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Nos37

Nos37

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Nos37
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  • @TWiXT said:

    Aha, but you have DH!

    I dunno why I said that... Especially since you were talking about Built in counters to the killers kits. I guess it just seems like it's the current "cure all" for anyone's chasing woes these days.

    TBH, even playing as the "NEWLY BUFFED!" Knight, I still can't manage to defeat the Run forward/Hold W meta. The Goons I summon are too slow to act/chase, and Even If It's me and a Goon in the chase, we both eventually end up chasing the survivor in the same direction, and I usually get the hit before the goon does, making my goon feel kinda pointless for the most part. Instead I've adopted Using the Goons to harass any other nearby survivors who might get in the way of my chases or hookings; in which case survivors can totally get the banner anyway, and often do. Otherwise I use them to hold a 3 gen, y'know, if the survivors are silly enough to give me a 3 gen.

    I mean C'mon... If you give the killer a 3 gen, don't get all salty when they take advantage of it!

    The map has exterior walls that survivors cannot pass through. They can't hold W forever. They eventually reach a corner or dead zone. The guard follows directly behind, preventing them from doubling back, while the Knight hugs the interior side, following alongside until the survivor reaches the dead end, literally.

  • @TWiXT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328832#Comment_3328832

    YES! Pig is Obviously OP... nErF NOw pLs!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328845#Comment_3328845

    Nah... DS is actually in a pretty balanced place atm, Pig and No Mither on the other hand... those are purely toxic things that only a-holes and sadists use to make the community miserable! They need to be either nerfed hard, or deleted from the game!

    /s

    My point was that survivors have been crying about tunneling since 2016, and since then, Decisive Strike has been nerfed 6x.

    I'm crying about Knight, as a survivor, so the obvious takeaway from this feedback is to nerf the survivors' perks or ability to play against the Knight.

  • and nerf Decisive Strike; for good measure...

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362143/no-one-escapes-death

    The current version of NOED made it a less attractive for killers. Nowadays I barely even see that perk and if they have it it gets cleansed in no time. That totem spawn was unfortunate but you know: High risk high reward. Sometimes the totem gets instantly spotted and cleansed sometimes the killer hooks the survivor where the NOED totem is.

    I would love to see a change though. I have an idea that is more fitting to it's name IMO:

    -Remove the expose status effect

    -Increase haste to 7% (hope counter)

    -When the last gen pops NOED activates. Survivors don't get the aura of the exit gates shown. The exit gates open 20% slower. All survivors suffer from the blindness and oblivios status effect.

    -All effects are gone if NOED gets cleansed or no totems are available

    This might sound too strong but it would be much more fitting. It would create pressure and would give the survivors a feeling of hopelessness. And the feeling that no one can escapes death.

    "When the last gen pops NOED activates."

    This is the ONE change I want most for NOED. Then it's fair.

    The fact that NOED (and Rancor; and Adrenaline) can activate with 5 gens still remaining (killer closes hatch) is ridiculous

  • Oh.

    Nerf maps?

  • @steamed_hamzzz said:

    you seem to be mistaking toxicity and BM’ing for bad game mechanics

    Yes toxic survivors will wait at the exit gate and tea bag and it is frustrating but at the end of the day, they can only stay their for as long as the killer allows, they can be pushed out at any minute, though I’m not denying it is frustrating and they should stop being toxic and just leave

    Being slugged for 4 minutes is completely different. Granted yes there is people who slug to be toxic, but most of the time it’s just because the killer wants to play the game and get more kills, which if you’re the 3rd survivor it means you have to suffer for it and stay on the ground for 4 minutes. It’s not the killers fault it’s just how the game is designed, and that’s the issue

    it’s a system that forces one party to suffer so the other can succeed. Instead of just losing and instantly going back to the lobby like most games, DBD forces you to sit and wait for 4 minutes, that’s what I meant when I said it’s outdated and boring. Let survivors just take the loss and finish the game instead of holding us hostage for 4 minutes

    Don't you mean "most of the time it's just because the killer wants to prevent the hatch race and get more kills?"

    The survivor is NOT GUARANTEED to get the hatch if the killer kills the 3rd survivor instead of slugging. The hatch race is ALREADY in the killer's favor anyway!

    • The killer moves faster than the survivor
    • The killer does not have to hide their scratch marks, blood pools, or grunts of pain
    • The killer does not have to hide behind objects to avoid being seen or worry about disturbing crows
    • Some killers can use their power to scout ahead for the hatch noise, or teleport across the map while listening for it

    When there are 2 remaining survivors, have the Entity spike any slugged survivor after 1 minute. Also have the hatch automatically close if the killer is within 8 meters of it for more than 10 seconds without closing it themself.

  • "Map offerings are fine, lol..." = I need map offerings to win! Please don't nerf them!!

  • While we're at it, can we please expedite the 3rd survivor dying to prevent the killer wasting EVERYONE's time slugging for a 4k, because they're afraid they might lose the hatch race??

    Bad enough that solo q teammates will EASILY turn against you, rat out your position with the free aura reading they get while carried, in hopes of a free escape...

  • Well, if the devs changed the spawn locations of his traps and all his traps started armed, then this trash killer wouldn't NEED to give up 3 gens setting up a gamble of a power (and HOPE a survivor doesn't see them do it).

  • Yes!

    If the survivors have finished all the gens and I only have 1 or 2 hooks, let me jump through the hatch and move on to the next match!

  • Agrees in Trapper

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/359219/the-first-nerf-windows-of-opportunity-thread

    You...ever wonder why people are laughing at you, with threads like this one mate?

    Seriously? WoO is used a lot because it is one of the best tools for new players to learn the game with.

    Oh...

    But wait. Where's Technician, Bite the Bullet, Visionary, Deja Vu?

    Those perks are great for helping new players find gens, stop 3-gen situations, and negate failed skill checks! But they're nowhere near the top 3 perks used, unlike Windows of Opportunity.

  • Notes:

    1. The Nemesis doesn't have to infect civilians to get their first zombies. The Plague doesn't have to construct fountains before she can infect. Same with The Pig and her macabre boxes. The Huntress and Trickster start with full ammo. The Wraith starts cloaked.
    2. The number of traps that spawn remains unchanged. Just update where they spawn.
    3. To make traps less visible, either change their opacity to make them more transparent to blend in with the environment better, or sink them into the ground so that only the tips of the teeth are visible (like Junkrat's traps in Overwatch).
    4. If there are other survivors able to help free trapped survivors, they should be not be able to quickly free themselves. If there are no survivors, or fewer survviors, then they should be better able to free themselves.


  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249021#Comment_3249021

    Not in the slightest, but the SWF ones can't be removed because the comms are not in DBD itself so I don't want BHVR to add an extra 24 to the survivors side to make things even worse.

    There is SWF at the top because of all the information they can share on comms, and there is Solo at the bottom because of the lack of information.

    Somewhere in the middle lies the killer. Why? Because if they balance around SWF and make killers strong, then solo gets screwed. If they balance around Solo and make killers weak, then the killer gets screwed.

    (The devs recently buffed killer, but Solo q did not get any additional information advantages, meaning killer is closer to SWF in strength while solo is still in the same awful place.)

    If ALL survivors had the same information available then the killer wouldn't be stuck in the middle. Even then, SWF would still have an advantage because they're playing with the same people match after match instead of strangers who could be playing casually, competively, working on challenges, or just meming around.

  • The one matchmaking change I desparately want is for it to stop prioritizing pairing Oni killers with No Mither survivors 😫

    NoOniMither.jpg


  • @Bardon said:

    So the killer faces at least 18 perks vs their 4 - worst case with 4 solo survivors 24 perks vs 4?

    No thanks!

    SWF get so many perks for free by being on comms:

    • Aftercare
    • Bond
    • Buckle Up - "I've recovered. Someone come pick me up."
    • Empathic Connection
    • Empathy
    • Kindred
    • Open Handed (comms have unlimited range)
    • Rookie Spirit - "Killer chased me off my gen. It's almost done. Someone finish it."
    • Situational Awareness - "I'm working on the gen near cow tree."
    • Wake Up (the aura part) - "The exit behind main building is 99'd."
    • Windows of Opportunity / Any Means Neceesary / Alert (to a degree) - "I had to drop shack pallet."

    You're fine with SWF's 60 perks vs your 4 perks, but not solo's 24??

  • ⬜️ Cries in Trapper

    Daytime maps need thicker grass to compensate for Trapper's traps, like Dead Dawg Salloon

  • I would be okay with giving up tile lockdown for better trap escape RNG. The max number of traps that can be placed in a single tile is 2 or 3, but it's harder for survivors to escape traps on their own.

    I would also be okay with no longer being able to trap directly below gate switches for some other benefit. Why can't Executioner trench the exit gate, but Trapper can and guarantee a 4k if he finds hatch first..?

  • Manually walking to each trap to pick it up sucks. Too bad there isn't a way for him to retrieve traps from range without it being goofy, like ethereal traps that manifest in hand, or a crow that brings them to you.

    Survivors see you stop and bend over to place traps, as if having very little grass to hide them in wasn't bad enough (and that's on outdoor maps). Too bad there isn't a way to arm traps while moving and toss them onto the ground, making it harder for survivors to notice and call it out.

  • I try to use every perk at least once across all my survivors. I tried putting together a selfish escape build with Low Profile, but other perks filled up the 4 slots better.

    I ended up putting Low Profile in with Unbreakable, Buckle Up, and We're Gonna Live Forever. Buckle Up and WGLF don't synergize well since the heal speed makes seeing the recovery progress moot, but I have to use Buckle Up somewhere and the aura read is nice when paired with Low Profile.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248517#Comment_3248517

    If a killer gets CJ tech'd in 2022 it's a skill issue , it's so simple to counter there's no reason to remove it , you don't even have to run perks to counter it

    The survivor continued running away after they vaulted the pallet, so I pressed the Break button. Their model teleported back to the pallet and were now vaulting it while I picked up. They vaulted back and got the blind.

  • One of the most annoying things as killer is when a survivor is in front of you within lunge range, but the lunge will miss 80% of the time if they wiggle by spamming left and right.

  • I'm down for visible loadouts, but they either need to be visible while the disconnect penalty applies (in-game), or No Mither needs to be reworked first.

    If implemented right now, No Mither would cause a lot of lobby dodging / load screen quitting.

  • Not much counterplay to Eruption other than to team up on a gen (preferably a critical gen). Either alternate repairs between the two of you or have 1 person repair it while the other person stands and watches (hopefully with Prove Thyself). When the gen explodes, there's 1 person unaffected who can finish the repairs.

    Does this mean that 1 person is standing around being useless anyway, giving the killer the same if not more value for the perk even if they wouldn't have? Yes, which is why I would only try it for crucial gens.

    Maybe gen-tapping would work, since there would be a 50/50 chance of dodging the Eruption... 🤔

    Another thing I do is make a mental note for how long my teammates last in chase. If they go down quickly, then I hop off the gen shortly after they've been injured the next time.

    ----

    I'm not saying these are feasible or efficient. Just showing the ways I'm struggling to adapt as a solo player.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248076#Comment_3248076

    This would be fine, but at the same time, survivors and killers do not have the same statis effects.

    Killers intentionally have Undetectable to avoid being seen by perks, that's why Undetectable statis was made in the first place (as prior to Undetectable, killers without a Terror Radius could still have their aura read).

    If survivors had some form of Undetectable, I would agree.

    (Also this is ignoring the elephant in the room, which is killers that literally cannot be seen past a certain distance, such as Wraith, Freddy, Sadako, being revealed past the distance which they can be seen, which just further weakens already weak killers, but who am I to speak I guess, Sadako is a "High-MMR Monster" along with Twins according to killrates. #NerfSadako /j)

    Survivors' undetectable is lockers. Killer Instinct reveals survivors in lockers.

  • That was not a solo q buff. That was a tunneling nerf.

  • @YOURFRIEND said:

    Just what all those pesky and problematic stealth killers need: an entire game mechanic that negates their power.

    Where was this comment when Legion was in developement..?

    "Just what those pesky and problematic stealth survivors need: an entire game mechanic that negates their hiding."

    To me, Killer Instinct feels like legal wallhacks. I want it gone. But, since Legion and Killer Instinct is here to stay, I think Survivors should also get legal wallhacks.

  • @some_guy1 said:

    dodge three chains and start solving

    The clip didn't record back far enough to show that I tried all that

  • @some_guy1 said:

    dodge three chains and start solving

    Doesn't always work.

    I tried dodging but it broke on the environment so another one immediately spawns. Then I have two hooks attacking me at once and I've missed the solve window before the next batch of hooks appear, and if any of those break on the environment then it becomes hell.

    Is stopping the chains from interrupting really going to buff the fog out of SWF? Are they going to be unstoppable?

    If not, then the benefit solo q would get from the change would well be worth it.

  • @Droneinthrwind said:

    Did devs have ever adressed this "bug". It lost me so many games and I would guess for other people too. Will we ever gonna get a fix for it?

    Last night's games made me create this thread because it is a bit ridiculous your position is being given away to no fault of your own - just bad game design. Sorry feng, I couldn't unhook you because game decided to tell the killer exactly where I am 😞

    I figure it's a feature and not a bug. As Otz pointed out in a YouTube video, some players eventually reach a point where they stop failing skill checks and it seems the devs put this in the game so that skill checks will still fail on ocassion (at no fault to the player, aside from waiting for a skill check and succedding it first, and THEN letting go)

  • As survivor, there are two things you can count on happening in the match:

    1. Surprise skill check that auto-fails when you stop repairing
    2. The energy rift for the event closing just as you get to it
    Nos37 playing Dead by Daylight. View more Xbox clips at GameClips.io


  • The chains should not interrupt actions that reset: Solving the Lament, Blessing totems, Cleansing totems, Cleansing Hexes, Unhooking

  • How else am I going to get Mettle of Man tokens??

    I need Protection Hits, I no longer get them from being hit while healing a slug, and I don't get them for chasing an injured survivor and taking a hit for them unless I'm riding on their back because of how strict the range is for it.

  • ⬜️ I let it affect me and end up whiffing more often.

    If I mess up first and then they BM, I ignore it. But if they BM me and then I start messing up, I take it personal and it just gets worse

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246608#Comment_3246608

    Altruism gets more survivors killed than just a killer "hunting".

    Many many games i've gone from a 1k to a 3 or 4k because of altruism. You cannot save everyone.

    "Hunting"

    Lol... You mean "fishing?" (Putting bait on a hook and waiting... Chasing that one that got away... Camping & Tunneling)

  • If giving up on hook is just a legal way to quit without getting a disconnect penalty, and they should be punished...

    Then Legion needs to be changed too, since his power is just a legal form of wallhacks and taking the game hostage (mendning, mending, mending, mending, unhooking, mending, mending, maybe healing, mending, half a gen, mending, mending... ZERO hiding, Calm Spirit, Spine Chill, Lucky Break, Iron Will, Quick & Quiet, Lockers be damned!)

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/352653/the-black-hole-doctor

    That is impossible maybe it could drop to 80 or 75% because of the skillcheck bit that's like 18s on the gen

    It's not impossible if it happened. Wish I recorded it and could see the look on your face when you watched it...

  • The server will end the session after 2 hours (devs said in an update they are considering dropping that down to 1 hour). Anyone still left in the trial will be removed without any disconnect penalties.


  • Why didn't the other survivor just leave sooner?

    I didn't have Small Game to find totems. I just knew that I already cleansed the totems on my side of the map (except the booned one) and that the others must be near both the gates since totems spawn spread out across the map.

  • The killer was recently buffed.

    Solo q got no compensation.

    So why should the killers get buffed again if solo q is thrown a bone?

  • You have it backwards, no?

    The gens were lengthened to 90s and the killer is 10% faster at everything all around.

    Solo is struggling to keep pace and needs something to catch back up.

    Basekit kindred is not going to magically increase every survivors' repair speed.

  • @HectorBrando said:

    Kinship/Camaraderie is so bad whenever people talk about it I have to go to the wiki and check what the perk does because I always forget about it.

    Ive never used it and I dont think Ive never seen anyone get any value out of it.

    I try to use every single perk at least once across all my survivors. I have Kinship in an Object of Obsession & Decisive Strike build, where I expect to get tunneled for it.

    The perk hardly ever works. Either the other survivors unhook me regardless of killer proximity and my timer is paused for half a second, or they leave me and never come within activation range.

  • Bubba with Monitor & Abuse, Territorial Imperative, Monstrous Shrine, and Iron Grasp/Agitation.

    If you manage to get someone down there, camp 32m away, go back when Territorial procs, and chain them down

  • @HugTheHag said:

    To be fair I feel like even Reassurance is lackluster. With only (and that's already optimistic) one person on the team having the perk, it hardly counters camping at all. 30 seconds once per hook instance is virtually nothing, when taking into account all the time it takes to go there without doing your objective, and then go back, it's basically useless. I'd much rather it having a much longer duration like a minute, and then deactivating in endgame collapse, rather than its current state.

    That's assuming you don't get caught by a killer with a quick lethal down just trying to get in range

  • @pocajohnny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245263#Comment_3245263

    Sounds like you don't have much experience playing AS Killer. Why would a Killer leave a 3gen situation that the Survivors idiotically put themselves into..

    Sounds like you don't have much experience playing AS Survivor. Why would a Survivor attempt to repair gens when the other survivor is also hiding, waiting for the hatch play situation the killer put them into..

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245287#Comment_3245287

    How? Because they are saying if you want to quit the game you have to quit the game and accept the dc penalty that goes along with it. They aren't hindering the killers chances of winning so why should the killer kill them.

    "They aren't hindering the killer's chance of winning so why should the killer kill them."

    Wish killers would use this logic when they have 4 hooks and 1 person dead-on-hook at 5 gens, not just when someone wants out of the match

  • and stop allowing Killers to just kick gens forever and not commit to a chase

    If a survivor escapes a chase, the killer should be barred from kicking gens for the next 10 to 15 seconds

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245150#Comment_3245150

    Again this isnt the same situation. The post is literally about people who give up in super early parts of the game. If its a 3v1 its a completely different scenario. The scenario being discussed the survivors have not lost the game or in a absolutely terrible position that will take a miracle to come back from but instead the player didnt like how the game started and is giving up on first hook,

    In that case, I've seen so many so many solo q matches fall apart vs Pinhead that I know the match is doomed from the start.

    At the start of the match, I'll run over and work on the closest gen to the box. If a survivor goes down I will solve the box. If Pinhead comes to my gen / the box, I'll let them have it and stand under the nearest hook.

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