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Rovend

Rovend

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Rovend
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  • @SirVicksTheSlayer said:

    Is it so long just because there are so many people playing killer right now? Survivor queue almost instant.

    After patch 6.1, many survivors left or switch to killer, so as you need 4 for each killer, queues are getting longer.

    The problem is mainly soloQ players leaving, as the game is being far oppresive than before. It's easy to get a 4k with one or two mistakes so you need to get an almost perfect start if you hope to survive. If you combine this with killers now camping and tunneling more than ever(even at 5gens) and the Matchmaking being so broken that you can lose 20 games in a row and still be matched against 5k nurses,blights ready to stomp you. You get a situation where is not fun to play unless you are with friends

  • While i dont consider dbd P2W, or at least not a predatory one, it does bother me that some perks that solve core gameplay issues are stuck behind a pay-wall.

    You dont want to be tunneled? Buy Decisive strike

    You dont want to be face-camped on hook? Buy Reassurance

    That just sucks, because it really makes you feel the game is purposelly flawed to force you to buy this perks.

  • @Crowman said:

    Reassurance let's a single survivor pause hook timers for up to 3 minutes in a single trial. That is already very strong. The numbers of the ptb were nutty and the perk with the ptb values rewarded survivors leaving their teammates on hook rather than attempting to save them which wasn't a healthy design.

    Frankly, I'm glad the perk got changed in a way that still makes it very useful but doesn't just reward survivors leaving their teammates on hook. The perk would be far worse if the devs went the route of nerfing the duration or cooldown.

    It is strong if the killer is willing to spend 3 minutes face camping someone even if he knew they are spamming reassurance. If you continue to camp while knowing you will be countered by reassurance, then it is not the perk effect's problem.

    Like saying "Lightborn is too strong" because i am constantly trying to blind the killer.

  • @cyniChris said:

    It amazes me how most survivor mains are completely ignorant to the fact that the perk can be abused against non-campers.

    Someone hides near the hook, pops Reassurance, goes back to their gen. The next person in chase runs to the hook, pops their Reassurance, and keeps going. There is no threat to the hooked survivor's life and the survivors not being chased can finish gens. The killer is not camping, but they're being punished for camping.

    If you think scenarios like this won't happen, look no further than base kit BT and OTR - both intended as anti-tunnel measures, but both often used to body block for rescuers or other teammates. Remember how often old DS was used aggressively and had to be nerfed into the ground? Just because something is intended to be used one way doesn't mean it won't be used in other ways.

    And this is without even taking into consideration the fact that it can be abused to hold a survivor hostage. Can't wait for the 3-man SWFs to run past the poor solo on hook just to keep them there.

    First of all, you need to be 6mts close to the hook which is not as great of a distance, so it is not that easy as "hide close to the hook to reassurance" unless the killer is truly careless or you are in map with two floors.

    Second, even if the situation of you chasing another surv and they looping close to the hook to activate reassurance mid chase, then you still got two survs that are not working on gens so you are not being 'punished' for not camping. In current dbd where gen rush is key to survive, having one on hook and one in chase is not bad at all.

    Third, why do you think it will be so common for 3 man swf to troll a random on hook? They dont receive any advantage, any benefit from it. I just cant wrap my head on the idea of a 3 'moustachely evil' swf losing the game on purpose just to troll one random guy. And even if this would be so common, which i dont believe, the devs could have given an option for the hooked one to cancel reassurance without nerfing the perk

  • @WeakestNurseMain said:

    If you dc/give up against certain killers? The only ones that I kinda understand where you're coming from is Nurse and Legion, but aside from those two, I just don't get it. Not every killer is gonna be some perfectly balanced, fair, and fun killer like basekit Blight or Billy. If refuse to play against a killer for xyz reasons, then guess what: you're gonna never learn how to deal with them and thus you'll continue to suffer. I play the fairest Blight I can, no tunneling, no camping, no add-ons, with one regression perks and I make sure to give every final survivor a smooch on the forehead as I plop em into hatch, but people still dc. Like literally what do you want me to do? I'm gonna stop malding and go touch grass now.

    The thing is, and i am not justifying DC/Hook suicide, in some games you only need one single early mistake to leave the game in a guaranteed 4k , making it a chore to try to keep playing as you have little to no incentivation to keep playing as you know you will get 2 gens done at best.

    Yesterday i was having a really bad day playing Solo Q, i was in a 6-7 losing streak where every game ended up in a 4k. I was trying to do some dailies, so i played the 8th. We got the Game, and i spawned next to a gen with a leon. 20 sec later, the killer (trickster) downs the other two survs one next to the other, and hook them in the same room. we havent been playing for more than a minute and the game was over. Trickster camped the two hooked, and with 5 gens remaining there is nothing you can do.

    Another game, i got one gen done early in swamp, and two surv at the same time step on a bear trap against a basement trapper. Trapper comes, hooks them in basement, set all traps around and waits. 2 people alive and 4 gens remaining, nothing you can do.

    The problem i am encoutering is that it is not hard for killers to achieve that point of the game where they(the killer) have already won and the remaining surv are postponing the inevitable. and the more games you lose in this situations, the less tolerance you have to certain killers or survivor behaviour. It truly feels that you need to keep 'reloading' the game until you have a decent early start

  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152268#Comment_3152268

    People don't understand that Reassurance could have easily been abused. Not only against camping killers, but also against survivors on the hook to keep them there. The devs recognized the danger and did the right thing. And like you said: This perk is much better now in terms of design.

    I truly dont understand what s so abusable of this perk.

    On the killer side, you can just not camp the hooked surv, or go for the unhooked. It is not like the perk stun-locks the killer to the hook.

    On the surv side, yes, you can chain pause the hook and leave the surv hanging for minutes, but for what purpose? If there really are 3-man troll squads willing to stop everything they are doing just to combo reassurance, they are literally throwing the game. There is no benefit in leaving 1 of 4 of your team strength on hook just to be an ass.

    Even if the griefing part was to be so unbereable that would require a change, the devs could have just add an option to the hooked surv of canceling reassurance if he thinks the team was trolling.

  • @Rizzo said:

    The cap is 2 millions now, it hasn't been reverted.

    If you are not on the English version of the game, could be that the tooltip still shows 1 million as cap (for example it does that in the Italian version), however the cap is definitely 2 millions.

    Question, these errors in translation count as bugs?

    Should i report these in bug reports?

  • @KokoFoka said:

    It was 2M like one week ago ;c. It won't be anymore or what?

    There are tons of errors with translation if you are not playing in english. Perks which text is not updated, addons with no description of its power, old icons in updated perks, etc.

    I suppose foreign players dont report these things very often so they are left unfixed

  • @Devilishly_Rowdy said:

    https://us.v-cdn.net/6030815/uploads/58C4CJB6R7BZ/img-20220824-214345.jpg

    What justifies this nerf? That a meme perk like Starstruck can be used along with it? The counter to Starstruck is literally just get the hell away when the killer picks up a survivor or is going to pick up a survivor, and Starstruck also has a cooldown. Devs think that Awakened Awareness + Starstruck + Lethal combo is too "oppressive"? It's literally a situational meme build. And they gave killers another reason to not bother with Lethal Pursuer even more. If i went against this build i would just run in the opposite direction whenever the killer downs another survivor. They nerf fun builds, and then wonder why killers just stick to 4 gen slowdown perks lol.

    You use that title like survs were allowed to use 'fun' builds without being stomped by nurses and blights

  • It's not Felix's desperate measures, you mean Yui's any means necessary.

    I think it still doesnt cancel any means necessary's action

  • @AkimboTs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149550#Comment_3149550

    But its not like the killer would bring the addon every game i just think its dumb how the only way to counter endurance is with deep wound and only like 3-4 killer have access to it.

    Because endurance was never meant to be 'countered'. The deep wound counter was given as a quick fix to over stacking endurance effects, so that a killer should not hit a surv 4-5 times to down him.

    If every killer had the means to counter endurance, then why would any surv even consider using an endurance perk or addon?

  • If they gave deep wound to every killer, there would be no reason for endurance effects to exist. Might as well remove the endurance effect entirely.

  • @NightmareKT said:

    Forget about ever getting a good patch. If you ever get one, it won't last long. Don't even go to the forums anymore, don't waste your energy typing how this new patch is unfair or whatever. All survivors have to do is whine about it and the devs will say " I gotchu Homie"

    When survivors take ages to find lobbies becomes more frequent, the survivors and devs will still be oblivious and wonder what the reason is because they will always tell themselves, killers are balanced so why wouldn't anyone play killer?

    This thread will definitely filled will survivors saying, Ahh baby killer boo. Go cry leave the game. Who cares and stuff like that. But to all the killer mains just know that there are better games out there. Go find what suits you. If you think about it, this game is so repetitive. I guess you could try survivor but just holding m1 for 1-7 mins is not worth your time.

    I wont be on the threads as much or at all cause it's a waste of time.

    Anyways to all the killer mains... Have a good day.

    Wait what?

    Killers didnt have like 5/6 basekit buff recently? And longer gens?

    Survs didnt get most meta perks destroyed?

    Are you even playing this game?

  • @Raccoon said:

    I get the impression that a lot of people either think they're better than they actually are and/or take the game way too seriously without the skill to justify it.

    With that full disclosure out of the way, how good (out of 10) do YOU think you are in both roles?

    Solo - 7

    Killer - 7

    Both of those could be a 7.5 on a good day, but I've always viewed myself as a 'slightly above decent' DBD player.

    Survivor: 6 - 6.5

    Killer 1.5 - 2

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149393#Comment_3149393

    With the current version of MoM you can take a protection hit, heal up and then you are ready to take 2 protection hits in a row.

    It's honestly pretty decent against a lot of killers to combat tunneling. The aura read and conspicious action shouldn't even come into play.

    It's just that most players had the weird instinct of getting a shield and then running away from the injured teammate who is chased by the killer.

    So we went from 1 setup protection hit to be able to get 2 protection hits in a row to 3 protection hits for one extra healthstate.

    I will die on this hill, the version of MoM we have now is miles better then the old one.

    It's not great ofcourse but easilly better then what they are reverting it too.

    It's a solid fun C-tier perk now and they are reverting it back to "throw the game to activate" F tier.

    As i said, neither version is very good, but in current dbd, the current surv meta is about trying to get gens done as fast as possible so trying to farm protection hits is not something you should really push forward to.

    if On top of that, you have a restriction of the killer seeing you and you are blocked of any other action so you dont cancel the perk.

    I dont know, for me the old version gives you more freedom of use

  • @Marik1987 said:

    all fine.

    Ingame: Cant wait to see Hope + BaseBT + BT in the endgame. 117m/s survivors + 20secs Endurance. Sounds pretty godlike, dont u think?

    And the one that unhooks you has Guardian + No one left behind.

    Gotta go fast!!

  • @Sonzaishinai said:

    I'm so sad

    I know it's an unpopular oppinion but i found the new MoM to be leagues better the the old version.

    It's getting reverted back to meme tier cause the community is terrible at judging perks

    Neither version is very good, but in my opinion you shouldnt have a perk that requires X protection hits be easily cancelled by any conspicuos action.

    It's too big the downside for a perk that you already need to go out your way to activate.

  • @Cameragosha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147325#Comment_3147325

    Reassurance still stronger and now it without cooldown.

    It has no cooldown because you can only use it once per hook state for each surv.

  • @StarLost said:

    I'm...actually struggling on this one.

    This game unfortunately cannot be balanced around solos - otherwise SWFs just roll killers. However, I think the common opinion is that solos should, instead, be given some love to help bring them closer to SWFs.

    The problem is - I can't really imagine how.

    The status icons? I don't know if that would really do all that much.

    Voicechat? Ahahaha.

    Stuff like baseline Kindred - would be a buff to SWFs too.

    Unless you want to give solos a direct buff that does not apply to SWFs (which BHVR have expressly said they would never do), or maybe fiddle matchmaking to either give SWFs a higher MMR or solos a lower MMR, I'm drawing a blank here.

    Anyone got any good, realistic and effective ways to help solos that won't impact the SWF versus Killer matchup at all?

    They should nuke the survivor meta and give killers 4/5 basekit buffs.


    Oh wait

  • @MeltingPenguins said:

    For a while now a lot of us have felt as if the game 'changes' depending on what challenge one is one, to make things as frustrating as possible regardless what side one plays on.

    And with the current tome I believe we've surpassed the point where one could say 'no, it just feels like it' or similar.

    Because, I kid you not, regardless of the time playing, the challenges pretty much went like this:

    green glyph challenge? be bombarded with survs that burn through the gens before you can even find them, respectively have an endless line of slugging at 5 gens.

    be chased for 75 secs? afk, afk, afk, afk, bubba

    Escape through the gate while using perk X. dredge, huntress with lethal, demo, all of them tunneling and camping.

    But the moment you switch the challenge EXACTLY the thing you would have need for the other happens.

    It just happens with such a regularity that this has to be by design.

    Blind the killer 6 times

    Lightborn

    Lightborn

    Lightborn

    Lightborn

    Lightborn

  • @Brix said:

    Next up "hide within 1 meter of the killer for 300 seconds" Do this in a single trial 😅

    While injured

  • @colley94 said:

    Title says it all, problem solved. Please try to fix your game, it's getting to the point now where you'll become a class example for how to not manage a game.


    I laugh imagining a situation of a surv trying a Slippery meat + Up the Ante + Salty lips offering build and getting perma-banned because he failed to unhook

  • @Murgleïs said:

    https://m.youtube.com/watch?v=vm2rzuOUKaA

    Yep, the game is still survivor sided. All you need is actually trying to win.

    How is it fair to use the absolute peak of Comp SWAT SWF to say the game is survivor sided?

    How many of these are in the entire survivor base? 0,1%? 1%? Being extremely generous 5%?

  • @Deathstroke said:

    Title. They leave you to die as soon as their friend is safe.

    Depends on the situation, on the perks you have, and how much you are willing to risk to save.

    I had this one game, a freddy hooked my last random teammate in the other side of the map.

    I had Borrowed time, desperate measures and no one left behind.

    I sneak close to him, point him to the far door and unhooked him.

    8sec 14%haste with BT + NLB and an additional 7sec 7%haste of the BT, that surv ran like a madman to the door, straight past the killer.

  • @Dead_Harder said:

    New prestige system makes hoarding busted items and add-ons harder and thats really good for the game.

    Time to spam "Ace in the hole" to keep those addons safe.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145193#Comment_3145193

    The killer queues are not THAT bad. I actually did have to do that (read books) back in my Overwatch days, however. Those queues were literally longer than the queues of dead games. No kap.

    They are bad.

    Sure they are not 15-20min like i saw people post here but still, at least in my region, surv's Queues are instant and killer's over 4min

  • @RavenBirb said:

    Congrats your unneeded baseless complaints on why RPD is too big got answered so yall can have a fun boring OP time on survivor like always. This was my favorite map because it replicated the game and was perfect for me.

    Whoever complains about it being too big is a giant noob and doesn't take anytime to learn anything new or take on a challenge. Survivor always has to be the easy role and it shouldn't

    But i have always read complaint of killers saying RPD was extremely survivor sided, not the other way.

    For me the size of the map was a problem more for killers than survs, thats why it was changed

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140369#Comment_3140369

    5% is literally game-breaking levels of overpowered. Let alone for something that could be literally anywhere in a 24m cylinder with infinite height.

    But you would need to look for a good place to loop, hope it has a totem, bless it, lure the killer, hope the killer is not fast(nurse/blights), just to start getting some value out of it. I dont see how overpowered it could be at 5%

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140174#Comment_3140174

    You can 100% use distance against Nurse, it's one of her main counterplay options

    How much distance can you put before you have her again on you? Even if you used overcome, that will gain you 10 sec at best

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140174#Comment_3140174

    Ok....And ? Realistically. Most chases should be roughly 30-35 seconds. From a balance standpoint. Maps shouldn't be so strong that you can run a killer for 3-5 gens. Nurse just ignores a lot of ######### map design to get downs in an acceptable time frame.

    If chases should be 30-35sec and survs have to repair 5x 90sec gens, thats a guaranteed 4k, dont you think? And this is without considering slowdown perks.

    Plus, i said 30 sec at best, you can be downed in less

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140146#Comment_3140146

    Objectively incorrect. Mindgames are from both ends, because it is both players reading the other and trying to bait or outpredict the other. Even the best Nurses in the world get 3-4 outed against the best survivors in the world in some games.

    What i meant is that there is a limit time you can possibly mindgame with a nurse. A very short limit.

    You can`t realisticaly mindgame a nurse for more than half a minute when you cant use pallets, windows, distance, etc. It relies more on the nurse being really bad at predicting surv than the survs being good at escaping/looping etc.

  • @Cryptikk said:

    for putting these challenges in the rift when solo queue is a god damn nightmare, as a solo queue player I appreciate it 😐️

    https://us.v-cdn.net/6030815/uploads/MJEJWZC45A69/image.png

    https://us.v-cdn.net/6030815/uploads/PBSXXK7CXC6A/image.png

    Those are easier compared with the one that asks you to blind the killer 6 times. I still cant do it because every killer goes with lightborn every time i go with flashlight

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140142#Comment_3140142

    Fun fact, mindgaming is a core mechanic innate to the game for every single killer.

    At that point, It depends more on the nurse being bad than anything survs could possibly do

  • @OGSull said:

    Nurse has been arguably the strongest killer in dbd for about 6 years now and not much has changed. She's had some nerfs in the past but it still doesn't really help the game in it's current state. Now that dh and decisive has been nerfed, I think it's time for another nerf nurse. Personally I feel like nurse has no counterplay if she's been mastered. People say, "oh just double back and lose line of sight." But you can only do so much and on some maps you can't lose line of sight so it's very easy for her. You can't hold forward against range addon nurse and even if you do she'll catch up quickly. I just think bare minimum she needs range add-ons removed and maybe a longer recharge time for her blinks. She doesn't really have to earn her power like oni or wait awhile like blight to get their power. This is just my opinion, but if you guys disagree please let me know.

    If nurse hasnt been nerfed yet, she is not getting nerfed anytime soon.

    I mean, the devs knew that a good nurse just stomps 90% of the playerbase and she literally bypasses any game mechanic to defend against her(pallets, windows, different floors). They even knew that nurse would be even more buffed after patch 6.1.0 and didnt care at all.

    They are probably more inclined in nerfing Prove thyself and OTR.

  • @[Deleted User] said:

    They really ought to make her blink attacks special attacks.

    What's the difference between a normal attack and a special attack?

    Whats the meaning of a special attack?

  • @Espshiva said:

    Ok this is from killer point of view so don't come at me, I play both survivor and killer both have been iridescent 1, but a few things I have noticed about being killer.

    Firstly.

    Generators need nerfed again, it's not fun when you have been searching the map for over two mins, and found nothing but faded scratch marks, then next thing you know boom, four generators are done back to back, it's basically a lost game after that, especially after the noed/hex ruin nerf, Combined this with toolkits and other survivors the time to complete is not long enough.

    Second.

    Yes you fixed the camping with killers but now you have survivors practically lining up underneath hooks while carrying a survivor, blocking off your hooks (is this body blocking - a reportable offence) sabotage I understand and agree with but straight up using yourself to block the hook should not be aloud. From a survivors view, yes, the killer nerf with camping needed fixed and was, but now it's horrendous to play killer and have your hooks blocked off by people sitting under them this need a fix or some sort of penalty for doing this.

    Thirdly.

    Dead hard and endurance effects these need looked at again in my opinion, I purposefully don't run this perk because I know how annoying it is to go against, not saying they are bad just maybe changed a little bit more.

    This is just my opinion, and like I said at the start I run both killer and survivor.

    I'm sorry but there is no reason, no justification for you (the killer) to lose 4 gens without having found one surv and not being an skill issue.

    It's like if one surv tells "nerf killers because i couldnt found a single gen in 5 min".

    Use that perk that show the aura when gens are done, use lethal pursuer that just literally gives away surv auras at the beginning. Use BBQ.

    Second, camping was not fixed. They are going to release a perk, behind a paywall, that may counter camping in some situations, nothing more.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134781#Comment_3134781

    Show me a SWF group that coordinates on discord that uses a single perk that gives information.

    The reality is that information perks are just not very useful in dbd, regardless you are in swf or solo. I dont say that you cant use them, but generally they dont give you a noticeable advantage.

    Take a look at your original list, look at perks like Wake up, Deja vu, Visionary, rookie spirit, Inner Focus. I havent seen them in months.

    Aside from coh and to a lesser extent kindred and bond, all those perks are not used even in soloQ.

    Plus consider that your regular surv loadout uses:

    One exhaustion perk

    One anti-tunnel perk, like OTR or BT

    Prove thyself

    Random perk

    So any information perk is fighting for the last slot, against perks like Circle of Healing or Build to Last, Vigil. I am not surprised anyone at all uses information perks

  • @drsoontm said:

    Playing possibly my last matches before "reassurance" come to ruin solo-queue for good.

    I can't believe how dumb some players are. It's like they have no idea how a killer plays or even perceives the environment.

    Yet, their prestige is ten or above.

    The only thing I can imagine to explain that is they simply don't play killer, or not enough to understand. And if true, it makes sense that they have more problems with killers that are more difficult to use.

    Can something ruin soloQ more than what alreadly is?

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134781#Comment_3134781

    It's not only position.

    "My gen is at X%" + "They are coming over with no tr, they have tinkerer"

    "I am in chase at main/killer shack/other recognizable landmark"

    "I am so and so much recovered" (Substitute for buckle up btw)

    "Totem is at X"

    "Shack pallet (or any other significant pallet) is down"

    "Killer has perk X because of tell Y" (Suddenly half the team knows the exact killer loadout. not only the survivor actively in chase or getting ambushed)

    And so on. And half of this stuff isn't exclusive to tryhards but gets communicated subconsciously by even the most casual round that isn't actively talking about fashion, the weather or other stuff.

    Disclaimer: And this is acceptable in any other genre but the asymmetrical one since here only one side can opt for this advantage.

    But that s why dbd is balanced around playing against swf.

    Thats why killer got a massive buff at patch 6.1.0 and surv only got nerfs and 5 sec bt

    Thats why you have longer gen and shorter chases.

    Thats why killers have new strong perks (like blowing a gen from the other side of the map because you hooked someone) while surv receive weak situational perks that barely work outside a combo

    Thats why 60-70% of the surv perk list are garbage.

    You are outraged about information getting leaked to other in swf in a game that clearly gives the killer more than enough advantage to balance this.

  • @Reinami said:

    The game is balanced around survivors not having information or not being able to communicate. This becomes abundantly clear once you see how many perks simply give survivors information that SWF effectively get for free. I looked through all the survivor perks, and here are the ones that survivors get for free.

    1 Point means 1 perk, some perks they get partial credit for due to them doing multiple effects. But here is the list:

    • Boon: Circle of Healing (.5 points) [They know where each other is, so they get the effect of knowing where other survivors are and don't need a "go here" location to heal]
    • Kindred (1 point) [They always know where everyone is and where the killer is]
    • Windows of Opportunity (.5 points) [They communicate where pallets are at, but it isn't perfect so half a point]
    • After care (1 point) [They know where every survivor is at all times]
    • Inner Focus (1 point) [They know where every survivor is at all times]
    • Bond (1 point) [They know where every survivor is at all times]
    • Empathic Connection (1 point) [They know where every survivor is at all times]
    • Empathy (1 point) [They know where every survivor is at all times]
    • Open-Handed (.5 points) [They know where every survivor is at all times and know where the killer is anytime they are spotted by a single survivor, half a point]
    • Wake up! (1 point) [They know where every survivor is at all times]
    • Alert (1 point) [When the killer is chasing a survior, all other survivors know where the killer is]
    • Situational Awareness [They know where every survivor is at all times]
    • Detective's Hunch (.5 points) [They can communicate out where each totem is, so they already have a much easier time finding totems, if 1 survivor spots it, they all know where it is]
    • Counterforce (.25 points) [They can communicate out where totems are, they don't get the cleansing speed and the initial finding of all totems though, quarter point]
    • Dark Sense (1 point) [They generally will almost always know where the killer is unless it is a stealth killer, in which case this perk wouldn't work on that killer anyway]
    • Rookie spirit (.75 points) [Unless the killer kicks a gen out of sight of a survivor, which should be rare, they always know which gens are regressing]
    • Deja Vu (1 point) [They easily know the location of every generator very quickly and can call it out to each other]
    • Plunderer's Instinct (.5 points) [They easily know the location of every chest and can communicate it out, they don't get the rarer item though, half point]
    • Small Game (.75 points) [They can easily communicate out where every totem is, and barring a really hard to find one, probably know where every totem is most of the time, 3 quarter points]
    • Object of Obsession (1 point) [They generally always know where the killer is, they don't get the action speed buff, but they also don't have the killer seeing where they are as the downside, 1 point]
    • Clairvoyance (.5 points) [Once seen, they already know where everything is and can communciate it out to each other]
    • Visionary (1 point) [They already know where all the gens are once one survivor sees them]

    This means in total they get 16.75 perks for free on each of them, meaning in total the team gets 67 perks for free. Normally they are allotted 16. Additionally, there are many abilities that SWF gain that even perks can't tell you. They can communicate and coordinate body blocks, hook saves, adrenaline plays, the actual repair % of a gen, as well as what kill it is as soon as one of them spots the killer.

    You do realize that even the most efficient swf cant update their current position every 2 sec? Like imagine if you are playing a map that hasnt got very distintive places, like Mcmillan or Red forest, what do you say?

    " I am next to a tree" "There are two rocks close to me" "I am left up of the the five rocks with the torch"

    Do you honestly believe that swf are four guys acting like the radar guy of a submarine?

  • In my experience, unless my game is bugged survs queue is always between 10-15 sec. Killer can vary in 2min to 5 min

  • @Gorgonia said:

    What's going on guys? Where's everyone - 10 minutes waiting to get a game as a survivor, 10-15 minutes waiting to get a game as killer.


    Just Tested it

    Survivor: 10-12 sec

    Killer: 1:40min - 2min

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133115#Comment_3133115

    Considering you accomplished 1/5th of your objective in the time it took the killer to do roughly 1/12th of theirs, even if they played it very well? Yeah, kinda broken still. The killer would have spent half the gen's time just wiping their blade, picking them up, walking over to and then hooking the survivor. Time management has a lot of relative value, especially in this game.

    But you concentrate all your perks, items, addons, to do 1/5th of your objective in a short amount.

    And again, you lose hyper's tokens, stakeout's tokens, you empty your toolbox and lose your brand new part so you cannot repeat the same process twice. You still got 4 gens left.

    Plus, you cannot realisticaly bring comodius and brand new part every game to consider it a staple combo.

  • @Marik1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133094#Comment_3133094

    If you cant see that Gens who are done in 70sec just with Stake Out + Hyperfocus, then go on the PTB and just do a gen.

    Then do it with prove thyself with a friend and if u want, take a Commodious Toolbox with Brand New Part with u.

    With that, the gen will be finished in 40secs. Oh dont forget Build To Last btw.

    And then tell how this is not broken. No normal killer can win this, this is automatically a lose by default.

    Lets be clear: I dont mind if I lose as killer when survivors loops awesome, unhooks strategially and work together, but by default, just for u pressing a button and tapping another one? This cant be right.

    When I play survivor, and I play a lot btw., I will run this, why not. Its easy Pips to get back to Rank 1 faster, like every month.

    Stake out + Hyperfocus + Deadhard + Off the Record/Prove thyself

    This will be my build.

    You have to consider things like consistency and the balance in the amount of effort you put to the benefit you got.

    For that combo which you consider broken you need:

    - 75% of your perks loadout (prove, hyper, stakeout?

    - another surv working with you

    - best toolbox for repairs (commodius)

    - best addon for repairs (brand new part)

    - skill not to miss great skill checks with hyper( if you intend to get 6 tokens)

    - reasonable time next to the killer without being in chase(stake-out)

    If you invest ALL THIS in a single game, you need something in return of the same value.

    And even if you repair a 40 sec gen, you would lose all stacks of stake out, all token of hyper, your addon if you used brand new part.

    Do you factor all this when you consider sth broken?

  • @Marik1987 said:

    Prove Thyself + Hyperfocus + Stakeout.

    Mark my words. BROKEN COMBO if not nerfed from the PTB.

    Git Gud2.png

    First Circle of Healing

    then Dead Hard / Decisive strike

    then Iron Will, Spine chill, self care

    now Prove Thyself? Stake out?

    Can survs have one good perk at least? What will be the next broken thing? Lithe? Tenacity? Autodidact?

  • Classic patch 6.1.0 experience

  • @ImNotBobDylan said:

    Releasing an anti-camping perk behind a paywall exactly at the time when the whole survivor playerbase is complaining about camping, while not introducing any other anti-camping change in the same patch, that is an actual d*ck move I agree

    Screenshot_20220813-015741-663.png

    Buy or git gud

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129877#Comment_3129877

    That one took me forfreakingever cause I was never willing to just waste pallets going for the challenge and most killers respect the pallet at my MMR. Just eventually finally had a random game when I managed it. Got my 4th pallet in the EGC

    I forced myself to use smash hit and went on like 20 games trying to complete it. What really made it so difficult (apart from the fact that you needed the 4 stuns in a single game) was that it specifically said "Pallet stuns" so no Decisive strike, Head-on, Blast mine could help.

    I finally got it in midwich against freddy

  • @Phinick said:

    I always do the easiest challenges first such as heal/unhook other survivors, fix gen, being chased, and take my time to complete totem/glyphs challenges, it's not like they will unlock next page in a few days.

    Some challenges were ridiculously hard to complete if you are not a competent player. Such as hide within killer for x seconds WHILE INJURED, complete in SINGLE TRIAL, especially now they nerfed iron will makes it even harder.

    For that challenge i had to play with No mither, Urban Evasion, Distortion and Distraction and pray that i would not be against doctor

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