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ReikoMori

ReikoMori

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ReikoMori
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  • @fcb said:

    i'm kind of new to the game so I usually forget when the hatch spawns (I have looked it up before). the key feels kind of a cheat to me, not only I have to patrol gens but I also have to patrol the hatch, and god knows where it is.

    hatch should only be available in 1vs1 scenarios. if there are 2 or more survivors they should do the 5 gens. btw I also don't like 99ing the exit gate, progress should be like totems, if you stop for some reason before reaching 100% then you go back to 0%.

    99ing the gate is something you will have to live with as there is endgame strats built around the fact you can do it that even I wouldn't take away. The best thing you can do is if you think a door is 99'ed just go and open it. It sounds counterintuitive, but that forces survivors to make a choices immediately as that is what starts the endgame collapse. It is better to have the collapse timer running and them being forced to leave than leaving the door closed and letting take as much time as they want to plan out making saves.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455192#Comment_2455192

    I don't know, I get a lot of mileage out of Make Your Choice, which is basically what this would be, only slightly more 'permanent' with a hook-specific requirement for it. Plus the unhooked survivor is getting a free instant heal. Once survivors know you have it, they just make sure they only rescue when at full health and take the (entirely fair) trade off. What it means is, less tunnelling, the unhooked survivor is now the less desirable target.

    People aren't going to tunnel less just due to a scourge hook giving a free health state. People who tunnel a lot will usually prioritize tunneling someone out of the game. People who are willing to swap targets usually don't feel that their in a situation where they need or want to tunnel. I've also watched so many survivors quit doing hook saves the moment they encounter MYC or even just minor resistance from the killer. It actually frustrating because I usually play killer and I actively need them to save, but give out one exposed status effect and suddenly people just die on first hooks cause they won't save even if I walk to bodega across the map.

  • @Seraphor said:

    It's a good avenue for some health anti-camp/tunnel perks.

    That survivor being rescued comes with an additional downside for the survivors, so it's less of a blow to you, and it also means if you don't go straight for that survivor, they're going to be less efficient on gens. So it's an effective pressure/slowdown effect.

    I'm not entirely sure 9% reduced speed on its own is enough, though I suppose it would combo well with Thanatophobia to cover all bases.

    I would perhaps remove the Mangled/Haemorrhage effect, and increase the speed penalty to 15 or even 20%.

    One interesting idea I like the sound of for a Scourge Hook perk, is one where the rescuer and rescuee trade a health state. So when a survivor is rescued from a Scourge Hook, that survivor is instantly healed to full, but the survivor who rescued them loses a health state, either injuring them, or if already injured, putting them into the dying state.

    What you've suggested is a great reason for people to stop doing hook saves entirely just to avoid losing a health state. It takes very little to make survivors stop rescuing each other.

  • @VikingWilson said:

    https://us.v-cdn.net/6030815/uploads/QSELX9Y7RL9J/genspeeds.jpg

    Optimally, two survivors on a gen is best, provided the gameplay of DBD and crunch time. More than two are just cherries on top. Now, those make for ridiculous speeds and I suggest that the diminishing returns get reversed, as in the more survivors on a gen, the less the diminishing return hurts.

    1 survivor - 100% overall speed

    2 survivor - 155% overall speed (rather than 185%)

    3 survivors - 270% overall speed (no change)

    4 survivors - 385% overall speed (rather than 355%)

    Two survivors nearly halving the time, while a third hopping on takes off only a handful, and a fourth just a couple of seconds is wonky. This would address the insane speeds generators can pop off and give the regular killer a bit more of a chance without having a sweatfest.

    This wouldn't really help killers because even with current setup gens can be done in about 3mins. Also does this take into account things like toolboxes, prove thyself, resilence, spine chill, brand new parts, etc.

  • @Pulsar said:

    I played the entire day today where I didn't tunnel and I went out of my way to not camp, as much as I could.

    I instead got harrassed and berated for over an hour for a game where I did nothing I was accused of.

    So I pose the question, if I'm going to be harrassed anyway, why should I even try to be nice?

    https://us.v-cdn.net/6030815/uploads/GZTFPED8NYWN/screenshot-20210826-031858-xbox.jpg

    https://us.v-cdn.net/6030815/uploads/84F8EETU6B8G/screenshot-20210826-031905-xbox.jpg

    https://us.v-cdn.net/6030815/uploads/W4GSY014163U/screenshot-20210826-031920-xbox.jpg

    https://us.v-cdn.net/6030815/uploads/7AUNVCG3C6RQ/screenshot-20210826-031932-xbox.jpg

    I was challenged to do this by a viewer who said I wasn't considering how other people felt and that I was perpetuating a broken system where people routinely beat down each other's mental states.

    All this has proven is that some people will find excuses for anything.

    Don't listen to that. Play the game how you want to play it as long as you don't cheat or dc they can complain all they want and it will mean less. Tunneling and Camping are legitimate tools in your killer arsenal and you should use them when you feel you need to.

  • For killers the game should be weighted more on getting hooks and hits rather than sacrifices. One it would make scoring just feel better and would help better define the expectations the game is placing on us. I sort of want to de-emphasize sacrifices in general and emphasis gameplay changes that make moris natural parts of play rather than offerings. Hooking has gotten so boring that it would be nice if hook states built up to the killer just finishing the job themselves rather than waiting for Ms. Entity get her snack.

    Survivors should have more things to do during the match rather than just rushing to get out the door. Like surviving is great and is generally an alright win condition, but getting to that point should feel more interactive than it is and that should be where the bulk of the scoring takes place.

  • Lethal Pursuer

    Dragon's Grip

    Starstruck

    Pop Goes the Weasel

    Oppression

    Coup De Swoop (I love the idea of longer lunges, but hate it requires losing gens)

    Mind Breaker

  • Woman.

    I'm just a gal who likes herself some videogame butts. Nothing weird about that.

  • @Salty_Pearl said:

    I know it's been a while since Nurse's model got updated but does anyone actually like it? Her WWII looks fine but I feel like her base model has been severely downgraded. Her prestige used to be one of the best but now it's just...meh...they couldn't even put blood on her hands (which is a strange pattern with some of the prestige outfits.) Do you prefer Nurse's old model or reworked model?

    I like the rework cause she has the illusion of more butt. I think it's just a hoop skirt, but still.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453965#Comment_2453965

    I'm a killer main and even I agree NOED isn't a healthy perk. The devs ignore the community, who actually play the game, so their opinions aren't exactly valid. And it doesn't take "a few seconds", cleansing all those Totems is the equivalent of another generator. NOED becomes a lot less toxic when it has to be earned like Devour

    I'm a killer main and think NOED is a healthy perk.

    The devs opinions aren't valid? They literally have all the statistical data for 5 years worth of gameplay across multiple platforms. NOED is one of the most altered perks in this game in part due to public discourse about the perk.

    There are 5 totems in every match. At base speed they take 14 seconds to cleanse and doing all 5 is 70s not counting travel and search time. Now that's at base and you have a team of 4 people with 16 perk slots between them. Factor in Small Game, Counterforce, Detective's Hunch and you can cut down search times and/or cleansing times considerable even if you only run one them. Rainbow maps work as well for tracking.

    So you mean to tell me between all of that it is still too much work to do bones? Give me break. Counterforce speeds up your cleansing ability by a stacking 20% every time you cleanse a totem and points out a new totem to cleanse. That alone means the amount of time invested into breaking totems drops significantly as you move through them. Short of being chased by the killer there is no reason not to stop and do bones when you see them. Even then killer can't chase more than one person so that means the other three have plenty of opportunity to enter the bone zone for a few seconds.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453861#Comment_2453861

    Or, you could just require 6 Hook States to activate NOED. Easy solution. It stays strong and bad killers can't just use it as a crutch

    That's not a solution. That's you not wanting to deal with the reality that you might need to take a few seconds to take apart a pile of bones. Just because you don't want to do the work doesn't mean it is a crutch. If you've got to the point in the game where NOED is an issue just get out the door.

    This is moot anyway as the devs have said many times that they have no plans to touch NOED anymore. Their data says it is in a healthy place and unless that changes substantially there are more important things to work on.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2453084#Comment_2453084

    That's such an unrealistic goal for solo queue, and besides that it's just boring

    Just because it's boring doesn't mean you shouldn't do it. That's like saying doing gens is boring so I don't do them. You want to survive? Do your dang bones! Besides you have so many perks as a survivor that exist just to make bones easier to find and faster to do. It literally can't get any easier at this point. Do your bones, get your bp, and noed will not be an issue.

  • @JanelliBee17 said:

    It is 100% disheartening when you are one of two survivors left with the experience and know how to not group up and do stupid things, and the other person has no, erm, gonads. So you're like "Alright let me die now" and you actually hit that 12% chance of unhooking yourself just for the killer to come back immediately and get you. I have had the WORST kind of killer down the whole group and I was over the game so I walked up to him and begged to be downed. Again, in the process of trying to die, I got the KOBE!!! This man tried to farm points from me and I refused, so after all my friends died he took me to the hatch. More people need to be like that, respect the KOBE. Don't just assume they are running Deliverance (had a killer down me because he thought that was the case and then apologized for disrespecting the KOBE). It's a bit stupid to waste a perk slot for that...

    4% unless you're running slippery meat and luck offerings

    If you kobe, that just means you're getting back on that hook. The respect part was when they actually left the hook.

  • That every Legion player is a sweaty tryhard. We're not sweaty, we just literally don't function without our perks.

  • Daddy Myers' music just hit different, you know? I like Trickster's little death throes recording, and Nemesis has a decent track, but Myers really puts you in the right mood for slashing.

  • Noed is far from the boogie man that it gets made out to be. It can be countered before the game even gets close to the point where you need to worry about it. Even when it goes active it just means that the game is definitively over and you need to leave unless you know exactly where the totem is. I think most people get upset with it because they want to keep making saves or farming chase points.

  • Without the DC penalty the game absolutely devolves into a near unplayable mess. Killers' dcing kills a game outright and survivors' dcing makes the play experience worst for their teammates and the killer as you're worth more points to me alive and in the game than hitting the escape key to go to another lobby just because you don't like Nemesis or Legion. We've experienced multiple times in this game's lifespan times where queue times exceeded 40+mins on both sides. This game doesn't have any non online multiplayer components so that means if you turn it on and decide to play you need to stick it out till the end.

  • @Bennett_They1Them said:

    I think that the Meta would greatly diversify if Ruin began gen regressing, it was at the (50%/75%/100%) speed, and kicking a gen causes 200% gen regression.

    this would make kicking viable.

    Also, after a generator has been kicked maybe add a two or three second downtime of uninterrupted repairs where no progress can be made, and must be done all at once.

    this prevents tapping gens to stop regression immediately.

    Thoughts?

    Kicking is already viable and Ruin doesn't need a nerf.

    The reason it seems like kicking isn't viable is because not every killer can traverse maps fast enough to keep pressure with kicking alone without perks.

  • @giga said:

    Or you can not be a sweat lord that needs a 4k every match and just play...you know...for fun? The choice is yours buddy.

    Ah, the ol' "You're a sweatlord for using optimal perks" comment.

  • @ukenicky said:

    Do you all think Tampered Timer is fine in its current state? Do you think it's healthy?

    I really want to see Pig get an add-on pass where the majority of her add-ons get made to be consistently better and more useful and maybe tone Tampered Timer down a smidge because it feels bad imo when you do fall victim to it.

    Idk, I wanna hear other people's opinions on it. Like on one hand I personally love it because [SPOILERS] it feels like a proper nod to Amanda's unwinnable traps in Saw but even then it is still inconsistent and there's always a chance you can just get it off on box 1.

    Discuss away, I wanna hear both sides opinions (I play both sides and main Pig primarily)!

    Tampered Timer only makes a 2:30 timer drop the additional 30s off. It's one of the better add-ons she has, but it isn't over powered by any means. Most of her add-ons pretty ok they have tangle if a little lackluster effects on the game and gives her just enough build variety to not be completely outta luck if she doesn't have the best in slot combo

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2451144#Comment_2451144

    Oh nice, then I don't know why you are having such a tough time. Nemesis is in a solid B tier spot, only struggles because he doesn't have map pressure but even then, his zombies can still give strong information so you can go pressure

    I would disagree that he's B tier. Nemesis isn't overall as oppressive as you think he is and he suffers quite a bit from his power extending chases. Now you can mitigate that issue on certain maps/tiles, but not all. He's a perfectly middle of the pack average killer with a power that is mildly useful in the chase even if it can be counterproductive. That said, Nemesis is essentially the evolved form Trapper in that due to being more reliant on m1's than his power he gets to synergize with a lot of perks which does make a big difference.

    I would say the biggest pain points for him are

    1. Level 3's lackluster- Getting an extra meter's worth of range is ok, but if contamination isn't going to impart some sort of impairment you could argue that a buff is necessary
    2. Zombies- When they aren't getting stuck on terrain or walking into walls they can be nice for passive pressure, but when they do hit someone it's a bit counterproductive to building Nemesis' contamination tiers. This could be rectified by giving Nemmy so credit for those hits. They also have weird pathing issues that make they bug out on things like stairs. I've had to physically reset them quite a bit.
    3. Vaccines are simultaneously needed for balance, but don't produce a sense of urgency to use them. This isn't so much the fault of vaccines, but the fault of contamination posing such a minuscule threat. The vaccines were so important that altered the way Franklin's Works to ensure it couldn't just be deleted. Would be nice if they made the power worth all of this balancing.

    I would say that Trickster is more oppressive than Nemesis. Keep that doesn't mean better just that the way Trickster is designed is can't be anything but oppressive as he's a worse killer with an overwhelming 1v1 power. Nemesis doesn't excel at any one thing and has to respect things like loops, palettes, and isn't going to suddenly get any faster or break the laws of physics via movement. Now if he was pouncing or running around, or had his rocket launcher he's be oppressive.

  • @AtariSBetter91 said:

    Ok I was just chased for I kid you not 4.5 gens! He wound up getting someone else at the end and just face camped them. My understanding is you get points for being in chase and gens being completed. So why did I still get a silver in light bringer? I find this wrong and I didn't depipp but still come on. Best chase I've had in a long time on lerys btw and I've always been trash at looping that map.

    Silver is the best you can get through passive gen points. Getting chased for that many gens probably netted you a silver to gold emblem in evader, If you didn't get hit then you would have got the unbroken bonus on survival which would have put you on gold to iri for that emblem, but I imagine your bloodpoints would have been a bit on the low side and your altruism was probably bronze or broken.

  • @MonsterInMyMind said:

    https://youtu.be/pFvaz31aofs

    All jokes aside Merkins and these songs are insanely good.

    I didn't even know this existed. This legit made my day. Didn't expect something on the forum to actually make me happy.

  • @Triadequinaxor said:

    Any time anyone speaks out about the game, people just say, no your wrong your just bad or its only you. This forum will defend anything this company does. almost like they have a moral duty to defend the game against criticism at all costs, even if the criticism is warranted. And this is why the game will never improve, the game has only like 40k people online right now as of writing this, and the game has 364,000 very positive reviews on steam. i never see those numbers during peak times, that saids something about the design choices and the future for this game. In almost 5 years, Dead by daylight has done almost nothing to innovate the game and or change the playstyle.

    Hun, the most popular thing to do on this forum is complain about various aspects of the game. People complain here even when they've won every game for an entire month and their perk build, killer, favorite character butt, etc. is slated to get buffs. Even then the majority of players never even come to the forums. Also steam charts for peak times only tells part of the story considering the game is on pc, console, and mobile. Trust the amount of shilling is far less than you think.

  • @Seraphor said:

    This is backwards to what is needed.

    Gen speeds are balanced to be viable in endgame, when there's only three gens left and you really need to clutch to finish that last gen. It's the early game where gen speeds need to be looked at, but not 'directly', because gen speeds already feel awfully slow for survivors as it is.

    Basically killer needs to be able to pressure gens more effectively at the start of the game. Or survivors need to have more tasks to complete to get those first couple gens done.

    • An early game/pre game objective to enable repairs to start with would work, however there's not too much room to work with, so it would have to be fairly minor (like finding one common but slightly elusive item, similar to finding a totem before you can start repairing, but not limited to just 5 across the entire map, more like 8-10 potential objects)
    • Alternatively, give killers scaling gen pressure as basekit. Something like kicking a gen automatically and instantly regresses a generator by 5% at 5 gens, 4% at 4 gens, ... 1% at 1 gen.

    Your 'slow repair by % for each hook' could however work as a killer perk, maybe even a Hex perk, and maybe something that works like the new Plaything:

    If there is at least one Dull Totem remaining in the Trial Grounds, Hex: ........... activates on a random Totem each time a Survivor is hooked for the first time:

    • The Survivor suffers from the Cursed  Status Effect until Hex: ........... is cleansed, reducing Healing and Repair speeds by 10/20/30%.
    • For the first 90 seconds, only the Cursed Survivor is able to cleanse the Hex Totem.
    • The Aura of Hex: .............'s Hex Totem is revealed to the Cursed Survivor within 24 metres.

    Likewise, a Prove Thyself style of repair speed increases that triggers when survivors are sacrificed could make a good survivor perk, but I'm holding off on making suggestions until we get more details about Boon Totems.

    It's only 80 seconds? How can that feel long? A few years ago we were doing 100s base time gens with a Ruin that actually mattered pushing that time to 120s+.

  • @tennmio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2428481#Comment_2428481

    Do you just not play survivor at all or have you never been tunneled? I doubt you have ever been tunneled. Getting tunneled isn't fun cause you know what will happen. At some point you get to a dead zone, you won't pip if you didn't get to do anything else. If you have a challenge that is not getting chased by the killer you won't get it done. If your found or brought a good item you will loose it and if you are unlucky and your teammates aren't doing good all 4 will die.

    It is simple. No matter how good you are you might just end up dying nmw, if the killer has noed an no one did totems, if someone got chased before and threw 4-5 strong paletts, if rng isn't in your favor etc.

    Getting chased isn't the same as getting tunneled. You might do good and take a hook stage rather than throwing a good palett just to have your teammates throw it before they are even hurt. And then on person that throws the pallette next to the hook going in for the "rescue" chased by the killer... I'd love to see anyone get of that hook, farmed with the killer around and manage to get away from it without bt or ds when all you had was the palette you teammate threw it with no need.

    In all seriousness though a lot of that has little to do with how the killer plays and more with how the devs approach scoring mechanics. They could give you more points for objectives being completed as on the surface playing survivor is supposed to be a team effort. Yet the scoring for the most part is competitive between survivors. If they changed survivor scoring to pool all points and award them as a combined total for the team then it wouldn't matter if you got chased all over creation and back.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2426261#Comment_2426261

    Well every surv DC'ed facing the old Legion.

    Tbh I do the same against Trickster, there is no counter play if the Trickster is playing safe, you will be down in a matter of second. A strong killer is a thing, but a killer that doesn't provide any actual counterplay is something else.

    Everyone knows from the start that his power has no in between : or he's busted, or he's underwhelming as hell. Plus his power is uninspired.

    To conclude, he needs an actual and complete rework.

    People DCing against old Legion shouldn't have been happening to begin with and the fact that it did to such a degree pushed the devs into making that killer worse when there weren't even strong to begin with. Then changes to the system gutted their perk synergy and now Legion is just sort of existing in a realm where they've just been overall forgotten.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/266390/the-bloodpoint-cap-is-pointless

    There's another reason it was added to, but they don't say it often.

    It's to deter hacking as you have to do it an insane amount of time to actually P3 everyone.

    Now let's say 1m gives you a character to lvl 50.

    That means, you need to hack:

    ((1*3)*(24 killers+26 survivors))=3*50=150

    This isn't even to get every perk to tier 3 on each character, which would cost probably another 50 hacks if not more.

    That's a massive deterrent if you ask me.

    Prestige isn't even worth doing so you really only need to do it once if all they wanted was to get to level 50. The grind comes in the fact that at level 50 you still won't have unlocked every perk in the game on any single killer. That's the biggest issue with the grind as unlock tiers just extends the amount of time it takes to get stuff you actually need and the fact that you can spend millions of bp on a single killer or survivor and still not have all the perks unlocked for quite sometime. Prestige sets all your progress back in exchange for a bloody cosmetic that doesn't look that good and you're still stuck on the grindstone unlocking perks again in a random order.

  • @Ravio_Li said:

    As someone who plays both sides: No. They aren't too fast. This is the slowest they ever have been. The problem isn't gen speed, it's alternate objectives, and by that, I mean there are none. Totems only really are an issue if it's Devour Hope or NOED, Chests are short enough to not even consider an alternate objective and very few spawn in a map, Glyphs are limited to a handful of challenges. If we survivors were able to repeatedly collect glyphs for extra bloodpoints, shards, items, or buffs, there would be people hunting those in a lot of regular matches. Sabotage which used to be an alternate objective was gutted, instead of spending about the same amount of time to prep a hook for sabo (or getting rid of entirely), now is a quick interaction on a cooldown.

    Incorrect. Objectively incorrect.

    Originally Gen speed with a single person with no external boosts from toolbox, prove thyself, spine chill etc was 100s. The current speed for a single survivor is now 80s. Old ruin actively harmed gen progress while you were working on and needed you to hit great skill checks to not regress your progress. Hitting all great skillchecks meant the gen took about 120s. Now ruin no longer actively cripples repair speed nor does it forcibly regress a gen for hitting only good skillchecks. Ruin only regresses a gen if you stop working on otherwise the speed is a flat 80s as usual.

    Factor in toolboxes and perks that time shortens a decent bit even though toolbox bonuses and the brand new part add-on reduced their overall efficiency.

  • @TerrorUnleashed said:

    Now I'm not talking going head-over-heels for Survivors and using every moment as a chance to help them, but just show some friendliness where you see a scenario ripe for the picking. Just last game as Ghostface I had someone getting me to force-hook them (which I prefer over them DCing) and then I had two of their teammates down only about a minute and a half later after I stalked them both on shack gen... so I closed hatch (didn't want to have the game ending super quickly), messed around a bit, and then committed to the usual non-stalk chase. After downing them, I didn't hook them. As you may have suspected, I carried them halfway across the map to a gate. They stopped wiggling once I walked straight past two hooks, and then I let 'em get the gate.

    Now, I know plenty of us do this already, but you're not sacrificing much by letting a person go or not always playing for kills. I literally spent five minutes of that game just messing around. That's what some people need to get; this is a game, and you should have fun. Now whether or not you classify being nice to Survivors as linked to that fun or detrimental to it, you cannot deny that having nice Survivors makes you happy when you get them. So, just return the favour every once and a while if you don't already.

    It isn't too hard to ask. Majority of us do play for fun, after all.

    Also, I can see these comments igniting with loathing for my cause and just otherwise brimming with non-related discussions, so, please, as per the forums rules... keep it civil and respectful. I appreciate it. :)

    You're sacrificing a lot by letting them live. The amount of points lost for someone escaping can mean the different between a depip and a safety pip depending on your rank, how long you kept gens unfinished, how many overall hooks you got, etc. The sacrifice scoring event is pretty important.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2428534#Comment_2428534

    You're not allowed to open the exit gate, they want the blood points for that too!

    Look every merry go round has an entry fee. I gotta wet my beak a little here.

    https://media.giphy.com/media/l41lUJ1YoZB1lHVPG/giphy.gif


  • @Sparse said:

    Hello! New player here, I've been playing for about one week.

    This is an honest question - when does playing a Survivor get fun? Like, when do you reach that "A-ha!" moment as a Survivor where it starts to click and you start to get it and feel like you have a chance?

    So far, my match experiences have gone one of two ways - either the killer is completely passive, and just messing around, and lets (or even helps) us all escape, or the killer just absolutely wipes the floor with us, and kills all 4 of us in short and easy order. Okay, sometimes maybe one person escapes. And sometimes that one person escapes because the killer carries them to the hatch, which I am beginning to understand is kind of considered a polite thing to do.

    Either way, both scenarios just feel frustrating. In the first one, I don't learn anything. In the second one, I feel pretty much helpless against a killer that chases me, catches me, hooks me. Someone unhooks me, and it's rinse and repeat. No matter how grandiose a chase I try to lead them on - dropping pallets, vaulting through windows, playing ring around the rosie with any terrain or objects I can - in the end, they always catch me and kill me.

    At what point did you all hit that moment where you figured out a) how to actually survive and escape, and/or b) how to actually survive for more than two minutes after the killer initially finds you?

    I didn't really click with survivor gameplay till six months into the game. Survivor can be fun once you really find out what you're good at doing as a survivors. I'm good at doing gens, but not the best runner so I prefer to avoid being chased as much as I can. The thing that will vastly improve your experience playing the game is getting friends to play with you as survivor as solo q can be a bit of bear.

    When you're starting out though you're usually going to get killed almost every game as you've not developed the necessary skills and understanding of how to connect or pick out really strong tiles mid chase. If you find yourself getting stressed as survivor just switch to killer and play that for a while. Gives you a different view of how people play and imo teaches you to be a better survivor since you experience what it is like to have to try catching people.

    The most fun you'll have is when you're learning something early on because you're games aren't necessarily gonna be full of SWF or Comp play killers in the low ranks.

  • @Huge_Bush said:

    Yet, you have lots of people who complain about tunneling, when chasing is supposedly the most fun part of the game. I've read many angry comments, berating killers for not letting them go so they can work on generators, open chests and cleanse totems. It just goes to show that you can't please everyone.

    As killer we're expected to facilitate fun for survivors at times to the detriment of our own fun. We're not good unless we make the game super engaging, but also open the exit gate personally escort the survivors out judging by the way the forums usually tell it.

  • @Artick said:

    The current system is fair, the old one always favored the killer and survivors had to deal with BS hits all the time. Now, it doesn't favor anyone and killer mains, the same people who apparently care so much about balance and fairness, are crying rivers to have their unfair advantage restored.

    It most certainly favors someone. It favors the action that the server can recognize first, the problem is that when getting your action completely rejected is bad. The key thing about the old implementation was BOTH SIDES TRADED BLOWS. Neither side was immune from consequence and survivors needed to play palettes which a bit more sense and timing same as the killer did. Now one side is literally invulnerable and very likely to just run off from an engagement with zero consequence. You can even stay on the same side of the palette as the killer get your stun and somehow not get hit as well.

    If that is what you feel is fair, idk what to say.

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/270448/alright-gamers-ive-had-a-realization

    They already don't balance for the top1%, unless you are a killer, In that case they balance for the top 0%.

    Jokes aside, they already balance this game for casuals rather then competitive. Which I am not happy about. Sadly, they can't balance this game for 1% without drastic changes I don't see happening such as a entire rework of the game.

    They never really set out for the game to have a competitive scene in the way it does now.

  • @Customapple0 said:

    I’m surprised they haven’t made a system that kicks the killer after AFK’ing for a specific amount of time.

    Because matchmaking is already a pain in this game and no killer means the game ends and no one gets anything at all.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403670#Comment_2403670

    I have a habit of trying out mostly random perks to see what combines well.

    I put Blood Pact for some aura reading and healing coverage

    Iron will for stealth as well as to make being injured more bearable at least untill I'm healed with Blood Pact

    Lithe for some distance since I consider it a great exhaustion perk

    And Rookie Spirt to sorta help find generators but mainly for the reasons mentioned above (I know there are way better options)

    It's not the worst build, but not much meat there either. Iron Will currently is bugged so you make no sound at all apparently not even just from walking or running. Lithe's fine, but I would have went with Sprint Burst. This build might be alright if you play with a group, but solo I wouldn't run it without swapping something for Adrenaline and either Bond or Kindred. That's just my take.

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402339#Comment_2402339

    Rollback was the one everyone considered killed Street Fighter V

    Capcom in that situation did a poor implementation well after initial development of the game. Rollback based netcode can be retrofitted to games after the fact, but it might not always perform as well as a game designed with Rollback as the intended netcode. Most games are usually Delay based and I can't think of many non fighting game rollback implementations.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/270631/just-revert-the-pallet-change

    Right now the system is designed to prioritise the player who's action the server recognises first - which is a fair system. It doesn't prioritise survivors and it doesn't prioritise killers. It prioritises the person who's action was done first.

    The issue arises, in that the killer gets the feedback that they've completed a successful hit prior to the server rejecting that hit (this is done like this to avoid any delays in waiting for every action to be validated by the server). The server rejects the hit because the survivor had completed their action prior to the killers.

    So basically interactions at palettes are swing early and hope the server recognizes your hit first or you just straight up get rejected? How is that more fair than Survivors and Killers trading hits and stuns?

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402349#Comment_2402349

    Not really, spine chill triggers when they are looking at you, I'm saying this would be triggered on going undetectable, clearly not the same thing, if you apply some thought to it. The counter play to spine chill (moonwalking) would not work on this perk, and it could also deal with greater activation distances, and lower cooldowns, in order to differentiate the perk.

    Anyway, that was a quick example off the top my head, to illustrate some use of undetectable, rather than invisibility, which is pointless and applies to 2 killers in the whole game. I'm not saying go and make that perk, it was a quick example to illustrate my point.

    Don't worry, I know how spine chill works, if you were following the thread you may have seen my other post were I said "did you try using spine chill", but thanks for trying to educate me on spine chill, anyway.

    What is the point of having a status called Undetectable if survivors having something that triggers when a killer gains it letting them know the killer is now undetectable? That defeats the purpose of any killer trying to use the status effect designed specifically to make it so you can catch survivors off guard. Spine Chill triggers when they look at you, but Premonition triggers when you're looking in the killer's general direction. Doesn't matter if they're trying to moonwalk up because you have a 45 degree cone with a 36 meter detection range that should they cross into it you get an audio cue.

    It just requires you be actively sweeping the camera around which you should be doing in the first place.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2401496#Comment_2401496

    I literally made this exact point in one of my previous posts in this thread, and I said showing where they are would still be OP. I'm saying that targetting Invisibility is useless, something that works off Undetectable would offer more in-game interaction, but it would have to be weaker than showing the Killer's aura at all times. A quick example: something like the reverse of the Killer perk whispers, e.g. the survivor gets some subtle audio indicator when a Killer goes undetectable within a radius.

    https://forum.deadbydaylight.com/en/discussion/comment/2401490#Comment_2401490

    That's not a good example of balance, a perk being either totally overpowered and game breaking, or being totally useless. Those two states don't balance each other out as they are both broken states.

    Homie that's literally Spine Chill...Except instead of a audio cue you get a visual one.... If you use Premonition you get an audio cue instead of a visual one.....

    How is this so hard to understand. Like I even took a minute to double check just to make sure my brain wasn't rotting. What you're asking for has existed in the game LONGER THAN UNDETECTABLE AND IS ARE GENERAL PERKS THAT EVERY SURVIVOR GETS FOR FREE(Free as in they're in every bloodweb not free as in costs nothing)

    These perks legit do the exact thing you're asking for in the exact situation you're asking for. Always have.

  • @JPA said:

    I think it would make more sense to build perks around Undetectable, because then this perk would work in way more situations:

    • Wraith
    • Ghost Face
    • Pig
    • Myers
    • Demo (after he teleports)
    • Insidious users
    • Spirit possibly (does her husk emit the terror radius, so her phasing is undetectable? not sure)

    Did I miss some?

    Even then I feel like showing where they are at all times would be OP

    What's the point of having the status be a part of a killer's kit if a perk exists that thoroughly robs it of its usefulness? Which was the exact issue they changed for Object of Obsession. Stealth states become meaningless when people can aura read you while in that state. You've got spine chill, alert, premonition, etc. to use as a soft counter.

    Let the sneaky killers actually be able to sneak in peace.

  • @TacitusKilgore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400458#Comment_2400458

    Sure, the survivor is the probably for not equipping iron will ever single game just to counter the 1 possible spirit they encounter.

    Come on dude. Its not fun to be deprived of all sensory information, while the spirit has every possible in game sound at her disposal. She stands still, and then you die in 10 seconds.

    If she stands still just run to the next tile. Like not every encounter is a high interaction mind game. It's been this way the entire time she's been in the game. Spirit wants you panic cause she's just standing there, but if you run they've still got to chase you and they still have to respect terrain.

  • @stikyard said:

    Spirit will remain broken, it's a Killer for those who are bad at the game.

    That's strange considering you give up visual information and have to rely on hearing. Though, I get why survivors don't like playing against this killer let's not say it's a killer for bad players.

  • @WishIcouldmain said:

    From what I heard it’s more like Freddy 2.0 where the hate stems from add-on and perk synergy.

    It's hard not synergize well with perks when he was created to do just that. Just like most of killers that existed at launch when powers we much less a big deal. Mans just speed. stealth, and m1. All the crazy stuff is just perks and add-on, but now he's gotten a few booster shots of QOL changes so he's threatening.

    Imagine what life is gonna be like when they start rehabbing trapper.

  • @Vulgun said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399091#Comment_2399091

    Shrinking the size is just the more complicated and costly method from a development standpoint.

    Why change the size of every map when you can instead change one simple part of every characters' code and make it so that they just run faster? All that is occurring with my changes would be much less complicated and more cost-effective than having to shorten an entire map and redo every possible placement from scratch.

    Changing speed values isn't that simple when you factor in how other things in the game will be affected. There are multiple perks and add-ons that have an effect on movement. There are multiple killers whose actual power calls for increased movement speed as well. These are underpinned by the fact that survivors and killers move at the listed speeds they do now. A base 10% increase means a ton of adjustments and testing to a lot of things. Increasing things like vaulting speed also messes with animations which will need to be retimed or things will look like you're going through time dilatation. Palette breaking takes 2s without brutal strength and 1 with it currently and that shouldn't be any faster for balance purposes. Also not for palette breaking that is just universal speed and a single perk so imagine cloaked Wraith zipping around like a madman kicking palettes at the speed of sound.

    Map size is already one of the biggest issues in the game, but it is something they can actually fix without necessarily get into the weeds of sorting out perks. While I don't agree every map should be the size coal tower maps like RPD and to a lesser extent Midwich actually could do with either being smaller or have their tilesets adjusted to be easier to navigate.

  • @UnDead_PoLo said:

    https://forum.deadbydaylight.com/en/discussion/270113/new-idea-to-prevent-camping

    Too many people complaining saying it was abused. Well it should be disabled when a survivor is near hook and active only when killer is at hook. Problem solved

    Someone already explained the exact process of how that was ALREADY THE IMPLEMENTATION and how survivors found a way to defeat that implementation to gain a massive advantage. Yet, let's go over it again.

    WHen we had this exact implementation it was designed to function on a killer's proximity to the hook. If you got in a chase with a survivor the game actually progressed the timer, but what everyone started to learn rather quickly was that if you could force the killer to stay at the hook without entering into a chase with them then your team of 4 had an infinite amount of time to do anything.

    This led to killers in a no win scenario for getting hooks. It led to hooked players being left to swing for extreme periods of time because you could not die. Game times ballooned, people stopped wanting to play because as killer you getting extremely annoyed and people who got stuck on a hook till they just had to DC weren't actually getting to play the game. It didn't hurt more experienced players as much, but was extremely detrimental to new players. New killers at the time tended to camp cause they didn't really understand the game as well only to find themselves in 45min games with people basically not wanting to engage in a chase once someone was hooked.

    It does not take much for this game to see players walk away and queue times skyrocket. So considering it was generally just making things unhealthy they removed it. As much as people don't like it camping is also a valid way to play and the devs have said thing multiple times over the years. They would like it if people didn't do it unless they needed to, but making blanket mechanical changes doesn't really make it go away and does more harm than the camping itself does.

  • @AGM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2399768#Comment_2399768

    If they got away fine then they didn't mess up, you did. Just because you hear the scream doesn't mean you "deserved" the hit. You're just frustrated that you heard them scream because you associate the scream with a hit. If they didn't scream you would be none the wiser. The server is the referee now, instead of your client, which is 100% more fair. No offense but you need to get over your Pavlovian conditioning.

    The server was the referee before the patch as well the only different is that instead of feeding the player blatantly bad audio visual information it was trying to split the difference best it could i.e. Survivor getting the stun and the killer getting the hit.

    Now it has been tuned to automatically reject the hit if a stun is going to happen at the same time, but the game is still feeding you information to the contrary, that is a problem. It's even worse for a killer like Huntress whose hatchet hits are being rejected when someone drops a palette or vaults at the same time. That doesn't make any sense no matter how you look at it.

    All they did was just shift more problematic issues into killers' laps while also taking yet another strategic interaction aspect and throwing it in the trash. There is nothing fair about this situation it's just another instance of hammer and nail problem solving creating more issues and stress for a significant portion of the playerbase.

  • @Vulgun said:

    In my previous thread regarding Decisive Strike, I ended up getting quite the reception and useful data that allowed me to craft this new thread for the Perk. As I've stated before, I've a firm belief that this game should reward good plays and predictions from both sides; the Killer should be rewarded for punishing a Survivor, the Survivor should be rewarded for outplaying the Killer or the Killer being out of good positioning.

    That said, I've concocted a Decisive Strike variant that is different from the rest of the pack. This one makes it so that it rewards you for making proactive plays and still rewards the Killer for making the right plays against you. This basically makes it the "decisive strike" that can win or lose games.

    Without further ado, let's get into the revised version of my changes.

    Decisive Strike

    Using whatever you have in your hand, you stab at your aggressor in an ultimate attempt to escape.

    Upon being unhooked by another Survivor after meeting various requirements, Decisive Strike will activate for the next 60/75/90 seconds.

    • When being grabbed or picked up by the Killer, succeed a Great Skill Check to automatically escape their grasp, stunning them for 5 seconds and granting you 150% movement speed for 3 seconds.
    • Successfully stunning the Killer will disable Decisive Strike for the remainder of the Trial and result in you becoming the Obsession.

    In order to activate Decisive Strike, one of these requirements must be met:

    • Take at least 7 protection hits for another Survivor.
    • Heal at least 7 health states for other Survivors by yourself.
    • Rescue a carried Survivor at least 5 times by blinding or stunning the Killer.
    • Unhook every other Survivor at least once.
    • Repair a total of 200% generator progress.

    Decisive Strike cannot be used if you unhook yourself while it is active.

    What does this massive Change do exactly?

    What this change does is keep Decisive Strike as a proper anti-tunneling perk, but gives it requirements that must be met first in order to actually be able to activate it, promoting proactivity and teamwork in the trial.

    One of the more minor changes comes in the form of how long it will last once it's activated. In order to compensate for the requirements necessary to obtain it in the first place, the duration it can be activated is increased.

    The first major change comes in the form of the main functionality; in order to promote anti-tunneling against you, you now have the ability to get a good head start against the Killer for 3 seconds, allowing you to properly escape them and force them to go try and find other Survivors.

    The second major change comes in the form of how you obtain it. Yes, obtain it. You need to actually be a proactive member of the game and the team in order to be able to earn this Perk, and there are some very hefty, albeit admittedly lenient, requirements in order to earn it, most of these being cooperative or altruistic actions. If you do something for the benefit of your team, you should be rewarded the ability to use it.

    Some of these requirements are easier to perform than others, but will be well worth the effort in the long run.

    One final change that I want to make very clear is that this perk should not promote making a bad play. This is why one moderate change is to make it so that you can't use it after unhooking yourself while it's active. If you unhooked yourself near an attentive Killer, they should be the ones rewarded for outplaying you, not you being rewarded for being read like a book.

    Decisive Strike should feel like the ultimate comeback tool, but at the same time, the comeback needs to be rewarded. You need to be a good team player in order to get the Perk, and it's even more powerful than before once you earn it.

    The requirements will balance out the power of the Perk, and while not everyone will be able to get it in a match, those who can actually be good team players will be rewarded. It promotes that; team play.

    How do you keep track of Decisive Strike?

    As for how managing the requirements would function, if you are performing a requirement, a pop-up text will appear next to the Generator count icon that will indicate which action you're performing and how much progress it will have.

    It will appear something like this:

    • "Decisive Strike - Protector: 0/7"
    • "Decisive Strike - Benevolence: 0/7"
    • "Decisive Strike - Rescuer: 0/5"
    • "Decisive Strike - Savior: 0/3"
    • "Decisive Strike - Cooperative: 0%"

    Every time you progress this, the text for each action will pop up. If another action is popped up beforehand, the current action you are performing will be replaced with that.

    You can try to earn it one of any of these five ways, and you aren't restricted to using one specific method either. So long as you do well, you are rewarded with the ultimate tool of survival.

    Well, unless you're tormented by Pyramid Head after second hook stage, at which point you can't do anything but suffer Judgement.

    There is a few issues with

    1. Games don't really last super long and you have to understand that it is common to have multiple survivors running ds. Making them wait an excessive amount of time on taking lots of risks or doing two full gens is going to make it nearly impossible for people to use this perk.
    2. DS doesn't need a sprint burst on top of the stun. It's already got a 5 second stun that can't be shortened by killer perks.
    3. People already will fight over unhooks due to tome challenges or getting altruism points. Same with heals. You do not want you anti-tunnel perk so dependent on those interactions that it can't be use it effectively.
    4. Protection hit system is notoriously finnicky. It's one of the main reasons why Mettle of Man is rarely used anymore.
    5. DS's active time was changed to 60s so that people would not be able to use it as a form of invul if they aren't tunneled. 90s is a long time in dbd.
    6. Flashlight blinding is another thing doesn't work consistently as there are many situations where you can get points for blinding a killer, but the killer not drop the survivor. Also you're now putting a potential lightborn interaction on the table which when lights come out in force lightborn comes out to completely deny blinds.
    7. This perk breaks down if you get chased the entire game and can't do gens, heal, get protection hits, or unhook. This scenario comes out more than you would think where a survivor is chased for 5 gens and then finally gets downed. Your design has just locked this person out of their perk.
    8. Mettle of Man requires 3 protection hits. This is because you don't really survive long enough to take that many hits. 7 protection hits is pretty much nearly impossible for a single player to take unless the killer is actively letting you constantly heal up.

    The perk does exactly what it is supposed to and nothing more as it stands right now. Which is where it needed to be the entire time.

  • @Lochnload_exe said:

    Now I love nemesis and I'm already maining him, but I believe his power would be much more fun if his strong thing was his zombies instead of his tentacle. I could go into my idea for just a kit rework in general but instead I'm just talking about his zombies for now. I think his zombies should be more dangerous but have a counterplay other than pallets. RE 4 gave me this inspiration. I think zombies should move much faster, something even around 90% movement speed (can be tuned) but you can kill them without using pallets. Pallet still kill them, but now if you either blind or stun them, or bait a hit and they miss, you can now roundhouse kick the zombies and kill them. They are now more of a threat (especially if he gets reworked to be more zombie oriented) and you can do something fun against them. If the devs don't want to make a new animation, hell just make them do the victor kick animation and it will kill them. That is my idea

    Buffing the AI controlled portion of his kit would absolutely tilt survivors off the face of the planet and no one wants that on the forums. We get enough of it as it is.

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