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Nihlus

Nihlus

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Nihlus
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  • @ImNotBobDylan said:

    No you can't, and BHVR totally supports these playstyles. The only toxic thing apparently is flashlight clicking since it will get patched out next update.

    I played like this for a while as an experiment. Would regularly facecamp people, hit on hook, leave them on ground until end of EGC etc. especially if they were streamers. People would report me after the game but I never got banned (I ended up getting bored, but looks like the guy you screenshotted did not)

    Toxicity and BMing are definitely supported by the devs. Always have been. The only kind of toxicity they don't stand for is venting your frustrations at someone who was toxic. Toxic people are a protected class within the entity's realm.

    Be the crappiest person in the world. BHVR loves that. Just don't *say* mean things or they might ban you.

  • @RpTheHotrod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213190#Comment_3213190

    There was a load of discussion about it once it got buffed...for WEEKS. However, BHVR disregarded all of the feedback. What sucks is, stealth killers are already at a big disadvantage...especially The Ghost Face. He has to spend a load of extra time setting up his attacks, but it can be all for nothing if they are simply running spinechill. It is LITERALLY impossible to EVER be sneaked up on by a stealth killer with that perk - it's that powerful. Stealth killers already have a hard enough time. Spinechill absolutely should not detect undetectable.

    https://forum.deadbydaylight.com/en/discussion/comment/3212672#Comment_3212672

    https://forum.deadbydaylight.com/en/discussion/comment/3212647#Comment_3212647

    According to BHVR's stats, it's one of the most top-used perks in the game.

    What REALLY sucks about it is that one perk alone can completely invalidate an entire class of killers. Stealth is the one thing stealth killers have. One perk alone completely eliminates that. There's no counter to it. At least before, you could look away while approaching, but now there's no counterplay. You just equip that perk, and you're golden against stealth killers. For most gens, it's not difficult to determine rather quickly which direction a killer is coming from. The middle gens, however, tend to be a bit trickier.

    Factually inaccurate. It is certainly possible. Survivor doesn't notice it light up. There's no audio notification. If doesn't make your action progress bar change color like before I less you have line of sight anyway.

    Second, they still do not know where you are. Spine chill is also just as likely to have you walk right into the stealth killer as away from. If non stealth killers can get surprise grabs, I think you're fine.

  • @HarlockTaliesin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213441#Comment_3213441

    Next time you see that happen, check their perks at the end of the trial. If they're running Spine Chill, it was likely that. The part of the perk that lets you know if a killer is w/in 36 meters of you works with stealthed killers or killers who are otherwise Undetectable. Which doesn't seem quite right, as it's called "Undetectable" for a reason.

    https://deadbydaylight.fandom.com/wiki/Spine_Chill

    You aren't detected. They just feel your bloodlust and get scared. They have no idea where you are, just that you are near.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213169#Comment_3213169

    The point your making is kinda moot because you can still get the killers attention with the flashlight and can still blind with it just fine.

    What this change does is affect Macro Clickers that are using Flashlights to actually cause issues. I don't suffer from seizures but those Clickers gave me constant headaches because of the rapid flashing with the clicks. If it has that kind of affect on someone who doesn't suffer from Seizures I feel sorry for those who do.

    I know this is off topic, but I want to thank you for properly using the word 'moot'. I can't tell you how many times I've been on forums and read someone trying to use moot but instead typing mute. It makes me wish they were actually mute.

  • @almofan1001 said:

    New dead hard is becoming increasingly meta again. It's not unusual at top MMR to see 3-4 dead hards every game. As usual, the community overreacted and declared a perk "dead" only for it to become a meta again a few weeks later. To get the most value out of dead hard, the proper usage is to use it near the pallet making the killer choose between swinging (and proccing dead hard) or eating a pallet stun. In other words, 0 counterplay scenario.

    The Dead Hard rework has failed to achieve what it was supposed to do - to prevent uncounterable situations for most of the killers. In fact, it's reasonable to say that it has become even stronger than it was before.

    But let's look into arguments that say that the new Dead Hard arguably has more counterplay/is weaker than the old Dead Hard:

    1 "You can not use it for distance any more" - this is correct, however, you can use it near the pallet which guarantees a successful endurance hit. Now instead of using it to get to the pallet, you use it when you are near the pallet. And some could say that it's a nerf, right?? Well no, using it in a new way is arguably even stronger compared to before: 1 You gain sprint burst 2 You save a pallet. You literally gain more benefits with the new dead hard.

    2 "Just wait it out" - no, you cannot "just wait it out" in some of the scenarios. A good survivor using DH properly is uncounterable by most of the killers. In other words, we're back to the same situation as with old DH where killers either have to choose between taking L or taking L.

    3 "It doesn't do anything when not near a pallet" - so did old dead hard? In fact, the new dead hard is even stronger when used in the open as you can gain massive sprint burst if used successfully. Old dead hard, even if used in the open, bought you only a couple of seconds until the killer caught up to you.

    4 "You can not use it anymore to gain distance to the window" - the only solid argument that could be said that new DH can be weaker than old DH. With that being said, while this particular point is nerfed, the nerfs are offset by buffs in other scenarios.

    5 "It takes skill to use new dead hard" - one of the most oblivious statements to be made. It doesn't take much skill to use new dead hard in an uncounterable way. If a killer is close to you, and you are very near a pallet, press E. Few practice games and you can do it with relative ease and it doesn't even require you to time the killer attack. Congratulations, you just learned an uncounterable mechanic. Most of the community will know how to do this a few months from now.

    Conclusion

    Ultimately, the Dead Hard rework has changed nothing in terms of preventing uncounterable and unfair scenarios. It has become increasingly meta again and is not hard to utilize it to its most potential. Some could say that new dead hard is even stronger than old dead hard, and that's an insane realization considering old dead hard wasn't nerfed for 5+ years.

    Solution

    Remove the uncounterable mechanic of using dead hard at a pallet. After using Dead Hard, prevent a survivor from dropping a pallet for X seconds. This way, the perk is actually skilful and rewards the survivor for properly baiting an attack from the killer. There is nothing skilful or fair about using it at a pallet to guarantee a 2nd chance (why does this sound so much like old dead hard hmm)

    I'll make you a deal. We delete dead hard entirely and you delete NOED. Fair?

  • Title:

    Digital self harm. Dead by Daylight is something you play because you hate yourself and feel like you deserve the misery it causes.

  • @AverageAshEnjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212820#Comment_3212820

    I'm not saying I deserve it but would it kill you to have the decency to make my day a bit better? It's not like it matters to you if I get my achievement, why so actively try to prevent me from getting it and waste your own time? I know the killer is supposed to be your opponent but it's not on a personal level dude

    Why? You made mine crappier by playing a painfully unpleasant add-on to begin with. I just love getting ~10k bp if we're lucky as we try to rush gens and hide LOS until you suddenly start 1-shotting everyone. Sorry. I have no compulsion to be friendly after that.

  • @AverageAshEnjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212561#Comment_3212561

    I'm not expecting them to just hand it to me but at the same time can you at least be mature about it and let me have it when I've already won?

    Which is entitlement. You act like you deserve it at that point. You didn't earn it until you see it pop up on the screen. You are my opponent. I am not going to intentionally do anything that you want.

  • @Sluzzy said:

    The removal of the clicking and the way the flashlights worked will make them undoubtedly and without a doubt less fun to use. I don't think DBD needs that right now. Survivors have already been packing their bags and leaving from what I can see.

    If clicking being gone makes someone leave, I take that as a win for both sides.

  • Ah, no. The light that builds up with the terror radius was for the hard of hearing people. That part was temporary. The perk lighting up when killer is in range was literally the point of the perk, so they didn't nerf it into uselessness. It's whispers for survivor.

    It does, however, no longer allow you to know when the killer actually starts to head toward you when you were already in the terror radius. Many of us used the perk so *keep* working on gens with the terror radius around us, only pulling back when it lit up from the killer looking at us. That part was nerfed. It was always meant to be an early warning, just not in the way it worked.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212130#Comment_3212130

    No, he's saying that sometimes all survivors will play one side of the map and die there. Leaving it a complete dead zone outside of your control. He then asked you why the killer should get 0 value out of a down for that happening. I didn't watch the video I am just telling you, forced slugging via survivors is going to be an issue even if the perk UB gets deleted.

    Lets assume you managed to kill two in one spot and now have a deadzone. Are the remaining gens in this dead zone? If not, leave the are and don't chase people to it. If so, you can just camp your slugs and keep reslugging until they bleed out.

    One person is unlikely to complete multiple gens that quickly solo to keep you from getting an easy 3k.

    Point is, you have counterplay and you just want to stamp your feet and scream "unfair". This is why these forums have the reputation of being killer sided and won't be happy until all 4 survivors just spawn on hooks.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212094#Comment_3212094

    But that doesn't mean it's the killer's fault. It's a mechanic that shouldn't be there, see? It doesn't matter if "the killer's probably winning anyway". It can take away a well-deserved down or even a kill.

    I'm just curious to see what he says. There are some people who think that it's the killer's responsibility, on top of everything else they're juggling in their head, to know exactly which hooks to sacrifice people on so that in a hypothetical scenario later in the game, they can't just go down near there and be unhookable. Like, "Oh, that happened to you? Don't make that mistake next time." To me, that's nonsense.

    Uh, yes. Knowing which hook to use is absolutely something you need to keep in mind as the killer. You definitely should be paying attention to where your remaining hooks are when you death hook. If you make the deadzone yourself, you have only yourself to blame.

  • @KayTwoAyy said:

    As someone who very much dislikes Victor, I'd love it if they made Victor stay attached to the downed survivor, preventing the downed survivor from recovering. Charlotte can then choose to recall Victor and risk the recovery, or chase without her power while she maintains pressure with her slug.

    I actually like this idea assuming a rescuing survivor could still come kick the babeh.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/348952/why-is-camping-supported

    Grabbing should go away for sure, and certain killers with instadown capability shouldn't be able to use their power near a hooked survivor but beyond this...how exactly do you 'nerf' camping in a way that survivors wouldn't be able to abuse the hell out of?

    AFAIK, this has been the big hurdle for the devs. They don't like facecamping, but all the stuff they've prototyped internally has been exploitable.

    Hooka work like pyramid head cages. Teleport the survivor to a random hook and do not show this location to the killer. Even make the fact that they are on the hook not visible or audible to the killer. A notification plays when the unhook happens, but its' location is not revealed to the killer. Killer can no longer effectively camp.

    Make killer score based around number of hooks performed instead of outright kills. We make it so that a win is 12 hooks and then we can balance gen times and everything around that for a much healthier overall game.

  • @AverageAshEnjoyer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210326#Comment_3210326

    Its toxic if youre the last survivor in EGC with hatch closed and youre constantly just getting into a locker. Like dude youre gonna lose no matter what you do, might as well give the poor guy his achievement. Chances are hes on his 5th attempt or so

    You are not entitled to your achievement.

  • @Veinslay said:

    When I was going for the achievement, I only got annoyed when the very last survivor did the locker thing after I already had 3 Tombstone kills. At that point, I think they're just being petty to deny the achievement. They're dead either way, locker or Tombstone, it makes no difference

    And when they're already losing, why should they just give you what you want again? Because you want it? No. Same thing with those "hook all survivors in the basement" challenges. If I realize that's what you are doing, I will go out of my way to go down as far from the basement as possible to make sure you don't get it. I'm your opponent, not your friend. I'm the kind of person that if I know I'm going to die, I'm happy blowing up the house with both of us inside just to spite you.

  • @GoshJosh said:

    Pre-game lobby should be removed entirely. Waste of time. The stars have to align for all five players to ready up before 15 seconds, and people dodging/leaving lobby leads to muddling with the ranking system.

    Do it like DbD mobile.

    This. You already had to set your build before you clicked ready. I wouldn't object to the killer seeing the survivors for 30 seconds with their names and profiles, etc, hidden. That way if you see three flashlights, you can opt to throw on lightborne

  • It's essentially just the "no more flashlight clicks" patch. Everything else is a bug fix or pointless.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192017#Comment_3192017

    i got no notification of your post. your suggestion is more specific but general layout of how keys worked was similar to old keys. hatch is bad design because hatch mechanic towards killer is rng mechanic for the killer where there is little consistency for the killer to control hatch escapes. Technically, you can memorize the hatch spawns location on every map to improve your consistency however the survivor can also do that.

    let us imagine this scenario, The killer, hooks random number of times and he killed two survivors. There are two survivors remaining and say 3 gens have been completed. With your mechanic or dev old hatch mechanic with keys, The deciding factor whether killer wins or loses is based off whether survivor finds the hatch and both survivor jump through the hatch. It discounts anything the killer did precious to get into win position in order for survivor to still win. it does not make much sense for the killer player that worked hard to get into winning position to lose randomly. at that point, hatch is suppose to be more of closing to the match similar to end game collapse where your trying not lose as survivor and the killer will win the match. the only difference for him is how hard he wins which is why 3k and 4k is almost same thing in DBD. Its like, did you win ultra hard or just win? Same thing in the end. this another reason why kill-rates are misleading in dbd for killer because the killer can lose a bunch of times with 1-2 kills and also win bunch times with 4 kills even though 2 kills meant nothing and 4 kills made no difference in winning compare 3k.

    This is why some players used to compare keys to mori's because they allowed survivor to "skip"' their generator objective similarly how mori's allowed you to skip the survivor's hook-states. Brand new parts that completed gens in 5 seconds were same story. that is in short why I do not like the items too much in dbd because they ended up being too game-changing.

    TL:DR you definitely shouldn't be playing for win when the killer is in a winning position.

    A hatch escape is not a win for the survivor and it certainly is not a loss for the killer. They are considered a draw. The survivor avoids losing, but the killer still ranks upwards due to three kills and no escapes.

    If you remove the hatch, be prepared to hunt the map all night for the survivor in a corner picking up and dropping his flashlight until you DC, because there's no hope then. Might as well just end the game when the second to last person goes down then with the new finisher mori. If you don't give that one on one scenario some kind of out, the survivor will just hide.

    I can tell you that once the hatch closes, I'll go check the basement for a key and then just wait for EGC to kill me. You do not deserve that 4th kill automatically because I got three potatoes for teammates.

  • @Rokku_Rorru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209898#Comment_3209898

    Yeah, I just think on survivor side at least it doesn't measure skill at all

    It doesn't really measure skill at all on either side. It measures your willingness to play cheap and boring on killer and to see how fast you can make people stop playing forever.

    It promotes sweating hard and making everything not fun. They need to either split the queues into competitive and casual or go back to giving rewards based on total number of hooks instead of kills.

    Same with survivor, the more you personally accomplish in a match, the more you should be rewarded.

  • @ImNotBobDylan said:

    I think you are missing some scenarios. For example on live it is quite common to have 2 survivors downed near the gates and by the time you hook one of them the other one manages to crawl and escape. With the change they would now both die.

    I don't think it's a major buff for killer but it is a buff that makes no sense. Now survivors will have to stay near the doors for as long as other survivors remain in the trial, otherwise they will put their teammates in sudden position of Last Man Standing.

    And all of that, for a Mori rework that nobody asked for, part of why the Mori cinematics were so cool was also because they were so rare, I don't see the appeal of having them become an unskippable cutscene over and over at the end of every 4K (which I think I get in 1/3 of my matches at least). I don't understand why forcing the Mori instead of letting the killer decide, I don't understand why they remove the offerings, why rework Devour and Rancor, why suddenly teleport the survivor in the middle of the stage (very unnatural on some maps), why remove photobombing and glitched walls which sometimes made for hilarious moments.

    Altruism in end game already ends with usually giving the killers more kills than they deserve. Proper play is, was, and should be just getting out. If you stay inside with the gates open to tank hits, death is the risk you take. Going back is usually not smart unless it's tanking a hit in a for sure no noed situation.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193225#Comment_3193225

    Yeah, but you only heal from 0-100, always wasting 40 whatever seconds before sloopy is applied, it's such a waste of a perk slot

    At least with inner, you're getting rid of one of the killers hexes at best and probably preventing noed at worst, while getting a heal in

    And let's be completely honest...no one actually cleanses totems, everytime I needed one, I knew there was always one on the map because of small game

    You're making the assumption you will find a hex and break it. Yes, if you can prime the perk before you need it, great! If you can't.... self care is sadly still faster than taking the time to locate, cleanse, and then locate a locker, and then hide in it for 8-10 seconds, or however long it takes. And even then, that's a single heal. If you get hit again later and need another hit, repeat.

    Yes, if the situation works in your favor, of course those are better perks, but my point is that it doesn't matter what situation you're in. Self care is there. It's usable. It's reliable. It's really obvious why it still gets used.

  • It's really not that difficult to understand. It's the only heal you can guarantee to have available to use, on demand, at any time you want.

    Inner healing and CoH both require totems, something someone could be destroying before you get to.

    Both require set up or actually waste more time trying to find, bless/cleaning, the totem, and then either healing or finding a locker. By the time you do all that, you could have just self cared even in the terrible state it's in now.

    It's just that simple. It's a crappy perk, but it's *reliable*. It's always there. If you're injured and need to rush past a killer at the exit gates, you are more likely to get out using self care than the other perks.

    I run CoH myself after the self-care nerf, but it annoys the hell out of me trying to find the totems sometimes. If I need a second perk for it, like small game, I'm better off with self care and botany. If I'm going to use a map, I might as well just bring a medkit.

  • @Veinslay said:

    "Buff solo up to SWF then buff killers!!!" okay what buffs would those be? What would be acceptable for survivor mains? No one ever fills in this part. OP in here crying about 10% faster weapon cool down and shortened speed boost

    It seems you read part of the thread, but missed the parts you complain about. He made these suggestions.

  • @Marius1234456918 said:

    Bro i play main survivors since 2016. I play only swf and since the patch me and the boys got 100win streaks and stuff. Idk what you are talking about but survivors was and is always op if you play with good mates who know the game. For example the 5sec buff to basekit bt was soooo unnecessary and op now you can escape 100% if you get unhooked in endgame. Killers just cant Camp at least 1 kill in the end game which was already hard to do before this buff.

    The game should not be balanced around you and your tiny miniscule portion of the player base that take the game so seriously that you play like it's a literal military operation.

  • @FinestFantasyVI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192408#Comment_3192408

    Beautifully said. I dont think I can word it any better than you.

    All I can add is that No Role Should Be Stressful. Not killer, not survivor, because video games are meant to be for fun and relaxation. We have plenty of stress in the real world and stress would kill this game.

    Nothing about the game should be stressful? Really? The only way that happens if there is no win or loss condition. Killed survivors respawn after 30 seconds with fresh bodies and the game goes until the doors open and everyone leaves.

    You now must do all 7 gens to open the gates. Killers will have 100 kills per game and the survivors respawning never feel like they lost. Games now last an hour and everyone caps blood points. Woo no stress!

  • @BradQuackson said:

    I'm having 15 minute queues just to go against a 4 MAN SWF that gets stomped, gives up, and then harasses me and says I have wallhacks in the endgame chat...

    :(

    Edit: Not to mention the solo queue lobbies with people from Korea when I am east coast...

    Have you considered the reason you have 15 minute queues is because you're capable of stomping a 4-man SWF? You basically just admitted that there's such a horrible imbalance that you win against the supposed Seal Team 6 of DbD survivor squads with ease. Yet, you wonder why your queues are so long because no one wants to play against you? Sounds like you need some nerfs or survivors need buffs to make things more even then so it's not like you're just out mowing the lawn when you play.

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185648#Comment_3185648

    He clearly was doing something

    I don't know if you noticed (it appears many did not), but I linked to gameplay to show exactly what the Dwight was doing. He was picking up and dropping an item to avoid getting crows. He did this for over 2 minutes. The video shows the moment I was thrown on hook, and the still image I posted initially shows how he is still standing upstairs at the end of my struggle phase.

    I have video footage of the second minute I spent on hook, and it is just more of the same. I would have included it, but it is more work for me to censor the names in the video than screenshot the moment before I was sacrificed.

    This entire post (see above comment) is about how the "you are not a team" game design conflicts with the "you cannot win a 3v1" design. It is a huge problem, and that is my entire quarrel here. If Dwight wants to ruin his game by letting me die on hook, fine. But he shouldn't be rewarded for throwing his team to the wolves when I cannot escape without his help.

    https://streamable.com/yjbalj

    So he was doing something then. It just wasn't helpful to anyone. He played poorly, I do not disagree, especially since even with a hatch escape giving 7000 bp for escape and 2500 for hatch, you still outscored him. But 1) there is a challenge that requires escaping through hatch right now, and 2) he is not under any obligation to save anyone. Welcome to playing games with random people on the internet. Be glad he wasn't just following you around, blowing up every gen you worked on and body blocking you at pallets and windows to get you killed. Trust me when I tell you I've had far worse teammates.

  • @[Deleted User] said:

    If you unlocked teachable perks before the update but didn’t prestige they will stay unlocked. I even noticed Ada, Rebecca and Wesker got the perks. Until you prestige it will show they are “locked” even though they aren’t. If you only play one or two characters it’s probably better just to grind away on them and not bother with P3 everyone.

    Edit: I just saw the color change. Same thing as above. If you downgrade I’d report it.

    I want to second this response. If you only play to play a couple of characters, it's definitely cheaper and easier to P1 everyone and then get the upgraded perks in that character's webs. You only need to P3 everyone if you want to have everything unlocked on everyone. That's the only way it's really cheaper than the previous system.

  • You certainly were not. I hate not having some way of healing myself now purely because I hate listening to my character whining in pain. I didn't run Iron Will for the killers... that was a bonus... I ran it so I could continue without a heal and not mind.

  • @TragicSolitude said:

    Nemesis is one of my mains as killer, and survivors camping pallets is great for me and bad for them. Love when they do that. I also discovered that some survivors who camp pallets against Wesker don't throw down fast enough if I do a Bound, so that's fun, too.

    Survivors don't usually get stuns on me if I'm in a real chase, but if I'm done with the "real chase" part of the match and am just screwing around then I often start letting them hit me with pallets. (I usually go into "screw around" mode after hooking everyone once or twice.)

    https://forum.deadbydaylight.com/en/discussion/comment/3185664#Comment_3185664

    It's just stuns, not blinds (iirc), and when I tried Blast Mine, it didn't seem to count as a stun. At least, I didn't get a BP score event for stunning the killer. I was not happy about that when I noticed.

    I got the challenge done against a Spirit running Spirit Fury who chased me most of the match because she was running Rancor and I was the obsession, so she ate pallets and didn't leave me alone for the longest time. In other words, it was dumb luck.

    It definitely counts though. Even if the killer has Lightborn, it still does the stun and stagger.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185323#Comment_3185323

    Your mileage my vary, but Windows of Opportunity has so much going for it: while working on a gen it shows you all the windows and paletts in the vicinity and allows you to preplan an escape route. It also shows were the action is happening when suddenly palettes are dropped and you can run a killer like clockwork for what feels like hours on end. And you can use the perk without getting wounded or while wounded, doesn`t matter.

    When playing killer you definitely feel it when a survivor is running that perk: they lead you to a palette, drop it on your head and are off to the next one, possible through an awkward window without any downtime or even splitsecond of hesitation.

    Gonna have to agree. Windows never leaves me anymore. My standard build is Windows of Opportunity, Lithe, Distortion, and a flex perk. Usually Spine Chill, but sometimes Prove Thyself or Circle of Healing. Windows is amazing information. What pallets are left unused, what areas are complete dead zones, and whether or not you can chain two to three tiles together that you're just now seeing for the first time since the trial started. You already know that next to shack is a TL with a jungle gym after that you can string all together for a nasty loop. And all of that during a Dredge's nightfall in a part of the map you haven't been to yet. It's disgustingly powerful. I'd even be in favor of part of the cooldown coming back it's so nasty strong.

  • @FriendlyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185657#Comment_3185657

    My comment was referring to playing without Lethal. If you walk to a gen opposite your spawn on the map there will be one or more survivors there 9/10. It CAN be useful on Nurse to get an attack plan together but worth a whole perk slot? Pain Res or Plaything would save more time overall imo.

    But with the perk, you KNOW where the majority of them are. You know exactly where to go, and often can get a cheeky hit on a survivor that didn't know you knew exactly where they are. Sure, you likely have an idea where to find at least one. But this guarantees you will be in a chase within 15-20 seconds tops.

    I've been running all night on Wesker using Lethal Pursuer, BBQ, Bamboozle, and Superior Anatomy. It's been pretty darned effective. I think I lost two games all night and I've played most of them very 'nice' where I'm using BBQ to leave the hook and don't tunnel/camp. Though I have been tunneling out flashlight and headon users....

  • @AshInTheTallGrass said:

    Are you bothered by it?

    Indifferent?

    Understanding that Survivors are just trying to complete it?

    Hating it with the passion and fury of a thousand burning suns?

    Or . . .

    https://us.v-cdn.net/6030815/uploads/226TAYCINA42/giphy.gif

    I am a survivor main through and through. When I did this challenge, I had head on and blast mine for more stuns. The Deathslinger I went against got stunned something like 6 or 7 times, and most were from lockers. I definitely felt bad about it. Stun and blind challenges are just the worst. That protection hit challenge wasn't much better. Fastest way of doing it was a sabo build and taking hits while preventing hooks. Definitely felt like a jerk.

  • @danielmaster87 said:

    The base fov really needs to be better for killer, and I don't care how the devs go about it as long as it gets done. I have friends who literally won't play killer because it makes them sick, the fov and all that.

    I get motion sickness. The only time I really get it while playing killer is if I run Monitor and Abuse, because the constantly shifting angle in and out of chase is extremely disorienting.

  • @ThiccBudhha said:

    They actually think being able to see is an advantage. With how nonsensical that stance is, you are NEVER going to get through to them. It is completely arbitrary.

    I mean... not to argue against this idea, but... Having it is better than not having it. That's kind of the definition of having an advantage.

    superiority of position or condition; a factor or circumstance of benefit to its possessor; benefit, gain; especially : benefit resulting from some course of action… See the full definition


  • @FriendlyKiller said:

    https://forum.deadbydaylight.com/en/discussion/346305/now-that-lethal-persuer-is-strong-please-consider-taking-distortion

    I sometimes run it with darkness revealed but even with the buff idk if it's worth a perk slot(or two if you want it to last longer than the first ten seconds of the game).

    You load in as killer. You look at the opposite end of the map.

    There is a survivor there!

    I just don't get the appeal atm, maybe later I'll try to work it into an aura build or something....

    You load in. See three survivors near a gen and one off in the middle of no where. You can now proceed to pressure three survivors off of that gen at once instead of losing that gen in about 30 seconds. It's won me many games since I started running it. That early pressure cannot be understated.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184653#Comment_3184653

    It's funny. Normally, when I'm in this situation, my thought is to be the good guy and get in a chase with the killer so that my teammate has a shot at hatch and also so the game doesn't get stalled out (because I'd rather go next than sit around for several minutes earning no points.) Neither do I think "I was the best player on my team, I deserve to get out more than anyone else did."

    And if my teammate's getting chased and they're not right next to me, I'll do a gen because you never know, they might last for a while.

    Perhaps you just need to change your mindset.

    This is my mindset too. I don't care if there are 4 people alive or 2, I will be attempting to work gens. I don't care enough about gambling on luck to get hatch first. Might as well get some more points. Hell, if the hatch gets closed, I tend to look for totems or chests for more points and avoid the doors like the plague, because most of the time, the odds are not in my favor with door placement.

  • @SilentShepherd said:

    The snitching on teammates, the working with killer, the point farming, the toxic behavior, the hiding for 20 minutes because neither survivor can touch a gen without killer knowing,

    it all stems from the completely broken and unplayable end game mehcanic when 2 survivors are left and nothing can be done until 1 of them dies and you try for hatch or exit gate.

    I just had a game where a teammate and me were healing at the end, killer terror radius started, i hide in a locker, and teammate starts spam opening the locker I am in, to get me killed. Killer hooks me, lets the traitor go. There was a 2nd locker right next to mine. He could have hid with me. Instead he took his chances at being a snitch and hope the killer lets him go. Which is exactly what happened. How pissed off do you think I was? Fun experience? No

    BHVR, this needs to be your #1 priority. Drop everything and fix this

    This murderous monstrosity is coming after you and this random stranger. Do you trip the stranger so you can flee for your own life? I hate to inform you of this, but most of humanity would say they wouldn't, but when their own lives were threatened, they would throw a stranger's baby at a hungry animal if it meant their own survival. Fear overrides judgment. Very few have the actual fortitude to overcome it when it matters. We call them heroes. They are very few and far between.

    Regardless, he's a random stranger on the internet, just like you are to him. You have no obligations to each other. You cannot expect him to not take the gamble to metaphorically throw you under the bus as an offering for his own life. I would agree with your complaint if he was doing this at 5 gens with 4 people alive and just sandbagging you like that, but in the situation you describe... I don't see him having done anything wrong. Certainly cowardly, but I can't blame him for playing to win in an unwinnable situation.

  • @Laluzi said:

    Yeah. It's way too prevalent to deny that there's an issue with game design. Endgame encourages you to throw your fellow survivors under the bus, to the point where players will actively try to get each other killed in hopes of a reward.

    It's the same kind of issue as tunneling. Players will play in a way that is ######### and unenjoyable for everyone else because the game incentivizes it, however inadvertently, and it won't be fixed until the game is edited in a way that changes that incentive or balances it out with a punishment. In this case... just throwing things at the wall, if Dwight would automatically get crows for waiting the entirety of two survivors' hooks doing nothing to progress the game, then waiting for two players (who are actually trying) to die wouldn't be a valid strategy and he'd be more inclined to unhook you.

    That said, BHVR could at least help by not designing more give-me-hatch perks that have no value unless you're going in with the intent to play selfish. Looking at you, Low Profile.

    He clearly was doing something in all that time or he would have gotten crows. He had to do something more than just stand there. That said, I agree with the sentiments others have said. You are not a team. Sure, you can act like one sometimes, but the fact of the matter is that the game is designed in a way that says the other survivors are only worth keeping alive if it helps you survive. That's why the MMR is entirely based on escapes. No one is under any obligation to throw themselves at the hook for you just as you are under no obligation to throw yourself onto one for him. Hook trading is very bad practice. It leads your entire team towards death faster. It's not altruistic. It's throwing. You're giving the killer free hits and downs just to save someone one hook state... which you may not even accomplish as they could be downed 10-15 seconds later.

    Think of it this way. Every survivor was pulled from the real world into this realm of eternal torment. What does saving someone else really do? Spare them a single instance of pain? As soon as the trial is over, Steve, Claudette, Meg, etc, they're all going right back in to be tortured more and so are you. After countless days, weeks, months, decades, centuries, who knows how long inside the entity's realm, almost every survivor would have such horrific PTSD that they would all do anything to spare themselves from being sacrificed one more time if they can. Even the mightest soldier would break after being tortured for countless years.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175715#Comment_3175715

    Other than the +10 seconds on each gen the only killer's that got massively affected were m1 killers. And guess what if the survivors are good m1 killers will struggle still. Thinking that killers have to be bad to not get a 4k now shows either your skill level at the game or the amount of bad teammates you get due to mmr. Genuinely a good(rarity on both sides in this game) solo team can walk over most killers in this game on a decent map. Not to mention the fact that there are way more survivor sided maps than killer ones. Survivor's really overexaggerate the current state of the game. What does solo queue need? Base game info to help them out and mmr being more consistent. People forget that survivors way of getting mmr is much less accurate compared to killers, and that leads to people who shouldn't be in your games being there.

    You are either downplaying potential survivor skill expression or overstating killer power. Are blight and nurse op? Yes but they are the killer equivalent of swf.

    I play mostly with SWF. It does not suddenly make you an elite death squad of sweaty navy seals here to execute the killer.

  • @SpaghettiVase said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183965#Comment_3183965

    The killer cannot see that btw. The flashbang on the gen is only survivor sided.

    Tested and confirmed. I don't understand why they bothered adding a physical graphic to it if the killer cannot see it. We already see the aura. No reason for there to be a physical grenade on top for us. I just assumed it was there for the killer to be able to counter it. That is nonsensical.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185260#Comment_3185260

    Just cause 4 specific survivor players don’t have fun against 1 specific killer/killer player doesn’t mean there’s a problem.

    And now intentionally obtuse. Have a good day.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183970#Comment_3183970

    I am not necessarily saying that being boring is not a problem, I am saying that the people who just call something boring without context and expect nerfs are not helping their own situation. It is why Legion never got nerfed despite all of the "boring killer" topic spam. The worst he got was them ruining Thanaphobia... For everyone but him? And there is not much they can do about it, either. Not without a full rework.

    To that end, if this were to ever potentially happen, I strongly feel widespread requests for a rework would probably have a higher chance of getting the problem addressed than complaining about how boring he is. Albeit, I doubt they would rework him regardless. It is just kind of an example as one is genuine feedback and the other is complaining for the sake of it.

    This correct. That's why "Nerf nurse" doesn't help. "Legion is boring" does not give any information to go on. Giving precise criticism on things like, being constantly stabbed and left so you have to mend over and over and over is both an irritating and the opposite of engaging gameplay. Criticism should be specific if any change is ever to be considered. Everyone should always state what they believe the problem is, and why it's a problem.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183970#Comment_3183970

    What things in this game bore 80% of the entire playerbase? I'd love to see sources.

    You're being facetious. You know very well I was just using that as 4 survivors for every killer in a match.

  • @Hoodied said:

    You do know that a game doesn’t always need a competitor right?

    On this, I disagree. Competition is the best thing for the consumer. When you have to compete for players you have to make changes the community like. Or you just keep crapping out micro transactions until you have no one playing anymore.

  • @ThiccBudhha said:

    No... a killer being "boring" is not a valid complaint. Just like a killer whining about "boring" survivor strats is not a valid complaint. A valid complaint would be finding a problem and discerning why it is a problem.

    But being boring for 80% of the people in the game *is* a problem. If you bore the majority of your player base, they move on to other games and stop buying dlcs and cosmetics.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183957#Comment_3183957

    I have actually never seen it. I need to pay more attention. But honestly? As a Lightborn enjoyer, I would still eat the stun just to find whoever planted it. That's V A L U E

    It was something I noticed since my friend and I ran what I called the "A-hole" build after the first RE chapter. Head-on, quick and quiet, flashbang, and blast mine.

    Typically we only used it for blind or stin challenges or when we get sick of being camped or tunneled. At least if we get camped/tunneled after a couple head on/flashbang combos, we get it. We earned it.

    But yeah, there's a little flashbang grenade on top of the gen with a little bit of smoke when it's trapped. I bet wire tap has some kind of similar tell, but I haven't used it since the PTB, so I haven't looked.

  • @NemmyMan3000 said:

    https://forum.deadbydaylight.com/en/discussion/345805/both-blast-mine-and-wiretap-need-buffs

    Wiretap is fine, the last thing we need is wall hacks every gen a killer goes near.

    Blastmine honestly is annoying since there is 0 counter to it and no indication of it. Either kick the gen halfway to get blinded and waste time or leave the gen to not be able to regress.

    Actually, when a gen has blast mine active, there's a little smoking flashbang sitting on top of the generator. See that, wait to kick.

  • @gatsby said:

    I am a very high MMR Survivor player that has been really appreciating the 20 second queues and constant 100% bloodpoint bonus.

    My teammates are usually competent and I have a 40-50% escape rate. It honestly feels like MMR only works for Survivor teammates and just gives me random average joes for Killer.

    Congratulations. You are an exception to the rule, however. How well I play is irrelevant thanks to teammates that are crouching in a corner instead of doing anything useful. I swear most people are afraid of gens. Wesker having a massive terror radius doesn't help this issue either.

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