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  • Distressing combines well with Doctor, Unnerving Presence, Infectious Fright, etc.

  • What if they did this and a lot of survivors just quit?

  • The rewards for struggling are struggle points , punishing a camper, and getting unhooked sometimes.

  • @Boss said:

    Would Nurse keep her Lightburn? 🤣

    @Boss

    I guess not? Does anyone really care to be honest?

  • There is nothing inherently wrong with any of these.

    Slugging is necessary to win some games.

    Tunneling is the killer equivalent of gen rush. It's the killer doing their objective, and even more so it is often the most effective way to do their objective. If it's not the smart play than the survivors then get a chance to punish the killer accordingly.

    Similarly, camping is sometimes the correct and even necessary play. When it's not, survivors have every opportunity to punish the killer. The "bad" forms of camping are mainly a thing past rank 15 because survivors as an overall group aren't willing to do this.

    If you don't like any of these tactics, you should be lobbying the devs for changes instead of complaining about things people have been salty about for 3+ years now.

  • Survivors should not be rewarded for getting caught and dying.

  • Survivors have to be good at 3 things:

    1. Work through Ruin.
    2. Loop pallets.
    3. Paying attention to your surroundings in the case the killer shows up.

    Solo survivor is definitely frustrating when you have bad teammates, but there is a difference between hard and frustrating.

    ------------

    The killer role requires significantly greater time management skills. And as survivor it's only "hard" when the killer is near you. So if you watch Twitch streamers, the high rank survivors can still afford to mess around a little, make some mistakes, talk to chat while doing a generator, etc. Someone playing killer without op add-ons doesn't have time for any of that crap; because if they make just a few small mistakes they'll lose the game and they have to be always "on".

  • Ruin, Bbq, Enduring, Spirit Fury

    Boring build is boring. But it's the default M1 killer build at the moment.

  • @martin27 said:

    I don't really use borrowed time now to know what it's like, i just know they nerfed it and it didn't need nerfing if you didn't camp

    The old borrowed time needed nerfing because it was too strong once the exit gates are open.

    The current borrowed time is still extremely strong and really doesn't need a buff.

  • @ClogWench said:

    https://forum.deadbydaylight.com/en/discussion/comment/555314#Comment_555314

    With the recent buffs it's received, I never wanna see old Borrowed Time again.

    Also the old borrowed time was just used as a get out of jail free card for the unhooker in a lot of cases. It's fine now as is.

  • Survivor Perks That Got Major Nerfs For Balance Reasons Since I Started Playing:

    • Sprint Burst
    • Self Care
    • Saboteur
    • Balanced Landing
    • Decisive Strike
    • Borrowed Time
    • Lithe
    • We're Gonna Live Forever
    • Dead Hard
    • Mettle of Man

    I won't miss any of the older versions of any of these. Thinking about it though, MoM is the first broken survivor perk they've released since David King. They've actually got a pretty good track record of not releasing those anymore.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/554191#Comment_554191

    While I see your point, I still think the benefits outweigh the potential frustrations.

    That's only if you assume it's this or nothing.

    They just need to reduce the grind in general. There are lots of ways to do that without ADDING frustration to the system. For example, the average bloodweb at level 50+ costs me 50K blood points. There would be absolutely no downside if that number was lowered to 35K. Lots of little changes like that would add up to be a massive grind improvement without forcing people to play games where they won't have fun. Which frankly makes me just want to face camp to get it over as fast as possible tbh.

  • @Zelfi said:

    One thing that bothered me when i first started playing this game was there was no way to get rid of all the useless things that were clogging my inventory. I think it would be a nice way to help reduce the grind if we could "sell" offerings, items, and add-ons that we don't want RPG-style. Got a stack of dozens of brown reagents you aren't gonna use? then just sell them back for a 10% refund or something.

    I would love this. I would get like 20 million BP overnight lol.

  • I think they should definitely leave it at 3 until the hits aren't buggy; and if a buff is needed after that then i think they should change the condition entirely rather than lower it to 2. The point of the nerf was to make it so that survivors would have to waste a whole bunch of time for more than one of them to get the effect off in a match if all of them are running it. 2 protection hits is just a bit too easy to get in a non-buggy implementation.

    Another possible idea would be to add back in safe unhooks, but up the number to 4 or 5. This would make it easier for one person to trigger it in a match without making it too easy for 2+ people to trigger it.

  • To give an example, I am currently working on getting all perks Tier 3 on the Wraith. I do not want to have to play Wraith for every single game that I am playing to level him up, because that is way too many games in a row at red ranks to play the Wraith. Just because I enjoy occasionally playing a non-viable killer (Wraith is my favorite lol) does not mean I want to play them dozens of times if that means I'm just going to get bodied.

  • I would absolutely hate grinding 40+ perks worth of challenges on each killer. @Peanits This would not make the grind better for people like me who want to get every perk maxed out on everyone I play. It would still be an atrocious grind, with some extra unique pain thrown in on some of the killers I only like to play occasionally (aka not 100+ games in a row).

  • I really wish people would stop trying to blame bad queues for roles they don't play on things they don't like that "the other side" does. Even on the extremely rare occasion where it's accurate, it's almost exactly as helpful as declaring the game dead (it's not lol).

  • Right now, it makes the most sense for heavy grinders to grind this event by playing killer. Once the event is over and people burn all their excess cakes, the queues will get at least a little better. I'm predicting better killer queues the Monday after 4th of July; since I expect people to burn all their extra cakes on killer on the 4th of July weekend.

  • Hearing at close range. Prediction at long range if can’t see them.

  • @thesuicidefox said:

    MOM should be 2 protection hits, and they need to fix how protection hits are calculated by the game.

    This would be too easy. The point of the nerf is to prevent multiple sue from easily using it without them also wasting a lot of time.

  • Prevent killer closing hatch but Egc starts immediately?

  • @tehshadowman33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/553427#Comment_553427

    What does the Russian Roulette Spirit build look like? Out of curiosity.

    3 hexes plus haunted grounds

    thrill of the hunt, Ruin, and a 3rd usually

  • Definitely a stegosaurus

  • Being blunt, it feels bad to play against Ruin every game. I would rather they do something more interesting; especially considering Ruin doesn’t delay that much at the ranks where you need it.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/553857#Comment_553857

    We've gone over it in the past, but it's mostly a matter of simplifying it for new players. Having a wall of numbers on each item and add-on can be overwhelming, while saying 'slightly' and 'moderately' is a lot simpler. There are also cases like the mist offerings where the things they modify don't make sense as numbers. If they said "makes the mist 50% thicker", that wouldn't really be helpful. On top of that, real numbers can be misleading with the way math works in video games; take a look at old Enduring for example.

    One of the suggestions I've heard before that I think would be interesting is having a simple and advanced mode for descriptions. By pressing a button, all of the "slightly" and "moderately" parts of the descriptions are switched for actual numbers. This way it's simple for new or casual players but the numbers are easily accessible for more experienced players.

    It's good feedback, though, I'll bring the feedback up with the team.

    @Peanits

    Imo right now it’s still confusing for new players. My friend can’t figure out which add ons are good without google.

  • It depends on your definition. Mine is pipping consistently against a full team of survivors who deserve their red rank. By that definition I would say no.

  • Nothing that would severely piss off people who couldn’t spend a weekday playing.

  • I cannot sufficiently take the bait on a Mobile .

  • Trapper Bag, Moldy Electrode, and Combat Straps would all be really good buffs to viability.

  • They’ve probably been too busy fixing the game.

  • Shower Thought:

    A whole lot of toxicity would go away if the grind wasn’t so bad.

  • People try hard when bps are burned bc they assume the other side will try hard and after so many games they don’t want to keep missing out by being nice.

  • You should try sabotaging some bear traps in front of the Trapper.

  • Put a different way, DBD has a major "death efficiency problem" where it tends to skew towards the more extreme match results. This is because every 25% of the survivor team lost is essentially 33% of their potential generator progress lost against a good killer. So survivors lose a disproportionate amount of their ability to escape as soon as a single person dies. And it is very common for generator progress to stop almost completely after two people die due to how the new End Game works. So while a good killer cannot stop a full team of good survivors from doing gens, it becomes significantly easier for them to protect gens once the first survivor dies.

    What behavior needs to do in my opinion is find a way to slow down the game and/or allow M1 killers to apply more map pressure. After that, they need to give survivors some small buff each time someone is sacrificed so that two to three survivors can still power the exit gates.

  • A win is a pip and a loss is a depip. A safety pip is a tie.

    In the end it basically comes down to the idea that if I play "fair"; then it is almost never reciprocated. Since I don't play video games to throw games on purpose, and I don't want to play Nurse, Spirit, and Hillbilly to the exclusion of all other killers; I am not able to play "fair" until after I've already pipped.

    Again, I think this is a design problem. In fact, I think the entire design problem behind DBD is that games heavily snowball one way or the other. A 2K in every game I play with any killer I want to use is not and never will be a reasonably achievable goal at my current level of play. The vast vast majority of games with killers like the Trapper or Wraith have me snowballing early and getting to end game collapse or me failing to snowball and only getting a 1K. 2Ks are a relative minority just because of the game's death efficiency problem.

  • If you miss an attack it cancels stealth.

    in Ghostface Comment by Redd
  • This is one of the few very rare issues where I can't come up with a significant portion of players who would disagree. It seems like everyone would rather have numbers than vague terms that vary wildly depending on the object.

  • 4 Survivors are working on gens.

    The killer gets into a chase with a survivor.

    3 survivors are working on gens.

    The killer downs the survivor and hooks them. Another survivor is forced to go for the rescue, while the killer gets into a chase with a 3rd.

    1 survivors is working on gens.

    By this point in the game, there are only 1 or 2 gens left. If this is not the case, then the survivors are bad; or you are playing one of the top two killers (Spirit or Nurse).

    It is not sustainable at this point to go back to 3 survivors working on gens, which is what happens if you don't snowball out of control. The main way to snowball if you aren't playing one of the top 3 killers with decent add-ons is to get one survivor dead so that that last state in the above example becomes "0 survivors are working on gens." If you do not get to that state in the next few minutes, even one survivor working on gens will be enough to get the last 1 or 2 done.

    For most killers, at this point, the only option is to try to kill 1 survivor as fast as possible and hope the survivors start playing badly. You don't have time to do much else. It is not "cheap", it is not "easy", and it is not comparable to breaking someone's legs to remove them from a sporting event. It is often your only option against quadruple red rank survivors, and even then with most of the cast you will still depip. This is why certain killers are over-represented at Rank 1.

    If you don't like tunneling, then get good enough that you can run the killer around for 3 gens before getting tunneled, so at least the killer pays for it like they would against good survivors. Or bug the devs to make changes so this isn't the game-state every game where the killer isn't really good at playing Spirit or Nurse.

  • @Nosplash

    "Just get better at the game and you own't feel the need to tunnel."

    Spoken like someone who doesn't play killer at red ranks. Because in this game you have 4 options:

    1. Play Nurse
    2. Play Spirit
    3. Play Hillbilly
    4. Tunnel and hope the survivors are bad.

    If you think otherwise, you don't play against good survivors consistently.

  • @Nosplash

    @Nosplash said:

    https://forum.deadbydaylight.com/en/discussion/comment/552806#Comment_552806

    The whole gen rush thing is ridiculous. What are survivors supposed to do if not gens ? Some cleanse dull totems, some dont. If you dont want to get gen rushed, use ruin plus haunted grounds for ex. go chase and hit as many survivors as you can, dont focus on one only until u hook him if you fear you'll get gen rushed(while chasing him). Apply map preasure, it's not that hard. Tunneling is not a good solution. It's a cheap one. Nerfing gen rushing would be uneffective. Ppl would still tunnel. It's the easy thing to do when you're not a good player

    The entire gen rush thing is completely valid. It's just not something people should be asking survivors not to do; the exact same way survivors should not be asking killers not to tunnel. Everyone should be getting on the devs to balance their game.

    "Apply map pressure. It's not that hard." <- Yeah. It's called tunneling someone out of the game so you only have to be in 3 places at once instead of 4.

  • For better or worse, survivors have no one but themselves to blame for the absolute NEED to tunnel someone out of the game as fast as possible. It's the classic death efficiency problem. If someone doesn't die ASAP, then a good team of survivors will have the gens done in less than 4 minutes. And you cannot play assuming the survivors suck, you have to assume they are a good team. As soon as you get one out of the game though, your life is 10x easier and significantly less stressful.

    You don't like this simple fact at higher ranks? Ask the devs to nerf gen rush so killers have the time to be nice to people.

    --------------------

    Note, I play survivor too. I'm just as guilty as everyone else of gen rushing, and I don't blame any of the players for the current game's state. I just think it's as ridiculous to complain about tunneling as it is to complain about gen rush, and it's the devs people should be complaining at, not other players.

  • @Blueberry said:

    I feel like they should.

    All the work for it is already done so it wouldn't require any extra work on their part.

    Wasn’t it before the engine update?

  • @Gardenia said:

    https://forum.deadbydaylight.com/en/discussion/comment/552121#Comment_552121

    She doesn't deserve this, sometimes I feel Laurie is hated more than legion lmao

    If you see a Laurie with OoO, she’s almost always runni D strike.

  • @weirdkid5 said:

    I mean he's not really that bad. I dont really agree with the increase to 8% on the screen, but that's still not that huge of an area.

    He's still fairly decent when played well. I don't think a lot of Killers are utilizing his ability to turn off his TR and red stain midchase for mindgames, and instead opt to ALWAYS go for stalk oneshots, which honestly isn't very optimal imo

    The stalking is the main reason people want to play him. It’s corrupt purge all over again. Survivors get to dictate your use of your power enough that it feels worse to play even if it’s viable.

  • I have 47 bbq invites left on my Clown. I hope they get used for something in August.

  • There aren’t enough survivors. With 20k players, 16k would have to be queuing survivor to have good killer queues. It’s probably much less than that due to the event.

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