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RayrafLPP

RayrafLPP

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RayrafLPP
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  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/162996/after-about-50-games-of-ph-i-got-1-time-dsed

    Thank you for clarifying that PH is unbalanced with a 4k rate of 80% against even the strongest survivor team setup. Good to know. Enjoy it while it lasts. :)

    My 4k rate is higher ;)

  • @aregularplayer said:

    this means you are a bad PH. there is literally zero reasons to DS'ed while playing him, it's a free tunnel killer. how did you?

    The one DS? 3 claudettes looking the same and teaming up on a gen. I didnt torment any of them because i got them hit on a gen with his range attack and later that game I confused them :)

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365288#Comment_1365288

    @RayrafLPP

    They aren't that rare once people get good with PH. Spawning right next to Ruin isn't a survivor choice, it's a game choice. PH going back to tunnel the survivor off the cage is a choice.

    Well in this case you could say the survivor could leave it for a minute out of fairness. But they wont. Its a survivor choice as well. The game does not force the survivors to cleanse.

    Its not even smart every time, it happens so frequently that survivors spawn on your totems right away that I used haunted grounds as only hex perk for some time.

    But both are players choice thats for sure.

  • @OtakuBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365263#Comment_1365263

    No. They aren't. Every Claudette for the past 2 weeks has had on that gold dress and most aren't P3 if they main Claudette. The she's Black so she's hard to see excuse to played out to high heaven. Have you seen P3 Dwight on Yamoka. Yeah no you haven't. Because no only is he blending in you're not actively looking for a Dwight most of the time as killer. Claudette's get tunneled no matter what.

    I wore the gold dress, rank 1, no perks, no items and STILL got tunneled for being "hard to see". That excuse is bullshit. Just say you hate Claudette's because of either 1 YouTuber or you're a bandwagon hater. Period.

    The most toxic mains are Dwights and everyone is that stupid cult of Dwight have been the most toxic, racist, hacking, PoS, I've ever seen in any game.

    ######### wich youtuber? XD I play rank 1 killer for 2 years now and the only other character blending every time is adam. But you see claudettes most of the time so its them who scare me.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365222#Comment_1365222

    @RayrafLPP

    Those aren't the only reasons. Some maps are very small so whether you're running or not, it is not going to matter... you will get there at the same time they get there, at best.

    I don't get this mentality. I hear people saying "Well if you weren't flocking around the caged survivor, I wouldn't have camped".... and now you're suggesting to basically do just that. Hmmm.

    You have to be able to see it from both perspectives, and while those are legitimate reasons why the killer might be there before a survivor gets there, that is in no way any more balanced considering that they are getting another free down-turned mori. You can't make a safe release if PH isn't going to have a consequence for going back.

    Well that rare situation where survivors have no chance being faster then PH is unlucky. Like its unlucky when survivors SPAWN on your Ruin etc.

    Im doing my archive quests as survivor right now and usually its on the survivors if saves go wrong. Sure there may be exceptions, but thats just unlucky and doesnt deserve a rework of a new released killer.

  • Well every of the mentioned characters can actually be seen. claudettes cant.

    I dont mind colerfull claudes, but the urban evasion ones that are like 90% of them

  • @tixerp said:

    https://forum.deadbydaylight.com/en/discussion/comment/1365222#Comment_1365222

    Personally, I feel the same way. As I said, I haven't seen a single tunneling PH so far. My suggestion isn't for nerfing him as it really wouldn't change your normal PH experience, but it instead slightly discourages tunneling if someone tried, and instead gives him a different kind of edge (killer instinct on the un-hooker). So I wouldn't be opposed to a kind of change like this, but I still feel it's unnecessary.

    I think he is perfectly fine, if survivors are too slow its on them. You cant hold their hands forever. People got extremely cocky while they had BT or DS activated and most of the people that complay now are just mad that they dont get 60 seconds of "i can run in the killers face without being punished because i have DS unbreakable combo"

  • @BigBrainMegMain said:

    No dick pics?

    Come on.

    I didnt capture it sry^^ But I would love a thread of pyramid head drawing screenshots :D i guess ill open one

  • @OtakuBurrito said:

    yeah it was funny the first time for me. but constantly having dicks drawn on you for playing claudette is uh yeah...big waste of my time

    Well I think this is justified XD claudettes are evil.

  • I dont get this, The cage spawns on the other end of the map.

    Theres are two reasons why PH could be there before you:

    1. Everybody runs Urban evasion and you are just to slow getting there. Maybe these people should learn how to run.
    2. Oh you wanted to finish your gen wich was at 60%? well gens over friends i guess, but dont complain about the killer creating some pressure when they notice you sit on gens and only rescue last second.

    Theres nothing wrong with his cages. I can understand some cases of people complaining about camping and tunneling off hooks, because the killer was aready there, but the cages?

    No.

    This killer is extremely balanced, even his range attack is easy to dodge.

    I say leave him as he is and thats it.

  • I guess I got lucky and got people who didnt know the new map.

    2 entity displeased and in the third game I got it. so I stayed rank 1^^

    gl its a hard one.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364206#Comment_1364206

    It's just that this:

    DCs are used as a tool by now.

    Made it sound like you thought the DC was intentional.

    well because it was.

    4 man.

    3 gens done.

    rescue failed so the person DCs and the one on hook lets herself die.

    2 gens 2 people one of them with a key.

    now they have a good chance to find the hatch with the key. Thats due to the DC

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364176#Comment_1364176

    Well, the DC was still unrelated. They couldn't have seen the hatch or known where it was before that DC.

    Yes? It was luck, i wrote down 20 seconds later. But the DC was without a reason, it would have been first hook for this person.

    They DCd and the other one was dead, now its 2 gens 2 people and They have a good chance to find the hatch.

  • I think i got confused while writing. There were three people left and 3 gens done --> one has to DC so hatch spawns.

    They were a 4 man ( at least thats what it seems like because at the first hook they tried to sabo and bodyblock wich left 1 on hook and 2 people injured. then 1 gen popped, I got into another chase with an injured person the others heal up.

    Then I run into the first person again, i took a long time to get them down again and just as i hooked the person 2 gens pop.

    I see a person right next to the hook and down them. --> DC and the person on the hook let themselves die.

    20 seconds later both of the other survivor escaped though hatch. Thats the complete story of the game.

    Yes I got confused while writing that down, but the topic of this Thread is DCing as a weapon.

  • @Orion said:

    Your math doesn't add up. If there were 3 gens left, that means they repaired 2, so the hatch couldn't have spawned yet. That was either an extremely rare glitch or a straight-up cheat.

    Nah it was me confusing words: three gens done

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/162521/soooo-doesnt-it-get-tested

    We did it everybody we finally balanced spirit by removing all survivor sounds!

    Well actually thats trued XD sucks for the other killers but Spirit is finally balanced

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1355907#Comment_1355907

    This is the first occurrence and explained by Cheryl being bound to evil by her backstory. All other occurences are like "you don't work on this gen anymore" or "let's block this window, time to get down". I don't see any clue that would support a positive or neutral position towards survivors. Cheryls perk would be in my understanding an "abuse" of her unnatural bond, that the entity does not necessarily like

    The entity punishes camping (emblems) but killers are stubborn creatures who dont care about the entitys emblems.

    The entity wants a show. Camping isnt nice to watch. So the entity teleports the survivors so the show can go on ;)

  • Guys, Rng can be limited.

    Its RNG where you spawn, however you will never spawn 3m away from the killer.

    The same should be done with totems, just spawning on them is -1 perk for the killer at the start of the game.

  • The entity wants a nice fight. The new survivor perk makes the entity block gens FOR the survivors. So its clearly not anti survivor ^^

  • @Orionbash said:

    If you slug for the 4k, and I've been picked up once and you slug me again...I'm not waiting around to bleed out or to be picked up again. Either hook me and begin end game against the last survivor or they can get the hatch. The D/C penalty is often less time than it would take for me to finish that game.

    Well that implies youre a solo survivor.

    Dc for hatch is something SWFs can abuse.

    You missed the point

  • @I_Teabag_Gate said:

    The hatch mechanic is bad. It's bad for both survivors and killers. Survivors don't want to wait 3 minutes to bleed out if they are slugged.

    there is a difference.

    DC to gain an advantage is an exploit

    Slugging to let survivors bleed out is just a rude part of the game

  • She probably need another rework.

    On one hand she is The Best killer in the game by a mile (if played by a good nurse player)

    On the other hand she is just frustrating af.

    Also she has a million bugs (double stun for example) which make her even worse.

    I would say nerf to a point where she isnt OP in the right hands and just remove the fatigue in trade.

    Stuns are unfun in every game. And killers who stun themselves are unfun by nature.

  • When im the last survivor I try to get hatch and if the killer closes it I will make noise so the kiler finds me. He earned the 4k at this moment. (If it was a hardcore camper i try to get through the exit gates still)

  • @Mookywolf said:

    i too apologize for the three games i had to be useless, and thank you to the spirit who basement camped someone else. sorry to the person who got camped though.

    When camping becomes appreciated^^

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1334276#Comment_1334276

    I think you are missing the point tbh. This idea, whether added as a new perk or already active perk would not end well. You do realise that picking up survivors quicker leaves little to no time for flashlight saves or pallet saves. Right now you're thinking of only killer benefits. It's not a matter of playtime. You can still have 20 minute games without fast pickup time times. If someone is sabotaging a hook, a quick drop or Save The Best For Last will destroy them. Makeing the third and only other form of save useless. As a perk on it's own, it is pointless as why would you need to pickup survivors faster if you have no one around? Save an extra second or 2 sure but really. If you haven't thought about the negatives with how basement can be abused more with this, you have ill considered this whole idea.

    Think about the effect for both sides. Honestly, pickup and drop times are fine. As a killer player, I have no problem with them. If I was, I'd just use Fire Up. That's what it's there for. To make a new perk would just make Fire Up pointless.

    What you can argue instead is to slightly increase numbers on Fire Up.

    I really dont like fire it up because you get "rewarded" for losing.

    You say it would save 2 seconds, thats 24 seconds total and IMO thats a huge deal at times of 5 minute games. I also recommended that it wouldnt stack (like shadowborn and M&A)

    There are counters in the game. Calm spirit counters doctors abillity for example.

    This perk would "counter" pallet stuns and flashlight saves. And IMO it wouldnt even do this that hard, flashlight saves and pallet saves fail because of timing more often then because of time to get there.

    You say it would save a second, then it only takes away a second for survivors running for a save.

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1334264#Comment_1334264

    Exactly. Honestly, it just feels like they really want a basement build. Cause that's all Iron Grasp and Agitation are combined for. This guy wants an easier time of bringing them to basement if you ask me 😅

    dude I just want a perk that lets me pick up survivors faster XD and since agitation would fit for this (IMO) i suggested this perk to get it, however i also said it could be a completely new perk like 15/20/25% or something. I want a "fast playtime" build thats something different.

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/comment/1334251#Comment_1334251

    No I mean if you have a 3rd perk that makes pickups faster. It just makes it for a basement build and that's it. Agitation and Iron Grasp are enough to deal with as survivors cant even wiggle with normal speed out of grasp unless hits or or sabo are taken. The pickup and drop speeds are fine, just face a wall and check pallets. You will always get to a hook.

    you didnt get the point, its not about flashlight saves or something like that, its about time.

    I dont see how a faster pickup has anything to do with basement

  • @ViolentSh4de said:

    Picking up survivors is already super fast, why would you need a perk to make that slightly faster

    because the whole process isnt fast at all.

    The second you down a survivor afer a chase you have:

    about 1,5 seconds of the hit animation, 4 seconds picking the survivor up, up to 10 seconds carrying the survivor, and then 3 seconds to put him on the hook. thats 7,5-17,5 seconds to hook a survivor every time. it doesnt seem like much but it adds up. for example if your first downed survivor costs you 12 seconds, thats 12 seconds to you but for the other 3 survivor its 12 seconds each. And this is time you dont have as a redrank killer against a decent team.

  • @PodgeNotRodge said:

    https://forum.deadbydaylight.com/en/discussion/159078/iron-grasp-agitation-buff

    So, basically. You want to bring people to the basement easier? XD cause that's the only reason you would ever have those two together unless you're new to the game or just dont have alot of teachables. Cause if this goes through, just run those 3 perks with Mad Grit and every game will be a basement game. And if you're someone like Trapper or an easy camp killer, where is the skill and fun in that. If you're able to pick up and drop quicker, it just makes any sort of save impossible. Just use Fire Up. It's what it is there for and it does other actions too. May not be what you'd like but it's the way it is.

    I dont want it on both of them^^ As i suggested, i only want a perk that picks up survivors faster. however iron grasp and agitation are no super good perks, but i think this addition could fit one of them. I would like it on agitation so you can safe alot of time by using these perk.

  • Devs: Camping is a strategy

    Devs: death threats are against the rules and banable.

    If a bubba facecamps you, do gens and 2-3 people escape.

    Its not that hard.

    But I dont get why these people dont get banned immediately for this kind of stuff.

    There are many camping killers out there and im sure its not a one time death threat by their side. There should be a trackig system for special words like these. Cant be too hard to band people who wish death upon families

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331316#Comment_1331316

    There isn't. You have some similar jungle/pallet gyms, and one l-t wall. There is no structure on the map that is like the shack how you describe- the freezer room is the closest I can think of.

    There is XD I dont know how to argue. You google "the game dbd" and you will get an image of the map layout. The shack tile is always in the lower area. Maybe someone can help and get a picture of it, but there is a shack formed tile. im 100% sure. It just doesnt have the same textures

  • @Steel_Eyed said:

    Would I be wrong to say that the complaint is that other people are better at the game then you are? There are situations you don’t know how to react to and this is a problem with the game?

    https://forum.deadbydaylight.com/en/discussion/158730/a-horrible-experience

    Well considering I asked for tips and help, would it be wrong to say that you werent able to see what this thread is about?

    Off course there are people better then me in this game. I lost to good survivors who won mindgames before. But these guys just ran tiles correctly and were on comms because no survivor would be able to sneak in for a bodyblock at the perfect time twice.

    I never said its a problem with the game even if I think there its unbalanced. But this doesnt matter because I asked for help and tips in this thread.

  • @Lazerboy88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331297#Comment_1331297

    No in the OP he says “Map - The Game” and I am also confused what he ment by shack tile.. there is no shack there

    There is no real shack in the game, however there is a tile that is exacty formed like the shack. God pallet, window and a doorway.

    So i call it shack

  • @GoodBoyKaru said:

    Okay but how did they run to the shack if the map was The Game? It doesn't have a Shack.

    there is a shack formed tile in the game

  • @KingFrost said:

    Well, what perks were you running?

    I'd recommend whispers for starters. It saves you a lot of time finding survivors. You can skip gens you know there are no survivors nearby.

    Ultimately though, if the players are better than you, you have to kind of lower your expectations. Better players will win most of the time. You can then either decide to use them as practice to get better, you can give up, or you can try to force a 3-gen and keep them from completing it.

    I was Running BBQ, Thana, Dying light and monitor. However I know how good whispers is, but I had no problem finding people this game^^

  • Thanks for all the answers guys, this thread is not for a special reason, I just dont play survivor that often and its just nice to gain a bit of insight :)

  • you dont need another account to smurf. The rank reset system is just dumb. I was rank 1 both sides, took a 6 month break and then feel bad because I run killers for 5 gens or get all survivors in 3 minutes to death hook. You cant blame people for not playing the game some time, blame the design of Rank reset and MM in general.

  • Honestly thats the big Problem of the game aside from all the bugs.

    Good killers < Good survivors. Equal skill means not a good game.

    with sub 100 hours you can defenetively improve as killer/Pig. If you want to learn something then watch scorpionz. youll learn when to use your power correctly.

    Aside from that you could try to guess if people are a SWF.

    I try to play fair and I try to win. But sometimes when you think theres an SWF in your lobby just take a mori with you. You will see in match when you get genrushed to death and if thats the case You can tunnel and mori after first hook to even the odds. a 3v1 against a good swf is still hard AF. And If you dont get genrushed and its actually a nice match you dont have to use your mori.

  • @toxik_survivor said:

    Lets just start off with bubba. We all know he needs a buff and some might even say rework, but that isn’t necessary. He’s had and still has plenty of potential, just speed things up with him like chainsaw charge time, how fast he is when using his chainsaw and increase the number of swings he could do with the chainsaw, he has many more categories you can buff.

    Next is Legion. Honestly all I know about him is that he’s not very good, legion mains will have to back me up on this one. I say bring old legion back I’m not sure why he was nerfed. Or even make it we’re you see everyone with killers instinct.

    lastly I would say pig needs a buff. Make it where survivors can’t see the boxes to get the trap off there head. And again I’m not to familiar with pig I just know she needs a buff, again pig mains back me up✌️😉

    Legion, Bubba and clown need a buff. I disagree with pig, she needs a tweak if anything. She shouldnt see the auras of Jigsaw boxes but combat straps and faster use of her dash should be basekit. But If that happens and the rest of the map layouts get fixed I think she would be perfectly balanced.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1316744#Comment_1316744

    Having a headset to listen to what the game is providing isnt "unfair" at all. The game offers different sounds from left to right and a headset is the easiest way to experience those sounds. Its the same for many things...not Just Spirit. Hearing the revving of Billys chainsaw and being able to tell which direction its coming from for example...

    If a spirit has a good headset you cant mindgame her at all. Its just guessing for survivors. No skill involved just a good headset

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/157121/should-op-structures-be-fixed

    Yes, its healthy, there are also deadzones and structures with weak vaults and pallets or even without any vaults or pallets that allow for an easy hit. So there should be structures that have strong vaults or many vaults that make getting a hit harder.

    It's up to you wether you let yourself be distracted in an obviously survivor sided structure, just like its up to a survivor to run through a deadzone while being chased. The only real downside about deadzones, however, is that some killers are extremely strong in breaking loops AND catching up in deadzones(coughcoughspiritcoughcough) to a point where you can go to pee as the killer, come back and still get a 4k.

    Well we dont need to talk about spirit. A good headset as wincondition is comparable to Discord and SWF. its just an unfair advantage

  • @LordGlint said:

    You said the L T wall pallet was never destroyed...but L T walls do not HAVE pallets. Typically L T walls are among the weakest structures in the game, only stronger than Z walls.

    Youre right, i confused this^^' The shack pallet was never destroyed

  • Some Aspects are heavily unbalanced.

    Survivors have more unbalanced things (many perks and some tiles and keys)

    And killers have less unbalanced things but far more hardcore then the things survivors have --> Moris and noed.

    Also Spirit is an unbalanced killer imo

    but now the god windows have been reduced its a step into the right direction.

    The game will be way more balanced when Keys and moris get changed (hopefully on the same patch)

  • @Sydraen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1261516#Comment_1261516

    Yikes, most people CANT use it because its highly situational, you have to be injured and you have to be 100% sure theres going to be a pallete or even a window there and even then theres plenty of errors to be made when looking behind you and not seeing infront of you, directions on it mess up plenty bc of camera etc; or its broken by the game. You're saying that because someone out there is actually able to successfully pull of the perfect DH scenario where they happen to find the perfect loop, and the pallete is there, the perk needs a nerf?

    Saying its not a one time use is silly, none of the exhaustion perks are, but the fact that a killer is going to chase an injured person 99% of the time after landing the first hit guarantees theyre never coming off the exhaustion once its used until theyre downed, unless you leave them injured, hiding for it to come back or theyre healed to full. Most of the time you can bait the deadhard by leading them into a location where theyre either forced to use it or they just dont have the option and skip on it.

    I dont understand the distance alternative, would you rather DH just make them stand in place, give them an invunerability shield for a split second as you swing and then leave them exposed to another hit as soon as killer miss animation is over because they had no way to get distance?

    Its like someone saving a vault for lithe until theyre injured, and then slamming a pallete on you as you swing, hit missing, and vaulting a window to get a sprint burst off it, with the bus scenario loop I guess, it would be almost exactly the same, except the sprint burst would give them more distance.

    Its all situational and good players will know how to make the most of it?

    I'm gonna leave it here I thinks.

    Use an exhaustion addon, you counter it 100% of the time then.

    If you play survivor you will get injured. Thats why its not situational. For a rework suggestion I would make it a stun if time correct.

    Some ideas:

    Killer chases a survivor and right when the lunge is in progress the survivor uses dead hard --> turns around and hits the weapon away. Killer gets stunned for a short time and the survivor has time to create distance.

    So killers could counter that with a good play (last second planned missed attack or come extremely close and not lunging)

    I want it nerfed because a small number of people know how to run it perfectly? YES. Dead hard used by a good person GRANTS you at least 30 more seconds of chase. thats extremely powerful.

    Just because most survivors dont know how to use it it doesnt mean it is an okay perk. Dead hard is comparable to spirit.

    A good spirit player has no counterplay against. Survivors dont get any information where Spirit is phasing and they just have to guess on which side of the window/pallet you can stand. No skill involved.

  • @Galklife said:

    your DH bug would be ok if only latency wasnt crap and half of the time you get exhausted on the ground

    about ranks i can agree with MM being awful BUT current emblem system is pushing survs into red ranks (to the point its hard to depip), so all survs are pushed into red ranks xd emblems for killers are working i would say okish, but survs are just pushed to rank up (remove safetypip for survs when)

    you missed a some of killer perks (but ok you played killer so you didnt noticed them, about surv perks, from listed ones imo you can nerf all i never used them but in exchange i would like to see some killers meta perks nerfed as well like: CD on infectious fright, less time for Pop, slowdown not stacking (i mean thana + dying light or thana + mangled not stacking only higher % slowdown works)

    i know fair killers still get toxic messages in post game chat but same goes for soloQ survs from killers, dude my build: bond, small game, inner str, plunders and its funny how killers tend to hard tunnel when there is no obsession in the game so no DS (so killer is rewarding survivors for not using meta perks via tunneling crap out of them)

    Edit: Both sides are problematic but if someone plays 1 side he can only see 1 side of it, and you still have to remember there is 4x more survs so you have 4x bigger chance you find douchebag

    I agree that I forgot some killer perks. If survivor perks get a tweak I can see things like pop and infectous frigth being nerfed too.

    BUT i think Thana and Dying light are extremely bad perks and nerfing them would add them to the monstrous shrine cathegory.

    Thana Gives 16% max after injuring everyone and dying light Buffs a survivor. If you get a lot of stacks via dying light you would have won already, but if you struggle to hook people fast it only buffs a survivor as a killer perk. I realy disagree that you should nerf these two.

    I Also played survivor at rank 1 and will be again in a few days when i finished the killer archives. So I know that Moris and noed are a huge problem.

  • @Sydraen said:

    I feel like getting red rank on survivor is too easy, you can do gens the whole game, heal a few people who find you and do maybe a totem and bam, you're pippin your way to rank 1. Alot of people there dont know how to play against a killer, how to chase I guess and it can give you a false sense of how good you are when playing against these people which I dont like, since it makes facing actually good players then feel like a discredit to the skills you though you had LOL!

    Its a strange and stressful way to try and learn the game, especially if youre lower ranks with the haywire matchmaking system rn.

    I agree with the perks kinda, DH doesnt give too much distance (a lunge can smack em silly half the time) and doesnt work with dedicated servers half the time, so its nice that it can atleast secure a window in some instances.

    Dead hard Is a huge problem IMO.

    Lets compare it to other exaustion perks:

    Head on: can be countered easy. You need setup time for it to work.

    Lithe, and Balanced Landing: You need special places to make the perk work. It is limited to these places.

    Sprintburst: Probably the 2nd strongest exaustion perk. You can use it any time and 99 it after use. But its used at the start of a chase. The killer has two options: chase the survivor who created much distance or just let them go and look for someone else.

    Dead hard: You need to be injured, but if you are you can use it any time. And here is my connection to the "balance for the top 3%":

    Dead hard is poorly used by like 90% of survivors. BUT the actual decent playes know how too loop.

    Lets say you have a small tile with a pallet and a truck. You can run around it like 2 times and then the killer is close enough to hit you.

    With dead hard people run another round with perfect safety. The killer would be just close enough to get you but you use dead hard for distance and get to the pallet even though you made a mistake. The killer cant counter it. And it adds more then enough time to reach the next pallet. Also its not a 1 time use so a killer has to go though this alot of times.

    You have no counterplay as a killer. And you have to follow because you have committed time to the chase already. It is completely different then the other exaustion perks.

    The others --> situational

    Dead hard --> always usable.

    You said a lunge can get them? not if they play the perk to its fullest. The lunge will be canceled as the pallet drops on your head.

  • @Kai6864 said:

    I think it would be very boring in my opinion. Perks are what allows us to switch up the outcome and make the game more interesting.

    Without scratch marks, I think I'd be afraid to play most killers, including Nurse who relies on scratch marks to find survivors during fatigue. Spirit would also be very difficult when travelling from long distances as her base speed in Haunting is not that special.

    I think saving your teammates could be difficult too. You don't get alerted when a teammate is saved so it could end up with 3 survivors hooked and the person is carrying on with a gen.

    This mode would make Ghostface and Wraith be pretty pointless. Nurse and Legion would have too much trouble with fatigue.

    Survivors could leave a loop and the killer could never know. Blendettes would gain an unreal advantage. Survivors would have far too much of an advantage.

    Many structures would also become useless - no one would go near high structures meant to activate BL, the killer shack could be very troublesome for killers, infinites like Ironworks could be an issue as you may not know where they went. The Game map would be absolute hell, Lery's and Hawkins too.

    Without a HUD, Nurse would have trouble with blink charges, Trapper would have trouble with traps, Hag would have to guess her traps, same with Freddy's pools and pallets - he could be reusing them over and over. As Pig, you can gain a huge advantage by patrolling boxes yet that can be a huge waste of time if they already removed their bear trap. Legion would be affected too, if they activate Frenzy on a healthy survivor but all others are injured, their power would effectively be wasted.

    It would rely on sound a lot too, knowing when perks are back from cooldown, which can be difficult amidst the janky, loud chase music and the SCREAMS of Nurse in fatigue.

    I could see the frustrations of killers becoming so unbelievably high that the queue times would skyrocket and nobody would play this mode. Essentially, you would be seeing Billy's gliding around the map not being able to find anyone, Nurses blinking to infinity and beyond, Spirits popping out on the other side of the map and Demogorgon would be completely lost without scratch marks with his portals.

    A very cool and original idea however, props for that!

    thanks for the comment :) I know it would be MASSIVELY frustratin, i just like the idea of a realistic mode just for the lulz. These kind of gamemodes will never be implemented because they are nieche gamemodes, but i think some people would enjoy it for a little while.

  • There are pictures with 4 rank 5 vs a level 15 killer so this is kinda nice matchmaking compared to other rounds

  • @Ardjet said:

    https://forum.deadbydaylight.com/en/discussion/comment/1170145#Comment_1170145

    Haha, this is a funny post. Hold on, I´ll just finish this match and add another to my current 29 4k streak (all at rank 1, yes) and get back to you.

    This whole discussion is getting very old. The game simply isn´t as black or white as a lot of people on this forum has it out to be. It usually comes down to two factors; you needing more practice or the general bad luck.

    29 is a bit much but im a decent killer too.

    The problem is that theres a huge difference between rank 1 survivors and rank 1 survivors.

    Lets say the game would actually measure skill with ranks.

    Then I should be like a rank 4 killer (top 20%) I dont know everything about the game, but I have understood what does what. Im able to mindgame etc.

    There are survivors that you cant win against with certain killers. And I had a streak against people like this. Youll get send to haddonfield etc.

    Its just frustrating. You have a game against potatoe survivors or a game against a super gen rush squad. Both games are not fun the first one being to easy and the second one unwinnable.

    Also I play on PS4 at night. which is the best time for hardcore squads.

  • @LetsPlayTogether said:

    Loosing as killer = ranting about it being last game. Obviously youre not suited to play DbD.

    Its not losing that makes the game unfun. But empathy isnt your strongest abillity I guess, Sad life you have there posting comments like this

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