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Real_RUBB3R

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  • @fay13 said:

    this tapp just got unhooked and within 3 seconds he insta healed , (no one had for the people and and no one had a syringe) , i'm new to the game , what park does this? thank you

    Could be a combination of things. Tapp could have had Resurgence, and the rescuer could have had We'll Make It, there could have been 2 people both healing him, maybe one even with We'll Make It.


    Or it could just be a hacker. But if you're new to the game I doubt you're going against hackers already. Never know though

  • @Nos37 said:

    If all a survivor has to do is play stealthy/selfish, or get carried out the gate by friends to get their Adepts, then why does the killer have to get Merciless and 4k does not count??

    Either reduce the restrictions to 4k, or make it so that Survivors need 4 Irridescent emblems AND NO Survive With Friends help. Fair should be fair.

    Honestly. Survivor adepts should be harder to get, because survivor plays the exact same pretty much no matter what perks you have, with the exception of a couple like Object of Obsession or No Mither. Every single killer plays differently, so you have to adapt to how they play, and then on top of that you need to get a Merciless Victory. For survivor adepts you could literally just hide all game and do absolutely nothing to help your teammates, and let them either die out one by one and escape through hatch, or they all finish the gens without you and you get a gate escape for free. Survivor adepts are significantly easier to get and it really should change

  • @Munqaxus said:

    Don't double-nerf Boil Over. Add hooks to the problem stages like RCPD, Forsaken Boneyard and any other stages where a Killer isn't able to reach a hook. Don't also remove the 25% struggle timer from falling, effectively double-nerfing Boil Over.

    Boil Over is not a strong perk, it's a perk that is being abused on certain stages. If you add hooks to the problem stages, then Boil Over can not longer be abused.

    Boil Over honestly deserved the nerf it got. 25% for simple dropping from the smallest height was way too much, if the survivor brought it with Unbreakable + Flip Flop and you hesistate for even a second to pick them up, they're gonna wiggle out in like 4 seconds flat. It was ridiculous. The perk still applies a penalty for dropping from a height, it just requires you to actually wiggle for a bit to get value, instead of getting 25% instant value. Maybe the penalty should be upped slightly, like 40-50% of the current wiggle progress as opposed to just 33%, but you do not need a free 25% wiggle bonus just because the killer stepped down a couple stairs.

    With how it works now, I highly doubt they're going to nerf it again, it isn't powerful enough to be abusable, but not weak enough to be completely unusable

  • @DivergentRunner12345 said:

    Literally Zombies can face camp, down, and help Nemesis essentially get 4ks all the time with no skill. Except camping and just being rude the entire time. I am sick and tired of having to deal with how horrible these Nemesis players are. The zombies should be nerfed at least or taken away. Like it's not cool at all.

    Do you really have that hard of a time with his Zombies? Because that sounds like more of an issue with how you play against Nemesis, practically half the time when I play Nemesis my zombies do absolutely nothing at all.

    Zombies actually doing something for once is probably about as often as Infinite Tombstone Myers games, they are arguably the least powerful thing about playing against Nemesis

  • I really hate it when this is the only argument people have for this kind of stuff. Yes it is just a game, that isn't the point. People do it for the purpose of pissing you off and harassing you, it's an issue with the person, not the game.

  • I play pretty much exclusively Solo Queue, one perk that can be VERY helpful is Kindred, it lets you see if anyone else is going for saves, and shows you the killer if they aren't undetectable, and then the same applies for all your teammates when you get hooked. However, I don't usually find myself running this perk, as I usually don't find it necessary.

    The other perk I always bring every game no matter what is Borrowed Time. If I have it on a survivor, I WILL bring it, no exceptions. Because I don't want to be the guy who never unhooks someone because he doesn't have BT, and I don't wanna be the guy who unhooks in the killer's face only for the person who was on hook to get farmed and tunneled.

    I used to also bring Spine Chill a lot, and I probably will start to again eventually, but I've been trying to play without it to see how well I do, I mostly just brought it for killers with Tinkerer or for Stealth killers like Wraith, Myers, Ghostface, etc.

  • As much as I agree that RPD has it's several issues, whenever I end up on it I usually have a good time, unless it's against a Trapper or a Hag maybe.

  • @Pulsar said:

    I would support this change.

    Also, a QoL update to Dead Man's Switch. Have it block the gen only if all Survivors get off of it. Currently, if two people are repairing and one lets go, it's blocked. That's dumb.

    Even as a killer main who uses the combo, this is a change I would support. No reason for a gen to get blocked when ONE survivor lets go of the generator, and punish any other survivor who is still working on it.

    However, I do not agree at all with that OP said. There's no reason a survivor should be able to complete a skill check as they are running away from a generator, Overcharge is not excluded from this either. Do you know how ######### it would feel to be playing killer, pressure a survivor off a generator and chase them, only for them to land a great skill check, or a good one with Stake Out, and complete the gen when they could be MILES away from it? This sort of thing could also lead to de-sync issues I'm betting, where a survivor could land a great skill check while the killer is kicking the gen, and pop it, and then perhaps lock the killer in place somehow because of a glitch. I honestly do not think survivors should have the possibility of being rewarded while running away from a generator, and as I read from some other comments here, making skill checks cancel entirely if you leave a generator wouldn't be a good idea either, it would render perks like Overcharge, Oppression, and Unnerving Presence practically useless, because a survivor can just avoid the penalty for missing the skill check by letting go of the generator.

  • @[Deleted User] said:

    This is one of the reasons many did not want to see this iteration of Dead Man's Switch go live. I physically can't stay on the gen when DMS is combo'd with Pain Resonance. It's not fun to have a gen blow in your face and then be locked for that amount of time. It feels like you're repairing the same generator for an eternity and getting nowhere. This is not where the meta should be going.

    Here's some tips to improve your gameplay if you're really having that much of an issue with DMS.

    1. If it feels like you're doing the same gen for an eternity, go and do another generator. Up the pressure on the killer, you aren't limited to doing one generator at a time for a reason.
    2. If you get annoyed from the fact that Pain Res forces DMS to activate, try letting go of the gen before you see someone get hooked, that guarantees that DMS doesn't activate. Pain Resonance will still apply the penalty, but you'll be able to continue working on the gen after it pops the gen.
    3. If you really don't want to let go of the gen before people are hooked, for some reason, then do note that when Pain Res procs and forces DMS to activate, the generator does not begin to regress when DMS expires, so it retains the same progression it had at the start of the DMS timer until the killer kicks it again. And the killer can't combine this with something like Pop Goes The Weasel either, because PGTW lasts for 45 seconds MAX after hooking a survivor, the same duration that DMS lasts. The only way the killer could get PGTW to work with DMS is if they have DMS at Tier 1 or something and are sitting on the gen when it expires. And even if the killer DOES try doing this, repeat what I said in #2. Chances are, when they get to you, it would have been about 10 seconds or more, yes? That means when you eventually do let go of the generator, that blocks the generator for 35 seconds, and denies them of their PGTW value. Even if they somehow make it to the gen and pressure you off it in less than 10 seconds, PGTW also applies at the END of the kicking animation, if the killer begins the kick animation and PGTW expires mid animation, it does not apply the regression penalty.
  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798931#Comment_2798931

    Did people really get 12k shards on the same account?

    Some people have, yes. Or at least claim to have.

  • Yep, because Brand New Parts' bonus applies over 5 seconds, and if every single survivor has one on a single gen and lands both skill checks, that's 25% over 5 seconds on each survivor, adding up to a total of 100% because there's 4 survivors applying 25%

  • @Sepex said:

    I got 6000 shards and I didnt even play Bubba not once ever. Used it to buy David King some new pants.

    This is the exact reason why this whole situation is so infuriating to me. People who never even played Bubba have been receiving shards, some have been receiving double, while the rest of us who were supposed to get them haven't received any compensation yet.

  • @foxsansbox said:

    I had a gen go down in 17 seconds today from the moment I started moving.

    I counted.

    That was absolutely at least 3 survivors on the gen with a Prove Thyself and maybe even a couple toolboxes, even if it were all 4 it would have taken 34 seconds roughly.

    Or of course it could have been a hacker with insane repair speed, but I'd say it's probably unlikely.

    If you wanna know the fastest possible time survivors could finish a gen, it's 5 seconds, if they all have Brand New Parts and land both skill checks. But that's just the ultimate genrush kind of playstyle and a big "screw you" to whoever is the killer.

  • @Sonzaishinai said:

    I think most people agree that it's busted. The only reason it doesn't bring more of an uproar because it's an addon for arguably the weakest killer in the game.

    Imo it would be fine if he could only mori survivors who have their evil drained.

    So it punishes the ones who feed him and not the one random survivor that sees him for 5 seconds and instantly dies

    I think this would be a very fair change to it, but maybe make it somehow that once a survivor is fully stalked you immediately progress to Tier 3, regardless of how full your meter is. Because by default it takes exactly 4.9998 stalk points to Tier up once, and survivors have 10.1 total, so fully stalking a survivor and then going to stalk someone else to get to Tier 3 would make it very awkward to use and pretty much just kill the addon entirely.

    That, or just make it so you can mori survivors regardless of whether or not you are in Tier 3 with the addon in place, but take a chunk of your stalk reservoir away, the same amount that would be taken from you when you go back to Tier 2 after mori'ing someone with it. I think this would honestly make it a very healthy change compared to how it works now. This way, like you mentioned survivors who were never stalked at all wouldn't be punished because Myers pops T3 on them and then Mori's them.

    Another change that would make it slightly more fair to go against compared to the suggestions I gave, because maybe they could be abused somehow by Mori'ing a survivor and then popping Tier 3 in seconds on another, maybe I'd make it so if a survivor is within a specific range of stalk points left, you can Mori them in Tier 3, say, a range of about 1.5 stalk points, that way you can 99 the stalking on them specifically, stalk someone else a little bit, and then still be able to stalk them and actually Mori them because it doesn't require their stalk reservoir to be 100% empty.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2794385#Comment_2794385

    They did it with Iri head huntress. from 3 to 1.

    Now you never see it.

    With Huntress you literally just pressed M2 and could down someone and hook them literally not even 20 seconds into the match. Myers takes significantly more time than that, even with just the Tombstone Piece. But regardless, Tombstone Piece does need a rework

  • @Chocolate_Cosmos said:

    They are not. I am sorry, but how fair is just coming to someone, who you might not even chase or see whole game and just delete them out of the game?!

    "But it takes sooo long..." - No, doesn't metter. You can equip like 4x full slowdowns.

    I don't get why people are okay with these add-ons. Also, some people even will complain about Survivors only defense againts it = locker. Wow.

    These add-ons are super outdated and should be reworked.

    First off, Myers has got to be one of, if not, THE least powerful killer in the whole game. Second, while I do agree that the Tombstone piece is a bit broken, being able to take someone out of the match within minutes, the Iri Tombstone addon is by far one of the least powerful addons of his, only seconding something like the glass fragment which becomes completely useless when you progress to Tier 2. Even with a whole bunch of slowdown perks and PWYF, the Iri Tombstone is far from powerful.

    It takes 3 times the amount of stalk points to get to Tier 3 for the first time with the Iri Tombstone, meaning he needs at LEAST 15 stalk points to get to Tier 3, and each survivor has 10.1 total, meaning he needs to basically fully stalk someone to the max, and then drain someone else of half their stalk points. At max stalking speed, he takes 6 seconds to gain roughly 5 stalk points, meaning that in order to get 15 he needs to stalk for a total of 18 seconds at 100% efficiency, and that isn't including the time it takes to find the second survivor required. To stalk at 100% efficiency, he needs to literally be right on top of you, at about 2.5 meters. Chances are, you aren't gonna be that close to him for the duration of him stalking you, the average may be something like 15 meters or more, which means he stalks at about roughly 67.5% efficiency, the max being roughly 40 meters at 10% efficiency. Taking all this into account, it isn't really that powerful, just break LOS.

    There's also a dilemma with the addon. The Myers could bring the J. Myers Memorial page and stalk 25% faster, but then the tombstone isn't infinite and hardly even makes it worth bringing, or he could bring the Fragrant Tuft Of Hair, further increasing the required amount of stalk points by 10, up to a total of 25. That's at MINIMUM 2 survivors' worth of stalk points, and an extra half in there. Completely draining a survivor of their stalk points would take 12 seconds at 100% efficiency, or something like 24 at 50% efficiency which is likely going to be the average.

    This sort of thing is exactly why it's so hard to obtain the Evil Incarnate achievement, because it just takes so long to get to Tier 3 with infinite tombstone, and even with 3 slowdown perks (only 3 because PWYF is essentially required because of the slowdown Iri Tombstone gives), by the time you get to Tier 3 there may be 1 or 2 gens left at best. And once you've mori'd two people, the last two survivors will likely catch on to what you're doing, and then they'll just jump in lockers to deny you your achievement.

    Now compare that to the Tombstone Piece, which only requires 2.5x the amount of stalk to reach Tier 3 for the first time That's still at minimum one survivor's worth of stalk points, but is significantly more powerful because of the fact you can combine it with the J. Myers Memorial page and get it no problem. The fact that it completely sends you back to Tier 2 once you mori someone makes hair addons irrelevant and not worth bringing. You do get a penalty for killing someone with the piece but it's so insignificant because you can turn a 4v1 into a 3v1 very quickly, and the survivors can't really do anything against it.

    That being said, if you're really having issues with Myers players bringing tombstone often, just jump into lockers if you notice it takes him a while to Tier up to Tier 3, or just do it to be safe. Yes, I know that's what people keep telling you, but it's really the only counterplay to it, vaulting windows and such is too risky, and you can't get mori'd while in a locker or on the ground, not by tombstone. I rarely see Myers to begin with in my games, let alone ones running purple or iri tombstone. If this sort of thing only happens to you occasionally, get over it. It may not be fun to play against since you don't even get a chance to get saved off hook, but it isn't like you're seeing it every other game, sometimes ######### happens.

  • @BrotherLove said:

    https://forum.deadbydaylight.com/en/discussion/comment/2789800#Comment_2789800

    I been playing a lot of DBD lately. It seems to me a lot are getting fun using the wiggle build. Squid Pro Roe. Is it suddenly a problem the killer has a fun build? I mean it isn't like the game has been skewed in a way that only benefits 80% of the participants in the game ... oh wait. Again I see no problem with this Pig game play, but if the Dev's say its wrong I would stop.

    Nobody except entitled survivor mains is saying that the new Boil Over meta isn't being abused to all hell and should be nerfed severely. In fact, it's being nerfed in the next update, now it only grants 33% of the current wiggle progress upon drops instead of 25% instantly. Nobody finds that kind of gameplay fun if they're on the receiving end of it, same goes for this idea of using the tape addon with pig and camping in front of a box. Even IF none of the survivors end up needing to search the box you are sitting in front of, and everyone manages to escape, it isn't fun at all to just hold m1 on gens and not get chased at all. The whole gameplay loop of DBD is the looping/chasing aspect of the game, it's the fun part of the game. As a survivor, your main objective is to do gens, yes, but doing gens never becomes any harder, skill checks are always the same, save for a couple exceptions like Oppression, Unnerving, Overcharge, etc. But those exceptions require interaction with the killer in some shape or form. The main objective as a killer is to kill the survivors, and what is every killer's primary way of doing so? Chasing/looping the survivors and hooking them until sacrifice takes place.

    If the devs say it's fine, then you can go ahead and play like this if you find it fun, but just know that nobody is going to enjoy being on the receiving end of it, as is with facecamping/tunneling.

  • @Tiufal said:

    Why cant people just wait?

    Because we were promised the shards well over a week ago now, and still have yet to receive them. I've heard of some people missing out on teachables in the shrine because they never received their shards. It's also incredibly frustrating to hear that others have received theirs, some having never even played Bubba at all, and some even receiving DOUBLE the amount they were meant to be given.

  • @GeneralV said:

    DMS? Isn't that perk, like, atrociously bad?

    It has been changed recently to activate on any hooked survivor, not just the obsession, but it really isn't as powerful as OP makes it out to be, and there is counterplay to the combo

  • I never really do understand why people complain about BT in general. If you don't tunnel survivors, it completely nullifies the perk. And if they bodyblock you with BT, just wait it out and then down them, or hit them and get it over with, simple.

    But lets suppose BT does become baskit. Killers should absolutely not have a 5th perk slot, that would kill the game instantly because everyone would start running Ruin/Undying/Pop/Pain Res/Tinkerer or some other nasty perk combo like that, that 5th perk slot would have so much more value than BT being basekit. Instead, make a killer perk basekit, like Agitation or something. Something not overly powerful but still decent enough, similar to BT.

    And if a perk was chosen to be basekit, maybe make the equippable version of said perk extend or increase the effects of said perk, like make BT basekit for 6 seconds or something, and equipping the perk extends it back to it's normal 12 or whatever, and the same would go for the killer's perk.


    All in all, I personally couldn't care less if BT was made basekit. Obviously weaken its effect a little bit but I'm the kind of person who actively avoids tunneling, so BT doesn't affect me whatsoever.

  • First off: Not what this thread is about. Second off: Buckle Up has got to be one of the least powerful perks in the game, surely you're talking about Boil Over and not Buckle Up?

  • @Thusly_Boned said:

    I think the best thing to do would be to give a full round of 6K shards to everyone, just to be safe.

    I mean, I already got mine, but you have to sure, right?

    See, the issue with that then is people who were never supposed to get shards in the first place end up getting even more, which isnt fair to the people who had been patiently waiting for their shards, there'd still be an imbalance to level out to be fair to everyone

  • Oh cool, decided to edit my message because I found a couple typos and errors and now the message is gone because it needs to be "approved"

    At least guarantees someone from BHVR will see this thread if it's approved

  • @Dionysus42 said:

    The issue is being swept under the rug. You will NEVER get your Bubba shards. Enjoy

    Yeah it seems like it, as if the devs just couldn't find a solution and want people to forget about it. Seriously?! How hard can it be to just do a check to see if any players have played Bubba before the specified date and send 6000 shards their way? And HOW do some people end up getting double the amount, and how do some people who never even played Bubba end up getting them? Like, at least do some kind of check to see if the person has achievement progress on Bubba and give them shards if they do. Genuinely baffling how even the simplest of things has been screwed up

  • @Warcrafter4 said:

    I do think the killer should have more of a reason to open the exit gates and that the killer should be able to open the exit gates after X minutes into the game to avoid being held hostage by survivors.

    That being said idk how you'd make it more advantageous for the killer without making it game breaking.

    As we have seen with Boil Over that some mechanics just can't be allowed to be good or else it breaks the game.

    Finally we'd need to change EGC to actually end the match when the time's up to avoid situations were the game can't end, like with the glitch where the survivor is both hooked and being carried which soft locks the game that happened before.

    Explain how a game can be held hostage by survivors? If it's through hacks, that's an entirely separate issue. If it's because of exploits, again, entirely separate issue. Ultimately the killer has the power to decide whether a game can end or not, because the survivors could just not do gens, sure, but the killer can just kill the survivors. And the survivors can't bodyblock killers into a corner, the killer can just M1 and leave. Turn the tables though, and the killer could trap the last survivor into a corner after hatch opens and hold the game hostage for 2 hours until the server closes. And in specific scenarios, the killer could even trap all the survivors in a specific spot and hold them all hostage, like in the one breakable wall room by the bathrooms in midwich, but that's only if the survivors are dumb enough to all go in at the same time.

  • @GreyBigfoot said:

    I used to have every achievement (up until Pinhead's release, because I'm behind on the DLCs) and from experience, Left For Dead is probably the hardest achievement to get.

    It just requires too many factors, more than even Evil Incarnate. Even when a killer shows mercy, it's pretty hard for them to understand what you want. If you refuse hatch then they'll prolly kill you

    Ironically enough, that's probably the hardest achievement I've unlocked that I actually got legitimately. I just lucked out one match on Lery's and finished the last gen just as my fellow teammate got sacrificed

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2784077#Comment_2784077

    It should be 100% because a perk should be able to counter survivor counterpart.

    Same goes for stridor, it shouldn't be neutered by Iron Will.

    It absolutely should be nullified by Iron Will, the whole purpose of Iron Will is to make yourself completely silent while injured, and Stridor is meant to amplify what you're already able to hear. You can't amplify that which you cannot hear

    And making Iron Grasp cause the wiggle timer to last literally twice as long means you'd be able to carry someone for 31 seconds minimum before they're able to escape your grasp, that's pretty insane and people would definitely complain about it being too strong cause some trapper carries a survivor from one end of Azarov's Resting Place to the other to put them in basement and then sets up 3 traps all around the entrances and 5 more on the stairs. If I'm not mistaken, it was nerfed because of that exact scenario

  • @AngyKiller said:

    It would certainly allow the devs to finally balance the game around SWFs. But every time I've suggested this, people have a ton of vague reasons why it won't work for DBD, even though voice chat has worked for every other multiplayer game.

    The reason people say it wouldn't work for DBD is because mechanically DBD is a very different game compared to other multiplayer games, plus it also wasn't created with voice chat in mind, which is why SWFs are so powerful, and it's why it works in a game like Friday The 13th, because that game was created with prox chat in mind.

    Personally I think it would be interesting, but that doesn't mean it would be healthy for the game, or that others would agree. I think if it were to ever be added, the killer shouldn't be able to speak to the survivors, but the killer can hear the survivor's voices at the same range they would be able to hear gen repairs and such, or whatever range you'd be able to hear their footsteps from, but very faintly.

    It also might just not work for DBD because most people might just end up not using it at all

  • Survivor and Killer grades don't equate to skill anymore, why does everyone still act like they do? It doesn't matter if you're a bronze killer and get put against gold and iri survivors, it just means they've played more survivor than you have played killer this month.

    I also heard that apparently the game will try to match players based on their MMR, but as soon as a survivor/killer leaves, it does not check the MMR of whoever takes their spot, so that's why you might end up having survivors who are significantly better if you notice one leaving and a new one joining, and could also be because the killer that was initially matched with those survivors had left, and you took their spot. The same can go in reverse, you could end up paired with survivors who are significantly worse than you.

    It isn't an issue with SBMM, it's just that it isn't working as intended

  • This sounds like it should be a bug report, cause that doesn't seem intentional

  • I second this, we should get a compensation of say, 5000 iri shards for every character we had already owned as part of that DLC, so if you buy a DLC and already owned the killer and survivor, or both survivors, etc we should get some sort of compensation for each one already owned

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