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RoMainPuppy

RoMainPuppy

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RoMainPuppy
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  • I honestly thought Ace was Jake at first because of that stupid headband and the hair, lol. I love Meg's dress, I'm so so glad my girl is getting something pretty and feminine to wear (not that I don't like her sporty outfits and her latest traipse into punk/grunge, I love love LOVE her leather jacket, but I've been wanting another skirt or dress for her for so long), I mean it is fairly risque, but I like that. Now I really want them to give her a proper pair of booty shorts. Give it to me!

    David and Doc's skins honestly I am...not a fan. They look so ridic to me, but that is only me. The Hag cosmetic is disgusting but like in a good way, I'll probably never use it but I love that they're finally branching out into more grotesque and monstrous skins. Also the Wraith cosmetic looks pretty dope, I'm more intrigued about his backstory tho, it looks like it's gonna be fairly tragic. I'm game. The Zarina pants look stupid, but I think the top might be pretty. Might.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475499#Comment_1475499

    i geuss you missed the part where i said still may not change anything,but something need to be done.

    But that something is not the right one. Survivors don't want to hold M1 for longer, whether that be from longer gen speeds or having to fix an extra gen. Another side objective that is mandatory and doesn't require just holding a button would help (totems are technically an objective, but are in no way mandatory, and unless they have NOED are a huge time waster to find and cleanse unless you really want the extra points), making some of the bigger maps smaller would help. Chopping down all the ######### corn would help. (Damn you corn maps, I love you as survivor, hate you as killer). No but seriously, please devs, never make another Coldwind Farm map, there's too many already. Putting more thought into map design and extensive testing of maps before release would help. (If you're going to create an indoor map, please put some indicator where the freaking gens are please, a little blinking light over the door or inside the rooms like on Haddonfield would help. Also multi story maps need more than 3 ways up and down please and thank you. Testing totem spawns and potential infinites would also help.)

    Add more items to the game maybe?

    I think a totem indicator for both sides would help, for survivors either a noise when a dull is cleansed or put an indicator on small game or another perk. For Killers please let us see which Hex is which. Is this my Devour, is this my Haunted Grounds? Who knows!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476843#Comment_1476843

    You do realize NOED can only realistically secure 1 kill, its on the survivors to not troll, they can easily split up open one of two gates and escape.

    Unless the gate spawns are ######### and they're right along the same wall/practically right next to each other.

  • @PleassBuiltInNoed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476747#Comment_1476747

    like 50% of the players that use ds in my games have unbreakable and when i try to slug i always slug those players...lmao

    They can only use Unbreakable once.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475830#Comment_1475830

    And that is also me losing a hook, which is the fastest way to kill someone and get map pressure. Along with forcing people off objectives.

    Slugging is also pressure, sometimes you have to slug over hooking as sometimes hooking loses you pressure. OhTofu says it himself. Slugging also forces people off objectives. Someone has to save them, someone has to get off a gen to do that. That's 2 people not doing gens. Especially if you've managed to slug them far from other survivors, that means they have to traverse the map to heal the slug, wasting even more of their time. If they use Unbreakable that means they no longer have Unbreakable, which is a good thing. Either way they're still not doing a gen or self caring in your face.

  • @raulblideran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1194018#Comment_1194018

    leave them alone to do gens? dafuq dude, if I hooked someone else in the mean time I won't let your stupid ass work on a gen in front of me cause you've got a minute to jerk off, sorry but no

    Slug them.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475807#Comment_1475807

    And what exactly is the problem with the response of unbreakable? And I can't hook them for a full minute, that means I either A. Leave them to go play the game, in which case they are likely to get healed or use unbreakable, or B. Keep close to them and do nothing, I don't think I need to explain why thats not happening. And that does not necessarily mean the other people don't have DS. If someone is running OoO how do I know if they or anyone else has DS?

    If they're slugged they're not on a gen, if they don't have Unbreakable a teammate has to get off a gen to come save them. That's potentially two people not doing gens. If you find and chase a third survivor that's 3 people not doing gens. Don't see a problem here. Or just slug all of them. Can't use DS if they haven't been hooked. If they Unbreakable slug em again, unbreakble gone.

  • @slim0b said:

    I saw the old legion and I don't understand why people are bringing him up in this thread?

    This thread is not meant to bring any of the infinite moonwalking bullcrap back.

    It's only the basic attacks on his feral frenzy, to make it synergize with perks that could make him more aggressive and make the game last longer.

    I do NOT want old legion back, he was super annoying to go against. I just want new legion to not be terrible against 3-4 survivors who can loop, because at the end of the day he's an M1 killer, he needs something to account for it.

    If other killers' M2 don't count as basic attacks neither should the Legions.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470801#Comment_1470801

    maybe add another gen for them to do power the gates i mean there 4 survivors only have to do 5 gens but if they had to do 6 gen still may not change anything.

    So again, you want survivors to hold M1 for longer. That's not going to solve the problem.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1471312#Comment_1471312

    Again, not a survivor main.

    Meta won't change no matter what you do.

    Why change your perks when the other side won't play the same way you would. You can try and make pathetic perks a bit stronger but it will always get overshadowed by DH, BT, DS, Adrenaline, Iron Will etc.

    You can make Furtive Chase a bit stronger but it'll get overshadowed by STBFL, NOED, BBQ, Nurse's etc.

    So that gives you a right to speak for people who ARE survivor mains (or play both sides equally) and maybe want the meta to be shaken up a bit, even if only for a short time? Or even just the ability to try out something new? Test these things they've been promising us for SO LONG in the mode that's made for testing things? We don't need that? Just have something to ######### around with in a game that's become very stale? That's why most people gravitate to the PTB when it's up, so they can try something new out from the same ol same ol that DBD has become. And again I said they could also test changes on perks that are too good? Like DS, like BT, like Adrenaline?

    It's okay that you've given up, but some of us still want more from this game.

  • I honestly would love them to adjust or completely overhaul some of the older Survivor perks no one uses because they're too niche or next to useless. (looking at you Dark Sense, Deja Vu, Boil Over, This is Not Happening, and more!)

    Also PTB would be a great place to test changes to OoO and their ilk.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1471269#Comment_1471269

    Okay, I'll give you a response.

    Survivors don't need changes because holding M1 is already easy for them to do.

    Happy?

    So you don't want useless or even too good survivor Survivor perks changed and tested in PTB, or secondary objectives to be tried and tested, new map tiles, anything. Because it's for survivor? Gotcha.

    Like that's what OP was hoping for, some changes to test out or be excited for.

    Guess you love M1 simulator that much that you don't want it to be changed ever, can't blame you, completely enthralling gameplay.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1466209#Comment_1466209

    yes; precisely.In the PTB, I've had to stop running away in chase just to smile and enjoy how stupid it is.

    Which means it needs changing. I'm not okay with Hillbilly being a laughing fest(, and I'm more not okay with the prospect that I'll probably just start standing still to let the chainsaw hit me. Other survivors are going to hate me).

    Yeah, it prob shouldn't go to live. Esp because you can still hear it even when he's supposed to be completely silent (like when tinkerer procs) so that like...defeats the entire purpose of running perks like those.

  • @APoipleTurtle said:

    DC's almost always negatively affect the match for the remaining 4 players. If killer DC's, all the survivors are now denied even playing a full match and must wait through matchmaking again for another. If a survivor DC's, killer gets denied a lot of points (both BP and Emblems) and the survivor team is put in a more precarious position. Plus killer may feel that they were cheated out of an additional kill, whether from the DC'ing player themselves, or from a "tactical disconnect" that nabbed the last survivor a hatch escape.

    The only benefit I see to having no DC penalties is that all players can freely skip out on playing the Midwich map for the time being.

    Hopefully BHVR will figure out a way to eliminate the exploit that was being used to unfairly ban players and reintroduce the system.

    They bring back d/c penalties, people will just suicide on hook. Same scenario, diff setup, no punishment. Either way if people don't want to play they're not gonna play.

  • @SCP_FOR_DBD said:

    I see more as a positive, just another tool to mindgame with. It could be muffled a bit, but I feel like we already have enough indications for it, but thats just me.

    I'm curious, how do you propose survivors mindgame on multi story maps? Genuinely curious.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470994#Comment_1470994

    Apparently we haven't been talking about Spine Chill this whole time. Which would literally do what you want by telling you if the killer is looking in your direction. Nope, "haven't mentioned any perks".

    This just goes back to what I said about having eyes.

    You said "perks" not Perk. Also I brought up Spine Chill. You haven't mentioned any of these perks (multiple) that may help with this. Also if it can proc through walls it can probably proc through floors, aka making it less useful. All the killer has to do is look up or down, Spine Chill procced.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470950#Comment_1470950

    Spine Chill is considered a meta perk. And you didn't know what it did. So yes, I question your experience.

    I just said I don't really use it, the tooltip says NOTHING about procing through walls. So again, how am I supposed to know if I don't: A) really use the perk, even if it is meta. And B) The tooltip says nothing about procing through walls.

    If I don't use it, and the tooltip says NOTHING about what it can and can't proc through besides that they have to be looking in your direction and within 36 meters. That doesn't indicate it works through solid objects. At all.

    And again, you haven't mentioned a single perk that may "help with this."

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470927#Comment_1470927

    Spine Chill procs through everything. The fact that you don't know that shows your inexperience with the game, and thus how baseless your suggestion is.

    I've been playing this game for at least 3 years, over 1000 hours, I am not inexperienced. I barely use Spine Chill, thus not knowing what it procs through. I didn't know I had to be an expert on the game and know what every perk does at all times to have an opinion. And you still haven't really given any useful tips or information besides "this game might not be for me" and I should "use my eyes."

    What are these perks that could be helpful? You haven't mentioned one.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/174391/controversial-suggestion

    There are perks to assist with this. And you have eyes.

    This is unnecessary. The entire point of 2 floor maps is to keep you on your toes. If you, or anyone else REALLY needs this level of handholding, perhaps this isn't the game for you.

    Also I literally also discussed some of the perks that may, "help with this" and how they might not actually "help with this." Someone has to be injured for empathy to proc, someone has to be closer than Empathy for Bond to proc. Aftercare is super situational, so is Blood Pact. Etc. Etc. You telling me to run OoO on solo q?I don't want to get tunneled to death. Spine chill might help, but I'm not sure it procs through walls, which is what most of the Midwich gens are located behind. Midwich (except for the Super Long Hallways of Death) has really REALLY bad LOS, which makes "using your eyes" a bit more difficult than usual on that map.

    That's like saying for a killer to "Use their eyes" against a Blendette on Yamaoka. It's not impossible, but harder than usual.

  • @yobuddd said:

    it’s something you can actually use to your advantage. Here’s a play I’ve made in the past:

    Midwich. Hook a survivor. BBQ tells me somebody is working a gen upstairs, but I’m on bottom. I stay on bottom and to to where I’m nearly beneath the generator. Then I go toward the nearest drop-off (usually the courtyard or the cage room by the exit. 80% of the time I’ll hear a falling scream and then the survivor lands right in front of me!

    Now I understand that this is prolly the point that the OP is trying to make, but I’m just saying that if you know of an issue, you can use it as a tactic. Survivors wouldn’t fall for it if they looked and saw I wasn’t behind them. Conversely. If they think this might be the play, they can listen for the terror radius to intensify and then fade. They can stay on the gen that entire time and get lots of progress while the killer mindgames himself.

    I think that's one of my issues though, and why multiple story maps are generally really good for killers and not so good for survivors. Like I'm not saying there shouldn't be maps that are most titled to favor one side, it just bothers me that like say you're going against a doctor on The Game, you can literally have your Madness Tier up from him not even being on the same FLOOR as you. That's imo messed up.

    Like The Game at least has decent LOS, but Midwich, while pretty, has some of the worst LOS I've ever seen. Working on gens on that maps one of the most frustrating experiences, because normally they're located in place where there's almost no LOS.

  • @shanny_boi said:

    You can already tell if the killer is coming just by being attentive and looking around with your camera.

    Stealth killers, bad angles, working on a gen with no good line of sight. These are all things that exist, ESPECIALLY on Midwich. Where the gens are mostly located in rooms right along the walls right next to the doors but with no good line of sight. You MIGHT see the red stain, you MIGHT see the Wraith blur, or you might not because LOS is ######### on that map. Not to mention it's a fairly dark map, with few ways up or down.

    Almost everyone hate Midwich because of this and other factors. The ######### storywide heartbeat is another annoyance to throw into the bucket.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1463679#Comment_1463679

    No. What I'm saying is that you need to use it for the team not save it to be selfish, which is what I see 99% of the time. You can run it all you want, but don't be selfish.

    Example 1: You are on a hook. Someone is being chased. Another survivor with SB walks to the hook for the unhook. Meanwhile the chase ends and the killer returns to the hook in time to take down the unhooked person again. If the SB person would've just ran to begin with, both the unhooked and SB person would've been fine.

    Example 2: Same scenario as above except chase doesn't end. SB took forever to get to hook but if he had run to it, he would have lost exhaustion before he needed SB again.

    There are many more examples. Run to the objectives at the start of the match. Run to the hook. If your SB isn't ready, oh well. You'll get to use it later in the match.

    Dude it's not the SB users fault that they can'r run "normally" because the way the perk is built, because if they do it might mean life and death for them if they get in a chase soon. Like, an easy fix would be to make SB have an activation button like Dead Hard, therefore it'd take more skill and it'd solve your problem. But why should they have to waste their perk to save the person on the hook? Unless they're running bond or empathy or the person being chased is the obsession they don't necessarily know someone's being chased, especially if that person hasn't been injured yet. Maybe they only have SB 1 where the cooldown is longer, so they def wanna save it.

    Meanwhile say they do SB to the hook but the killer comes back early, esp on a smaller map, they wasted their SB and saved teammate and SB user are both possibly boned.

    Sometimes killers will literally drop a chase to beeline back when someone's unhooked, so again both parties are now boned. There are multiple situations and factors to consider. They're not being selfish. Or if they are they have all rights to be if they want. You don't HAVE to save the unhooked person, it's generally smart to if you can as more people means more bodies to help on gens or in chases, but it's not actually a 4v1 game. It's a 1v1v1v1v1. Every man for themselves.

  • I can tell you're completely unbiased in this discussion by your name alone. Totally know you're completely open to any and all responses to your post. Completely open mind. Mmmmhm.

  • @BigBrainMegMain said:

    I've rarely seen DS+Unbreakable. I can guarantee you it's not ran by everyone.

    Never seen anyone run these 3 perks together. And if it happens all the time, I don't see killers posting screen shots.

    They're not saying it's ran by everyone, they're just asking what people think of it. Someone probably HAS run it before, doesn't mean it's prevalent or common, just that it's a thing that exists.

  • @ShrekTheThird69 said:

    sunflower demo

    Yes! Or just make him an doggy. Doggogorgon.

  • I think it's hilarious, makes me laugh everytime.

  • Might also have to do with all the DLC being on sale for half off a while back, more people have the chance to get the perk.

  • Is this based off of Tofu's newest vid? Where he (like Scott) discusses "boring" killers. (I'm putting the boring in quotes because obviously it's subjective what killers people find boring to face on a personal level and from a gameplay standpoint)

  • @TruffleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462604#Comment_1462604

    I feel this would be a larger issue if the vast majority of the community did this. Personally I don't ever really see this but I'm not anybody else so what do I know. I play on xbox so people wouldn't be able to use that so I can't really say anything about that. People who use that are scummy and don't play for fun.

    https://forum.deadbydaylight.com/en/discussion/comment/1462613#Comment_1462613

    I agree with this. Survivors don't need to be locked. I personally don't see the point. That's basically saying that they wont be able to switch items which could be the equivalent to a killers addons. Locking away that would just bring frustration. As long as you can change your build its not that big of a deal

    You could still switch perks/items/add-ons, just only for the survivor you queued with. Which isn't much different than the killer lock, they'll only be able to use whatever killer they picked plus whatever perks/add-ons they have on that killer, you can't switch to another killer with Franklin's if you see a flashlight or toolbox squad and your current killer doesn't have that perk, can't switch to another killer that might better deal with a full blendette squad, you either gotta roll with the punches or dodge.

    It should be for both sides or neither.

  • @KRG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462604#Comment_1462604

    You do realise that killers are different with different abilities and survivors are just skins?

    About the items you can always change your build if you want to use franklins for example.

    You guys need to stop with this whining thing im getting sick of it honestly.

    The issue is say you're in lobby, and then during the last few secs everyone switches to a char holding a toolox or a flashlight, you can't equip Franklin's and now you're probably in for a very unfun or tryhard game.

  • Well damn, I thought it was the Upside Down Room, prob cuz my mind was mixing up quarantine and isolation. Esp as the actual room is more of a corridor of hallways with a gen in a closet lol.

  • @InnCognito said:

    I'd have to say in this game. Im not that amazing of a survivor. But when it comes to playing as the killer. I play against some of the most skilled survivors in this game. After a few games, I always find myself back to playing against Reds, purples and Green survivors groups.

    Every time I look through the perk list, I end up crossing off 90% of the perks in the list and go "that doesn't help at all".

    Part of what a high tier killed goes through. Is much more different than playing down there in 12 through 20. Perks that are extremely oppressive down in 15s and 20s. Are of no use to win the game against Red, Purple and Green rank survivors. Take BBQ and Chili for Example. A radar perk that everyone uses on Killer. After they hook a survivor. It shows the next player location. Then suddenly find out that "juke teams" easily play through this. So it becomes a "place holder" in the perk slot. That isn't used and the excuse of generating points from hooking players means nothing. So a person in a chase cannot generate ANY BP if they aren't hooking players.

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

    What the dev team needs to look at. is perks that help the killer CONTROL the map While they are in chases and winning chases faster. But offering survivors the "FAIR" response they expect from us. 😎

    Honestly I'd love anything that'd make this "horror" game actually scary at this point. I'm hesitantly hopeful that this "start game collapse" when implemented will give killers more pressure and time that they actually need, but idk man. IDK.

  • @InnCognito said:

    What would be funny is. If the survivor DC'd from the last match.

    • They get a "DUNCE" cap to wear for the next match. It won't be on that player's head until the match starts.
    • They have to generate a total of 20,000 BP before the cap and penalty goes away.
    • They have a reduced action speed of 20%
    • The character farts at random when near the killer (lolz, please tell me people here have humor).

    They need to fix their game before D/C penalties will be fair. As it is right now there are bugs that literally FORCE someone (either killer or survivor) to D/C because there's no way to fix them otherwise. People shouldn't have to face a penalty for the game being ######### as hell.

  • @Pandamonium said:

    I think they should nerf NOED indirectly by buffing small game to gain tokens each time any survivor cleanses a totem, where each token gives 2/2.5/3% additional cleansing speed. Other than that, I don't think NOED should be touched. Based on how well their match goes, I predict whether or not the killer has NOED and once all generators have been powered, I play around thought that they do have NOED by just playing it safe and not be greedy at pallets. Usually works for me.

    I'd argue the speed boost should be removed too. The killer is basically being awarded an M1 insta down for (usually) failing their objective(s). Why should they get a speed boost as well?

    To go a bit off topic, many argue Adrenaline and NOED are two sides of the same coin (tho I'd argue that Adrenaline rewards you for doing your objective whereas NOED rewards you for failing your objective) one gives a lifestate, one insta-downs, both have speed boost. I'd be totally fine, TOTALLY fine with them removing the speed boost from Adrenaline if they'd do the same to NOED.

    Though honestly I'd prefer they rework NOED entirely. Like maybe you have to empower a totem/totems in order to get the NOED, or earn stacks somehow to empower it. Something to make it less a cheesy crutch perk and something more rewarding to both the killer and survivor if it's empowered/countered. (BTW yes Adrenaline is a crutch perk)

  • I love farming, but generally when one gets stomped that hard they'd rather take the L and move onto the next game.

    It's nice that you wanted to give them more points though, even if you weren't "farming" farming (as in letting everyone escape).

  • @Clevite said:

    I won't play either perk myself.

    They are both strong perks that reward failure. And give you an unearned advantage.

    Thank you. Hard agree.

  • @ytduh said:

    i rather suggest faster hook progression or slower genspeed

    No, that still punished people for wanting to play with their friends. If you want to see the playerbase drop massively then yeah, this is a GREAT idea. As someone else said a better solution would be to buff Solos up to SWF, then buff killers to compensate. (Or do both at the same time). Boom.

  • I bet you're fun at parties. He just wants a chance to play as the OG version of his fave killer again, it'll probably never even happen, so just like, lighten up and let a dude dream.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454640#Comment_1454640

    You're saying THEY alot like anyone who's ever clicked that "play as survivor" button is some kind of hive-mind. You're thread isnt "Lets get rid of the broken stuff" its "stop complaining about MY broken stuff". When you go into these discussions, rather than acknowledging than someones complaint is infact valid... you are discrediting it because survivors have broken stuff too, and the conversation breaks down because you've successfully established a killer vs survivor mindset. "THEY" dont want this. Sure you have people on BOTH sides of the debate who are extremely skewed, but just because one person doesnt see anything wrong with keys, but moris are the devil... doesnt mean thats everyone. Alot of people would be completely fine with tossing both.

    Scott recently made a video about that very subject, I think it's an interesting watch.


    https://www.youtube.com/watch?v=7007JzDroCM


  • @MidniteWolfy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454524#Comment_1454524

    I do have nvidia instant replay so I recorded the last 5 minutes, but the whole scenario was so long that I only captured the end exit-door part. I did think of reporting for unsportsmanlike behavior, but I had already left the match and I think you can only report in the end-game screen? I'm not sure. But ya the 5m recording doesn't capture the whole thing just the final part.

    There's a way tom report via the official dbd website. https://support.deadbydaylight.com/hc/en-us

    Here I believe.

  • Pretty sure you could report them all if you have video evidence. Especially if the killer let everyone else escape and you die (you didn't say whether you lived or died) as that could be considered working with the killer. Also what happened to the fourth survivor?

    To answer your actual question though, no I wouldn't say it was justified. You made a play that turned out to be the wrong one, that doesn't justify the killer AND the other survivors acting the way they did. They were total dicks, and I'd report all of them.

    Either way they held the game hostage for you (25 minutes, 25 MINUTES), and that's really messed up. I'm curious, did you happen to check if the killer and the other survivors have each other on their friends list? That maybe it was all intentional bait to attempt to grief/troll?

    Idk that whole situation was messed up, and you have a far better temper than me, I woulda lost my #########.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451712#Comment_1451712

    They did it again and concluded nothing would change. It's still fundamentally broken because a single survivor can waste a killer's time for way to long IF survivors are just shitting out gens (Which admittedly most survivors do not do)

    So the killer should've left them and focused on someone else, not every survivor is going to be that optimal in a chase, there's usually always one weak/weaker link. In the rare case they all are that optimal in a chase maybe the killer should've tried to pressure them off said gens, or tried to force them into a 3 gen, which while not impossible to solve would at least extend the game.

    Sometimes you go against survivors so optimal when playing killer you just have to take the L. Especially against coordinated SWFs, or even the rare coordinated solos. Like you said though, not every SWF is going to be going full gen jockey.

    They DO need to go back to that promise of theirs of buffing up Solo Survivor somehow and imo adding a second or third MANDATORY objective for the survivors to do (totems don't count). I'm hoping they actually do something useful with this start game collapse of theirs.

  • They need better challenges (less challenges that actively hamper your team) and the ability to focus on more than one node at once.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451062#Comment_1451062

    Marth88 proved that you dont need perks as survivors if you just sit on gens. Sure, you're not actually winning but the killer will get 1k at most.

    That was how long ago? The game has changed massively since they ran that experiment.

  • @StevePerryPsychOut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1448578#Comment_1448578

    Why are you blaming the survivors? It's not their fault that behavior has proven incompetent at programming a competent matchmaker.

    Oh okay, so telling me I have smegma because I told them to leave and that I didn't want to hit them out is fine. Gotcha. No blame whatsoever. They couldn't have just left when they wiped the floor with me. Nope.

    If the EGC didn't exist I'm sure they would've waited around forever for their fourth stack and protection hits. Matchmaking may be ######### but they are responsible for their own behavior, as are we all. When you win unanimously just dip.

  • Wait when was it changed to proc multiple times?

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449288#Comment_1449288

    ^ This too.

    It's a game swinging effect, that can happen unlimited times, with zero skill required, zero cost or downsides and not situational. Ironically this can apply to almost all the other second chance perks as well.

    If this was a killer perk it would have a super long cooldown and a downside to it at least.

    Can't you only use it once per survivor?

  • No that's NOED.

  • @PigMainClaudette said:

    Until we hit the end screen, there is no hope of telling what ranks I'm with or up against. I have even had several games where I've absolutely demolished higher ranking survivors, as part of a rainbow set of ranks, yet get rushed out by ones all the same rank as me.

    There is also that challenge for Dwight that needs you to escape after someone else has, so sometimes you'll have two people there trying to wait the other one out.

    You can tell by the way people play sometimes though, these people obviously weren't my rank/killer skill level by the way they gen rushed me and handled chases, so instead of being like okay we won and severely outmatched this person let's go, they all run around the gates til the EGC is almost upon them, running through my trails of torment trying to get me to hit them out. When 3 or more people refuse to leave until I hit them out though? Why should I have to hit them out. I got 3 hooks all game and they all received more points than me.

    But again, that causes a problem for the person trying to do that challenge as well. What if their teammates refuse to leave until the EGC is almost up cuz they want to be hit out of the gate, do they risk it and hope one of the idiots leaves before they do? Or just say f it and try another round? Challenges are fairly meaningless now that the rift is closed anyway, unless you really want the bp/charms.

    It's understandable if someone wait around to do a last minute hook save or to try to body block to get their fellow survivors out, that's fine. These guys were just being dicks.

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