RepliCant
RepliCant
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@ThePloopz said:
That happens to me sometimes. I get pissed every time good job map rng lollowkey this was a rage post but tbh still, it's sooooo annoyinggggg
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A nurse or billy can dominate on that map really well. lol..............................................
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@BLUE_APE said:
Also big question, has anyone who plays doctor been hit with DS? I have never been able to land the skill check after I have hit madness.
I can hit a decisive strike skill check with a doctor on Tier III Madness who's using Unrelenting.
But idk, I like the obsession only idea.
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@Setsune said:
theagitatedapricot said:And yet killers keep playing and I never have to wait more than 2 minutes to get into a new game. The constant whining from some people just doesn't mesh with the reality.
Yes, certain killers need buffs, yes some survivor perks could use a nerf, yes there are toxic survivors. But the exact opposite could be said as well. Nurse needs a nerf, Hillbilly's instant chainsaw is OP, Doctor with the right perks and add ons is a hellish experience. There are plenty of toxic killers who body block survivors in the basement and go AFK, who hard camp for no other reason than to ensure a particular survivor gets no BP, etc. There are survivors and killers who team up to farm randoms.
Stop acting like killers and survivors are two separate classes of people. Stop whining about how one side or the other has it so hard and being teabagged or called a noob or being camped and hit on the hook is just so hurtful. It's a game, if you choose to take it seriously that's on you. If you have no motivation to play then don't.
Killers and survivors mains ARE two seperate kinds of people. I doubt, with all honesty, that killer mains go play as survivors and spam crouch on pallet loops and type "gg ez, get gud" in the end, because they know how unbalanced the game is at the moment.
What do you mean by whinning? Because people know how broken the game is in higher ranks so they come to the Official forum of the game and try to be heard?You sound like the typical rank 20-10 survivor that spam downvote on people that care about balance. Clueless.
Fun facts just for you:
- Only 5% of the player base is really good with Nurse.
- There is no Instant Chainsaw.
If you think the Doctor is an "hellish" experience for survivors, go play Freddy vs swf at Rank 1. Oh boy you're in for a ride!
You missed his entire point.
Killers can be toxic too. Take some accountability and stop acting like one group is the victim.
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And there's maps like Shelter Woods that totally benefits some killers more than others.
And so forth.
Some maps are meant to be more so for killers, and others for survivors, and some kinda inbetween. Have you played Myers of Lery's?
Maybe tweak it a bit, cause killers like Billy are just destined for a 4 man escape on Lery's. And I will say meh to that.
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i find its just the same perks over and over and over and over lol
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@RagingCalm said:
@Brady In terms of survivors, most people agree the following are meta in no particular order -
1. Self Care
2. Decisive Strike
3. Dead Hard
4. Sprint Burst
These next perks may be considered the most meta, or most useless depending on who/what group you ask -
5. We'll Make It
6. Iron Will
7. Lithe
8. Vigil
9. Urban Evasion
10. Wake Up!(I [BAD WORD] HATE THIS PERK)
11. Quick and Quiet
12. Borrowed Time
13. Unbreakable
Again, those last 9 perks are controversial as to wether they are meta or not. I personally do not think Vigil is meta as do not run into it nearly as much as I do Wake Up!, but for other Killers it is the other way around. Basically it just has to do with personal experience/luck.
If you want a much more accurate representation of what is and isn't meta, just look at everyone's perks at the end of the match for the next whole lot of matches and see which ones repeat multiple times. Metas also change a little bit as you go through the ranks, but basically you just see only the top 4 and some other perk at rank 1, and all the other perks can be seen at the lower ranks more often.I like that list. Though PC vs. Console meta varies if you ask me.
When I played PC Dead Hard was definitely in the meta. Console it absolutely isn't.
I would say the meta would be:
1. Self-Care
2. Sprint Burst
3. Decisive Strike
4. Borrowed Time
5. AdrenalineThe rest you listed with Dead Hard included meta varies and debatable.
That's cool tho, I like most un-meta perks.
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@SadonicShadow said:
@Brady said:
@SadonicShadow said:
@VayneHellslinger said:
@SadonicShadow Hmm concept needs more polish I think before being seriously considered. Just some things I would like clarified before properly critiquing the idea:
1) At what point can you take advantage of the self-heal? If you can't go back to healthy but you heal yourself while downed, at what point in the game does the perk become viable?
2) If you able to self-heal while downed, why would you ever run the original No Mither?. It seems like an objectively better version of it and if healing does work while down the way I think it does it also arguably works a little like a multi-use unbreakable.I feel like your perk idea was lost on me, so a little further explanation would be nice
I think i should have been a bit more clear in my post. When i said no mither effect i dident literally mean like the perk no mither. I mean in the context of simply not dropping blood or making grunts of pain. You woulden't be able to recover off the ground. I just used some of the effects of no mither so that people would understand where i was going with my idea. my apologies for the confusion.
Renders no mither useless.
Implying it is useful to begin with.
No mither is useful. Your suggestion would means there's no point in no mither.
No mither tied with tenacity + dead hard + WGLF is a confrontational gameplay meant to take hits for your team.
No mither is pefect for bodyblocking, there's even a perk with it that gives you BP for doing it. It's solely meant for taking hits. Because it doesn't matter if you get down if the killer is distracted, because you can simply pick yourself back up. So yeah, I am implying it has some use.
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@Flyingdrull said:
Or make third seal work on other things. Imagine if it worked on the jigsaw boxes for the pig... that would instantly be a meta perk for her.i want this.
as a survivor it's so fun actually LOOKING for the boxes.
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@SadonicShadow said:
@VayneHellslinger said:
@SadonicShadow Hmm concept needs more polish I think before being seriously considered. Just some things I would like clarified before properly critiquing the idea:
1) At what point can you take advantage of the self-heal? If you can't go back to healthy but you heal yourself while downed, at what point in the game does the perk become viable?
2) If you able to self-heal while downed, why would you ever run the original No Mither?. It seems like an objectively better version of it and if healing does work while down the way I think it does it also arguably works a little like a multi-use unbreakable.I feel like your perk idea was lost on me, so a little further explanation would be nice
I think i should have been a bit more clear in my post. When i said no mither effect i dident literally mean like the perk no mither. I mean in the context of simply not dropping blood or making grunts of pain. You woulden't be able to recover off the ground. I just used some of the effects of no mither so that people would understand where i was going with my idea. my apologies for the confusion.
Renders no mither useless.
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@Setsune said:
@SovererignKing said:
Love it except a one thing : Power portion, no debuffs to Survivors while possessed. As creative as that is, they would know to avoid other Survivors. You’d be waiting for an accidental encounter, which would be rare when they are on alert someone is possessed. In case of SWF, encounters would be nearly never as they would constantly relay each other’s positions to each other, never allowing for an encounter.I agree! I miss being scared in DBD xD
This^
I. Miss. Being. SCARED.
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@Fre_Shavacado0 said:
i am a ps4 player so i don’t know much about what’s on the ptb... is the new hatch on the ptb?! if so can someone explain to me how it works (ex: how many times the killer can close it, if there is a way to get it back open) thank you
I'll try to break it down really simple for you

- The current mechanic of The Hatch stands as when you are the last survivor standing, with atleast 2 generators done, the hatch spawns and opens as an alternative escape for the survivor. If the survivor jumps through the hatch, he escapes. The killer if close enough, can activate a grab (Similar to hook+gen grabs) and prevent from escaping through the hatch.
- With this current mechanic, it usually results in what we call a "hatch standoff" where both survivor and killer sit there contesting on whether or not the survivor gets the hatch.
They have changed the hatch mechanic and tested it in the PTB as so:
- The killer now has the option to close the hatch once opened. This allows for the standoffs to stop occuring, and to allow the killer to now go hunting for the survivor rather than just standing at the hatch.
- The hatch can be reopened by doing a generator. Although, the killer can once again close the hatch once it reopens. So, the killer has unlimited use to how many times he can close it as long as it gets reopened.
- The hatch can also be reopened by bringing a Skeleton or Dull key.
Problems people are facing:
- Killer is sitting at the hatch allowing every gen to be repaired, then closing the hatch permanently and patrolling exit gates, stalling the game greatly.
- Survivors can just hide the entire time and attempt to hold the game hostage with no proof that they are.
Hope that sums it up for you.
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I think they should have a casual + ranked gamemodes similar to MOBAs.
Smite for example, has a normal mode and a ranked mode. Ranked presenting more skilled players than normal.
Because yeah, some survivor loadouts are OP, and cause some annoying and hard-facing gameplay.
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@RagingCalm said:
@Brady Dead Hard is very meta btwReally? I guess. Dead Hard is more fair than Sprint Burst if you ask me, considering it's easily fooled into using + you need to be injured + button activtion timed right. I just assumed it wasn't meta because of how unpowerful it is compared to other perks :P I like DH more because it offers different way of playing.
What would be the list of all meta perks? From a neutral stand-point view.
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My absolute favourites:
Tenacity - It's fun to crawl away and heal at the same time. shimmy like a worm
Technician - my favourite when a killer tries breaking a gen but I pop it without him realizing I was right there LOL
Lightweight - Bc i run around the map like a headless chicken and it helps
Dead Hard (? Is this meta ?) - ZOOOOOM
Resilience Omg the vault speed gets me HYPED.
Iron Will - It's just really useful, always, i'm not moaning anymore
and a pesky no mither build with tenacity. Bodyblocks ftw :P -
All I'm gonna add to is:
I'm that survivor popping those gens quickly cause' I can hit consistent great skill checks while you're off busy fending the 1/2 survivor tryna destroy your hex
Ruins not effective if you have good survivors. Or one with stake out. -
@Wolf74 said:
@Brady said:
@Wolf74 said:
@Brady said:
@Wolf74 said:
@Brady said:
Idk, can't base everything off of SWF. I don't wanna have to wait for the match to be over in order to see what the killer killed me with.Actually , yes, you HAVE TO.
SWF is a problem and it is breaking some of the games mechanics and should never have been in the game in the first place.
Now we have it and it needs to be dealt with.
It gives an unfair advantage and that needs to be removed.
You can't just keep it, because some other want to see the stuff immediately.
If a mechanic is abusable, it needs to be fixed.
I like to point out how the killer Fov got screwed just to fix the lockerpeek issue.
Some abused it and all killer had to pay the price for it.
Why not the same for survivor?You know how easy it is to tell which perks a killer has ingame?... Like I can probably with the first chase + hook know what perks you got. Lol. Having being told when someone dies what you got doesn't change much.
Anyway no, not everything can be. Seriously. And FOV got screwed? Wow, I wonder why Shadowborn and M&A exists...
If it is "easy to tell", why do you need to see it?
If you are such a smart guy, you don't need the endscreen telling you the perks.
That way we do not have a problem, right?
So no one can tell the remaining survivor the killer loadout.And you seriously telling me that it is ok to screw something ingame as long as a perk for that exist?
How about we reduce the survivors overall movement speed , because Sprint Burst exist?
Your logic is really screwed up and you do not even try to hide your bias behind some logic.@Wolf74 said:
@Brady said:
@Wolf74 said:
@Brady said:
Idk, can't base everything off of SWF. I don't wanna have to wait for the match to be over in order to see what the killer killed me with.Actually , yes, you HAVE TO.
SWF is a problem and it is breaking some of the games mechanics and should never have been in the game in the first place.
Now we have it and it needs to be dealt with.
It gives an unfair advantage and that needs to be removed.
You can't just keep it, because some other want to see the stuff immediately.
If a mechanic is abusable, it needs to be fixed.
I like to point out how the killer Fov got screwed just to fix the lockerpeek issue.
Some abused it and all killer had to pay the price for it.
Why not the same for survivor?You know how easy it is to tell which perks a killer has ingame?... Like I can probably with the first chase + hook know what perks you got. Lol. Having being told when someone dies what you got doesn't change much.
Anyway no, not everything can be. Seriously. And FOV got screwed? Wow, I wonder why Shadowborn and M&A exists...
If it is "easy to tell", why do you need to see it?
If you are such a smart guy, you don't need the endscreen telling you the perks.
That way we do not have a problem, right?
So no one can tell the remaining survivor the killer loadout.And you seriously telling me that it is ok to screw something ingame as long as a perk for that exist?
How about we reduce the survivors overall movement speed , because Sprint Burst exist?
Your logic is really screwed up and you do not even try to hide your bias behind some logic.I'm just saying it's not that hard to tell with to begin with. Not disagreeing it isn't annoying or fair, but like, why's it such a problem when it's not hard to tell what it is ingame.
Yeah, a bit of bias in there. But there's a bit of bias coming from you too.
Not a bad idea to limit it to SWF. Maybe that'll solve your problem. I'm not waiting 15 minutes to confirm what you killed me with, that's just dumb. That's even more problematic because it messes up the entire end-screen menu. Like, what are you gonna do? How are you gonna show off the results of the rank + bloodpoints received + your fellow survivor perks? Explain a solution then than a suggestion with no suggestion to execute it. It's just simply you saying "Change this." How? Really, how?
And it's not like saying that. I'm just simply saying I wonder why Shadowborn and M&A exist? To increase FOV. Those perks are permanent too, SB is just simply 3 seconds of a burst of speed. Sooo, lol. I played killer, FOV is fine. It offers jukes to be allowed, which if you don't know already, are hard to pull off to begin with.
- Just because you think you have "the right" to see the loadout immediately, the killer should not complain if the dead tell the remaining survivor his loadout, right?
He should just take the possible abuse and be done.
Someone should accept being cheated just for your convenience?
And I am NOT a Dev, I don't need to explain "how" thinks should be. Feedback is just to tell the Devs what is wrong and needs a change. We as player don't have to have the solution for it.
You are just looking for a cheap way to silence people.If there is a certain size of something, like the FOV, and there are abilities to increase it's size percentagewise and you reduce the original size, you also reduce the effectiveness of the original ability.
That's simple mathematics.
You can't tell that it compensates, because the ORIGINAL values have been lowered.
You can't tell people to just waste one of their precious perkslots just to undo a shadownerf!What kind of a screwed up logic is that?
That's EXACTLY the same logic I used on your movement speed example, that you claimed to be absurd.Just because some survivor main played some killer once and said "it's fine" is not an argument.
The change of the FOV made jukes way easier as they should be. Sorry, that you have to show skill to execute them, but this is a 4vs1 game. The killer should usually WIN the 1on1s.
Fov is fine? The killer can't even see a survivor crouching in front of him without looking down and you think that is FINE?!?
Doesn't happen with solo survivors. Again, maybe limiting that option to SWF is fine, but with your suggestion the solution would end up not being allowed to leave the match until everybody has left / been sacrificed. What if the game continues on for an extra 10-15 minutes? You expect me to want to watch that? Just to see what I was killed with, hmmm.... And I'll repeat, how else are they going to show off fellow survivor perks and all the extra end-game stuff without making you wait so long. Don't think anybody wants to wait to begin with.
I see what you're saying; though, the way I see it, FOV received a nerf. I think you're the first one to even mention that complaint in so long. And let's be honest, it is fine. "I can't see someone crouching without looking down!", I mean, in real life being 6'3, which some killers are practically tall as #########, I have to look down to see people crouching too. Seems fine that you have to MOVE YOUR CAMERA, yeah, actually move it, to help see survivors. Wow, how dare you not have 100% view of every survivors stealth.
And no, because it's different. Again, SB is not a permenant value. We do not run at 150% our speed for 100% the game. Your guys FOV is permanent, have you even used shadowborn? You know how counteractive it is to jukes? Let me guess, no, because you want your original fov back to not have to use a perk to help it.
There's mad entitlement going on, maybe even on my side. But the survivor should ALWAYS be able to outsmart the killer, just like the killer should ALWAYS be able to out-power the survivor. The killer, if against a skilled survivor, should not USUALLY WIN against a 1on1. The survivor should be able to outplay the killer with smarter tactics than a confrontational style of gameplay like we have now (i.e staying on gens til the killer comes, pallet looping, bodyblocks, etc.) There's a reason why I can be in Rank 1 and not use Self-Care and still double pip.
And because I played killer once? I'm Rank 12 on killer, not high ranks ,but played enough to have an opinion. These are both personalized opinions contradicting each other. I'm not trying to find "cheap ways to silence you", that's like playing victim now in this debate. I'm trying to tell you there's no positive way to execute this request without making it worse. I'm all for ######### with SWF and limiting it to that, but I'm allowed to stand for my opinions as a solo queuer. Just like how you are, which I'm assuming, as a killer.
I'm going to throw this out there: This game is balanced around solo players. 4 solo survivors VS. 1 solo killer. My games always end up fair play, because we don't exploit things as badly as SWF does. We don't exploit perks like bond, the hexes, and so forth. Stop trying to balance EVERYTHING, I mean, most killers want EVERYTHING balanced around SWF and it's going to end up hurting solo plays too badly. I agree with most nerfs, but this change just feels kinda dumb because you're mad they got told what you have, when btw, isn't hard to tell to begin with. It's not hard to tell if you have BBQ, Ruin, Nurse's, and whatever. Switching up a perfectly fine end-screen menu is just pointless.
- Just because you think you have "the right" to see the loadout immediately, the killer should not complain if the dead tell the remaining survivor his loadout, right?
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@RSB said:
@Brady said:
This is my number 1 request. Out of all the changes, all the nerfs, and the buffs, I really want this.Remove pallets all together for all I care. They're a clutch. I want ways to remove LoS and tricking the killer more easily than crouching beneath them to go back through the window, or mind games around the shack/pallet. Besides, shadowborn even defies most jukes cause your FOV is increased and you can often see they're small jukes.
Like, all we got are simply running around a circle until at some point we can make an unpredictable move that throws off the killer on where you went. That's not efficient enough nor that fun...and as easily traceable survivors are when injured, it makes it even harder. (Blood splats, injured noises, footsteps & footstep sounds, survivor breathing, grass movement & sound).
Offer us a way to hide, lockers are just wayyyy too obvious. When someone magically disappears,I wonder oh so dearly where they went...:P
Less pallets and infinities, more juking and hiding spots and we have a deal.
Deal. You can have all my pallets Sir, gimme gimme gimmeeeee more ways to hide. I get a thrill of outplaying the killer, not outrunning.
I think pallets are the biggest clutch of the game: I think their intended purpose was more of a "blockage of a path" for survivors to gain distance and get out, but now with the loops, they're an infinite clutch. It's meh. You know what gets me hyped? A 360 juke around a killer and him going... what... and a juke around a tight corner with the same reaction. Idk how people enjoy pallet looping.
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@kimukipi said:
I'm all for this. Reduce pallets by half but induce more LOS breakers so mind games can play a big hand instead of just running in circles. This way, when I lose to a survivor, I can genuinely feel happy for being outplayed instead of getting frustrated about the broken mechanics. Also, its due time for a core change in DBD to keep the gameplay refreshing.They did tweak LoS blockers for pallets but like, I want more of a mechanically way of jukes similar to window vaults.
Agreed though, rather feel outplayed than outran cause of an infinite dumb mechanic that even as a survivor, just sucks lol.
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@weirdkid5 said:
I disagree with Tru3. They don't need to make escaping easier. I escape pretty easily all the time against most Killers. The ones I don't escape I lead on a 3 minute wild goose chase that involves 0 looping at all.
Theydont need to once more make things easier for Survivors. And while I do agree there are some adjustments that should be made on Coldwind maps, most of the problems when it comes to escaping Killers is simply a skill in this game.
That contradicts the point of adding additional ways to juke then... Remove loops and add options to juke. I like the slide underground suggestion.
Because escaping is hard to begin with. What rank are you at? Cause high ranks, a good killer is able to track. Not impossible, but most of my escapes are clutch jukes. And they last so long. I play mad mindgames that I gotta withhold the same predictable movement for 1 minute and add in something unpredictable.
I'd like to say I'm a good player if I'm able to reach Rank 1 without using pallet looping.
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@Wolf74 said:
@Brady said:
@Wolf74 said:
@Brady said:
Idk, can't base everything off of SWF. I don't wanna have to wait for the match to be over in order to see what the killer killed me with.Actually , yes, you HAVE TO.
SWF is a problem and it is breaking some of the games mechanics and should never have been in the game in the first place.
Now we have it and it needs to be dealt with.
It gives an unfair advantage and that needs to be removed.
You can't just keep it, because some other want to see the stuff immediately.
If a mechanic is abusable, it needs to be fixed.
I like to point out how the killer Fov got screwed just to fix the lockerpeek issue.
Some abused it and all killer had to pay the price for it.
Why not the same for survivor?You know how easy it is to tell which perks a killer has ingame?... Like I can probably with the first chase + hook know what perks you got. Lol. Having being told when someone dies what you got doesn't change much.
Anyway no, not everything can be. Seriously. And FOV got screwed? Wow, I wonder why Shadowborn and M&A exists...
If it is "easy to tell", why do you need to see it?
If you are such a smart guy, you don't need the endscreen telling you the perks.
That way we do not have a problem, right?
So no one can tell the remaining survivor the killer loadout.And you seriously telling me that it is ok to screw something ingame as long as a perk for that exist?
How about we reduce the survivors overall movement speed , because Sprint Burst exist?
Your logic is really screwed up and you do not even try to hide your bias behind some logic.@Wolf74 said:
@Brady said:
@Wolf74 said:
@Brady said:
Idk, can't base everything off of SWF. I don't wanna have to wait for the match to be over in order to see what the killer killed me with.Actually , yes, you HAVE TO.
SWF is a problem and it is breaking some of the games mechanics and should never have been in the game in the first place.
Now we have it and it needs to be dealt with.
It gives an unfair advantage and that needs to be removed.
You can't just keep it, because some other want to see the stuff immediately.
If a mechanic is abusable, it needs to be fixed.
I like to point out how the killer Fov got screwed just to fix the lockerpeek issue.
Some abused it and all killer had to pay the price for it.
Why not the same for survivor?You know how easy it is to tell which perks a killer has ingame?... Like I can probably with the first chase + hook know what perks you got. Lol. Having being told when someone dies what you got doesn't change much.
Anyway no, not everything can be. Seriously. And FOV got screwed? Wow, I wonder why Shadowborn and M&A exists...
If it is "easy to tell", why do you need to see it?
If you are such a smart guy, you don't need the endscreen telling you the perks.
That way we do not have a problem, right?
So no one can tell the remaining survivor the killer loadout.And you seriously telling me that it is ok to screw something ingame as long as a perk for that exist?
How about we reduce the survivors overall movement speed , because Sprint Burst exist?
Your logic is really screwed up and you do not even try to hide your bias behind some logic.I'm just saying it's not that hard to tell with to begin with. Not disagreeing it isn't annoying or fair, but like, why's it such a problem when it's not hard to tell what it is ingame.
Yeah, a bit of bias in there. But there's a bit of bias coming from you too.
Not a bad idea to limit it to SWF. Maybe that'll solve your problem. I'm not waiting 15 minutes to confirm what you killed me with, that's just dumb. That's even more problematic because it messes up the entire end-screen menu. Like, what are you gonna do? How are you gonna show off the results of the rank + bloodpoints received + your fellow survivor perks? Explain a solution then than a suggestion with no suggestion to execute it. It's just simply you saying "Change this." How? Really, how?
And it's not like saying that. I'm just simply saying I wonder why Shadowborn and M&A exist? To increase FOV. Those perks are permanent too, SB is just simply 3 seconds of a burst of speed. Sooo, lol. I played killer, FOV is fine. It offers jukes to be allowed, which if you don't know already, are hard to pull off to begin with.
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@Wolf74 said:
@Brady said:
Idk, can't base everything off of SWF. I don't wanna have to wait for the match to be over in order to see what the killer killed me with.Actually , yes, you HAVE TO.
SWF is a problem and it is breaking some of the games mechanics and should never have been in the game in the first place.
Now we have it and it needs to be dealt with.
It gives an unfair advantage and that needs to be removed.
You can't just keep it, because some other want to see the stuff immediately.
If a mechanic is abusable, it needs to be fixed.
I like to point out how the killer Fov got screwed just to fix the lockerpeek issue.
Some abused it and all killer had to pay the price for it.
Why not the same for survivor?You know how easy it is to tell which perks a killer has ingame?... Like I can probably with the first chase + hook know what perks you got. Lol. Having being told when someone dies what you got doesn't change much.
Anyway no, not everything can be. Seriously. And FOV got screwed? Wow, I wonder why Shadowborn and M&A exists...
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I just think tenacity should've been built in to No Mither.
Looking at David's perks... he's meant for bodyblocking really. Meant to confront the killer to save others. I mean, a killer can't pick you up if he has someone in his grasp already. He's meant to get down and be able to pick himself back up. That's why I think tenacity should've been built in, because then it offers more of an escape for rewarding confrontational gameplay. Other than that, his perk is fine how it is. Just use tenacity+no mither+ resilience + dead hard.Or switch Res. for Decisive. Perfect build for NM. It's supposed to be hard to use.
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Idk, can't base everything off of SWF. I don't wanna have to wait for the match to be over in order to see what the killer killed me with.
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@weirdkid5 said:
Agree, they definitely need to make more LoS blockers around open loop locations. Then mindgames and jukes could be possible under the new pallet mechanics.Meh. That's only so much though. I want more ways to escape, not have to always to play mindgames JUST to. Open maps like Coldwind and Autohaven make you really easily traceable. LoS blockers at pallets isn't really what I was hoping for. I want a complete new mechanic for escaping.
Like Tru3Ta1ent mentioned once, make it easier for the survivors to escape. Because the way to play this game is more so being up in their face and waste time til they either get bored for find a window of opportunity to do a slight juke. And that's just, meh. Not everyones way of playing. Myself, I hate pallet looping, it sucks. And I don't even touch killer much.
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not camping, your prey is right there. Why leave?
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Nah, it's fine. These perks offer more than just bloodpoints, but actually promote better gameplay. BBQ doesn't encourage tunneling, and even camping a survivor.
WGLF promotes actually attempting to save your team, in trade of getting some stackable BP. You know, if everyone used WGLF, maybe I wouldn't die on the first hook.
Now here's where I'm at: Bring back double blood point events. Those are the serious grinds lol. Idk why they aren't doing those anymore.
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@SlipperyFunTime said:
@deadwolfwalking said:
@DreadfulProton said:
@deadwolfwalking said:
camping is a subjective term. its in relation to other survivors.... if they're close, you're 'guarding the hook'. if they're far away, you're 'wasting your time'.... 'camping' is just a dirty label made for survivors to shame killers into doing what they want....Yes. And "toxic" is a misused label killers use for survivors who use the tactics made available by the devs to out play the killers. There are legitimate reasons to camp as killer for sure. But camping your first hook with no one else near you is not only a waste of time, but rightfully labelled as camping. The glorious moment when the pig downs the first survivor, tea bags, then camps, should in no way be frowned upon lol.
you're absolutely right....
What is this "rightfully labelled as camping" nonsense? Anytime a killer hangs around anything, whether it be a particular gen or exit or hooked survivor, that killer is camping. The only question is whether people should feel entitled to complain about camping as if the killer did something wrong. In my opinion the answer is NEVER. A survivor should never complain about camping as if the killer did something wrong. The killer isn't there to be an artificial intelligence for the survivor and make sure everyone has a good time.
This is a competition. The killer is not the friend of the survivor. The killer doesn't need any opinion by the survivor on how he should camp "correctly" or not at all.
If you flip the situation the absurdity of this is clear. Would a killer lecture a survivor that he looped too much, or at the wrong time? Do killers make up goofy words for the "sins" of survivors, like calling anyone who uses a flashlight a "flasher" and then whining like babies every time someone uses a flashlight? You know, as if using a flashlight is a sin and the survivor should feel guilty. Do killers justify disconnecting because of an A-hole "flasher" or some other such nonsense? In other words, the survivor didn't play the way the killer wanted the survivor to play, therefore WAAA!
Worst thing about this game is the entitlement survivors have about camping/tunneling. Survivors need to get it through their thick skulls that camping/tunneling are not "wrong-play sins." They need to get it through their thick skulls that killers can camp/tunnel whenever and however they want. If by some miracle the survivors accepted camping/tunneling as legitimate tactics for killers the toxicity in the DBD community would go down by at least 80%.
Pretty hypocritical considering most Killers do exactly what you say. Camping is a strat, not a respected one, but it is one. So is using the flashlight to save people (A tactic the devs gave us). So is looping to waste your time. All tactics that were given to us. Killers call survivors toxic. You guys are called campers and tunnelers.
Make sure what you say can't be so easily contradicted when defending.
In other words, the survivor didn't play the way the killer wanted the survivor to play, therefore WAAA!
Killers camp, tunnel, and bully the hell out of survivors that didn't play the way they liked. Maaaan... your post is just... lol. If you ask my opinion, I've never seen a set of more complainy, whiny players than the killers because they managed to get destroyed and bullied back. Stay humble, request your wishes, and find a way to combat the toxicity given. I've even figured out ways to combat face-camping killers. And even to the extent to punishing them for it.
Maybe you should figure out the same.
Tho gotta admit why survivors are so rude when losing, idk. Because the killer is the "power" role, they probably lose their dominance in the gaming world too. Silly.
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@Wolf74 said:
BBQ got it's bloodpoint buff after WGLF got introduced and the survivor queue times for survivor skyrocketed, because so many player switched from killer to survivor to farm bloodpoints.
It basically became a SURVIVOR ISSUE, to fix the queue times by giving the killer a similar perk and nerfing WGLF.
The Devs just decided to pick BBQ for that, because it already had a weak bloodpoint buff that wasn't that good to begin with and so they buffed it up with a further incentetiv to NOT "tunnel".
So BBQ solves 3 SURVIVOR issues: better queue times, less camping, less tunneling.
Still survivor dare to complain about BBQ being to pwoerful.
And survivor already have the better and more powerful perks and still they try to get more.survivorlogic
Gotta +1 this. The farm was insane when killers switched to survivor because of a so easily farmed perk that doesn't take as much as BBQ. BBQ You gotta find, successfully win a chase, AND manage to hook them. You can earn a stack from WGLF by simply taking a hit from a carried survivor... Easy.
BBQ isn't even that strong of a perk even for Billy. It's so easily counterable by fooling the killer of direction/location. Like, the amount of times I act like I dont think they have BBQ and hide in a locker, and watch them check it after I leave quite literally 2 seconds after entering it makes me laugh. With the lowkey nerf they added to it being able to hide behind a gen too, loool.
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@Jack11803 said:
@SlipperyFunTimeExhaustion is 40 seconds, and much longer if you run. If they have an entire 2 and a half, to 3 minutes on the same loop, you need to change your style, you’re doing something that’s not as optimal, I don’t know what.... actually rancid abattoir MIGHT be able to pull it off, maybe. Please provide more detail, I’d be happy to discuss.
I've ran up to easy 5 minute chases without looping. (Mind games...) It's seriously possible to out run the killer. I didn't even have Lithe or SB, I had Dead hard. If you're unable to catch the survivor though, that's on you. We have to fall a bit on looping for mind games because we simply have NO OTHER WAYS OF JUKING.
Though the people that just run around one pallet after another are annoying and have no skill other than running around in a circle for minutes straight. I'd like that tampered with and offered more efficient ways to juke than a ######### LoS blocker from standing at a ######### pallet............
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Technician is supposed to be a low tier perk but I like your idea.
Though it is really powerful as it stands right now. I once made a killer stand there for 20 seconds tryna kick the gen until it popped and he realized I was working on it LOL
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It depends. If they length of the blink calculates in the middle of a tree, or not far enough to pass through a car or truck (The most common), you will then therefore not be able to blink through. Some objects also just won't let you go through. Maybe it's just a no-zone for the nursey.
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You're taking the behaviour to heart. Stay humble. Say gg. Show em who's boss in-match. Move on and play another match. Saying you get offended by teabagging to begin with shows the sensitivity towards attitude that you'll end up forgetting about.
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Micro-transactions are cool and all... but um, $10? That's a little much for a three-piece cosmetic...
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Doctor and Trapper. It changes here and there but ultimately those two the most.
Doctor because his screams legit just stress me out, I can't stand the constant, consistent screaming. Just aggravates me.
Trapper not because he's OP or anything in any way, he's really weak...but like, I'm scared every patch of grass I walk in imma get trapped in.
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Essentially those are how these characters playstyles are supposed to be, teachable perks just allow cross-playstyles and variation.
I wouldn't mind adding a passive to the survivors. Similar to Smite, each survivor has a "passive" ability in which is unique to the survivor. Not a perk, but a consistent ability that adds a very, small, small, advantage.
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@yeet said:
Why do the devs insist on hiding these absolutely insane changes, that absolutely destroy killers?
Please for the love of god stop doing this crap.Have you seen the list for the pleas of the killers....
-Nerf Self Care!
-Remove 4 Player SWF!
-Nerf Sprint Burst!
-Nerf Pallets (Valid)
-Remove 360s! (Such an easy counter)
-Remove flashlights! (is mad cause of saves, tho gotta agree that the wall was a good counter....should've of kept it. also the purpose of lightborn exist)
-Remove DS! (Valid it needed tampering)
-Close the hatch (Needed but OP at multiple use. Causes serious dysfunctional gameplay)
-Remove bodyblocking! (People do realize there's a perk that literally gives you a STACK OF BLOODPOINTS for bodyblocking...)
-BUFF OUR PERKS!!!!!!!That's 10 consistent requests coming from Killers. Survivors are strong, but you guys are getting a bit greedy because you feel we aren't "entitled" to escape. Not like you're entitled to a kill, either.
Killers need buffs, but it can't be to such an extent where being a survivor won't feel like we have any slight, small advantage in some way which could help us escape.But I agree, the wall-block was a fair counter to the consistent flashlight saves. Idk why they would remove that, use lightborn either way I guess.
inb4 waste of a perk, it clearly wouldn't be if it's preventing saves. The whole idea is the killers aren't adapted to the light, causing a blind/stun. The perk even explains itself that you've adapted to the light from the fog...
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@ZombieGenesis said:
I loved how with the hatch closing survivors are all "Yeah, but the last survivor should get X buffs!" Killers have had to deal with this situation for years with no buffs when the gens were all powered and the gates opened. Why should survivors get it the other way?That said, I don't think generators are the way to go to open the hatch (and there should be a way to re-open it). Gens might be one option but there should be a key or a switch somewhere that the survivor can throw to open it. There should be more than one option though so a killer can't just camp on the singular way to open a hatch.
i mean, you always had the option to stand there and grab them from the hatch. Has happened to me before after like a 20 minute standoff lol. And like, can we also please remember there's time where you'd find the survivor before the hatch? The problem was nobody wanted to budge; the standoff...
but closing the hatch infinitely seems to be a problem. I'm all for closing the hatch, but what's gonna stop them from standing there, closing it until the exit gates are down, than patrolling the ever so-close gates?
Already mentioned too that the survivor can hold the game hostage, with no proof that they are...
A few suggestions have flied up:
1. Make the hatch open like an exit gate. Add lights, so when attempting to open, similar to the gates, a light begins to shine so the killer is aware. Can also be reopen by completing a gen.
2. Killer only able to close it once. Closing the hatch "breaks" it, allowing it only to be opened once more and
cannot be reclosed once repairing a generator.
3. Spawn a key in the lockers, supplying a search subject to them. There's so many, and would give such more purpose to the lockers than hiding. < My favourite.
4. Add a timer on when the hatch can be reopen on its own. After X minutes if the survivor cannot manage to complete a gen (High patrol. I mean, if there's 3/4 gens, not hard at all to patrol.) the hatch shall reopen.
5. Speed gen boost (but there's left behind lol), bring keys (pointless if they have franklins), and aura revealing (just...lol)
6. ######### the hatch issa hoe -
All horror movies are suggestions of real-life scenarios.
Suggesting they're not in "the movie" dimension.
Basically, they're all pulled, killers and survivors, from the same world
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nuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
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@Nickenzie said:
Okay, I've been playing Dead by Daylight on console for the past 6 months basically and I have been looking at PC gameplay as well to gather data. From what I see and what others say (Including devs), Decisive Strike gives way too much value for being a perk. So I'll like to suggest a perk rework and say the pros/cons of this rework! Please give constructive feedback, and don't be afraid to point some flaws in this rework because that's why I came to the forums!Decisive Strike:
Once per trial, when in the killer's grasp, when you've at least wiggled 200/175/150% total during the entire trial, succeed a skill check to automatically fill the rest of the wiggle meter. Increases your chances of becoming the obsession.How it works:
So let's say the first time you was in the killer's grasp you wiggled to 45%, second time you wiggled to 75%, finally you wiggled to 30% and that was enough wiggle to get the skill check to get off the killer's shoulder. So if you do the math 45+75+30=150 which is barely enough to for Decisive Strike tier III to get your skill check. In theory, survivors will need to at least wiggle 50% every time they are on the killer's shoulder and the third time they will need more time for the skill check to appear and succeed it (Remember this is based on you having Decisive Strike III).Pros: Killer
Doesn't ruin momentum on first/second hooks.
Can prevent the perk from ever being used if you are close to hooks.
Survivors who are 2 hooked will likely not be able to gain enough wiggle to get off your shoulder.
No instant Decisive Strike for the obsession (Yay!).Cons: Killer
Will punish you if you are far away from hooks and can ruin momentum early if you are unlucky.
Can potentially provide survivors cheese escapes during the end game.obsession
SadonicShadow said:Why not make D strike simply stun the killer in place instead of dropping the survivor? Keep everything about decisive strike the same from the stun times to the skill check but instead you get a stun giving the survivor more time to wiggle. This suggestion would also pair well with boil over for anyone looking to run a wiggle free build. With this change the killer would have some legit counter play and it would not be game breaking. It's a simple idea but maybe this is all the perk really needs to be balanced. Thoughts? Opinions?
@SadonicShadow Honestly that also wouldn't be a bad idea but I was thinking somewhere on the lines of you just drop the survivor on the floor (the survivor will still be in dying state) then the survivor will fill the wiggle bar just a little more (because you dropped the survivor).
Decisive Strike:
Once per trial, when in the killer's grasp, succeed a skill check to automatically make the killer drop you on the floor. Causes exhaustion for 120/90/60 seconds and cannot be used when exhausted. Increases your chances of becoming the obsession.Pros: Killer
-Can never ruin your momentum if hooks are always near by.
-Survivors can't effectively pair SB, DH, BL, Lithe, with DS.
-Perk doesn't restart chases.Cons: Killer
-If you are far away from hooks, decisive strike can make you lose momentum.
-Can give survivors another opportunity to flashlight safe.My highest rank as survivor: 1
My highest rank as killer: 3I find it too complex to be a viable perk. That's just my opinion though... :P
I don't think obsession-only for the perk would be bad at all. You'd probably rarely see it, and there's always downfalls to being the obsession. Given that you got that get-out card, it's a good trade-off that you gotta hope you're the obsession to even get it in the first place.
Less frustrating for killers, but still keeps it intended purpose.
I'm not wasting 2 perk slots just for a wiggle escape that's probably barely guaranteed. A one-time stun is useless if you ask me.
Again, just my opinion.
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@sorrowen said:
They are balancing around SWF i believeRight now, the games based on of solo queues. Which is why SWF skill cap is so high, most killers get destroyed by them. The survival rate Solo Survivors VS. SWF is like... a tremendous difference. Tampering with SC and SB may be devastating to the solo players. The main root is SWF, not really the perks itself. They just increase the skill cap for SWF way more than it should, because it obviously exploits that.
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@SquirtleSurgeon1 said:
You ain't wrong... Killers keep asking for nerfs on literally every thing a survivor can do, and it's already hard enough to escape as a solo queuing survivor.Yeah, I agree with nerfs on Decisive and the hatch, but now it's getting a bit too far with the amount of Self Care and Sprint Burst nerf request. Killers have really strong perks themselves like ones that apply Exposed and Ruin if the hex isn't cleansed right away. Can't have every perk be weak.
Remember that this game is based around solo players.
But yeah, it does counter The Wraith, sometimes Billy, and The Pig, but like... I find I'm still chased after a fast run for 3 seconds anyway. It just gives you time to get away, why remove that? :P Not EVERY TIME are you seen as a stealth killer.
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I mean, you killers keep asking for so many nerfs to the point where survivor won't even be viable anymore.
Just saying.
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I find the easiest way to grind is just to save up 1 mil bloodpoints, and then just use them on her when you've eventually achieved that.
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It's a give or take.
It's not even 100% successful anyway. If the survivor is good enough to, maybe it wouldn't help to learn ways to counter it. If it keeps happening, expect it. Think a step ahead.
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@weirdkid5 said:
@Brady said:
@Jack11803 said:
@SadonicShadow said:
Why not make D strike simply stun the killer in place instead of dropping the survivor? Keep everything about D strike the same from the stun times to the skillcheck but instead you get a stun giving the survivor more time to wiggle. This suggestion would also pair well with boil over for anyone looking to run a wiggle free build. With this change the killer would have some legit counter play and it would not be game breaking. Its a simple idea but maybe this is all the perk really needs to be balanced. Thoughts? Opinions?Every one thinking up these big changes. Your idea is good. But honestly...
Just make only obession able to use it. Problem solved. Only one D-strike s game, that won’t effect you that much.
literally what ive been saying
B b but.. then the poor survivors will have wasted their perk slots!
the sarcasm LOL
but so, isn't there other perks that are similar to that?
Maybe not idk but like, it's a good trade off if you ask me. Being the obsession if the killer has the right obsession perks is a downfall, and if you use DS you get a powerful get out of jail for free card.
Idk, I wouldn't get mad if there was only one DS a game. Seems really fair. I'm nearly a rank 1 survivor, I used DS when I played on PC and I gotta admit 4 DS' is just annoying. You get the luck handed to you if you end up being the obsession. This will also prevent seeing it so often. Killers want a nerf, that's a fairly good one.
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@Jack11803 said:
@SadonicShadow said:
Why not make D strike simply stun the killer in place instead of dropping the survivor? Keep everything about D strike the same from the stun times to the skillcheck but instead you get a stun giving the survivor more time to wiggle. This suggestion would also pair well with boil over for anyone looking to run a wiggle free build. With this change the killer would have some legit counter play and it would not be game breaking. Its a simple idea but maybe this is all the perk really needs to be balanced. Thoughts? Opinions?Every one thinking up these big changes. Your idea is good. But honestly...
Just make only obession able to use it. Problem solved. Only one D-strike s game, that won’t effect you that much.
literally what ive been saying