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PanicSquid

PanicSquid

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PanicSquid
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  • Technically speaking you don't need to get rid of all the dull totems, you just need to get rid of the one that lights up after the last gen is finished. Run Detective's Hunch, do some bones if they're convenient through the match, then when the last gen pops, look around and memorize the locations of the remaining totems. If NOED activates hunt down the totem, otherwise continue as normal.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1925308#Comment_1925308

    Pretty hard if the team is scraping into the endgame with a member or two already dead. Doors can easily spawn in ways that it’s impossible to open them without someone taking a chase, and many of the pallets will probably already be gone by then.

    https://forum.deadbydaylight.com/en/discussion/comment/1925305#Comment_1925305

    Tell me why that logic can’t be applied to Undying. I really wanna know.

    Undying is also getting changed because its only used with ruin, the change will make it less good for ruin, but far better with Devour Hope.


    NOED only requires you to cleanse 1 totem, you just have to find it after the last gen pops or you can cleanse the dull totems before it ever activates. I think NOED is a flawed perk, but thats an entirely different matter.

  • @CajunStirfry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1923711#Comment_1923711

    Thank you. I noticed recently that Hillbilly is more buffed too. I wasn’t sure exactly what changed, but I have noticed a difference in recent months.

    By all accounts, Billy got nerfed my dude...

  • @CajunStirfry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1923693#Comment_1923693

    what changed? He is way overpowered now if that’s what you mean.

    They buffed him, re-did his add ons and 2/3 of his perks like 6 months ago.

    Same time they adjusted Billy...

  • Killer main- I'm not sure survivor add-ons need nerfed. Styptics and BNPs are annoying, but not terrifying on their own. Also, just bring Franklin's Demise, take away their items before they can use them.

  • Sometimes I do give myself as a sacrifice to the killer.


    Also I think the killer should get an option to just send the last survivor to the hatch. Because there is nothing worse than wandering around un-able to find the hatch with a cute Dweet on your shoulder.

  • It might just be a really late dead hard, where she rode the razors edge with being hit.

  • Unbreakable, Soul-Guard and No Mither.


    2 out of 3 give infinite recoveries with certain conditions. 2 out of 3 come on default characters (on Steam), one is a licensed DLC.


    Plus there are 3 other survivors that can help, and perks to help them do it faster.

    Deep wounds is a pretty useless status effect to get in exchange for a free recovery.

    Infinite unbreakable is no mither. The infinite recoveries come at a cost of being perma-injured.

  • The problem is that console stores, (xbox store and whatever playstation uses), have specific requirements for developers which make it impractical to run a PTB on console. I don't know of any game that does test builds for console.

  • Let me give you an example about how bad DS can be, I had a survivor who just got unhooked run at me as I'm hooking another survivor. If I hit them, their BT is triggered and they get a free save, if I grab them, they DS me and get the save, if I do nothing to wait out the BT, they get the save and still have 45 seconds left to DS me.

  • So my idea for the new clown: Speed Demon Clown, starring Play with your Food and Nemesis. +10% for the antidote, +15% from Play with your food, clown be zooming at a cool 140% movement speed (without bloodlust)

  • NOED is fine and totem counters are a bad idea, since that would weaken all totem perks.


    NOED is a bad perk, it sits useless most of the game, and it activates when the game is essentially over. A killer would probably be better suited finding a perk to help them during the game.

  • I'm allowed to play favorites. If I want a pet survivor, I'll have a pet survivor. They're cute, cuddlely, and they do that thing where they try to fix my generators.

  • @NotAsian said:

    "Hey you new killer just get better! Also get more bloodpoints and buy all the characters so you have the perks to play! if you don't we will just laugh and then complain how the lobbies take forever"

    Every person in this thread disagreeing with the op is a complete idiot, there are always 4 survivors as a result there are 4 chances to draw a very experienced survivor, or higher chances to draw a experienced group of survivors since inexperienced survivors don't play in groups. The effect of this is its impossible to play killer and enjoy yourself if you are inexperienced, which results in only experienced killers, which results in a bad experience for inexperienced survivors, which results in a death spiral for the game since no inexperienced players can play whenever experienced players are playing.

    "But perks don't effect the game that much" mmhmm stop using perks then and get back to me.

    The cause of the problem is the matchmaking, why on earth would a rank 20 killer be pitted against 3 rank 8s and a rank 12? Why would I as a rank 12 killer (now rank 16) be pitted against a whole day of lobbies where there are rank 5s?

    "Play another game like civ 5" what an amazing solution... You think people aren't already doing that? Something has to be done about this games matchmaking.

    "Stop playing killer and play survivor" If all the killers switched to survivor what would happen? The devs aren't thinking.

    EDIT: Yes I know hes complaining about gen rushing, but we all know this is a symptom of skill imbalance

    First off, this thread is nearly 9 months old, the state of the game has changed a bit in that time.


    Matchmaking is terrible, because emblem system doesn't factor in the actual skill of the player. As a survivor, you can just repair gens, cleanse some totems, get a few unhooks, and die immediately in chase and still pip up. Rank is more of an indicator on how many games you play than how good you are at the game.


    Perks are very important, playing with bad perks as a killer is like asking to de-pip.


    As for skill imbalance, there are things killers need to know, like how to run each tile, which pallets are safe and things like that. Youtube and streamers can be a great resource for learning these things.

    When you do get a group of experienced survivors, avoid any survivor that finds you, points at you or clicks their flashlight. They are confident in their abilities, look for someone else. Try to find the weak link on the survivor side and exploit their lesser skill to get pressure by letting allies body block or by leaving the weak-link slugged.

  • It came with the Blight, so its not new new, but still relatively new if you haven't played in a while.

  • I've heard rumors that Almo can be summoned by personally booping the snoot of the Pig 3 times in one match

  • @Vibe_plant said:

    Call it a rant, will be tl;dr at the bottom if it gets too long.

    I'll ignore bugs despite there being at least 1 big one each game [including getting me stuck or ending without killer power or ability to hold m1 on survivor]

    So what have i found in my 24 games since i returned from a break? Not fun and a community that i am confident to call the most toxic one that there is. I used to intentionally ######### over league ranked, am active in a community of elitists when it comes to shooters and even dipped my toes in fortnite forums yet i've never seen a more divided, degenerate and disgusting community. It doesn't bother me but it gets old real quick to see a variation of 'kermit sewer slide', some slurs or 'noob [redacted for your safety]' just because i play killer or survivor with a weird build. [On a side note, all this lovely talk comes from survivors, the worst i had of a killer so far is "get ######### noobs"]

    Then let me talk about ingame. Survivor is boring, i prefered being tunneled because that allowed me to have the best part of survivor without having to do the boring parts. Killer on the other hand is just annoying, two of my games i had people with macro flashlights and bright skins chase after me when i found someone else, while yes, these people wont escape, i dont feel like a killer but more like the bullied kid at the playground who beats up the bullies and then gets scolded by the teacher.

    But hey, at the very least i can report them for having the compulsive wordchoice of a sailor that got his nuts chewed of by a rat without teeth... Except no, ingame reporting does so little that simply not using it is a better outcome as you waste less time on the toxic side. If you want to report you need to make a recording of the chat, go to the website and submit it... Only to read 24 hours later "we've read your ticket, we will look into it" as if i didn't just send them a chat log that makes even the kkk go "now that's a bit much." Half the ######### time.

    Tl;dr Game itself aint fun or rewarding, community so toxic and reporting so useless it angers me.

    Turn off chat, my dude. The community is like 80% less toxic if you don't talk with them or read their messages.

  • But why disable self care, a player with self care could choose to not use self care, when under the effects of Sloppy Butcher?


    Also I'm going to be that guy, Self Care is just as efficient as a default heal from another survivor. Because while being healed by another survivor, you are having them spend just as much time healing you as you are being healed. Thus the total amount of time spent is 2×(Time to Heal) and is measured in survivor seconds.

  • Hex: Blood Favor is terrible on most maps, with most killers, under most circumstances.


    Firstly, why is it a Hex that has a relatively small range, a short duration and a cooldown? Its weak for a hex totem.


    Secondly, its relatively short range means when you hit a survivor they can just use their speed boost, and your weapon wipe, to just run to another unblocked pallet.


    Its kinda okay to prevent a pallet stun when you down a survivor at a pallet, but wasting a perk slot to maybe prevent a pallet save isn't optimal.

  • @OvercomeTrout40 said:

    So we all know that when it comes down to a all rank 1 game survivors will always win. Now here's why, first they know what killer you are automatically and most if not all of them are in discord or something else. This means full communication for everyone. This makes perks like kindred useless. It also makes the game unfair because the survivors always know who is being chased and what they should do. Now sure killers have strong perks but all the hex ones can be removed and the others can be easily countered. The survivors know who the killer is already so now they have the perks. Because they are all talking to each other they don't need aura type perks. So they all run second chance/exhaustion perks making it extremely difficult to down them. Now once the're downed one or two gens have been done and a third on the way. Since everyone can loop and runs those perks I only get about 3 more downs until the exit gate are powered. Even in a 3 gen situation there is nothing I can do. When I down one person they all leave knowing he is dead. That was the best possible way it could have gone. Sure I could have used hex perks. They can delete that. I can't get rid of without taking too long any of their perks. My goal is to not tunnel or camp every game and I always up hold it. When against a swf there is nothing I can do that isn't toxic to win. Lets say I was using a weak killer, well they know who I am from the start so they know my counter. The only way I'd win "fair" is by using overpowered add-ons on a good killer basically making it not fair. And even when I do win in this way I get no points because I didn't fill out everything so I still lose. All in all the only way for me to win is to camp/tunnel or bring things that are so overpowered that the game ends in 5 minutes and no one gets points. Just remove swf and the problem will be solved. In a fair game that should not be there and lore wise it makes no sense. It would solve every problem I've listed. And for the new players they go up against their rank which is not as hard for both sides. I don't think perks should be changed I think swf should not exist.

    Survivors like playing with their friends, so removing SWF isn't going to happen. A separate matchmaking for SWF also isn't going to be a thing, since most killer players would choose to not face SWFs if they have a choice. If you're having a hard time, I'd recommend going bad perks, bad add-ons on your main killer, hone your skills without perks and add-ons to carry you. You will lose games and naturally pip down, while at the same time your sharpening your skills, so when your using a normal build you stand a better chance.

  • @koopazepam said:

    Why don't I rank up if I camp? Do I really have to suffer these sweaty survivors who play as if their life depended on it? Do I really have to chase them and have them T-bag me after they complete a vault? Do I really have to chase these freaks who want to get chased in a loop? Why do they get rewarded for playing like jackasses but killers don't? Regardless of your position on camping, it should not get punished like this.

    Don't be in a hurry to rank up. Take your time, red ranks can be super stressful as a killer.

    As for why camping doesn't let you pip up, and pipping up is based on emblems:

    You aren't defending gens, so your GateKeeper emblem won't be good. This one factors in how fast gens are completed.

    One hook killing people is bad for the Devout Emblem, since is bases on number of hooks (and hooking each survivor once)

    Malicious Emblem gets points for injuring survivors and loses points for letting them heal. You don't get a lot of hits when you camp, and you don't stop them from healing.

    The Chaser Emblem gets points for chasing survivors, and loses points from staying in close proximity to hooks. Camping really hurts this one.


    Camping is okay, when done sparingly. If you rely on it, you're not going to pip often. And when you do rank up, you'll encounter better and better survivors, while you haven't developed your skills to be able to match them.

  • @NoobLGpro said:

    https://forum.deadbydaylight.com/en/discussion/comment/632985#Comment_632985

    Map pressure and gen pressure is a thing though. ALL the pros talk about it and use it. It's called slugging,

    Its not only slugging, but slugging is a part of the toolkit. The entire theory is keeping survivors off gens, and doing something else. Hooking survivors, chasing multiple survivors at once, keeping survivors injured, making survivors mend/remove reverse bear traps/ wake up, forcing survivors off gens when you have ruin, making survivors hunt totems, etc.


    Also you brought this thread back, like they did to dinosaurs in Jurassic Park.

  • I support the wholesomeness of this thread. Keep up the good work.

  • Have you tried all of the things listed in this thread, such as power cycling your Playstation, putting you PS to sleep and leaving it for half an hour?

  • If someone is being abusive in end game chat, use the in-game report option. That automatically gives the devs a copy of the chatlog and direct access to the players account.

  • (Killer main)

    On its own, no. On its own, its a pretty mediocre perk that has good counterplay, just leave that person slugged.

    But perks are rarely used alone, when you add in Unbreakable you can run into the situation where there is no appropriate action.

    Imagine a survivor just got unhooked in your face, and there is no borrowed time, assuming the savior is healthy, the optimal play would be to down the unhooked, then pressure the savior. Except if they have unbreakable, now they heal faster and can pick themselves up, while you chase their ally, freeing them up to heal or do gens. But if you pick up the survivor you get DSed and lose the pressure. So neither option is a good choice, if you slug them, they can get up without help, if you pick then up, they get away.

  • Playing a game where the outcome is apparent the whole time is terrible. The best games are the ones where it looks like it could go either way, and then you manage to clutch it by the skin of your teeth. I'm not saying to play fair, but what fun is a game with a forgone conclusion? I play mostly fair, but will resort to dirty tactics when needed to keep the game going.

  • Camping, tunneling and slugging can be a valid tactic, allow me to explain.

    To set the scene, 1 survivor is dead, one is struggling on hook and two are alive and full health. 3 gens remaining until the end game begins. When I hooked the survivor, my tinkerer went off twice, across the map, and in a short amount of time. My ruin had been cleansed, and I had no other gen regression perks.

    What is the correct play here? Going for one of the gens would result in the gen being finished and the hooked survivor being saved, and the pressured gen would be nearly completed. Trying to save both gens would be impossible. Or I can camp and ensure that a player dies in exchange for the 2 gens. The two remaining survivors could have abandoned their gens to attempt to take aggro and save their comrade before they were in dire straits, but they greeded for the gens. (This is a story from an actual match, a few days ago)

    Slugging is a little different, but in the same thought. Imagine having a hooked survivor, and you intercept and down their would be savior. Do you pick up the survivor, giving the other 2 a chance to rescue the hooked one, or do you leave them slugged in search of the others to keep up the pressure? What about a dangerous unhook? If you smack the unhooked 1 of 2 cases will play out, they have BT and run away, or they are now on the ground with a potential DS and accusations of tunneling. If you slug here, you maintain the pressure of having one player incapacitated as you now pursue the unhooker.

    Tunneling, intentionally tunneling one survivor is pretty bad, but there are cases where it might be needed. For example I tunnel Object of Obsession users out of the game, that perk, in the hands of a SWF, gives too much information to the whole team. So I remove it from play. However, you might want to tunnel a player that is good at stealth to remove the hurdle of having to find them again. Or you might want to eliminate a player that you feel is too skilled at looping. Or you're at 2 gens and you need a survivor dead, if you want to have a chance at winning this trial.

    The real issue is that people choose to rely on one of these as the basis of their gameplay. But how do you fix people abusing mechanics of the game without gutting the mechanic and ruining it for the rest of the players. Playing Killer at its core, is a time management game. You need to be efficient, and you need to make the survivors spend their time not working on generators, and make the generators take as long as possible to complete. Each of these tactics is a method to force time to be wasted. But they are not efficient, (or fun), but sometimes you have to do it, to make the game work.

  • @Thegamingcontrarian said:

    Thanks for the comments so far, I will keep invincibility in mind from now on.

    I seem to have mis-phrased some stuff. I actually hit, and injured, the Steve, but he didn't go down. The Adam, on the other hand, didn't get injured at all. That's why it threw me off the first time, seeing as the Steve DID get into his injured state and used the moment of me being in the "after hit animation" to unhook the survivor

    The Adam was definitely unhooking as I hit them, meaning I might have hit the survivor, or during the slight invincibility

    If you have a recording of that game, it might be worthwhile to submit a bug report.


    If NOED was up, and you hit and injured Steve, the only thing that I know of that would stop him from going down would be Mettle of Man.

  • Don't try to pallet stun them when they're in frenzy. All that does is give a free pallet to the killer.


    Medkits or other self healing weaken legion, but only if you can do it quickly.


    Stay away from your teammates, you don't want Legion to chain Frenzy hits together and injure more players

  • I do think Blood Warden and Remember Me could use some changes, as well as the End Game Collapse, to make the actual end game more stressful as survivor.


    When was the last time you saw someone die to the End Game Collapse?

  • @RamblinRango said:

    "I rememer when I was in 5th grade. Over 5 years ago" made me chuckle

    I'm not opposed to a FNaF chapter

    To be fair, 5th grade was more than 5 years ago for me too. (Its also been more than 15)


    Also I don't care at all about a FNaF chapter.

  • I kinda want a killer that can either possess a generator and ambush survivors that work on it, or one that can mimic a generator.

    It would be meme-y but also sounds hilarious.

  • Rank isn't that meaningful. All you have to do to be a red ranked survivor, is do a couple gens, save a couple people from the hook, break a totem or two if you can, and try to run from the killer. Rinse and repeat.


    I am a red-ranked survivor and I shouldn't be. I am pretty bad at looping and make questionable choices.

    Don't overthink it, set manageable goals for each match, and take a break when you get tilted.

    Remember you're playing a game with the intent to have fun.

    When things go poorly, try to figure out what you could have done differently to get a different result.

  • @Ifill99 said:

    Well obviously they don't play this game enough because they aren't changing something that is pissing off a lot of people, quite a few people have left dbd recently and having your game crash and then having to wait 30 minutes to play again is something people aren't happy about... You can't deny that it's an ineffective way to stop people dcing, fighting fire with fire isn't a solution, people's game crash or they're stuck 24/7 and the only way they can do that is "play something else for like a week, try civilization" The devs really do care about this game even though they said that exact quote

    If I recall correctly, implementing the DC penalty significantly reduced the number of DCs.

  • I give my last survivor the chance to get hatch, or to open an exit door. But carrying a survivor to find hatch is a pain, also if I don't find the hatch quickly it makes me uncomfortable because I feel like I'm wasting their time.

  • @Piwatte said:

    Fun, now we have to play DS to counter tunnelers, iron will to counter spirits and play with flashlights to counter hags. #########.

    Some killers cry about these survivors playing like that, so I don't understand...

    DS doesn't counter tunneling. It can only be used once...


    Iron will is generally a good perk against all killers. If you can break line of sight, your groans of pain don't give you away.


    You don't need a flashlight to deal with hag, but it helps. You can crouch walk over the traps, or make sure the hag is either too far to teleport, animation locked, or is too busy to warrant a teleport, then set off the traps.

  • Prove thyself doubles the blood points you earn from co-op activity. I also like stake out, so I get more great skill checks, because I'm bad at hitting them normally.


    Also if the killer is bad, and you haven't gotten your boldness and altruism points, why not go find the killer and take aggro for a bit. If the team trades off taking agro and healing each other you get more bloodpoints.

  • I also used to have internet issues that would cause me to disconnect from time to time, however the disconnect penalty system is pretty forgiving for a few disconnects here and there. If you are regularly seeing more than 15 minute bans, you need to check out your internet.

  • If you ran self-care with Pharmacy, your med-kits would also last longer.


    Botany knowledge also makes med-kits faster and last longer.

  • Self-care isn't bad. Especially if you run desperate measures, botany knowledge or a medkit.


    Self care takes 30 seconds. This is 30 seconds used by one survivor, so I shall call this 30 survivor seconds.

    A default heal from a teammate takes 15 seconds, but requires another survivors time. 2 survivors*15 seconds healing = 30 survivor seconds being used on this heal.

    If the injured survivor has to locate a teammate, they have spent more time attempting to heal than if they just ran selfcare.

  • I don't use DS when I play survivor, I try to rely on my skill to make a killer not want to tunnel me. I want them to look at me and think that I'm not worth the time it would take to catch me.


    Then again, more often than not, I'm a potato and die immediately.

  • Killers cannot change their killer once they start looking for a match. This was implemented during the MMR test and is still around.


    So your Deathslinger/Bunny Feng thing is all luck, and Deathslinger is a pretty common killer for people to play

  • As a (red-ranked) killer, I generally allow the 4th survivor to race me to the hatch. I don't really get the need to slug for the 4k (unless this team of survivors have really annoyed me).


    As for dealing with BBQ a simple life-hack is to be mindful of which side of a gen you're on. Move, when a survivor is downed, so the gen is between you and where the survivor went down. If the killer hooks them near there, they might not be able to distinguish your aura from the gen. Or you could run Distortion to help out a little.


    The trick to Tinkerer is recognizing they have it, and trying to keep sight lines open when you reach 70% on a gen. Or you could use Spine Chill for this.


    Nurses, mostly you want to heal the other survivor as fast as possible, consider Desperate Measusres, Botany Knowledge or a good med-kit with add-ons.

  • Your internet crashing is a disconnect, because an intentional or an un-intentional disconnect still results in the other players having an unpleasant game. So, I'd look into ways to fix your connection..


    DC-ing because the other survivors did it, isn't a good reason to DC. Just find the killer and get them to hook you.

  • If they're blinding you, look up or look down.


    I personally bring Franklin's Demise to deal with Flashlight teams.

  • Camping is discouraged mechanically. You lose points in the Chaser catagory for camping, if the survivors do gens (how you deal with a face camper), 3-4 gens can be finished before the person on hook dies.


    Camping only works against overly altruistic survivors.

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1755073#Comment_1755073

    You know that devs have no possible way of detecting that killer is farming other then you reporting them?

    Why don't you just report the killer and survivors farming and leave it to the devs to decide?

    I did read your post and gave you an example where your statement "The DC penalty is trash" would cause much, much more games to be ruined which you completely ignored. Would you rather see DC every game because of random reasons?

    Farming is not a reportable offense.


    @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1755088#Comment_1755088

    Yep, precisely why DC penalty is broken and should be removed.

    The DC penalty is not broken, it punished you for disconnecting, which you did.

  • If people don't like Crossplay they can turn it off. Nobody is forcing anybody to do anything. Your pools of non-crossplay Xbox players is small because the rest of the players don't want to turn it off.


    They're not ignorant of it, Crossplay isn't a secret. They're not too lazy to turn it off. They don't want to turn it off, they enjoy the benefits of shorter queue times because of the larger pools of players.

  • @ByNWR said:

    I just DCed. Yes. It was an unbearable match. 5 gens to be done, I play on console and was against a PC Spirit. So the odds are I have it waaay more difficult. Instead of hooking, she wouldn't stop until all 4 of us were kissing floor. The whole match was trying to get up and going down again and again.

    So I am not allowed to DC in order to make a stand and send the message that "this is not acceptable"? And I can take uo to 5 minutes, OKAY, but 15? Ar you guys crazy?

    People don't usually DC just out of the blue, it's because they ain't allowed to have fun, despite winning or losing.

    Also, how does the DC penalty work? If I DC again how much time shall I wait?

    The DC penalties get worse and worse the more you DC. Next one is probably an hour, then 2, then 6... all the way up to 72 hours.


    Just play the game, accept that some people are jerks, and slugging to death only takes 4 minutes. Just pull up a youtube video on your phone and wait it out.

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