it's a shorter game it's either because we failed as survs and died fast or the killer failed to apply enough pressure and gens got finished too fast. No I never gen rush on purpose, if I feel a killer if getting rushed I go look for totems/chests because usually a killer that's been getting rushed resorts to camping or dc's so it's better to make the game last longer. A lot of times these killers are unfortunately boosted or have a severe rank difference.

    But I am aware that's only how my swf games go and there are those out there that purposely gen rush, but I don't think it's as bad as killers make out. Just like the amount of campers/tunnellers isn't as bad as survs make out. A lot of times when I see killers accused of camping/tunnelling the blame can be meted out to survivor actions also, like unhooking before killer has time to leave area, gen rushing or looping the killer near a hooked survivor.

  • So many people on this forum jump on posters saying ‘rank means nothing’ ‘it’s easy to get to rank 1 you just have to play enough. Too many potatoes at rank 1 near reset etc. And when devs try to address that it’s now too hard to pip? You can’t have it both ways. The only tweak I could see happening is Iri devout being 8 hooks + 4K.

    That video posted the streamer was using a ebony mori and only 3k. So he didn’t get enough hooks for his iri devout and only got silver for the 3k. Which also means he didn’t get a lot of hits in and lost out on Malicious emblem. He never kicked a gen, so he lost out on gatekeeper emblem. Using this mori basically made him depip. Since killers insist it’s impossible to use mori’s every game anyway this shouldn’t be that common right? In normal gameplay where you’re hooking and chasing more should be easier to safety pip/pip. I watched another streamer last night that safety pipped most games using moris or survs not saving off hooks.

    I’m personally reserving judgement to see how it plays out over a week or so when everyone is settling in to new ranks.

    EDIT: there's one more change I would consider. From what I seen some people say the new killers power, i.e puking on someone, isn't counting towards chaser emblem? Does her corrupt power count towards it? If something needs tweaked there it should be.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/352381#Comment_352381

    Well here's the thing, survivors can rush generators while sick and they don't have ti cure themselves so they also get the benefit of denying her Corrupted Purge.

    As someone else said if they do this they become broken and so a one hit for killers. They leave themselves weakened. If they do cleanse they give the killer the ability to be stronger. It’s up to the killer when to do that. If you’re crossing the map to get to a corrupted fountain as soon as a surv drinks from it maybe rethink what you’re doing.

  • @TheHourMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/349389#Comment_349389

    Also, if the streamrrs got their hands on it first, then why was Tru3 seeing it for the first time during the devstream? The devs haven't said the fog whisperers got to play it first afaik

    They didn’t get their hands on it first. There were a small handful of streamers invited to DbD HQ and arrived on Tuesday for few days. They can’t say why they’re there, they’re not being ‘elusive’ they signed NDA’s. We’ll all find out in due course.

  • Bubonic plague has fever, vomiting, pustules. Unless the devs actually say we will never know :(

  • @AntiJelly said:

    Let's just assume the stream video was an old build.

    If you're infected 100%, it makes you broken, so you use then fountain and heal.

    If you aren't infected, you can't use the fountain.

    Is it confirmed 100% that sickness gives you the broken status effect? All I heard in the Dev stream is that the sickness gets worse if you don't cure it and it affects actions and once you're 100% sick you're 'weakened'

  • You have to used the medkit like normal then press the action button, which is the spacebar by default on PC.

  • @iceman2kx said:

    https://forum.deadbydaylight.com/en/discussion/comment/342107#Comment_342107

    But logically speaking, why should a killer do this? Why does the killer owe anyone this? Why would your teammate put you in the situation in the first place and why is up to the killer to make up for a bad teammate's mistake?

    My point is, it's not the killer's responsibility to make up for survivors' mistakes so why isn't the blame being directed towards the survivor who did it? Instead we say, "gg killer, thanks for tunneling" instead of, "gg, btw thanks for forcing a tunnel Meg".

    I usually do call out the survivor afterwards. But while it's not the killers fault it's also not the fault of the hooked person, unless they are SWF then they really should be deafening their buddies on comm. I can understand why killers go after them because they are one hit so the easiest to rehook and keep up pressure. But I find that the reason the survivors unhook unsafely is because they want the extra points and usually they know the killer won't be on them. Personally when I play killer, admittedly rarely, I go after the unhooker. But I like the solution someone else posted, smacking the unhooked person removing the safe rescue points, then going after the unhooker. But I never blame the killer in this situation.

    Is it tunneling? Not really. To me tunneling is more when the killer actually leaves the hook and even if they see someone else or were in a chase returns to exclusively go after the unhooked survivor. This only makes sense if they are your Dying Light obsession or something, otherwise if you've one survivor unhooking and healing the hooked survivor and you are chasing one that is 3 off gens. I've been tunneled before but it's not that often tbh.

  • I wouldn’t even mind less bp for a hatch escape. My reasoning is:


    1. the hatch opens after the gates are opened and the other survivors have left leaving that last survivor to hide or whatever just to gain the extra 2k bp. Hatch can be useful after gates are powered for a hook rescue and escape but less bp should encourage those greedy survivors that hang around just for hatch just to leave via gate.
    2. hatch spawns because you are last survivor but have enough gems finished. Why, I’m this situation, should a survivor get more bp than a gate escape? The survivors have failed to work successfully as a team to completely overcome the killer. They’ve done enough work for hatch to spawn so one of them can escape but I see no reason why they should get more bp for essentially a failed match.

    Less np for me as a survivor main is acceptable and would hopefully put an end to those drawn out matches where survivors are just being greedy. It wouldn’t solve hatch standoffs though.

  • @Wolf74 said:

    I repeat myself here, but...

    the hatch is unfair, because there is no similar mechanic for killer.

    The hatch is supposed to prevent a 4 kill team wipe, but there is no such mechanic that helps the killer to prevent a 4 men escape.

    And the most unfair thing about the hatch is, it will still open for the "last survivor" despite other survivor already escaped. Honestly, that should not happen.

    Hatch standoff is dumb and I agree some sort of solution is needed. But the hatch isn't really there to prevent a 4 man wipe, it's there to give survivors hope and a quicker end to the match.

    Imagine you're a good killer no matter which killer you play. Survivors manage to do 2,3,4 generators but you've now killed 3 of them and hatch doesn't exist.. That last survivor has two choices now.

    1. Finish the number of gens needed to power exit gate and open exit gate without being found, this is pretty difficult with just one gen left to do never mind more. You're left gen patrolling and if you're bad you can't find them, but you killed 3 already so you're probably decent. Survivor has little to no chance solo so you know what they'll end up doing? DC or they'll stealth around to troll for as long as it takes you to find them.
    2. They just surrender to the killer but that's completely against their objective anyway and why should they?

    So the hatch at least will keep that survivor in game looking for it and will mean you match should end in a few minutes and not be another 30 minutes with few extra bp. THIS is why the hatch standoff is dumb. It's supposed to help the match end faster not make it last longer because neither side wants to give up.

  • @Eveline said:

    Git Gud. I win games at rank 1 with no perks.

    Why even reply like this? You keep saying over and over how you were a survivor main that's moved to killer. Instead of being an ass how about giving advice? Or explaining that the ranking system is meaningless and he maybe doesn't truly belong at rank 1?

  • @FireHazard said:

    @deathsia said:
    One thing that never fails to annoy me is when most of the survivors escape, they say "GG! Great game!" but if i kill all or all but one suddenly i'm a facecamping POS.

    Sometimes I just wish players could take a loss with dignity...

    Better yet, the survivors that leave GG at the end if they escaped but the ones that died don't say GG or just say nothing in-general.

    Maybe the ones that died left the end game lobby? You have no idea if they are still there.

  • @Freaked said:
    Master said:


    Freaked said:


    Master said:


    Freaked said:

    It's so easy to counter: -Slug with sloppy butcher for 60 seconds
    -mori
    -make your choice 
    -remember me (if the obsession is dead, you can still get stacks)
    -juking the killer for 60 seconds
    -rancor
    ...didn't you think about to remove the timer (and maybe, that it makes you the obsession), so DS activates after the first hook, like a mori?  Yes, then a mori is still a counter, but 5 of 6 counters would be denied and it's still a nerf

    Slugging for 60 secs? Ok I don't need to read any further. You clearly have no idea

    Sure, you can slug really easy with sloppy, you just need to camp the one person on the ground and thats it

    It takes 4 minute to bleed out, double the time it takes to die on hook. 

    Yes, but you just have to wait, till the DS is over and then the survivor can't use it

    And just in case you don't realise how absurd this is. It takes 80 seconds for one survivor to repair a gen with no toolboxes or repair speed perks. You want to slug and camp your dying survivor for 60 seconds? Goodbye generators.

  • Because he's locked in animation so you have to time the pallet that you stun him just as he comes out of animation. A flashlight save is the same, you can blind too early and while you get the killer blind points the killer won't drop the survivor.

  • @GraviteaUK said:

    the queues as survivor are long and killer it's instant so that proves how imbalanced the numbers are at the moment.

    Pretty sure this is platform dependent. Longest I've had to wait for survivor games is about 1 min so I'm not sure where these long survivor queues are?

  • @The_Crusader said:

    NOED - Yeah this needs a nerf.

    Do the totems, if you're solo and are worried about it just get out. Noed can be countered. Also tier 1 and 2 were recently buffed they're not going to nerf it.

  • You can buy individual pieces. So the whole Ace outfit is 3 coins but if you just want the top it's only 1 coin.

  • I stopped played for 2 months. I only came back because of friends and events, I play nowhere near as often as I did. I still enjoy DbD but I need breaks when it becomes not fun anymore. Which is usually after meeting 5-6 'tryhard' killers in a row. I get it they want their win but it becomes frustrating, boring and predictable running into the same 4 killers with the same builds one after another.

    I will say that the past few weeks there hasn't been many salty after chats, then again my SWF group usually just leaves or says 'gg' then leaves. I have had interesting convos in after game chat also. Or sometimes if I meet someone who is struggling with a particular killer because they don't play them often I give a bit of encouragement. But that's me, whether I play killer (which I admit is rarely) or survivor, I just want to have fun and I do try not to gen rush.

1 2 3 4