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RakimSockem

RakimSockem

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  • sigh. ANOTHER thread about SWF. Here we go again...

  • @PyroDude said:

    I am only missing Ghostface and I am having a lot of trouble trying to get it

    Adept nurse was difficult for me because I am bad at Nurse but I still managed to get it eventually

    Plague and Legion were easy to me. I got plague without really trying, I just ran her perks and was surprised when the achievement popped.

    Micheal was very easy because the survivors gave themselves to me.

    All survivor adepts were no big deal, I was only scared while playing laurie and david (i don't like using Object of obsession or no mither). But I was very lucky when I did adept david because one survivor kept the killer busy the entire game.

    Laurie and David were definitely the worst. OoO gets you tunneled and No Mither is just playing the game on hard mode.

  • not even a little bit.

    When people say stuff like "enjoy your de-pip", I laugh because i would love to de-pip. Unfortunately, i always end up in red ranks without barely trying

  • You do know the point can be cancelled at any time right? Like, if you point and then move in any direction, it cancels and that can be done very quickly.

    My advice to you (and to all players really) is to play both sides so you know what they're capable of. That wasn't no exploit buddy

  • As killer, I was playing Doctor and I came across a Jake who was pretty good at looping and was running Calm Spirit. He wasted a good chunk of my time the first time I hooked him, so the second time I finally caught him I camped his ass. Rest of the team tried to pull me away and ended up feeding me a 3k.

    As survivor, is it considered toxic to 99% every hook on the map and then drop them every time the killer tries to hook someone? If so then.... yeah. I did that. Paid for it with my life, but it was worth it XD

    Also as survivor, I guess this is a reportable offense but eh. My friends and I were playing with a random who was farming the hell out of them the entire match. Like legit pulling people off hooks with the killer 2 steps away. So they both died pretty quickly.

    So when it was down to just me and the random, the random got hooked and I ran up, pointed at the random and the killer nodded and let me farm him (this was before safe unhook scores existed) because even the killer knew that ######### was farming our team the whole game. To be fair though, I let the killer kill me also after the random died. Clipped it on stream too XD

  • @Attackfrog said:

    https://forum.deadbydaylight.com/en/discussion/comment/682606#Comment_682606

    Yeah you bring up points I think a lot of long time players share.

    This game is fairly balanced...Until you get to elite levels. The best swf group will ALWAYS win against the best killer (despite the map). And that is not balanced.

    There are areas where this game shows its inadequacies but overall the good outweighs the bad.

    Have you ever played a game where you felt more like Michael Myers or Freddy?

    That doesn't make it perfect though. Just because something is done better than anything prior, doesn't mean it is great (or even good).

    I will say that compared to beta, this game is MOUNDS better and keeps improving. It just takes good, insightful feedback to keep helping it improve. And because it does, pkayers(like me) keep returning.

    "The best swf group will ALWAYS win against the best killer (despite the map). And that is not balanced."

    *chuckles in Billy*

    *cackles in Hag*

    *laughs in Spirit*

    *literally ROFL in Nurse*

    I agreed with your comment when you said the game was relatively balanced but then you went and said something crazy that I just had to call out, and you used the word "always"

  • Sometimes I'm going to use the bathroom, grabbing a snack, doing bloodweb stuff, changing my perks, doing things on stream that takes my attention, could be any number of things.

    If anything, you should be asked why the KILLER isn't ready yet when they have more time to prep LUL

  • I play all the female survivors, Adam, Jeff, and sometimes Bill. I don't like Laurie but I've got her at p3 anyway because she was the only female survivor not there before.

    As Killer, I mainly play Michael, Trapper, Wraith, Huntress,

  • @Chickenchaser said:

    https://forum.deadbydaylight.com/en/discussion/comment/676465#Comment_676465

    You shouldn't let your assumptions get the best of you.

    they made the smart decision. I read the entire ridiculous post.

    1. 800% movement speed would be ridiculous to control
    2. D-Strike IS anti-tunneling. There's 4 people on the map. If you're back on me, have enough time to down me, and then pick me up within 60 seconds of me being unhooked (when there's 3 other people you could be applying pressure to) you tunneled. There's nothing to argue about there. Call it what you want. That's a tunnel.
    3. That 240 seconds of "free gen-time" is a red herring. That's not even remotely true so idk why you said that. People with d-strike aren't invincible and if they aren't being chased, will more than likely use that time to heal up. They can still get downed or chased or whatever which is why most killers slug them in the first place.
    4. Reducing the killer stun to half a second? lololololololol that's a free hit like spirit fury/enduring
    5. I don't know why you think DS should be disabled because the survivor decided to work on a gen or do something helpful for the team.


    Throw the entire post in the trash and try again please

  • I need either for sabo to be made faster OR for there to be less hooks on the map. Either (or both?) would make sabo perfectly viable.

    We don't need the hooks to be permanently disabled. That's boring for the killer and then the match becomes a slug fest.

    And to the person who said sabo should be removed, sabo is the ONLY reason I use toolboxes. Using toolboxes on gens is for scrubs (unless it's those stupid toolboxes that don't have a sabo option)

  • @TheEntitiesNeophyte said:

    In my opinion I think survivors are way to OP because of Decisive Strike, Dead Hard, Borrowed Time, etc.

    Killers don't have any game braking perks and before you say anything you can destroy Hex Totems whilst survivors can keep their OP perks and It completely brakes the game and Survivors perks reward you for being bad in fact forces you to be bad in order to use. In conclusion you can use perks on survivor that requires no skill that get you easy wins. What'd yall think

    I think your bias is bleeding through a little (a lot) when you use D-Strike (one time use per match and typically when you get tunneled), Dead Hard (LOL, unreliable trash perk), and Borrowed Time (only matters if the killer is camping which makes it the killers fault typically when it works) as being "OP" and then claim that Killers have NO OP perks (hmm I wonder why every killer runs BBQ)

    Now in my personal opinion, NO perks are OP on either side, but if we're talking about which side has the greatest POTENTIAL to be OP? It's killers hands down.

    If you put probably any killer with their most powerful add ons and an Ebony Mori, that's basically an assured win every time.

  • Absolutely not. Killers already get to adapt their loadout based on what they see from Survivors, now you want them to be able to pick their best maps also? We really out here looking for more EZ 4ks. (as if most games don't already end that way as the game currently stands)

    What's next. You want to be able to set basement location, gen locations, totem locations, and set where you spawn?

  • You mentioned Michael and Ghostface. I thought this post was gonna be about Billy and Leatherface.

    When I see Billy's with NOED, it just makes me go.............. -_- really?

  • It really isn't.

    I play Killer to relax from my survivor games. At the end of the game, I know whatever I didn't get done was because I wasn't good enough, and not because someone decided to stand in front of me and keep me from having fun and participating in the match.

    Also, where are these plethora of safe pallets you speak of? Most of the safe ones have been removed for useless pallets that you have to mindgame perfectly, or die.

  • @SpEz said:

    So a big discussion atm in the dbd community gen speed is it fine or not? I personally think the gen speed isn’t fine and should be increased, I play both survivor and killer rotation and I find survivor very easy as the objective is too easy to accomplish, while playing killer it’s hard as the only killers viable for easy wins are Nurse and spirit but even playing them the gens pop quickly . I played killer before ruin and u had no chance and the devs created ruin to try and stop the term “gen rushing “ but even with Ruin your still screwed like just watch this video from Tru3talent 3 gens in 2 mins WITH ruin :

    https://youtu.be/wF7lTKuRwV8

    Like come on this shouldn’t be a thing even with ruin . I would personally completely rework the gen speed and the gens thereself these are some ideas I have to fix the gen problem :

    Generator completion time

    1 person , 80 seconds increase this to 90 seconds

    2 people, 44 seconds increase this to 70 seconds

    3 people , 40 seconds increase this to 60 seconds

    4 people , 35 seconds increase this to 50 seconds

    Great skill checks only provide 3% progression instead of 5%

    Failed skill checks now regress the generator by 7.5 % Instead of 5%

    Hex Ruin change

    Great skill checks grant 0% progression

    Good skill checks grant 5% regression

    Chances of triggering a skill check increased by 10%

    So your entire argument is based on ONE video of TrueTalent, playing against what he said in his own words is "uncommon" and rare to find a team who works through ruin that efficiently. And mind you, he STILL got a 3k out of the game.

    So now you want survivor to be more boring and have us be on gens longer, and to make changes that would barely effect teams like THIS at all, but devastate the other 90% of survivors who are not near that level.

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/671469#Comment_671469

    Ruin = Hex Perk

    ,Corrupt Intervention = only 2 min useful

    Pop Goes The Weasel= its good

    Thanathophobia = its trash

    And btw, killer want use perk builds,too.

    Like survivor.

    But hey thats nearly impossible in a 3 min game.

    If a game lasts 3 minutes, you're honestly not doing anything and that's a "YOU" problem, not a problem with the game. (it takes almost a 1 minute and a half to do a gen)

  • @Groxiverde said:

    A match lasting 5 minutes is perfect? Lmao this seems like a bait tbh

    My actual words were "between 5-8 minutes" but I guess misquoting and taking things out of context is cool too

    5 minutes was my LOW end. Not my standard expectation. Of course anything shorter than that is a complete stomp usually one way or the other and isn't fun for anyone. After looking at someone of my old streams, I'd adjust to say more like 5-12 minutes depending on Ruin/other factors but any more than that is just dragging

  • @Clockso said:

    5 minute match is pretty fast tbh, i think a 10 minute active match is good enough, and by an active match i mean 10 minutes of chasing and hooking and patrolling gens.. etc, i absolutely dislike these 30 minutes round were i kill 2 survivors and the other 2 survivors become immersed af, especially if it's two p3 claudette in the yamaoka map, it's like finding a needle in a haystack

    Never as bad as a Doctor running 3 gen strat and refusing to chase anyone. Those games last half an hour or more sometimes

  • The Game: As much as I hate it, it's the simplest indoor map.

    -Doors are ALWAYS opposite each other (as I think they should be in every map)

    -Generators are marked by seeing a closed door so as soon as you see a metal wall, you know there's a gen there.

    -The layout doesn't change too much and basement only has one spawn

    Lery's: Really random as hell with which windows are opened and closed, where doors spawn, and sometimes you get the unfortunate library basement spawn when you don't expect it. It is SO hard for me to find gens in that goddamn level when they aren't on the edges.

    The new level: Good luck, I haven't played it yet but it looks complicated af and it might take me a while to understand from what I've seen in streams

  • If only there was some way to break palle.... oh wait

    Also, the majority of the pallets are extremely unsafe and useless

  • Also, assuming the time does stack and I get the full ADDITIONAL 102 seconds on hook,

    I'M NOT STRUGGLING THAT LONG lol

    If yall ain't saved me after about 45 seconds, I'm letting go regardless XD

  • Also, the healing buff has always been a part of Dying Light.

  • @BlueFang said:

    @RakimSockem You realize the trade off for a 3% decreased action speed token is allowing the obsession to heal 33% faster and if he dies, you lose all your tokens

    Thanatophobia reduces action speeds by 4% for injuring somebody to a max of 14% if all four survivors are injured

    You have to get 4 hooks to match the Thana slow-down, you would get for simply hitting all four survivors. Meaning it will take till the end of the game before you get any truly meaningful slow-down with Dying Light by then there will probably be only 2-3 gens left

    Which is The same time constraint problem Dying Light has always suffered from ontop being a bloody awful no fun perk that was awful to fight against. Now it's just bland to use. If I needed consistent slow-down, I'd rather just use Thana, Butcher, Corrupt, heck even Ruin

    So then use Thana? It's what I've always used anyway.

    Dying Light has always been a dumb perk anyway because it encourages killers to face camp or just hard camp the hell out of one person which is boring (for the survivor on hook more than anyone else)

  • @BlueFang said:

    https://forum.deadbydaylight.com/en/discussion/comment/666814#Comment_666814

    Can you imagine how fast the healing rate would be if you had either a "We'll Make It, Botany Knowledge" and or a med-kit?

    It will be a free insta-heal, that's frigging busted. Dying Light was already the killer's left behind equivelent

    Now it's less viable than Monstrous Shrine

    L O L

    Worse than Monstrous Shrine, how?

    These changes are much better and discourages poor/toxic gameplay (i.e. "Oh I found the obsession. Time to hard camp them and make sure they have no fun this game so I can activate my perk like a dick" which is how basically everyone who used Dying Light played

  • If you're not camping, this doesn't bother you *sips tea*

  • @thesuicidefox said:

    Freddy with dream pallets but you hardcore respect them xD

    LOL

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/663667#Comment_663667

    Yeah, that's why it's not meta. If I see someone use that, I immediately tunnel them to second hook because it's resetting killer progress in the game. I do not respect it.

    Damn, so we get tunneled for using off meta perks now? rip lol

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/662621#Comment_662621

    But there aren't survivor perks that are required to have a chance, similar to Ruin or Corrupt intervention. You can of course not run them, but you're placing yourself at a major disadvantage against higher rank survivors... who probably have the meta build: Adrenaline, Exhaustion perk 1, BT and DS.

    DS doesn't encourage tunneling, since they have such a lengthy amount of time for the DS to be used after an unhook. It's often not worth it to go after them.

    Deliverance is one that I immediately thought of but there might be more. If you're the first one chased and hooked, the entire perk is rendered useless since you can't Kobe off the second hook.

  • If Legion is down there, tell them to look for MoM and BNPs

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/663016#Comment_663016

    Oh boy, 18k is not much xD

    My BP per match variate between 25 and 30k, except i use a meme build.

    It isn't much for a killer game, but that's toward the high end of a survivor game.

    My point is, I walked out of an easy match with the amount of BP they would have gotten if they made it to the end of the match AND escaped.

  • 2019-07-22.png

    This one is worse because I got a decent amount of points still (only 500 less than the previous photo) and most of the survivors left with less than 5000 points (Less than the amount needed to get 1 green item from the bloodweb)

  • @Sackboy123 said:

    Even when that happens to me though, I still personally enjoy it, yeah it sucks to get tunneled and moried but if that happens you both are getting no points pretty much so it's a win/win for me

    2018-05-08.png

    I got plenty of plenty of points from that match and either pipped or safety pipped so that argument is invalid.

  • The only thing survivors ever had that was on par with an Ebony Mori was the ORIGINAL Brand New Parts where you could just pop gens like it was nothing and end a game in like 2 minutes.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/662869#Comment_662869

    Actually there is something that can be done about it. If not the self unhook stage, we can at least rework the struggle phase so that you can't let go. That way you'll at least give your teammates that 1 minute you're obliged to give them if you decide to ragequit suicide.

    Letting go because of the hatch work only because killer allows it to work, so that not real argument.

    "Obliged"

    What kinda entitled nonsense? I ain't obliged to do a goddarn thing for anyone in a video game.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/662856#Comment_662856

    Are you sure about that ? What if you play in SWF with 4 red instaheals and each time you get downed 1 of your buddies runs to you and fully heals you. If killer really wants to kill only you then he has to go through 11 health states before he can kill you with a mori while there can always be at least 2 survivors working on gens whole that time.

    Now you'll say how that never happens and yes you are right that doesn't really happen but that doesn't mean it can't happen. So no there is something more broken then mories and it's extremely coordinated SWF of goo players, playing with red instaheals and not making mistakes.

    You just described a situation where there is a 4-man SWF team so coordinated that one of them is always in the right place when the killer goes down, 2 people are always on gens, and then entire team dumps their insta-heals into one person to troll the killer..... yeah you're right. That has never and probably will never happen XD

    Nice hypothetical though

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/662844#Comment_662844

    I play both sides and I agree, moris have a place, as long as the player earns it. Devour Hope is a good example. Just because you played an offering in advance doesn't mean you earned the mori.

    And survivor do have something that is almost equal to moris, keys.

    At MOST, I would say a key is almost a good as an Ivory Mori. But it's nowhere close to an Ebony. In order for a key to be used, you have to most likely be already winning, or losing really badly. What I mean by that is:

    For 4 people to use the key, all 5 gens have to be done (at which point the killer is probably losing anyway)

    For 3 people to use it, there has to be 1 gen left and they have to locate it

    For 2 people, 2 gens left

    For one person to use it, the killer has to find hatch first, close it, and then the survivor has to find the closed hatch before the EGC timer runs out.

    So basically, you have to put in the work before you can even USE the key.

    Ebony Mori in many cases is just, hook once, proxy camp, tunnel, delete. On to the next person. I've seen people removed from a match in less than a minute. Keys don't hold that level of power. Not even close

  • @Kebek said:

    You're new so it's understandable that you don't like them but consider this. Can you balance these offering without balancing what other side has also ?

    Survivors haev eaqully powerful stuff if used correctly like keys, instaheals, strong toolboxes. If killer with Ebony memento mori faces really good survivors each having one of these thing he will still have really hard time and can just as easily lose and not kill anyone. Especially when they are Survivoe with friends group.

    Also if you nerf every powerfull thing in DBD then there will be nothing left and you'll have boring same match each game.

    Woah now, let's not go crazy. There is absolutely no balance to an Ebony Mori. After getting hooked ONCE, the next time you get found, you're basically dead. No amount of insta-heals, keys, or BNPs will ever be equal to that

  • Nice. I remember it being mentioned but didn't know if it was confirmed or not.

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/662833#Comment_662833

    Even if something is cool, doesn't mean it's fine.

    Wouldn't it be cool if the survivor could mori the killer with an offering? The animation would look totally cool and thus also fair.

    lol that was NOT the entire point of my post, but sure. Let's run with that. -_-

    I'm a survivor main and I don't think Mori's should be removed. Ebony Mori's maybe. Those are trash and there is nothing even close to being that powerful on the survivor side. But Mori's definitely have a place in DBD. Always have and always will

  • @moutray77 said:

    I relate to almost every that that have already been said especially the exposed status affect.

    One of the things that get me is not understanding how the killer powers work, One time i just stood there staring at a myer, unaware i was feeding him.

    lol can relate. I was just like "why is the killer just looking at me yall" and they were like "run motherf........"

  • Oof. F's in chat for the new guy running into his first Mori.

    Real talk though, as broken as Mori's are, they are really cool animations and sometimes fun to watch. I promise you it isn't going anywhere.

  • Yeah... no. If I don't feel like being in a match and that's my only out besides disconnecting, I'm gonna struggle on my first hook and let go. Some games aren't worth struggling for 4000 points

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/662621#Comment_662621

    I said good perks(mid - high tier).

    But survivors have just more good and very good perks.

    Autodidact: If every survivor would use this and not selfcare, then the heal time would be 8 seconds most of the time.

    Bond:good for solo players

    Dance With Me: In combination with other perks good

    Iron Will: rly good for hiding

    Kindred: good for solo players

    Object of Obsession: good vs every stealth killer

    Plunderer's Instinct: for farming keys

    Poised: its good, but only 5 times

    Prove Thyself: Gen Rush in team?

    Quick & Quiet: in combination good

    Self-Care: many people use it, but I dont know why

    Spine Chill: very good perk vs every killer

    Sprint Burst: rly good for wasting killer time

    We'll Make It: rly good for fast heal

    etc.................

    Im not a survivor main, but I know many good survivor perks.

    But I only see 1 perk build in high rank:

    • Selfcare(WHY?)
    • Balance Landing
    • DS(Meta perk for 2.5 years)
    • Spine Chill/Boring time

    There are some types of killer perks

    • survivor can counter this perk
    • trash number
    • situationally
    • decent perk(Example:STFBL)

    In the same light, Killers have a lot of good perks as well and most survivor perks are easily countered

    Self care got nerfed into the ground. If Borrowed Time is a problem, go after the person doing the save (basically don't tunnel like a dick) and you'll probably get a free kill because they're locked in the unhooking animation. etc

    Mid-high tier Killer perks

    BBQ - Double BP AND knowing exact locations of survivors far away AND knowing that someone is likely close if you can't see them

    Ruin - Slow the game down a lot

    Pop goes the weasel - Gen progress destroyer

    Sloppy Butcher (especially after the healing nerf) - Takes forever to heal

    Thanataphobia - Slows everything down

    Nurses Calling - Instant tracking on healing, makes for some easy downs on unaware survivors who think they're hidden

    Discordance - Location info when people cooperate

    Whispers - Easy to locate people, HELLA powerful in end game when trying to figure out which door a survivor is going for

    Spirit Fury - free hits after only breaking 2 pallets (i still think that should increase to 3)

    Enduring - Fast recovery from stuns, especially powerful when combined with Spirit Fury

    Brutal Strength - Fast gen and pallet breaking to keep chases going

    Bamboozle - shuts down loops, especially the one "infinite" left in the game (I still don't believe there is a true infinite until I see a video where no matter WHAT you do, you will NEVER catch that person. If you can eventually catch them, it's not infinite by definition)

    Save the best for last - The decreased cool down makes chases end faster

    Devour Hope (when not found) - A slug fest, huge snowball opportunities

    Blood Warden - Powerful end game tool, especially when combined with NOED

    Make Your Choice - Someone gets unhooked, you go back to the hook and both people are a one shot if they don't heal the person who was unhooked

    NOED - powerful end game tool

    Franklins - ddestroys weapons

    Hex Third Seal: Without SWF, if this doesn't get found early, the whole games goes to hell quickly

    I could even be a little cheap and add Knock Out for the same reason as Third Seal

  • Recently, Spirits, Billys and Freddys. The occasional Hag.

  • lmao, I really just found a whole thread of people saying snares are better than pallets. I must be in the twilight zones. Yall matches apparently don't run the same way mine do.

    When my friends and I get a Snare Freddy, we collectively relax and feel like it's an easy game.

    When we get a pallet Freddy, we're on edge all the time and more often than not, get wrecked.

  • As survivor: I wish I knew I left a trail of scratch marks every time I ran (I think that new Nancy perk will be pretty good for new people)

    As killer: Which perks fit best for which killer

  • @Freddan said:

    https://forum.deadbydaylight.com/en/discussion/comment/662612#Comment_662612

    its only one double pallet location on every map except "The Game" map where one location is by the basement and one location is above the bathroom. but yes, there are atleast one double pallet location on every map, but since im a nurse main i kinda want you to use pallets but in this situation when i played any other killer i got to eat poopoo

    The Game near the basement is one (and I think a necessary one considering that if you go down anywhere near there, you're going to basement) The room above that doesn't always have that second pallet (sometimes it does)

    The level with the giant tree in the middle is the main one I'm thinking of right now where I'm like 99% sure there's no double pallets anywhere. I've never seen a double pallet on any of the cornfield maps either.

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