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Ohnoes

Ohnoes

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  • I play killers the same way I play survivors I just use one till I get through all their stuff and then I move onto a new one unless I get a daily. Whenever I got enough BP to speed through prestige I go back to the old one.

  • I wish there was more fog too.

  • @CubnLinkTony said:

    https://forum.deadbydaylight.com/en/discussion/129632/the-new-killer-is-pinhead-proof

    That doesn't prove that it's pin head at all, I I mean ghost rider is a "killer with a chain" and your "proof" isn't even legitimate proof.

    Ghostrider wasn't a good movie. Why would they buy the rights to a killer that was meh? If they were gonna go buy rights it's going to be on something actually will bring money back and potentially new players.

  • I guarantee you there would be less suicides the moment they removed that moronic struggle mode.

  • Spies works fine as is. The only problem with it is it can become kinda disorienting if there are multiple places being set off at once. In that situation it backfires but I only really notice that on certain maps like Lery's. I wouldn't mind it if they would just change the sound.

  • @CrassardStreams said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088465#Comment_1088465

    You don't see plague's fountains in white until you have some level of infection.

    Yeah but you know which ones are usable if you do or don't*. The highlight only happens anyways once a trap is on your head. The highlight on pig isn't much of an issue. The toyboxes tend to be found encountered well before a trap is on the survivor's head already. Pig's announcing a charge is what is the most detrimental thing. If the person has sprint burst they're gone. If they get to a vault or pallet fast enough they're gone.

  • @CrassardStreams said:

    As far as I know, Pig is the only killer in the game who has their unique mechanic highlighted the entire round for something that's RNG that's not good. You don't see alarm clocks highlighted until you're asleep and you don't see purification pools iirc until you're infected. Why is the only stealth killer that can't inflict exposed giving away who she is and where to counter her the entire round?

    Make Rule Set No. 2 baseline for Pig.

    Second Suggestion, tweak her Ambush. The Roar is at the start of the charge, maybe have it start like halfway through charging it. Also, every exhaustion perk in the game straight up counters it which kinda blows as it's her main way of dealing with chases or getting a hit quickly from stealth. Feelsbad learning someone has sprint burst so they're basically invincible since they move faster than you do the second they hear the roar and will forever be out of reach. (Also Spine Chill is super common but that's another topic)

    She doesn't need to have a faster ambush, just increase the duration/range like a tiny bit so if you actually get the drop on someone you're not cucked so hard.

    I think that'd be fine. She still wouldn't be on the same level as Huntress, Nurse, Spirit, and Demigorgon, but she'd at least be on a fairly even field with the other m1 killers.

    You can see Plague's fountains the entire round and you know which ones are corrupted.

  • I only like it on clown and that's it. I'd probably quit playing this game if they took the PUBG route and put a bunch of ridiculous cosmetics.

  • @willoftheboss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1085615#Comment_1085615

    i saw people saying on reddit any dc during a loading screen doesn't count, only ingame.

    That's good. Can confirm though that DC from host still happens. They really need to get their ######### together when it comes to whatever the problems are with their servers.

  • @MegaGamer_01 said:

    The matchmaking is complete dog crap atm. I'm a survivor main at rank 6 as of typing this and I always get queued with rank 1's-3's. Its complete garbage how the matchmakings being done and I hope there's a new way there gonna make rank matchmaking soon.

    Three ranks difference isn't broken matchmaking. It's an insignificant difference. Greens, yellows and browns getting put with reds is broken.

  • The crash during loading shouldn't even count. I cut my session short today so I haven't gotten to see yet whether or not infinite load will affect the timer or not personally.

  • @InsideOut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083315#Comment_1083315

    So you WANT BP's and YOU WANT to play with more then one friend, and SCREW the Killer player.

    Gotcha, all your fun, and no one elses!

    In the words of many entitled killers: Your fun doesn't matter.

  • That's what happens with literally any sort of item/offering nerf.

  • There is definitely connection issues in the game still despite what people will say. I just seen a killer get DC'd and it was pretty clear he got disconnected. It weren't on his own accord cause he was doing pretty well.

    Lol I had the same thing happen to me yesterday.


  • @RobMeister88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1084150#Comment_1084150

    "balance". Yes because asking for something to be made easier is definitely balance. Like I said, keys and hatch exist, if someone can't use either to escape, then everything is fair game at that point. There is no reason to ask for more when there is already plenty of existing counter play.

    wot? Hatch is RNG based. I've seen the hatch spawn in the same area as two gates that are next to eachother as well. Keys are RNG based if not brought into the game. It basically gives you the game as killer. Then you got the opposite where you're playing on a HUGE map and the exit gates are on opposite sides. On the smaller map opposite sides aren't as big of an issue because you got less distance to cross. Is it too hard to admit the issue can be fixed? It's like saying totem placements are fine rn when they absolutely aren't.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1081911#Comment_1081911

    Keys = Doesn't need any requirements for free win

    Mori's = You have to at least hook a survivor once before you can Mori them.

    Hmmm... You sure that Mori's are "stronger than keys". I have yet to ever use a Key that didn't guarantee I was escaping that round. You would have to be pretty bad if you died with a key in your hands.

    Keys = Have to finish X amount of generators or be the last person alive. You then have to find the hatch and assume the killer isn't going to body block it. You then also have to of survived with the key to begin with. Key carriers tend to take priority over anyone else.

    Moris = Hook one person. Tunnel them off the hook after and gone.

    Are we going to pretend like a mori after a hook is difficult to pull off? Worst case you have to eat a BT. Just one mori is enough to basically secure the match if its done early... Unless of course they got a key.


    So yes, moris are stronger. The only times keys circumvent the entire match is if literally an entire team DC's or kills themselves on the hook. In which case the solution is to punish that behavior. The only thing that comes close to a mori's lopsided effect on a match is disconnects and hook suicides.


    Now lets then move onto the fact that as a killer you in theory should be generating far more points than survivors are to begin with. Even a bad game as killer is enough to offset what is lost when it comes to offerings.


  • @NullEXE said:

    Why don't I get an add on to keep ebony Moris?

    Moris are stronger than keys and are map offerings. You're saying that like you can't just kill a survivor for their key or carry Franklin's demise.

  • You have to wait the whole game to use it and your team has to do the objective. It exhausts you so its not like it can be stacked on top of another perk. It only brings you up one health state and gives a speed boost. So if you got deep wound then it will only fix that and you're still injured. It also acts as a counter to slugging if you chose to go try slugging with 1 gen left. I don't like the hook heal 100% but considering how many people throw temper tantrums going "Hey everyone, facecamp because that will make people do what I want!"... My sympathies are out the window.

  • It's probably my favorite map set as both killer/survivor.

  • @Almo said:

    It is possible to mori-spam and lock a Survivor in place indefinitely. That is what's bannable.

    But with t bagging and clicky flashlight you can lock a killer into a permanent state of insecurity!

  • Them just being skins is fine. What I don't like is that it is hard a lot of the time to actually get your original perks because of blood web RNG. There should be a higher chance of getting your original perks.

  • This is not good. However it also pales in comparison to people that exploit their ######### connection. Something that is very preventable yet nothing gets done about.

  • That would defeat the purpose of why those exist. I would rather see killer does X of something to get some kind of buff.

  • There's nothing wrong with rancor.

  • @MeatBycicle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1077867#Comment_1077867

    So you going to just keep ignoring what im saying and not answer a valid point im making? You can be survivor SWF sided all you want but that doesn't change the fact that killers are facing SWF in every game they play, be it in 2 man or more per match.

    You ask me to prove to you my side, yet you cannot prove other than "well devs said so". You probably watch Fox news too.

    How dare he ask you for some proof!

  • They said in a live stream the 2 second cool down was too much and that's why they got the current one.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076189#Comment_1076189

    Well ok, but why the person with DS should be allowed to be a threat and forcing killer to slug anyway? If DS disabled after you start any action (except vaulting) then there would be no problem.

    Sorry for not reading your every comment, but I think DS on locker grabs is fine enough. That is if the change I mentioned above would be applied.

    The source of bullshit with DS is surviviors ignoring threat of the killer and doing objectives under the protection of DS, not hiding in lockers.

    They aren't forcing you to do anything. You have the option to just eat the DS and carry them off anyways. You're making the conscious choice to either slug them or eat it. Locker grabs is a forced decision. You can either leave a healthy/injured survivor in the locker or you eat it. That's a terrible design esp. when if they wanted to hide in a locker they could have head on too.

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076155#Comment_1076155

    Unbreakable by itself is fine. But wth DS it is disgustingly strong bcs you escape anyway, no matter what killer does.

    It's fine with both. The whole time they're on the ground is time they aren't on a generator, totem or healing a person if it isn't EGC. That is also time that is getting taken away from the DS count. It's not as if Unbreakable or No Mither lets a person heal instantly and instant heals aren't a thing anymore altogether. Hell even if someone syringes them that is 15s. The only way they are going to get out no matter what is if this all took place at the exit gate. In which case, so what? Game's over. You're basically complaining about a rare situation. You know what happens most times with unbreakable? The person gets slugged again not long after or never ends up using it at all.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076141#Comment_1076141

    No one picks themselves in your face, you know...

    "One person less doing generators"? DS is all the more reason to do gens, if the killer finds you, just go into a locker.

    Way to completely misread the comment about unbreakable. If a person is slugged no they aren't on a generator. If they use unbreakable? Again, keep an eye on them and that wouldn't be an issue. Worst case they get up. Best case another guy tries to pick him up and gets caught too. I really like how you also say 'just go to a locker' when I just said in a different comment that's something that should be fixed. It's the one time that DS is problematic and unavoidable.

  • DH only needs a nerf for how it interacts with traps. It depends purely on the survivor using it at the right time and the fact is many completely screw it up.

    DS is easily avoidable in most circumstances. The exception is locker grab.

    BT doesn't need a nerf and only needs to be based on distance instead. Then killers that got no terror radius got to deal with it too and killers that got big terror radiuses aren't getting punished for behavior that likely wasn't even camping. It also becomes a balance issue on smaller maps.


    Unbreakable? Really? Stop being a baby.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1076019#Comment_1076019

    You can slug them if they dont have Unbreakable. And Unbreakable is meta perk, only a bit less popular than the Holy Survivanian Quintinity (Selfcare, DS, BT, SB, DH)

    So what if they got unbreakable? Just hit them again. Worst case they run away. Either way that's a person that isn't doing totems or generators.

  • I think locker DS is pretty cheap. Vault DS isn't. You can avoid that if you choose to.

  • @ZoneDymo said:

    Considering how skewed the balance is in general, is anyone still trying to actually play?

    The people that aren't garbage have no problem playing without ruin so yes. The babies throw tantrums on the forum or go IG and have mixed results with facecamp/tunnel. God forbid people could learn from their mistakes.


    So unless you're playing one of the few killers that actually do have serious balance issues rn like clown, demo, etc. you need to stop moaning and actually improve.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074792#Comment_1074792

    Ok, I have to suspect then that the survivor you were up against was using a hack or cheat of some kind then.

    All killers move either 10% or 15% faster than survivors. So provided a survivor NEVER used a vault in a chase it’s inevitable that a killer should catch up eventually.

    Sounds like what you’re experiencing is very suspicious.

    If it happens again, make sure to save video of the match, and report the player in question in the post game results screen.

    Cheats are incredibly rare. Mods anyways... Lagswitch still happens but I see abusing terrible connections only from killers. As a survivor bad connection tends to bite you in the ass more than help. It's more likely that the guy ran a loop he didn't know how to close. Some of the jungles can be used like that if you run it wrong and aren't stacking bloodlust to boot.

  • Its understandable that it sucks going against the same killer over and over but that's because:

    1) Rework

    2) Rift


    Both of those will go away just like they did before. Hype dies out.

  • @AvisDeene said:

    *cries in frugalness*

    I wish I had BBQ, I’d love the bloodpoints I’d get if I did. I just refuse to spend money on this game until matchmaking is fixed.

    I am also hesitant to purchase Bubba since I’m 99% sure he’s next on the chopping block.

    Just get it when its on the shrine. Leatherface's other perks aren't worth it anyways. Franklin's demise is basically just a griefing perk.Knockout is only worth taking if you're slugging a lot.

  • The only way you can really punish killers for camping is by changing how BBQ works. That is difficult to do though when it's easily possible that you aren't really camping and you're getting hook bombed by multiple survivors before you can even leave.

  • Just a thought but what if there were toxic flowers around the map? Kind of like Bliss in Farcry. Instead of a secondary ability you could just activate one of the flowers and that will do a subtle pressure to not work in that area for too long or you'll get ill effects.

  • The hitboxes in this game are disgusting in general. It leads to many hits landing that shouldn't and vice versa.

  • I'd say the RNG nature of it is a bit necessary considering as it sits you can "chase" without being in a chase till the person's head explodes.

  • I would say no simply because of the fact doctor doesn't need that ability on top of his already strong kit. The mending+having to snap out of it(Which can be difficult depending on your perks/add ons) is enough of a slowdown.


    However! The madness could have a multiplier effect if you're healing yourself so it takes longer. If someone else does though then it'd take the normal mending time. Or alternatively you could simply have madness 3 specifically make it so you get skill checks so you potentially end up drawing the timer out more because of your own mistakes. I'd rather have the second option honestly. More of a reason to seek out teammates if you can't handle the skill checks. Outright downs due to prioritization though is ridiculous. He don't need that and if any killer should be getting a stronger effect regarding mending it should be the killer that actually revolves around deep wounds: Legion.

  • @[Deleted User] said:

    Yes, OP. But it’s the gen speeds that can cost a killer a game if they make a couple mistakes.

    Survivors can make mistakes after mistakes with all their cheesey second chance perks and still feel no pressure to win.

    I was going to make a post just like this couple days ago.

    Killer makes 1 mistake:

    https://us.v-cdn.net/6030815/uploads/593/C4ESO9HAQM5R.jpeg

    Game over.

    So run some second chance perks like blood warden and noed.

  • The questions were too vague and there weren't any that were open questions to address specific map issues.

  • All trapper needs is dead hard to no longer bypass traps and more traps as part of his base kit. He don't need unlimited traps or recalls. If he is going to get something new it should be something that is actually engaging like poisoned traps. Other than that it wouldn't be a bad idea to have at least some(if not all) of the traps armed by default.

  • It's a candle.

  • There is absolutely nothing wrong with spirit's passive phasing. If you fall for it you should feel bad.

  • Stealth doesn't work with the way the objective is set up. It would be more viable if there were a different game mode that wasn't centered around m1/m2 for both sides.

  • I don't mind it. The rift is open for 3 months. I would mind if they were explicitly ones that require auric cells. That would be total bullshit. It would also be bullshit though having you do a tome for characters and then not having you actually play as the character at least once. It kind of defeats the purpose of dedicating a tome that should in theory be getting people to play those characters and killers more.


    I do think that it points out a flaw with shards though. Dailies should reward some shards too. That concept works well in other games.

  • Killers do have second chance perks. People just like to forget them for some reason. Killers and survivors alike just need their more useless perks overhauled so people are able to have more freedom with builds.

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