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NullEXE

NullEXE

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NullEXE
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  • Perks are meh, and the killer is unique, but it's true he is a weaker huntress. So if you want him because you want to only play strong killers - than no. If you want to be the Ahab Moby Dick of the wild west - than yes.

    But the survivor perks are not only game breaking, but comes with a strong/memeing perk for swf, or just memeing perk for solo. So if you play survivor at all, take the DLC to level Zarina.

  • @gibblywibblywoo said:

    I dont want to start conflict here but if you're being beaten by survivors who just panic drop pallets and dont even loop you are either brand new or awful at killer.

    @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143297#Comment_1143297

    Never said otherwise, but if you actually think this can happen against a half decent killer and not end in a 4 or 3 k hatch escape you're kidding yourselves to keep the pity party going.

    @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143293#Comment_1143293

    Again, this guy isnt talking about a 1 in 100 game looping genrush deathsquad. Hes talking about literally insta dropping a pallet at the loop.

    Now I dont know about you, but I have three and a half years of killer under my belt. I know this isnt even remotely viable against a half educated killer.

    whoopsie wrong reply button my b. this isnt spam, right?

    @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143354#Comment_1143354

    Then I have no advice because this is legit a free win everytime this has happened to me ever.

    It sounds like he had one bad game where he misplayed an easy win and hopped on here to vent as is seemingly custom now.

    He even said the other survivors just run to these pallets as if he isnt even breaking them after to save himself time.

    He sounds like the clown i looped for 3 gens last week because he just refused to break the god pallet when the shack was in the middle of a deadzone with no vaults/pallets

    Its indefensible if you know how to play killer.

    I may sound like a dick but coddling players like OPs non-complaints like this will just lead to more of this in the future.

    Reading this person comments. I am 100% convinced this guy is either lying about his rank, his game hours, or plays strictly on console. Or maybe you just play huntress so pallets don't affect you at all.

    Survivors are not going to run out of pallets, and dropping a pallet doesn't guarentee a free hit. With so many safe pallet(s) tiles so close to each other on most maps, and with so many pallets on each match it's extremely easy to win every time on this strategy alone. Heck I play survivor with over 2000 hours and have the common sense to know this is exactly what I should be doing if I get injured, or exposed and am in chase. I am just going to do pallet stand offs every time, and drop the pallet right infront of them. Not even worry if I get the stun. The time it takes for the killer to break a pallet, I am going to be long gone, and if i'm not close enough - I can just pop an exhaustion perk to keep the chase going. If you play killer at all - you know that every pallet a survivor goes through, even like this. Is most likely half a generator to a generator gone.

    Like this dude isn't even providing any examples of what he's talking about. He just going on "If it's an issue for you - then your bad, and i'm good hurr hurr hurr - someone please give me attention".

    I say ignore the troll.

  • It's not dead hard, it's dedicated servers.

  • @poplavok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143398#Comment_1143398

    It works really well with new ruin and surveillance. I like it

    As I face strong survivors most of the time. Using 3 perks for just a little bit of information, and slowdown is extremely detrimental. Unfortuantly against the survivors I face I can't use Hex perks at all. They are far to unreliable.

    However Surveillance is a strong perk. I tend to use it with PGTW.

  • I can say with certainty the survivor sided feedback is getting listened too. Killer's get heard, and might get a baind aid perk out of it 😂

  • It's not really a perk I would put that much hope into.

  • To be honest I wouldn't notice. It's a terrible perk 😂

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143319#Comment_1143319

    My name is toxic nancy main cause i used to main nancy and got called toxic by my teammate when i bodyblocked him then flashlightsaved him

    If you are actually looking for a serious answer. I would say that Killers are just done with getting the ######### end of the stick. I play both, so I see how it is from both sides, and I can say with full certainty that survivors are a lot meaner, and a lot worse than Killers. The amount of toxic Survivors greatly outnumber the amount of Killers as well.

    Since Killers literally have been getting beaten by the same stick by survivors since the start of the game, and now more than ever getting beaten by a stick from the dev's. I am surprised more didn't start to just go "######### it, guess i'll just treat them the same way" sooner.

    Let's also not forget many of the "nice" killers just stop playing. Friendly gamers are more likely to leave a game that continuously kicks them when they are already down than toxic gamers are. Toxic gamers thrive in communities where they can play poorly and still bm other players. So all the killers that play Demogordon, and Trapper in red ranks - that don't tunnel, don't camp, and give hatch all left. While all the basement bubba's, cloak camping wraiths, and hook to puzzle box tunneling Pigs stick around to ensure you have a worse time.

    Even then I still find - to this day - there are more toxic survivors than I see toxic killers.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1143208#Comment_1143208

    When the game first came out, it actually did increase bloodweb item rarity. However, it was changed some time after to where it doesn't affect item rarity. I'm not sure when. Maybe when they reworked bloodwebs to be less grindy and gave out legacy prestige cosmetics.

    I miss Legacy outfits. I want one for Feng 😭

  • Your username is "toxicnancymain"... 🙄

    Obvious bait thread is obvious.

  • I think what caused most of the entitlement was the piss poor decisions made by dev's when making changes. My two key examples being the introduction of the hatch mechanic, and when they do things like when they wrote the doctor rework and ruin nerf.

    The hatch mechanic was created to deal with a very big problem at the time. Survivors were effectively taking the game hostage by hiding instead of doing gen's when the game went sour for them. Taking the game hostage till the killer either just let them win by going afk, and they finish the remaining gens and leave before the Killer returned, or the killer was forced to DC. BHVR's response to that was to introduce the Hatch mechanic, so that if you are the last remaining survivor instead of just hiding you could just look for the hatch and escape for free.

    They responded to players taking the game hostage, by giving those same players a free win mechanic. Literally just telling them they were entitled to the win even if the perform unsportsmanlike behaviour and/or abuse exploits in the game.

    Then when they write updates: for example the Doctor/Hex: Ruin update, they write it specifically only to the survivors side of fun. Literally telling them - it's their fun is what the dev's are focusing on. IF they are not having fun, then there something wrong with the game. The other sides doesn't matter.

    You can see moves like this all the way back to when the director literally told players who played Killer that if they were not having fun or getting frusterated to just take a break from the game. Actually just telling their players that they would sooner see them leave the game (for only a time), than to make the game more in that sides favor.

    It can even be seen in the changes they make. They are fast to make big changes to killers, regardless of how detrimental it might be, but they very carefully tiptoe around making changes for survivors. The entitlment is so strong that making anywhere near a big change to survivors will have this entire forum up in flames. The mere mention of changing DS makes many users just swell up in frusteration.

    I'm sure you are about to tell me "Killers can act entitled too", which I understand that. Though when a killer is showing "entitlement" they tend to have good reason to. Killing 3 surviors before they even finish their 2nd or 3rd gen, it's not "entitlement" expecting you're going to get the 4k that round. The chance of 1 survivor completing 2-3 gens without ever getting caught is incredibly slim. However then the hatch opens, and the survivor get's to escape for free after the whole group of survivors and herself failed at completing their objective, and the survivor acts like they deserved the win - that's entitlement. Doing nothing for something and expecting it - is entitlement.

    If BHVR decided to change how they communicate information to the players that would greatly help subdue a lot of the entitlment in the game. Also if they started to make balance changes that didn't so strongly favor only one side, or started to be more careful with changes they make to Killers to even look like they are being careful not to ruin the fun of playing that character.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142250#Comment_1142250

    Maybe, but as far as I know Prestiging has never actually provided a noticeable bonus.

    Whether it's intentionally almost unnoticeable or some kind of bug is something only BHVR can tell you.

    The idea that prestige levels increase your chances of higher rarity nodes spawning on your bloodwebs, but the increase is so slight that it's barely noticiable. The wikia doesn't even list it as a reward at all - since the bonus is so un-noticiable it most likely isn't even there at all.

  • @Fibijean said:

    Some people like having a huge grind so they always have something to aim for, even if it's nothing particularly rewarding or worthwhile; the satisfaction of completion is its own reward. If they removed prestige, the game would get very boring very quickly for those people.

    And as stated above, if you don't personally feel like prestige is worthwhile and consider it a waste of time and resources, that's fine. Just don't prestige.

    Though the it's not really rewarding enough. How can it be improved?

  • @MTK said:

    gamebreaking for killers not survivors so no

    You have a long way to go if you think OoO is a weak perk lul

  • As far as I am aware spamming the mori bar is a reportable offense for something like "taking the game hostage", because by doing it you essentially can pause the bleed out timer indeffiently if you're stubborn enough to stay over them that long.

  • @Seanzu said:

    Just pure bias, the killer should just kill the "helping" survivor and play the match as usual, there's no changing your mind, you're just wrong.

    Agreed the match isn't much harder 1v3 anyways. I would sooner deny a sabotager's points than give them the satisfaction of ruining the game even more for everyone else.

  • Not really, its not like we're going to be able to see if it's working anyways.

  • @TheRockstarKnight said:

    I think Prestiging should give you a slight bloodpoint discount on all items (500 less BP per Prestige?) in that character's bloodweb.

    It makes the grind back up to 50 easier and means that if you spend a lot of time on that character you'll save a lot of bloodpoints over time, but if you don't you're not going to lose anything by not Prestiging.

    As for showing Prestige levels post-game I don't see any reason why not. Rank is going to become a meaningless bragging rights symbol too when the MMR change happens; why not throw Prestige onto the post-game screen too?

    I really like this idea, especially since i'm going to be buying a lot of Alex's Toolboxes from the bloodweb when the next update comes through.

  • I'm sure it isn't even on their list.

  • I'm just going to be the first to say. Survivors need a lot of nerfs right now, not buffs to their weaker / less used perks.

  • Lol my top 4 killers are most voted. Maybe that's why I have so many people bm me in post game chat LUL

  • @Peanits said:

    I feel like the majority of people I play with/against use some sort of cosmetics, particularly survivors since they don't need to swap between survivors constantly.

    But I can see why not everyone does it. Some people just don't care what their character looks like to begin with, and others are very proud of their prestige (yes, even though it may not be a big deal to you or me).

    I am extremely proud of my prestige. Which is why we should get the bloodied cosmetic's as an equipable outfit when we get to p3. I don't want to equip each one individually.

    Also prestige should be shown in the end game lobby screen since we don't have it around the campfire anymore.

    Also K-pop outfit for Feng Min.

  • If BHVR decided to give Survivors 5 perks?

    I would switch to Resident Evil: Resistence even faster than I am already.

  • @Rexis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142118#Comment_1142118

    Again " I won " a word I hear quite often, there is no winning or losing in here my friend

    You make points from hitting, chasing, hoking, sacrificing and using your killer ability

    I make point by unhooking, fixing gens, chase, cleansing totems, taking protection hits and healing others

    Everyone makes points, you dont win by killing all 4 and I dont lose by dying

    you could still die and pip +1 and you could have no kills and pip also

    There is no winners or losers :)

    Lul okay, you obviously don't know what you're talking about. I'll take you more seriously when you start to understand how the emblem and ranking system works.

  • This is now a thread about Racoons

    image.png
  • @Rexis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142058#Comment_1142058

    Hatch doesnt just spawn without people fixing gens, you either fix the 5 if all survivors are alive, or 4 if 3 survivors left or 3 if 2 survivors left

    in all cases you made plenty of points by then, you dont win the world cup when you kill all 4 players and you definitely dont have hatch escapes every game

    @Rexis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1142044#Comment_1142044

    OMG! only 3k? end of the world DAAAM :D

    what do you win the with 4k? a million dollar contest?

    2k is a balanced game in my opinion, if every killer gets 4k every game whats the point of the game then? we should just start the game with the 4 survivors in dying state lol

    So you should get a free win mechanic for only completing a portion of your objective? No. I really don't see that is how it should work.

    2 of my team died, therefore I escape for free even though i'm bad at the game and couldn't complete my objective.

    Did you win a lot of participation rewards growing up?

    Also waiting till there is only 4 gen's left on the map is not hard (get someone killed if you have to). Then find the hatch location, which takes no time when you remember where they spawn, and boom. Open the hatch and go free - ez pz.

    Literally the hatch was put into the game because survivors were taking the game hostage by hiding. That's right they responded to survivors taking the game hostage by giving them a free win mechanic.

  • @Deathslinger said:

    Just a general thought I had and wanted to get some community feedback.

    If survivors could see which killer was locked in their game, would they start dodging lobbies? Which killers would you avoid? Do you think they would bring in specific tools and perks to help them against a specific killer?

    They absolutly would, and that's why the Killer is hidden from survivors. It would be too powerful for survivors to know the killer they are going up against, or what the killer is taking into the trial.

  • Let's not forget just how easy that challenge is to complete, because it's literally just asking players to "Abuse free win mechanic 2 times".

  • @ZFennecFox said:

    Change Blood Warden to a Hex and have it block the exit gate latch until the totem is broken. The Latch will be visibly blocked making it noticable from a distance.

    That's a nerf more than a buff. I would sooner just increase the timer.

  • Freddy's played more because he's the only balanced killer in the game right now. He's not weak in gen pressure, he's not weak in getting across the map quickly, he makes looping difficult, and he creates a second objective for the survivors to slow the games speed. All the while not being the best at any, and easy to counter by people who know how to.

  • I use it to secure safe hook saves for the Benevolent emblem.

  • WHY ARE THE BLOODY CLOTHES NOT OUTFITS?!

  • @memiieko said:

    https://forum.deadbydaylight.com/en/discussion/135168/i-ve-converted

    He's not that strong still imo but have fun :)

    I don't need to be strong to have fun. I just need an obnoxious laugh, and the ability to swirl bottles infront of unfortunate survivors that are just hanging around.

  • @whammigobambam said:

    I am not a DS user however the aggression I face because of being the obsession makes it feel like I'm the target of unwarranted aggression.

    @whammigobambam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140752#Comment_1140752

    There's plenty of reasons to target the obsession. Especially early to get rid of ds.

    TLDR; You're paranoid.

    Killers don't tunnel you because you are the obsession. You realize how detrimental it is to tunnel the obsession? There are many perks that interact with the obsession, but the amount that profit off tunneling the obsession is greatly outweighed by the amount that don't. In addition of the few perks that don't interact with the Obsession at all, but instead just switches the obsessions and gives a benefit for a short time.

    If the killer chases you, everyone can see you're being chased.

    If the killer tunnels you, removing you sooner would most likely make a whole perk the killer has mute.

    Survivors have only perks that greatly benefit themselves, which is why they are more likely to become the obsession. If you are running Decisive Strike, Object of Obsession, Mettle of Man, or Sole Survivor (TBL) - then it's your own fault you're the obsession, but at the same time you are safe for being the obsession because the Killer would most likely want to save you for the last, or leave you to slug in case of DS anyways.

    There is no obsession in a match, unless a perk being using by the Killer or Survivor requires the obsession clause, and if you are not running any of the survivor obsession perks, and neither is the killer (Because let's be real most killer obsession related perks are not exactly meta). Then you can't possibly be the obsession. The obsession will always go to the survivor running the obsession perk before any other survivor.

    Most killers would more often not even care if you're the obsession at all - unless one of their perks directly interacts with the obsession, and even then. I remind you - most would rather keep you alive instead of being dead.

    Here's a list of all the obsession related perks, and if the killer would rather you remain alive or dead.

    Survivor Perks that increase your chances of being obsession (5); Decisive Strike (Dead¹), Mettle of Man (N/A²), Object of Obsession (Dead), Sole Survivor (N/A), For The People (Dead)(TBL).

    1. He will most likely let you slug for being the Obsession, to avoid getting hit by DS and taking a hit to their Chaser Emblem.
    2. To be fair, this is one of the weakest perks a survivor can take, because it's hard to meet it's requirement to activate. However being the obsession protects you from being tunneled because of the fear of DS, since Mettle of Man is a hidden deterent until you ignore an attack.
    3. Being the obsession already makes you unlikely to be tunneled because by chasing you: all the survivors know a survivor is in chase, and the fear of Decisive Strike (Unless you are running OoO, then the killer wants to eliminate you ASAP).

    Killer Perks that make an obsession (9); Dark Devotion (Alive), Dying Light (Alive), Furtive Chase (N/A¹), Nemesis (N/A²), Play with Your Food (Alive), Rancor (N/A - Dead³), Remember Me (Alive - Dead^4), Save the Best for Last (Alive), Dead Man's Switch (Dead)(TBL).

    1. The Obsession changes to whomever saves you from hook, and the killer will most likely want to tunnel them to build more stacks on Furtive Chase.
    2. The Obsession changes to whomever stuns the Killer. He will most likely tunnel them as they now have the Oblivious status for 60 seconds, and is revealed for 4 seconds.
    3. The Killer will ignore the Obsession until the last gen is completed, then, and only then will the Killer most likely hunt, and tunnel the Obsession.
    4. The Killer can actually easily tunnel you with Remember Me, but wouldn't kill you until they max their stacks (4 Basic Attacks).

    Six perks the Killer could be taking either the Killer wouldn't care if you're the obsession, or it's far superior for the killer to keep you alive, at least until the very end or a goal is met.

    The only reason why the Killer would tunnel you at all other than what i've described and thoroughly explained above is if they were farming the bloodpoint bonuses you get for interacting with the obsession. However doing so would also cost more bloodpoints by the end of the match for ignoring the rest of the game, ending up with less bloodpoints that match than if you just played normally.

  • Every single game for me at this point. So many toxic survivors it's unbelievable. Also twitch streamers too. Like big streamers are fine, but the small streamers I find are the most toxic

  • @tehshadowman33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1141512#Comment_1141512

    I'm down with you there.

    If you get a low-pallet RNG + certain killer + map-specific killer build = Awful game experience on Gideon Meat Plant.

    Conversely, it can also be extremely boring to play as killer as well because you will spend most of the time juggling pallets. There's not many places to play mind games on that map.

    It's also a living hell to play Nurse on that map. Absolutely... Completely... Awful!

    I despise this map when i'm both Survivor or Killer

  • Gideon Meat Plant

  • Am I the only one that treats Shrine of Secrets as a surprise bag?

    Also I have a friend who has a phobia of Doctor's so she won't even touch the Doctor. The Shrine helped her get his perks.

    I am not against making the Shrine bigger though, and/or having it rotate faster.

  • Wow not only did the bait threads get through, but they made a person post another thread as a serious response 🤣

  • I'm surprised those headhunters didn't come in here and start with the "The killer will just look away" nonsense. It's an extremely strong perk, and complety deny's stealth killers of their power and removes an entire horror factor from the game. Literally turning you into spider-man without the webs. One that a killer will very rarely be on the lookout for.

    I'm not saying nerf it, but I wouldn't care if it was.

  • @Mister_xD

    1) what if 3 survivors got hooked and the 4th unhooks them? do they all just get DS until someone gets hooked again? this would lead to scenarios where its impossible for the killer to avoid a DS without massively slugging anyone previously hooked until he finds that 4th survivor.

    The current version of DS does that already. However the version I suggested would disable the other 3 DS when that 4th survivor would get hooked, unless he knocked all 3 of the saved survivors into dying state prior. Unforatunately I can't really think of a way to fully avoid this situation, but Umbra's idea is still better than the current version of Decisive Strike.

    2) if you add a timer on it to prevent 1), wouldnt that kill the perk, as it now had too many restrictions at once?

    I have been thinking of timers for the DS check, other people mention like if you work on a generator for 6-20 seconds it deactivates, or like if you go into a locker, but from my own experience I can abuse DS right down to making the killer grab me from window vaults, and pallet vaults to force a Decisive Strike. It would very difficult to work in other rulings to contradict all methods to abuse the perk, let a lone timers for any/all of them. I trust the balancing team at BHVR for that one.

    3) if you would only allow the last unhooked survivor to use it to avoid 1), that would still allow for tunnel scenarios, where the killer is chasing a previously hooked survivor when someone else gets unhooked, deactivating that survivors DS and therefore dooming them.

    If the Killer followed 1 survivor while he saved 3 other survivors off hook. Then the killer downed and hooked that survivor - that's a very strong trade for survivors. I am pretty sure that's not how "tunneling" works. So yes I completely expect that point the other survivors should be able to be chased. If they the time of 3 survivors being saved off hook consecutively, they shouldn't be anywheres near a dangerous situation unless they literally ran with their head cut off.


    You described one problem and then elevated it over 3 points, but the likelihood of this situation to begin with is low. You would have to have a pretty bad team of survivors to end up in this situation, and at this point I imagine the best move for the 4th survivor is hide for hatch, and take the black pip. It also doesn't make sense to me why anyone would think that after hooking the 4th survivor - going after any of the 3 previous survivors would be considered "tunneling". Like don't get me wrong, I'm more than certain entitled players will accuse the Killer of "camping" and "tunneling" regardless how the game works, or what the killer does, but that doesn't define the definition of what tunneling actually is.

    Unfortunately if you apply DS to not activate on all grabs, then tunneling will be very easy for killer. Which is also why balancing this perk is so difficult, because it's so easy to abuse. He would just time to grab you from a window, or pallet vault. Stealth Killers like Ghostface would easily just grab you from a gen instead of downing you off hook.

  • @not_Queen said:

    @Toastyy

    It doesn't.

    As it was mentioned in the thread by different people, NOED isn't rewarding poor gameplay from Killers:

    • Killer has to play the trial with only 3 perks before the doors are activated.
    • The perk can be fully deactivated by survivors
    • If the killer has no luck in hooking many survivors before the doors are activated, then the survivors should have been able to cleanse totems without feeling pressure, thus, not giving the NOED edge to the killer. It's on them if it activates.
    • If survivors allow the killer to get a 4K with NOED in the end game, I would argue that survivors made mistakes during their end game plays or didn't prepare for the potential NOED activation.

    Finally, if you don't want to play NOED, it's your prerogative. In my opinion, building a build that is strong in end game isn't rewarding failure, it is using perks for their intended purposes. The purpose of NOED is to give a killer a burst of strength in end game. Since it's effectively strong, survivors have the power to deactivate it, if they focus secondary objectives.

    The killer players choosing to play NOED are banking on a burst of strength at the end for the downside of playing with 3 perks the rest of the game and having a chance to have their perk deactivated. It's a high risk, high reward scenario.

    Do bones.

    @Peanits You have strong competition for who is my favorite dev.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140308#Comment_1140308

    wanna bet they will look into the "slug to avoid" aspect of it and ignore the other ones?

    like, all they'll add is "the timer will be paused while in the dying state"...

    though i am hoping they finally do something against these survivors acting like god because they know they have their DS active and you cant punish their behavior .-.

    This was a thread about using a Locker to force the DC check on DS. In many tiles across different maps, gens often spawn next to a locker. So players will abuse DS by running to the generator, and any time the Killer comes close to the gen. The survivor will fast action into that nearest locker - forcing the Killer to just kick the generator, and walk away or open the locker and take the DS (and damage to their chaser emblem) without any counterplay.

    What I am hoping is that this means they look into more than just abusing grabs. Because I know as survivor I can time getting on the gen to the killer pressing m1, to force them to grab me off a gen. Same with a window/pallet. I demonize that 60 second timer to try and extend a chase for another 2 gens.

    What I think, an idea I heard from Umbra (Streamer go check her out). When a survivor is unhooked. DS activates. If the Killer hooks another survivor it deactivates. UNLESS you're in dying state already when the other survivor is hooked.

  • It's not even the matchmaking or ranking that's bad. Survivors are just too powerful now.

    One mistake the Killers make can cost them the whole game against good survivors. I've lost 2 chases once at the start of the match, and then the game was over before I could even make a comeback. Because you can easily equate one mistake as losing 2 gen's.

    Survivors can make so many mistakes, and because so many safe loops, and second chance perks exist they get away with it hit free. Top survivors on stream - go with meme builds, and get back to back wins against top killers using 1 crutch perk, and 3 perks to just bully the killer. Top players go Dead Hard, Unbreakable, Decisive Strike, and Borrowed Time w/ a med-kit, and literally just dominates in the match because the killer can't maximize on any of their mistakes.

  • They should disable Gideon Meat Plant.



    Oh. Not because I think it should get breakable walls. I would just rather not play on it... Ever again.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1140398#Comment_1140398

    Aww someone who assumes what others do and dont do.

    I rotate every killer (except nurse), and get ######### maps too.

    Oni or hillbilly on The Game and Lerys? Absolute #########. But I play it.

    Meyers or Clown at the Farm? Hell, but I play it.

    If you only play in optimal circumstances, how will you ever learn to get better instead of just maintaining?

    Hey now. I like playing Clown on Farm. Not many things to get in the way of my bottles. I'm a pretty good throw so, I can throw them pretty accurately at their max distance. Hook someone, and then YEET!

    Now Clown on Red Forest. 😫Ugh

  • I will if I am facing an extremely toxic SWF team. Then take a break from the game for a day. Like moderately toxic is fine, if they play so bad I get 1-2 kills anways, but if they are obviously a 4 man swf, exchanging body blocks, completeing gens at opposites ends 100% of the time where I can't even travel the distance to have a chance to stop them. Perfectly coordinated hook saves. Constant flashlight spam/saves, teabagging - you know the whole 9 yards. That 1 in a 100 game. I just DC, and go offline for the day (play survivor with a/my friend(s) later), because I know that as a red rank killer. I was the only killer they were going to get for the next half an hour in que. They can bully some purple/green rank instead.

  • 🥇 I couldn't find a trophy, so here is your Gold Medal for your service.

    But no for real. Hatch mechanic is broken af.

  • This thread needs to be pinned.

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