Avatar

Peasant

Peasant

About

Username
Peasant
Joined
Visits
3,832
Last Active

Comments

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137572#Comment_1137572

    Yea F those survivors who wait 10 minutes to get into a match, brings a purple flashlight,burns a cold wind offering and expects to bully the killer but instead gets completely shat on and has the nerve to say I’m bad 🤣🤣🤣

    You're getting bullied at Coldwind? Pray tell, how exactly are they harassing you?

  • @OtakuBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1137772#Comment_1137772

    ######### is that?

    https://forum.deadbydaylight.com/en/discussion/comment/1137799#Comment_1137799

    I don't do gens I sabotage hooks fully and rescue/heal teammates, take protective hits, etc. because that's more fun than doing a boring gen and hiding all game to me

    https://forum.deadbydaylight.com/en/discussion/comment/1137800#Comment_1137800

    I'm literally wearing Red, skirts, bright colors, and what not. The darkest outfit I wear is one of her uniforms (blue top with khaki bottoms and a grey beanie). I usually wear her bikini outfit and unless a killer is being extremely sweaty i don't try to hide from them 24/7. Hiding in moderation is good and okay but Blending all the time is not my style at all. I've been getting tunneled so much that it has help me improve on looping but in that same note holy ######### let me do something else every game please.

    When you say a red shirt and bright colors, you don't mean you're wearing the left for dead shirt and the purple pants are you?

  • @24Life said:

    I don't know what you guys think, but new maps would make the game a lot more fun.

    Some of the maps are terrible for playing against certain killers. I know there are at least two maps I never have any interest in playing.

    I know we are getting a new map with the patch, but the rate at which they are created is pretty slow if you play the game a lot.

    -bored

    What we need is a general map update so that all of the maps have a new fence, gate, and vista.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1131260#Comment_1131260

    Since Teabagging is meant as an insult, it has the same effect as racial slurs at a sports game. If you dont see any issue with that, maybe you should start working on your social skills, and/or your empathy, and i dont mean the perk.

    T-bagging is just a way of saying:

    https://www.youtube.com/watch?v=gToA9jP_wAM

    There is no racial slur, there is no other meaning to it. It's literally just the easiest way to say "Get ducked*".

    Your argument that one of the internet's and videogames's oldest insults is somehow equivalent to a racial slur is mind-boggling at best and concerning at worst.

  • @Raccoon said:

    How hard do you think killers will dodge toolboxes after the Sabo rework?

    Will it be worse than before?

    I mean, even without a toolbox you can break a hook in 2.5 seconds if I'm not mistaken.

  • @leyzyman said:

    So, I stated a while ago that I am taking a break. Still havent touched the game in around 2 weeks, but I am still getting on the forums a couple times a day around 3-4 days a week.

    When the new dlc comes of, I'm gonna get back on. Idk how much I will play, but I will see what is going on. What I want to know is how you guys are still playing after all this time without a break?

    I keep my sanity by playing as the Legion. Why Legion? This way I can set the bar at 0. You start the match expecting to be stomped. Then, anytime you actually start to win it's a pleasant surprise.

    If you rank up to a point where all you get is brutal killer over and over. Break out a meme build and a meme killer and simmer down.

  • @jsphwtsn said:

    In my opinion, DBD is the most survivor sided it has ever been. Since the change of Ruin, the only games I’ve been able to win are against brain dead survivors at Rank 1, or against teams that make major mistakes. More often than not I come up against competent survivors, although I know this is not the case for some people. There is no way that a killer can pressure survivors enough to win if the survivors are somewhat competent at looping and know to only do generators unless being chased. I don’t claim to be the best killer, and I make mistakes during my games, but prior to the Ruin changes I was regularly able to 4K at Rank 1 (rank does not mean skill, but I feel it’s worth mentioning), even if I had to play as Spirit or Billy to be consistent. As a solo survivor, very rarely do I not escape, as I follow the basic principle of loop the killer to the best of my ability for as long as they’ll commit to me, and do gens otherwise. SWF feels to me like a guaranteed escape now. I typically enjoy playing both sides, but in the game’s current state, Killer is way too difficult and stressful, and very rarely are you able to win games based on your skill as opposed to your luck.

    Do any other players feel this way? Is there a play style that people are finding success with? Am I just bad?

    Just how long have you been in this community? I've been here since 2017 and I recall it being a hell of a lot worse then.

  • @Dwinchester said:

    This is honest to god ridiculous. Just got done on an auto haven map, I broke 17 pallets and there were at least 5 more. When you combine them with strong loopers and the second chance perks, killer has no chance at all. Stop balancing these maps around idiots, because you're making the skilled players damned near unbeatable.

    If you think the pallets are bad now, go back 2-4 years. Trust me this is pretty good compared to the old nightmare spawns.

  • The survivor one is pretty bad, but like, Bubba is actually better than Wraith for hook camping. You can use Insidious to deny BT and even if it goes off, who gives a shoot? Bubba's chainsaw flurry can easily chew through the BT extra health state. Unless you are using the Speed Limiter and the survivor getting rescued with BT has Adrenaline and healed as soon as they were unhooked you should have 0 problems with shutting down saves as Bubba.

  • I prefer killer because of several factors:

    1.) I get paid more BP to play killer.

    2.) My victory is entirely up to me, I don't need to worry about my "teammates" getting in the way

    3.) Each killer has different stats or a different power so I can feel confident that I'll find a killer that I enjoy playing.

  • My only question would then be, when you have 0 TR does the red stain vanish?

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1135669#Comment_1135669

    M&A + a Full 4 stacks of Furtive Chase = -24 Meters towards your Terror Radius. The Deathslinger has a 24 Meter Terror Radius... max out Furtive chase and your Deathslinger is basically GhostFace... except slower... and with a gun.

    I just find "basically Ghostface . . . with a gun." extremely entertaining.

  • @DwightOP said:

    I'm seeing NOTHING happening to do this.

    Kindred got buffed. Equipping it gives you basically SWF level info about hooked survivors and when you're hooked it gives that info to your team.

    Even if an ally doesn't have Kindred, you still get info as if they did as long as you have Kindred.

    20200303110544_1.jpg 20200303111432_1.jpg

    Aside from this, not much else to be said.

  • @andyollolloll said:

    No, his perks also rubbish.

    Survivor however has a great set of perks for SWFCs

    What is a SWFC? This abbreviation is new to me.

  • @hitboxmehard said:

    Deathslinger looks cool and fun but i'm on console so is it as good as it looks or is it another legion?

    The Deathslinger has potential. He can only really injure survivors with his melee so all of the "Normal Attack" perk effects will be compatible with him. So for example, NOED on Huntress does nothing to her hatchets/power but NOED lets the Deathslinger instadown survivors he reels in.

    Aside from mechanical info though, it's hard to say right now.

  • @atesiusiak said:

    Can old ruin comeback i hate guy who is so stupid and had idea to nerf ruin or maybe do some things to this *bad word* gen rush

    It's honestly not just the Ruin nerf negatively impacting your gameplay. Matchmaking itself has been getting worse, I have a whole gallery to prove it. Getting paired with survivors 4-8 ranks above you I'd wager plays a bigger role than the Ruin nerf.

  • Guys, the focus here is that Furtive marks the hook rescuer with the Obsession marks and Make your choice exposes the rescuer. Would the Deathslinger actually benefit from being able to reliably know who was exposed, since he can reel in exposed survivors for a 1 down melee with his gun?

  • I will say that the game isn't doing so hot. My killer queue times are getting shorter and my survivor queues are getting longer. (Green ranks, PC)

    So when I get tired of being beaten by people 4 to 8 ranks higher than me as killer I have to wait for the same thing to happen whenever I play survivor.

    So as people above me have undoubtedly said, killers are either switching to survivor or packing up.

  • @Seiko300 said:

    I would much rather have power creep over redundancy. The last thing I ever want to see are new perks or killer abilities introduced which in the grand scheme of things are either useless except under specific circumstances, or basically do the exact same thing as a previous character just slightly differently and are therefore unoriginal concepts.

    This is something that a game like Rainbow Six Siege suffers from, in an effort to avoid power creep they're starting to introduce operators that basically do the same thing. To the point where they're taking old concepts from the attacking or defending side and slapping them onto the other side as a "brand new operator". Nokk is just Caveira / Vigil, Kaid is just Bandit, Clash is Montagne, Zofia is Ashe, Wamai is Jager, Kali is Glaz, and so on and so forth. In the worst of circumstances you create an operator like Warden, who's only ability is to not get flashed and see through smoke... as long as he stands still. Completely, and utterly worthless (despite looking flashy and fashionable).

    It makes for really old, really bland gameplay which hardly ever evolves.

    On the opposite end of the spectrum you have a game like League of Legends which recently introduced new champions Sett and Aphelios both of which were received on the negative side because they were extremely overpowered and pushed older, generally considered weaker champions even farther back in the meta than they already are (The latter more than the former, but still). Bordering irrelevancy.

    However, in a general sense I think it's much easier to realize what aspects of a character are too powerful and nerf those facets to be more in line with existing characters than say "hey, this character is really weak but their power only covers a niche utility, what brand new mechanic can we introduce into their kit to make them better?". Even if you end up nerfing an OP character into the ground you can still eventually recover by slowly reincorporating those previously considered "op" facets of and begin to strike a balance gradually by either scaling them up or slowly scaling them down.

    Introducing much more redundant, uninspired, niche utility characters, are much harder to work with, simply because of the fact there's not much there to work with as a baseline in the first place.

    Coming back to Dead By Daylight, I think the devs have done a really good job so far (yep) of avoiding introducing niche characters or unoriginal concepts. Hillbilly and Leatherface, despite both having chainsaws are polar opposites in function: Hillbilly gains a massive amount of mobility while using his, giving him a lot of map pressure, but can only down one survivor at a time. Leatherface can down multiple survivors at once, making him a much stronger defending killer, but he has to accelerate before picking up speed. But both share the capacity to instantly down a survivor from a full healed state to dying state. We all know which is better, but that's besides the point the point is that they're distinctly original

    Ghostface and Michael Myers both stalk their unsuspecting victims. But Ghostface's Night Shroud ability, removes his terror radius completely, he is shorter, and also has the ability to crouch making him far more efficient at catching survivors off guard. However, Ghostface (though he can stalk multiple survivors at a time) can only expose one survivor at a time and every survivor has their own individual exposed meter. Because his stealth capabilities are so much more efficient he can also be kicked out of his power, and when he's not using night shroud he cannot stalk. Michael Myers in contrast, has a terror radius that gradually increases the more he stalks survivors, at the beginning he is undetectable but he is slower and relies on these surprise attacks to do any significant damage. In EW2 he has a terror radius smaller than any other killer, and in EW3 it's normal. The difference being he puts everyone in the exposed effect at once allowing him to steamroll a massive amount of pressure at a specific time.

    (this next paragraph just continues to illustrate this trend of unique killers by comparing deathslinger to huntress, you don't have to read the next brick of text)

    This trend continues with the reveal of our newest killer the Deathslinger. I love the comparison between Deathslinger and Huntress, simply because you could go back and forth for hours about who is more powerful. Some say the answer is clear cut but I say it's more nuanced than that. Both the Huntress and Deathslinger are ranged killers, but how they go about it is wildly different. The deathslinger uses a barbed spear to hook them from a distance and pulls them in close to cut them down. Whereas the Huntress throws hatchets from a distance and deals a straight state of damage. The Huntress (as far as I'm aware) depending on how long you charge and the angle at which you throw a hatchet has a practically unlimited range, enabling her to hit extremely long distance shots as long as you have the accuracy. The deathslinger however, has a static maximum ranger of 18 meters, any farther than that and he won't catch anybody. But to compensate for this, the deathslinger has a reduced terror radius of 24 meters, allowing him to get much closer to survivors without them realizing he is there. Whereas the Huntress has a lullaby on top of her terror radius, which gradually increases in intensity the closer she is making her presence audible at a range of 45 meters. To further compensate, the Huntress has a charge time to throw her hatchets before they're throwable, it's slower and more clunky. Where the deathslinger has an almost immediate ADS time allowing him to hit his shots much faster. The projectiles themselves are also very different, hitboxes for the hatchets huntress uses are rectangles and if they hit anything that isn't a survivor, that hatchet is gone. Whereas the hitbox for the hooked spear the deathslinger uses is very fine and thin, allowing him to hit crazy shots in tiny spaces between objects. On top of all this despite having more aggressive power in her ability at a longer distance the huntress has to reload her hatchets at lockers placed around the map, meaning if she's in a chase she either has to disengage, or suffer through as a 110% movement speed killer. Whereas hit or miss, the deathslinger reloads after every shot he takes, but has the capability to maintain LOS and keep up the chase. Also the deathslinger has the ability to force survivors into the deep wounds status effect forcing survivors to mend after they've been hit, this can give him more slowdown potential than the Huntress and allows his own ability to be just as aggressive as Huntress hatchets, just at a closer range. (I could go on even more but I'll cap it there this paragraph is too long).

    TL;DR It would be a real shame for BHVR to start introducing redundant or niche concepts. To a certain extent they've already done this with perks (and I haven't even talked about perks this whole time) like Cruel Limits from the Demogorgon, Blood Echo from the Oni, Solidarity from Jane Romero, Buckle Up from Ash Williams, etc. and I would hate to see this continue.

    Read the brick of text and I agree that power creep is better than redundancy more than ever before thanks to the Archive and Rift systems.

    In the past, Dead by Daylight had multiple events. I know I first joined the community during the winter event of 2017. I participated in the Howling Grounds event in 2018 followed by fondly remembered events including the Summer BBQ event, the Hallowed Blight Event and even 2019's winter event and the following Moonrise event. You guys remember Moonrise, right? The event with the lanterns? You guys also remember the main menu and side menus getting temporary backgrounds and music changes for winter and Halloween? Now though, it seems like all of that content and the appropriate festivals are being done straight through the rift. No more menus, no more in-game events or new objectives.

    What I'm trying to say is, this new shift from temporary events in-game to rift rewards will get redundant real quick. The game is already starting to be more about grinding for Archive rewards than the actual matches. I know I am not innocent of this and have thrown games just for 1 more safe hook save for 30k BP. So I know that powercreep will be good for Dead by Daylight.

  • I hate Plague. Initially I liked the idea of a plague killer but I'll be real here, I'm bad at looping. Like, real bad. In a standard game you might get all of 30-40 seconds from me. So I prefer stealth. However, it's hard to sneak like Solid Snake when I'm frequently vomiting, emitting a green odor, moaning in pain, and leaving a blood trail. So naturally I will be that guy that cleanses which in turn forces everyone to cleanse. I detest Plague because she either completely denies Stealth play or Loop play. In addition she will always deny medic play so she can waste 1-2 perk slots potentially of the entire survivor team.

    You wanna see salty survivors? Forget Doctor, pick up Plague. If you play Doctor the survivors will get mad at you. If you play Plague they'll go after each other.

  • @AnnoyedAtTheGame said:

    Going into lobbies and people are refusing to let you heal them.

    I'm losing matches because people are refusing to let me heal them.

    I've looked and they had no medi pack on their character and they had no perks to even get health back.

    Why are these people allowed in the game? Can you report people for purposely not getting healed?

    There are a few reasons why people may not want to be healed, here's the full list:

    1.) They have an item or perks that let them heal themselves faster than you could

    2.) They might have Resilience or This Is Not Happening which BUFF injured players.

    3.) You have messed up or offended them and now they are denying you the BP as a point of disrespect.

    4.) They might have Resilience and Self Care and are intentionally leaving the channel at 99% to keep the Resilience buff and be safe at the same time.

    5.) They feel unsafe healing directly under a hook or in the open so they want to get cover or into a safe spot before you heal them.

    And in regards to your "Can you report people for purposely not getting healed?" technically you could try and argue that it's griefing, but even then that's pushing it.Odds are it'll be ignored and later added to "Things that do not constitute an in-game ban."

  • @Auron471 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1133945#Comment_1133945

    thats fine and all... but most people will just suicide on hook, so the killer can just camp the next person. Or if you arent in a 4-man SWF, someone will be an idiot and try to save the face camped survivor and die. Then you cant do 5 gens b4 the bubba face camps all of you. (unless you are an insanely optimal 3-4 man SWF. and no one suicides)

    I understand how that can be frustrating to play against, but, it's sort of the killer's job to be an obstacle. And while some it is unfortunate that people hook suicide, that stuff just happens. I understand how that can be frustrating, but look at the roster! From vomit debuffs to Pigs tunneling the Reverse Beartrap Survivor literally any killer can be played in a way that is annoying to play against so why should Bubba be targeted in particular? I mean after all the fact that the community can discuss and meme this tendency to camp with Insidious implies we know that Bubba is likely camping. With the Plague for example, everyone says "just don't cleanse" to the point where the developers are giving her 1 corrupted fountain at the start of the game as basekit because she was denied an entire part of her power for roughly a year now.

    I get it, you're tired of getting facecamped by Leatherface. I main Jake Park, do you know how few people main Jake? Whenever I see a Leatherface in my game I know that I'm getting tunneled by the Bubbas that want the "Survivor Face" cosmetic. We all have bad games and find certain killers annoying. However, that does not give us cause to ask to nerf strategies that are so well known that we meme them. All in all, Leatherface is a bad killer, his entire power is denied by just jumping through a window. Until Leatherface gets a proper full rework minor nerfs to him are simple unreasonable.

  • As a Jake main, I say let Bubba keep his facecamping power. Right now he is the only killer that can beat a Borrowed Time save. If the killer wants to waste time camping then by all means I say we let them.

  • Look back to Howling Grounds. They buffed flashlights and pallets at the time of the event and it was scary. Whatever nerf undid that crap shoot is my personal favorite.

  • The idea is to usually stop a generator from getting that much progress in the first place if you plan on defending it. This being said, there are ways to slow down the repair.

    Thanatophobia buys you extra time to arrive.

    Pop Goes the Weasel can undo a large chunk of regression when it's available.

    Disco(r)dance alerts you to multiple survivors on one generator.

    Carter's Spark prevents all actions for a short duration potentially giving you time to act.

    Bubba's Chainsaw can down multiple survivors.

    Evil Within (3) has the capacity to rapidly down multiple survivors.

    A Demon Strike can down multiple survivors with splash damage.

    Hunting Hatchets can apply damage at a distance and briefly disrupt repairs (they waste time dodging or take the hit and lose a few seconds.)

    Chainsaw can instadown a survivor and let you reach the gen quickly.

    Spencer's Last Breath let's you go through walls and reach gens quickly.

    Dream Demon lets you teleport to unfinished generators.

    Jigsaw's Baptism punishes gen repairs.

    Yamaoka's Haunting lets you stealthily reach a generator.

    Of the Abyss let's you keep tabs on what generators survivors are near and lets you quickly get to them.

    Feral Frenzy can potentially override repairs with the mend action.

    The devs give us a LOT of tools pick a few. @pemberley

    If the problem persists I can try to offer extra advice but I'll need more details.

  • To quote 1:52 - "Everyone is getting a gun!"

    https://www.youtube.com/watch?v=ARzHpMx3l28

    Jokes aside I cannot think of a good way to buff killers and refuse to think of a new objective until the new chapter (And toolbox nerf) goes live.

  • @Deino95 If you are having trouble with chase music try looking for the tracks on Youtube. Usually the transitions are made more apparent there so you can better learn the in game changes.

  • @Zamblot said:

    So I'm playing survivor. It's not going great, a teammate suicides on hook almost instantly and the killer is on my ass. I loop the killer for a considerable amount of time before he gets me and hooks me. Someone comes and saves me and I'm right to getting tunneled, I decide to save my DS and keep looping. Again I manage to loop for a fair amount of time before going down. 3rd time I get unhooked Infront of the killer by a useless solo q teammate who doesn't attempt to bodyblock. I use DS and the chase is back up and we have 2 gens left. I loop for both 2 gens and am actually doing quite well against the killer and have managed to escape many close calls. I go to a pretty powerful loop while someone opens an exit gate and the killer has tunnel vision so he doesn't even care about them. This is fine I think, I can just loop a bit longer and then go through the gate... That was until a useless teammate comes and stands in the corner of the window I'm about to jump through and even though there is easily enough room I literally can't press space. I end up going down (I had the pallet up whilst looping so I would've been safe) and then getting hooked and being hit by the doctor as if he outplayed me and it really infuriated me.

    In a team based game why are you going to completely block of windows I'm standing right by because a teammate is on the corner of them? I can't control how my teammates decide to play but the fact I don't get the prompt to press space and maybe slightly nudge that player to the right really annoys me because after carrying them the whole game, they get the escape and I lose my pretty good item that I didnt even get to use for the entire game because of the tunneling

    Just gonna say this as a guy who plays killer, a single hook smack doesn't mean shoot, it just means we don't want to listen to the full scream as it's loud an annoying.

  • I've noticed that survivor queues have gotten long as well. Well gee wiz, guess everyone saying that they'll stop playing killer for a while finally gained a critical mass.

  • All I want to say here is that I initially misread your post "Clicky Clicky T-bag UwU" and that honestly frightened me.

  • A favorite perk combo of mine on Legion is Dark Devotion and Unnerving Presence or Coulrophobia. Reminds me of this:

    https://youtu.be/PrPkHh0u_i0


  • Gonna be real here and say Legion. Why Legion? Since Legion's power is so awful in most scenarios he's actually the perfect training or base killer since he moves at 115% and will probably be played like he doesn't have a power. So you can use him to practice mind games rather well without becoming reliant on a particular power if you mess up.


    Don't get me wrong, it could hypothetically be good for info with add-ons, but in general he's a great killer for testing perks and stuff.

  • I view a pallet wasted if it doesn't stun the killer or isn't used to loop the killer. If you drop the pallet and the killer just backs up then breaks it and you didn't run at least 1 loop I see that pallet as wasted.

  • Play whoever you want. You paid for him didn't you?

  • I seriously play most of the male killers and Huntress. I almost never touch Hag, Spirit, or Nurse though.

  • Too true! I know earlier today a Hag tried to spare me after my team mates screwed up big time and I refused to accept the hatch.

  • @CotJocky said:

    I'm familiar, but sometimes struggle to make it over. I guess I don't always do it right or just need more practice.

    The key is to use the small bump on the ramp. @CotJocky

  • I mean, I prefer to play killer than play survivor so I guess I'm a killer main. Though I play both. Anyway I main Legion. Why? Eh, for the memes, for glory, and since I already P3'd so might as well.

  • Eh, not too many suggestions. There are some crazies out here.

  • @Mister_Holdout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128542#Comment_1128542

    This "everything is fine" mentality is precisely why map design is horrid.

    We should be holding the devs' feet to the fire not praising them.

    Oh the devs are by no means perfect. Whoever originally designed Coldwind farms was just mad. See-through jungle gyms, harvesters were once super safe, cornfields blind some players beyond all hope. Not to mention Thompson House second floor used to be so safe you couldn't get hooked if you were downed up there.

    I'm just saying that the sabo changes are not the end of things.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/133853/lets-talk-swf-bash-me-if-you-want-to

    My friends all quit (seven people) because SWF was such a miserable experience for us. Our games were always like this:

    15,15,17, 5 vs level 5 killer

    Literally always. We played for hours and couldn't power the gens even once. Yes, there are some SWFs of equal skill that I'm sure aren't the most fun for killers. Most people just want to play games with their friends. Their goal in life isn't to be big meanie faces to killers. It cannot be healthy for this game that it's a freaking nightmare for anyone who wants to introduce their friends to this game. I'm the last person playing this game in my group of gaming friends and I'm done after this Tome. So there ya go. There are 8 people who are done with this game because SWF so heavily favored killers it was unplayable. We can't be the only ones.

    I don't mean to be rude, but that's intentional, just, don't play with rank 15s if you're a rank 5 in SWF. That is self inflicted damage right there.

  • @Kagari_Leha said:

    So, I'm kinda hunting the achievements right now while waiting for the new dlc

    one of the few left is Hemophobia (escape Asylum without losing a single drop of blood)

    My question is : Since No Mither suppresses blood, do you think i can get the achievement "without losing a single drop of blood" or do you think it means it's going to be boring and about just stealthing all game to not get hit by the killer ?

    Sorry for the late response but I actually tested this. Basically, it don't work. The achievement means that you cannot become injured at any point during the trial. So you need to play VERY passively with Spine Chill and focus on rushing generators. In other words, using No Mither instantly fails the condition required to get the achievement.

  • I am no expert, but I think it's safe to say the PTB has closed if it is unavailable.

  • @Oberon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128800#Comment_1128800

    You're equating removing SWF to removing killer? Are... You're serious, aren't you?

    Wow. Wowowowowow. Okay.

    I'm not suggesting removing SWF. SWF is great without voice comms, imo. It's super fun and atmospheric and cool without voice comms. It's the ability to have the same information available with perks for free that is the issue.

    My suggested fix: remove the incentive to play SWF by lowering the amount of BPs they gain and locking their MMR when they're SWF. Then, they can't go up or down ranks and will eventually need to play solo to make up the BP loss. SWF can still have a fun time together, but it lowers the SWF groups playing at any one time.

    I understand that the comparison was a bit much however the point I was attempting to communicate was that significantly altering or removing a popular gameplay technique will anger a lot of people real quick. What this community needs is another run of "The Depip Squad" Marth88's data is outdated and without it we cannot make any good conclusions.

    Once again sorry for the drastic comparison, just trying to communicate that if SWF removed or players are punished for playing with friends normally they will be quite upset.

  • @Cassandra_Alexandra While Knockout is a common perk for slugging and it can be used for nefarious purposes COUGH

    image.png

    COUGH

    In general it's simply used as a perk to delay survivor information. If I down a survivor as Huntress without Knockout, even if you hear my humming you are less concerned by me as you can see that the downed survivor is a distance away from you. If I equip knockout though, you no longer know where the downed survivor is and on killers like Huntress it let's me potentially sneak right up on you when I finally hook them. So while it is a strong slugging perk, it has other uses that are less sadistic.

  • @trouble2x said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128760#Comment_1128760

    I can understand the logic behind your statement, but agree to disagree? Even with a Toolbox Nerf there are still Add-Ons that Survivors can use at their disposal to add to their Toolboxes. Not to mention, that multiple Survivors can work on a generator at a time allowing for faster progression which would only progress faster if multiple have Toolboxes and Add-Ons.

    I understand your concern and it is valid. However, your suggestion to revert the Ruin nerf is based on issues that are present now that may very well no longer exist post patch. This is why I suggest patience. If gen speeds are still and issue after Chains of Hate I'll be right with you in complaining, my friend. Until the release though, we can only wait and see if the problem has already been fixed.

  • The removal of Survive With Friends is ill-advised at best and just petty at it's worst. While I understand that it can be frustrating to play against a group of friends in Dead by Daylight there are some key things to remember.

    1.) People were already queuing with friends before SWF was officially added. Before SWF was added survivors would jump in and out of lobbies until they happened to join the same lobby and this was detrimental to everyone else as it botched queue times. Reverting the SWF addition just brings back old problems.

    2.) Regardless of SWF good players are good players. Sure, a group of survivors escaping is always frustrating as killer, but they don't need to run as SWF for this to happen. There are times where you just get outplayed and even if the voice chat can help it's often not the one thing that causes you to lose.

    3.) A large number of people picked up Dead by Daylight simply to play survivor with their buddies. I understand that if you main killer you might not care but look at it this way: What if on March 8th BHVR removed the ability to play as killer entirely and just added bots so you could only play as survivor. That feeling of betrayal and rage at time wasted is just what the SWF community would feel.

    So my advice? Get over it. SWF groups all have the same freaking weakness of being determined to get everyone out and are often in voice chats so exploit that.

  • I think that additional time is needed before it is safe to suggest a revert of the Ruin change. With the release of Chains of Hate toolboxes will be nerfed and with that change generators will progress slower. I know it's not fun to hear or deal with right now, but until at least 2 weeks after Chains of Hate I must advise that the Ruin changes remain in effect.

  • From what I can recall during the PTB the reason for the Sabotage rework was to help compensate for the Toolbox rework.

    For those unaware, toolboxes will have very few charges (16-32) but in exchange will repair faster. This translates to toolboxes acting like BNPs instead of what we have now. So, with no changes to anything else, this makes killers MUCH stronger than they are now as Pop Goes The Weasel can easily delete an entire toolbox's boost off of a generator. So in order to give the survivors a chance to counter this they buffed Sabotage. Last I checked it seemed to be rather balanced to be frank. (Legion pun intended.) Since hooks spawn relatively near each other it takes a coordinated sabotage effort to deny a hook with Saboteur. Furthermore hooks will at base respawn within 30 seconds from what I have heard so you can just drop a survivor and wait at a hook for the time at the worst case scenario.

    It just seems like the devs are finally trying to shake up the gameplay. Now generators will go slower and hooks will be more common, but now survivors have tools to affect this (Sabo if the killer tries to hook, For the People if the killer slugs.). For once, survivor and killer gameplay is changing and adding a new exchange to the routine Loop and Hook we have now.

  • I said wait for an unhook simply because I don't use Deliverance. Though even if I did, better to have 3 people by the traps than just 2. Less chance the killer will target you.

1 2 3 4 5 … 73