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RakimSockem

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  • @Fnatic47 said:

    https://forum.deadbydaylight.com/en/discussion/330620/thoughts-on-the-upcoming-changes-from-a-survivor-main

    I don t know why... But i can t take any survivor main post serious... Maybe it may be the toxicity that survivors created in this game, idk... But this post made me laugh...

    Okay...... so what specifically made you laugh. And if a killer main shared these same opinions, would you be okay with what was said???

  • @jesterkind said:

    None?

    The point was to make these perks less desireable so people run different builds. That requires nerfing them, and quite hard too. Maybe some of these will warrant cautiously buffing back up in the future, but for now, all of these nerfs were fully deserved- the only way they'd be a failure is if people still wanted to run the perk in question afterwards.

    That's actually a good point. And following that, I think the only thing that needed more of a nerf would be BT because it actually gained a few seconds of endurance when added on to the basekit endurance

  • @anarchy753 said:

    Ruin "you tunneled someone and don't deserve a perk"

    Amazing how survivors don't lose Prove Thyself for doing a gen too fast though.

    I listed that as one of the possible outcomes of a survivor dying very early on in a game. Another possibility I didn't mention if that the survivor just un-alives themselves to get out of the match which unfortunately happens often.

    Also you may be surprised to hear this but I 100% agree with you and am kinda confused how Prove Thyself wasn't included in the meta. I feel it gets used more often than self care (although I didn't really look at the perk usage chart so I could be wrong). And like I sorta stated with Overzealous, I think any perk that is just "make gen go zoom" is boring and bad game design)

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023134#Comment_3023134

    Sorry I edited my previous post that already answered that actually.

    "which also isn't actually just 10 seconds because that means you aren't on a single survivors (1 on hook at most) so it's more like 3x10=30 seconds lost for the killer kicking the gen to make it lose 9 seconds.."

    So, 20% of the total (if that's what it was) may seem intense to the specific survivor on that gen, but you gotta realize there's 4 of you. Meaning that everything the killer does has to be 4x as time efficient illustrated by my numbers above. So while he spent that 10 seconds removing all your progress you had at least 2 if not 3 other teammates all just sitting on gens for free during that time.

    This is assuming a number of factors including perfect communication to one person for the save instead of 2 or even on rare occasions 3 people all running for an unhook, etc but your point still stands and that makes sense. If everyone else is on separate gens at that time, progress is still being made in different places that the killer can't be at. Fair point

  • @Blueberry said:

    A little note on something you missed. Pop wasn't reduced from 25%-20%. It was reduced from 25% of a total generator to 20% of current progress. Meaning it isn't actually 25%-20%, it's actually 25%-to closer to averaging around 10%. Much more massive nerf than people realize.

    To put into perspective 10% is 9 seconds. Which..you waste around 10 seconds walking over, kicking and walking away from a gen.

    That's fair. I didn't interpret that when I initially read it. Although to also be fair, I feel like that's how it should be? Being able to erase even 20% of a gens progress with a single kick is dumb strung imo. 20% is like 16 seconds of time for the survivor if my math brain is working?

  • @DrDeepwound said:

    Summary:

    Killer nerfs = fair

    Survivor nerfs = unfair

    I guess you skipped over the part where I said Corrupt was nerfed too hard or the part where I said I agreed with a majority of the survivor nerfs including the big one everyone has been asking for, Dead Hard.

    But I guess if that's your interpretation of everything I said, go off?

  • @kaskader said:

    I can believe the change is motivated only to remove pain res and DMS combo.

    However completely removing the notification is a terrible idea here's why:

    I really hope the devs will someday understand that killers need and INSTENTVIE and REWARD for not staying under the hook and enjoying marshmallows. The notification is a very healthy thing in this perk because it gives you the information and the instinctive to don't camp.

    What's going to happen after the nerf is that killers will just simply stay under the hook and camp the survivor because they will be no information to work with.

    So please remove the scream so it doesn't work with Dead man's switch anymore but let the notification stay since its a healthy thing.

    Devs cannot complain about killers tunneling and AT THE SAME TIME make changes like that.

    Or they could just not be boring a go play the game and look for other people??? The explosion isn't what causes people to leave the hook. People who want to camp will camp regardless of what information they have

  • Self care didn't need it's 10th nerf (I know it wasn't literally 10, but it's been nerfed a lot)

    DS also didn't need it's 10th nerf

    Thana did not need a buff. Legion is about to be like old Forever Freddy. boring as hell

    The 2 strongest killers in the game just got passively buffed massively. Successful attack cooldown decreased AND the distance survivors run less distance after a hit. It's gonna be a cake walk for Nurse and Blight players as they laugh at the measly distance survivors run away before they pursue.

    Calm Spirit got extra effects with a decreased speed which is a nerf.

    Early game camping, especially by Bubba just became an even stronger "strat". The current strategy against face camping Bubba is "just do gens" With 10 seconds added to every gen, Bubba has even more time to be boring an secure their kill before moving on to get an easy 2nd kill and possibly more because they will also have NOED on top of that if the remaining survivors can finish gens.

  • @Huntressmain_1223 said:

    At this point flashlights should be taken out the game you survivors don't know how to use them right all you do us use them to bully the killer for what? "Fun" to make yourself feel good for constantly clicking in the killers face or a constant sun and then teabag at the gate endlessly because oh I suned the killer 20 times

    Please it's times to take the toys away from the babies

    Non issue. The timing to properly save someone with a flashlight is so precise, that most players fail to get saves. Flashlights are a non issue

  • @bjorksnas said:

    Skill issue obviously not the games fault

    lmao damn. Need to get a better gamer chair

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963914#Comment_2963914

    Um, Dead Hard has been confirmed by the Devs to be actually broken right now. It's "eating" killer's power and they've clearly stated that is not how it's supposed to work.

    Classic example: Nemmy using tentacle over a downed pallet to hit a survivor.

    1. Nemmy swings tentacle.
    2. Survivor uses DH to escape. Survivor is not hit - working as intended.
    3. Pallet doesn't break. NOT working as intended.

    There are multiple other similar cases like Victor jumping over a pallet/window etc.

    So yeah, DH is definitely broken right now, ignoring the iframes & distance and anything else being discussed.

    See in THOSE cases, yes it makes sense to say it's broken.

    People usually use the word broken very loosely around here and are saying even just dead harding to a pallet is a broken mechanic and it isn't.

  • @JonahsTablet said:

    There's a dedicated bug report section you can post this to, I'm pretty sure this is a bug.

    I only posted here because I was unsure if it was a bug or some weird unwritten effect of a perk (though I'm more leaning towards bug)

  • @[Deleted User] said:

    I think the bug is that the notification for a hex breaking is not playing sometimes as survivor. You are supposed to be able to see the loud noise notification and hear the sound going off but the sound appears to be bugged.

    It wasn't a hex totem though. The 2nd explosion was but the first one was a regular totem. I was in VC with a friend and they told me. It also happened across a couple of matches.

  • It's still mid-good. No where near broken.

    And it's def not in every match and every survivor doesn't use it (me being one of the people who has only ever used it to get David's adept or for a tome challenge). A graph above shows that at most, 3 out of 4 survivors use it but the same can be said about a LOT of perks in the meta, hence why they are considered meta

  • The number of people saying "We'll Make It" is surprising to me because that's one perk I've used since I've started playing this game almost 5 years ago and never stopped using

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2963729#Comment_2963729

    Playing smart vs ruin and "I wouldnt gen rush if killers didnt have gen slowdown" are two different beasts. You highlighted the one perk that survivors can actually impact by playing differently. If the killer has pop how does that impact your playstyle? Other than some extremely niche perk + map combos there's not really a lot you can do differently as a survivor other than "dont get hooked lul". My problem lies in "if killers didnt have stacked slowddown I wouldn't gen rush!!" Not playing smart vs Ruin/Dead mans switch/eruption.

    But it's not just limited to ruin. The more gen slowdown perks a killer has, the more time pressure they have on the survivor team. If gens are flying and only 1 or 2 people have been hooked, I stop doing gens and look for totems (mostly to make sure NOED doesn't come into play). But it's only because I don't feel pressured for time at that point and feel I am safe to do those thing.

    If I know the killer has scourge hooks, pop, deadlock or something else that is going to slow the game down, my main focus becomes the gens because I have to ensure the team even MAKES it to endgame before I can worry about anything else

  • Honestly sometimes I'd rather force the frenzy than run around being one shot the entire game. But I also generally run healing perks (We'll Make It, For the People, Empathetic Connection) so it cuts some time off the healing.

    It's situational and it's similar to the Plague trade off. You can choose to stay injured and be one shot at all times or you can heal yourself but risk giving the killer arguably one of the strongest powers in the game. Sometimes the risk is worth it and sometimes it isn't

  • @Jay_K said:

    This is something I have always wondered.

    Survivors D/C Ragequit out of the game at the most pointless times. Majority of the times im playing killer the survivor will D/C right before their last hook, They will D/C when they get downed on death hook or they D/C right before a game ends.

    This seems pointless to me as it doesnt really deny me (the killer) anything and just gives me more BP for the quitter bonus.

    However for the survivor they lose all their items, 0 blood points and a D/C penalty.

    Please survivor mains. Explain to my why they do this.

    Surely survivors arn't that salty that they die are they?

    The same reasons killers D/C probably.

    I've seen survivors DC from a game on their first down and I've seen killers DC after losing their Ruin totem 30 seconds into a match.

    I've seen survivors DC right as they're being hooked and in the dying animation and I've seen killers DC literally as me and my team are running out the game because they couldn't secure a kill. Like...... the game is ending, just let it happen and get your BP. it makes no sense to me XD

  • @Carth said:

    I have never understood the idea that survivors are thesehive minded altruistic players who would all ignore gen efficacity if only killers were weaker. As if a survivor player is staring at a gen and going "hmmm Im NOT gonna press M1 on this just because we are playing a trapper". The far more likely scenario is they will get the gen to 99% before tee-hee bullying the trapper killer and getting out.

    that's your mindset but that's not the actual reality. Because it's absolutely true that depending on:

    A. What killer I'm against and,

    B. What perks they're using

    My playstyle complete changes. If it's a Blight running Ruin alone, the first thing I'm doing is looking for ruin because he has the speed to force people off gens constantly and I've seen Blight games snowball so fast that not a single gen reached above 70%. However if I go against the same killer with no ruin, the first thing I'm doing is slamming a gen until I feel like we're in a semi-comfortable position to go look for totems, chests, or other things.

  • I've always said that BBQ shouldn't be nerfed BUT We're Gonna Live Forever should receive a buff so it's just as useful as BBQ.

    BBQ gets bonus bloodpoints and aura reading which is heavily beneficial on killers with high mobility. WGLF literally just gives you BP and that's it. It's a whole perk that basically gets the survivor to earn slightly more than what a killer earns at base on an average match

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2950591#Comment_2950591

    I mean, if you wanna drive off most of the casual Killer playerbase go for it.

    Here's the difference between Bloodlust and DH.

    Good Killers don't rely on bloodlust to win chases. Good Survivors still abuse DH to get even better chases. See the difference

    The only difference I see is your word choice because we can just as easily switch the word abuse into your statement about bloodlust or switch the word rely into your statement about survivors using something to win a chase. Either use the same adjective for both (because using a perk that's in the game isn't "abuse" or just don't run that argument at all because it makes no sense

  • Except idk if it was an AI because they also came into my stream afterward and that would be kinda crazy for an AI to see that I was a TTV, load up my page, and type a message in chat???? idk

  • Played against one this past weekend for the first time in like 3 years.

    Ran into the same one less than an hour later. It was more funny than aggravating tbh

  • Ah yes, didn't think about Dead Hard because I don't use it XD

    Still what GoshJosh said because stealth killers (and Freddy) kill the perk and it's not a strong enough perk to need a counter

  • I just prefer the role where I feel like I have less power and can break ankles.

    When I play killer, I'm bored because I know I'm going to catch them. It's just a matter of "when" depending on how good they are. As survivor, the thrill of seeing how long I can outrun or juke a killer keeps me coming back

  • @Coordi said:

    https://forum.deadbydaylight.com/en/discussion/322486/my-first-hackers-since-2018

    Please do not post the screenshot here! I hope you were able to make the report in game, as it is mandatory, and additional evidence can be sent to support. https://forum.deadbydaylight.com/en/kb/articles/139-game-rules

    I did report them in game. Thanks for the info

  • @Brimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940575#Comment_2940575

    I mean with an ormond offering they knew exaclty how bad that map is for killer. If he didn't tunnel or camp he would have most likely gotten no kills.

    The lengths some of yall go to in order to defend toxic behavior that has no defense.

    Someone played a map offering to go to a map they like (that isn't even all that unbalanced) and your response is "I'm gOinG tO mAke SuRe thEIr gaMe iS mIseRaBle bCuZ I hAte iT....."

    You and OP need to grow up

  • @[Deleted User] said:

    i see it when against onryo but it doesnt do anything. and its in mutiple spots.

    https://us.v-cdn.net/6030815/uploads/OUFRY0VGKU50/20220505011215-1.jpg

    That's an effect of using a map as survivor to mark a certain spot. Has nothing to do with the killer lol

    I know that's not something people don't see very often because they are relatively useless (like most items are)

  • I wouldn't necessarily say mini games, but they definitely need to work on the quality of the game, the random crashes people get, the map designs, maybe even add new maps.

    The last thing the game needs at the moment is new survivors or killers. The game has too many perks as is. There's over 200 something perks in the game (survivor and killer combined) and maybe 20 of those get used on a consistent basis. Rebalance some perks and work on other things. We don't need 2 or 3 characters a year anymore

  • But you still killed half the team and I assume got 1 or 2 hooks on the ones who lives so..... 4 Dead Hards wasn't OP and it ended in a fair match. What's the issue here?

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2927405#Comment_2927405

    Killers just love complaining at the forums when they can't get kills, instead of finding a good setup that works for their personal play style.

    I've faced killers that have made the matches so hopeless that I've ended up just standing there.

    Faced a doctor who stacked up gen regression perks and brought an offering to The Game. After he got his first down, the game was over. Generators automatically exploded. He did his AoE shock in the middle of the map which reached everywhere. This forced everyone off the generators, which were then blocked by the entity while regressing automatically. Don't know exactly what perk combination he used but it bought him more time than Dead Hard times 5

    Everything you say in the forums in support of Dead Hard or the idea that maybe 90% of the people here are just bad and don't know how to outplay one "mid" perk that's only situational strong will be instantly shot down

  • @Triforcer said:

    My ideas (probably only doing one of these):

    • Make Lethal Pursuer and CI basekit (together) so that all killers have a general idea of how to get the game started
    • Give all killers Wraith's green (or maybe even purple) shadow dance speed for generators and doors (not pallets or vaults)
    • Survivors have to be on a gen for at least 5 seconds to prevent it from regressing (if it was regressing previously)
    1. Base kit Lethal Pursuer on the killers who can cross the map in seconds wouldn't make them dumb broken
    2. That add on is extremely strong which is why it's an add on so...... no.
    3. Out of your mind. Do you have an understanding of time and how long 5 seconds actually is? You want survivors to hold down a gen for 5 whole seconds to stop regression? That would mean that after a killer kicks a gen, the survivor has 5 whole seconds where skill checks may appear but no gen progress is being made. That's also a no. a hell no in fact
  • Never because it doesn't need a nerf

  • So first of all, survivor perks get nerfed all the time (CoH twice, DS at least twice, BT at least 2 or 3 times l, MoM, etc)

    I have video proof that "nobody runs other perks" is a false statement.

  • @SOULWARRIOR71K said:

    Context: Let's start off with what NOED actually does. It removes 1 health state. survivors can stack second chance perks to get 3/4/5 extra health states throughout the entire game, but then do not like when 1 health state gets removed during egc.

    Here's how I would fix NOED: each time a survivor uses a second chance perk, NOED gains a token (no longer a hex). If you want to benefit from having extra health states during the game, you now run the risk of losing a health state after the last gen pops/egc. Fair right?

    1. Gross over simplification of the perk because it also gives the killer a speed boost on top of making all m1s instadowns

    2. Your entire argument for NOED is based on the idea that perks like BT, DS, etc are "unfair second chances" which is a dumbass argument that needs to stop being echoed on these forums. BT only works against campers or proxy campers. If the killer hooks someone, walks away and goes after the rest of the team, BT does nothing. DS only works if the killer decides to go after the same survivor they just hooked within the past 60 seconds instead of the 3 other people on the team they could have chased. (Yes, there are situations like end game collapse where tunneling or camping might be the only way to secure a kill but going after the unhooker in both cases negates both of those perks šŸ¤·šŸ¾ā€ā™‚ļø

    3. Now moving on from there, let's say we go with this idea. So you're suggesting that if the killer camps people and activates BT over and over, tunnels people and gets hit by DS, they should be rewarded with that number of instadowns, a teammate not running any of those perks you hate should be 1 shot because of the perks other people bring? Make that make sense


    NOED is fine as is, as are the "second chance" perks you're basing your changes on

  • @DanielB said:

    There are some children and hiveminds here with some cringe logic and comments. Makes me want to play less Dead by Daylight.

    Hi, welcome to DBD. You must be new here.

    Also you literally asked why there is a cooldown after a missed feral frenzy attack..... that is the old Legion that was shown in the Cope video

  • I'm just trying to figure out what part of the lore people are claiming is being changed.

    If it's "Oh well he has an ex-girlfriend so he can't be gay" well that's....... not how that works at all lol. There are literally gay people who are married to women and have children but it's either A. For show to fit into the general societal or familial expectations or B: They discover later after entering said relationship that they aren't attracted to that person anymore

    Maybe there is something else that got changed, but if your argument has anything to do with his past relationship, it's a useless argument

  • Jukes and mind game are almost interchangeable depending on the context. I think it's one of those "a square is a rectangle, but a rectangle is not always a square" things.

    As an example, if you 360 someone, that is a mind game but not a juke. If you fake going one way while the killer is breaking a pallet but use their vision to go the other way, that is a mind game but also you juked the killer so it's both.

    Counterplay imo is just knowing what you should or shouldn't do in certain situations. If I'm against a huntress, counterplay would be pre-dropping pallets because if I drop it while she's right behind me, it's a free hit. Or a killer example that was used on one of my teammates: The Hag can place a trap in the exit gate before picking up someone if she has time (in this case she did) so when the survivor wiggles off because there's no close hooks, the Hag can still catch them using the trap. The survivor has to either trigger it, or slow to a crawl and get caught anyway so that's their counterplay for that situation

    Blind chance isn't a term I ever use so idk what you mean by it but there have been times where a Ghostface in stealth mode has walked past me and I had no idea he was coming but he didn't see me somehow and it allowed me to get away. I guess that counts?

  • I mainly do survivor and I'm very similar in that my win conditions have nothing to do with my survival or what is conventionally considered winning.

    If I have a fun game that's interactive and my whole teams dies but we got most of the gens done, I'll take it as a win. If I dodge most of the huntress hatchets and force her to m1 me in dead zones, that's a win. If a play I make allows another survivor to live, even if it means me dying in the process, that's a win.

    At the end of the day, my goal is to have as much interactivity with the killer, make some well timed hook sabos to save teammates, and maybe get a few mind games or 360s in. Everything else is irrelevant

  • @humanbeing1704 said:

    Why would you queue up and then afk on map release day like ok then

    That's what I'm saying! Like, anyone who queues up after a map update KNOWS what map they're going to get. You don't want the new map, play a different game for a week until the rotation goes back to normal

  • Welcome back

  • O well that happens with every new DBD map update. They'll fix that in like 3 months. The map itself though looks great, it's pretty small so killers shouldn't have too much issue getting from 1 side to the other like old Haddonfield, and the middle is VERY open which helps some killers more than others

  • @Pulsar said:

    Is Haddonfield still that bad?

    Not to me? But like, I haven't played on it with Killer yet and have only done like 3 survivor matches.

    It's just kinda weird to adjust to because the layout is very different. Huntresses, Billy, and Blight will love it. It's very open

  • @AntiJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917362#Comment_2917362

    Tell me, what do you do when two survivors, both with 22 charge flashlights and built to last, go into the double lockers at a single pallet jungle gym? Elaborate to me what the counter to that is?

    Simple. You win because half a team is constantly traveling together and jumping in lockers to make cheeky plays which means they're not spread out on gens and probably aren't doing gens at all once you chase one of them

  • That sounds like a reasonable amount of time for a heal

  • In response to OP, the only idea needed to decrease frustration is to realize that most SWF are not the toxic bully squads the forums would have you believe they are and they are just as good/bad (and sometimes worse) as the rest of the player base

  • @Icaurs said:

    Why, what specific advantages do swf have?

    There's plenty, but communication is the huge one

  • I mostly just think it's boring and cowardly. It sucks to be the person slugged because you're just stuck on the ground bleeding out for 4 minutes and it sucks to be the person playing hide and seek because there's no way you're getting a gen done, there's no hatch, and you know the slugged person is being used as bait.

    If you're down to two people and the gens aren't done, you already basically won. Hook the person and play the game out however it plays. Chances are you'll find the hatch before they do anyway being the faster person, especially if you have someone like Wraith, Spirit, Billy, Nurse, Blight, or anyone who can cover long distances in shorts amount of time

  • *stares at Feng Min's placement*

    I'll see you at Shack 😔

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