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Ryuhi

Ryuhi

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Ryuhi
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  • i only ever get it when its the other way around. Like if 4 rank 1-3's lose to a rank 12 killer who shouldnt even be there if not for this wonderful matchmaking system :)

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205148#Comment_1205148

    https://forum.deadbydaylight.com/en/discussion/comment/1205156#Comment_1205156

    I still don't feel like it's fair to say they're that different because as I said in a previous post, Spirit is a 110% killer. A lot of her first hits, from personal experience playing as or against her, are from using her power as well. I'm not going to say she never will attack a survivor without phasing first, but often times I notice it's just easier to phase a small amount and use the brief invisibility + the brief speed boost at the end to try to get an aggressive lunge. Even if this isn't the case, you can make a lot more distance from a Spirit just holding W than against Legion when neither are using their power, because again, she's 110%.

    Either way Legion excels at getting people injured in the first place, so you aren't going to want to be just regularly injuring people very often, and then switching to your power unless for some reason you want to turn on your power and run away toward a different target for whatever reason. While I can understand why not being able to do that might be frustrating, I don't see why you couldn't just go for the frenzy hit and then just do that same thing anyway, and run off after the other person.

    I never really thought about it that much because I don't play Legion but while I think it's weird, I just don't think just changing that is going to do anything significant to him. I just originally commented because I assumed they meant having a cooldown after attacking with the power, and I was saying his one addon that knocks down the timer would make that idea OP just by itself.

    You land a hit with the legion, and the survivor runs to a safe pallet, or a good loop. Normally your power would be able to help you at either of those situations, but since they are already injured it loses most of its purpose, but at the very least you could use it to "bounce" off that player and instead go after others to spread pressure instead of having to put up with the time wasted by that pallet or loop. So you either have to waste time waiting for the power to come back to do so, or just commit to the bad chase and waste time and pressure trying to secure the down.

    Meanwhile, even the spirit at least gets something for the former: when she gets her power back, it can be used to mindgame the pallet or loop even if they are safe, and gives her potential to actually get a down. Legion's power doesn't. So its basically a lose/lose situation, the only possible benefit you could glean from it is if its a pallet then its one less safe pallet on the map after its dealt with, thought it could easily cost you 1-3 gens in that time so its not a very big plus.

    In their current state, too many things about the legion punish committing to a chase, but their rewards for changing targets are likewise too low. Their restrictions are more harsh than other killers who are already more powerful than them, and many of those same restrictions on other killers would easily drop their viability substantially. If your goal is to keep everybody injured, why would you play legion over plague? She can even use her power more effectively at loops and pallets, and you'd actually get rewarded whether they heal or not (albeit her emblems generation is still pretty bad, so she's harder to pip with in most games.)

  • I mean I main solo survivor and get rank 1 pretty regularly so I don't know what to tell you. Strap on Spine Chill and Kindred and enjoy getting at least a black pip pretty much every single game i guess. As for lack of information, that is 100% the survivors fault and comms are not needed to aleviate that. you're not SUPPOSED to have information, and it doesn't exactly excuse playing like a coward. I do agree that dailies and challenges can be pretty toxic at times, especially the key/hatch/mori/EGC/protection hit ones.

    also, if you think "just run kindred bro" is a bad argument for survivor, boy you must hate to be on the killer side of things. According to most survivors, you're expected to run 20 different perks to counter the amount of "maybe" situations that are hopelessly exploitable. Now that maps are being addressed, "just run bamboozle bruh" is finally being addressed. So once again it all comes back to the fact that comms are what creates and capitalizes on those unfair situations, not exist as an answer to them.

    Ideally, there would be a way to block out all comms from the game, including third party, but that would hurt the health of the game too much and BHVR knows that. That said, you don't patch a hole in a boat by making more holes. If you can't patch the original hole, all you can do is keep displacing water out of the boat to prevent it from capsizing.

  • @Huff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205099#Comment_1205099

    I still don't understand the entire post based off that because he compares it to Spirit. I'll admit that I don't personally own Legion so I might be missing a detail or something but I have played almost every other killer including Spirit. I say that because I don't know why they compare the two killers when, even if Legion has a cooldown for his power after attacking, Spirit does too. Spirit has to wait until her gauge is full just like Legion. I don't know the exact numbers on the cooldown but... Even if Spirit is better she's also a 110% speed killer.

    when legion lands a normal m1, without using his power at all, his meter for his power is depleted by a chunk. This is on top of needing it to be full to use it, and some circumstances (like hitting someone with his power while theyre already under its affect) reduce it entirely to zero instantly. Since the legion's power is non-lethal, its a very nonsensical limitation, as you couldn't do something like m1 then activate FF and get a quick down.

    Meanwhile, many other killers like the huntress, gunslinger, and plague can have the ability to use their power and their m1 in tandem to get very quick 2 hit downs. The spirit comparison is because her meter works similarly to a degree (needing to be 100% to activate) but she can hit a survivor with m1, then start her power as soon as the weapon wipe finishes and be able to lethally down the survivor if they are unable to escape in that short window.

    It's just something that should have been changed back when the legion's power got neutered, but still hasn't been addressed.

  • most of the difficulty in red rank survivor comes from other survivors either sandbagging or just straight up not belonging there. And you're right, thats exactly why that change is happening: because right now I can get a chase to last for anywhere from 1 to 5 gens on most maps, especially if abusing a god loop. reducing that possibility is a killer half of the issue QoL improvement, much like the recent ruin nerf, kindred buff, and 2 second sabo changes were solo survivor QoL improvements. Nerfing ruin was what was apparently needed to give them the concrete data that the map changes were necessary, so that would follow that if solo survivors start doing very poorly the counterbalancing will commence.

    the priority gap for survivors is more of a variable than comms. If survivors would rather pick their noses than complete their objectives, that hurts themselves and their teammates to a pretty absurd degree. If you're constantly on an objective and your teammates aren't, then you did what you could. thats just how the game goes, its not 1v1 nor is it supposed to be,

  • tbh you really don't need comms to do well as a solo survivor. You just need to be able to perform each aspect of the role (actually working on gens, wasting time and position in chases, making smart saves) to at least pip nearly every single game, even at rank 1. There will be times where things beyond your control happen, but at worst that's just a -1. If you go into every single game expecting to escape, you're not thinking in terms of balance any more than a killer who expects to 4k every single game.

    That said, again, the kindred change gives me hope they could come to a better way of narrowing the gap. Even with the gap where it is, however, a single solo survivor could easily assure the other 3 escape just by being enough of a thorn in the killer's side, its why a lot of killers recognize when a survivor is good at looping and ignores them for easier marks.

  • tbh a survivor who refuses to do gens, make saves, or get chased is a worse case of teaming with the killer. You're actively assisting the killer by being a useless survivor.

  • @Oicimau said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205003#Comment_1205003

    Thats some of the suggestions we can see thru the forum. And they may work.

    There have been a lot of really good suggestions over the years, including everything from perk and synergy limitations to simply having an "opt in" system for queueing to allow or disallow SWFs as either killer or solo survivor. The best we can hope for tbh is that solo gets buffed to near swf level, and that killers get buffed to balance for both. The Kindred change was a step in that direction, and the new kindred is so good it boggles my mind more solo survivors don't use it.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/143230/why-buff-solos-to-get-stronger-as-swf

    I think the obvious solution is to provide in-game comms and tune the game for SWF. Because this method of continually tuning the game to make it easier for killers to deal with SWF, while ignoring the fact that MOST teams are not that, is creating a big disparity for the solo-survivor community. So if they want killers to be more competitive against SWF - give every team the main advantage that SWF teams have: communication.

    Absolutely no. I don't want to have to mute rando's raging in their mics every single match because the killer found them urban evading around the edge of the map instead of working on gens. Seriously, imagine how much babyrage you'd hear every time someone gets hit through a window or a dedicated hard doesn't register yet still uses the exhaustion?

  • @shalo said:

    It's very obvious many survivor commenters in this thread have never played Legion.

    nah man, the secret pro tech is to hit someone 90 times in the same feral frenzy, so they get teleported to a basement hook!

  • The option isnt in game anymore, and i'm using a standard 16:10 resolution. The file I mentioned is literally the file your in game options are written to (like disable tutorials, or menu music volume) which has a lot of options that either arent in the settings menu or were apparently removed (like this one)

  • Found the proper setting in the GameUserSettings.ini, apparently changing "ScreenScaleForWindowedMode" will allow you to resize the window proper. Kinda wish it was an option ingame like it used to be, or if we could at least stretch the window or something rather than having to edit the file, but hey at least someone searching the forums will find it if they need I guess.

  • I really wish there werent challenges involving bringing a key OR relying on the hatch (let alone both.)

  • the game to actually be a good game. I don't get to say it very often because either my side or the other side seems to get screwed over 99% of the time.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/141577/undetectable-spine-chill

    spine chill doesn’t give a directional cue though. It Just warns that someone’s coming towards you. Everything needs a counter, that’s unfair to survivors to just be invisible or cloaked or undetectable and get the jump and ez down on people.

    so whats the counter to spine chill then? ALl you can do is not look in the direction of the gen as you approach, which makes you entirely blind to anyone who sees you and might be simply walking away from it.

    The point of stealth killers is to be undetected as they approach, and most of them cant even attack directly out of stealth anyway (its only really ghostface, wraith and pig both need to announce their presence before attacking, and myers has no distance to his lunge at all in T1.) Meanwhile, there's a perfectly good perk called Premonition which has no reason to exist since Spine Chill does its job in every way without having a cooldown. They could very easily make it so that Premonition keeps the ability to detect stealth killers and have it keep its cooldown, while making spine chill stay the same but lose the ability to proc from the Undetectable status (making it actually kinda live up to its name.)

    I feel naked without spine chill tbh, i'd take it over any other meta perk. The amount of info it gives you is absurd, and it even gives you an action speed boost while its going off as a bonus.

  • its also worth noting that when it starts happening, the autosave entity tendrils on the top of the screen loop infinitely, pretty much how I know I'm apparently not allowed to play the game anymore.

  • Spine chill is so busted it lets me listen to music while I play.

  • This game is definitely top 3. The game itself essentially encourages it with how much it punishes players for things beyond their control, and rewards them for exploiting well known issues that never get fixed. if an entire patch cycle was spent actually fixing half the broken mess in this game, the health of the community would improve.

  • both are awful and deserve each other. If the killer brings a mori higher than yellow, there should be a guaranteed key in a chest that's good enough to open the hatch. If a survivor brings a purple or iri key, the killer should be able to "pick it up" and use it as a one time mori.

    Both of them need more risk to go with their lopsided reward, which is why they get so much frustration. Every time I have to use either of them for a challenge, I feel like I need another shower.

  • "For each Survivor you rescue from a Hook, gain an additional 100 % speed increase to healing up others for 30/60/90 seconds."

    vs

    "a stack-able penalty of 3/3.5/4 % to their Repair, Healing and Sabotage speed up to a maximum of 12/14/16 %."

    so at best, We'll make it is +97% healing speed for its duration, and at worst it is +84%. Oh, and it lasts its entire duration, not just until that person is healed. Also doesn't permanently lose potential once another player dies or anything. Plus, every time it moves a player from the injured pool, it just gets an even bigger bonus for its duration!

    but I mean, 3-16% is cool too I guess.

  • don't forget it actively prevents other perks like Pop Goes The Weasel from even being accessible while its up. Truly the synergy that killer's have been clamoring for.

  • you know how you beat a clown? hold M1 while someone else is running around throwing pallets early and wasting his time. Thats it. If you're that person being chased, you just waste as much time as possible, and your teammates will pop lights left and right. Freddy is a decent killer who has a bit more map presence, but he also has to break away from chases that go on too long to utilize it.

    With literally every killer the chase mentality is the same: "the longer he spends on this chase, the worse his chances of winning." you're playing in seconds while they play in minutes. You'd be amazed what you can accomplish with windows alone when run correctly.

  • The time it takes to heal often outweighs any benefit it would grant. All it does at its current numbers is heavily discourage self care, which is already not very good efficiency wise, or have very specific power interactions with killers like the plague who heavily discourage players from healing anyway so theyre very likely to keep the full benefit for a decent amount of time. Meanwhile perks like We'll Make It pretty much laugh at it.

  • @Joelwino said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187919#Comment_1187919

    Are you familiar with the concept of looping? Or jukes, mindgames? The point is that the survivor has to drop the pallet immediately against killers like Clown or Freddy. There's no room for juking, mindgaming, looping or anything else there. Just throw down the pallet immediately or take a hit. It's no fun for anyone and promotes a braindead playstyle.

    There's also no room for mindgaming as killer with half of the loops regardless, so... ok? Would you trade every god pallet/farm loop/the-entirety-of-thompson-house's-gauntlet, etc for a few killers to not be able to force pallets in exchange for having zero map pressure in their kit? Priority seems a bit skewed when all you're giving up is exploiting collision boxes and the environment, really.

  • "either the survivor gets hit or drops the pallet and runs away. As I said, brain dead gameplay."

    Sums up half the game. The rest is survivors playing pattycake with their gens until its time to go home~

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187878#Comment_1187878

    It wasnt even 10 % if im not wrong it was more. Focused builds can decide the outcome if played out right.

    "X is overpowered? just take Y bro!" is the number one answer to any balancing issue in this game. Hell, even colorblindness or auditory problems don't get accessibility options, they get to take up perk slots or even addon slots. With only 4 and 2 slots respectively, it becomes incredibly difficult to actually make viable builds outside of a small pool. Its not that synergy can be too strong, its that synergy is too necessary.

  • I like to imagine the whole scene played out like the finale to The Wicker Man.

    Either version. take your pick.

  • ripped off the bandage without actually treating the wound it was covering, basically.

  • a few weeks ago I had this literally happen while the entity was carrying my corpse into the sky. The best reward for not ragequitting is to have the game ragequit for you seconds before it registers your death :)

  • @Mikeasaurus said:

    Broken matchmaking is the cause, but there are also some survivors who will have their Red/Purple rank friends join them in SWF to essentially bully the new killers. I've had it multiple times but I'm not really new, since I transferred from Xbox to PS4 so their tactics don't work, but unfortunantly, it does for new players. And the sad truth is, this is the current state of the game since the devs are going to implement a skill-based MM system that will magically fix all these issues with matchmaking.

    I mean, we were also supposed to have gotten a matchmaking fix where SWFs would go off of the highest rank player rather than the average between the group. I can verify that it still does not work this way, unless it was apparently disabled for the weekend some friends and I were actually dirty hypocrites for a few hours >:3

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1186224#Comment_1186224

    That would be too strong. The current 4% is fine . It was like 10% before but it didnt go live because it was op.

    It wasn't even OP, they were just afraid of how much it would stack with increasing heal speeds (not even any other speeds, the concern was apparently about healing alone)

    Would have been a painfully obvious fix to just make it something like 10% on everything but healing, which is 5% instead, but why do that when you can just keep it as garbage tier that only a few killers can attempt to make useful in very focused builds? 🤔

  • @toxicmegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187817#Comment_1187817

    are u a rank 20? because that doesn't much happen at red ranks. no matter what you're trying to prove, that's a fact.

    I'm pretty consistently red rank survivor, usually get to purple in killer. If you do 1-2 gens, get 1-2 safe saves, get chased for more than a few seconds, you've got bare minimum a safety pip at any rank (already a pip at low to mid ranks.) Even at rank 1 you can pip without surviving the match, let alone you would double pip for the same result at lesser ranks. It's really, really easy to rank up as survivor if you can hold M1 and know how to not panic throw pallets and get downed instantly.

    That said, half the problem is that it IS that easy, which leads to people getting to red ranks when they really don't belong there. Those players in turn sandbag the hell out of their teammates, whether by accident or on purpose, and the remaining players either get over it and get their black pip minimum or they don't take it as an opportunity to improve. Has every survivor been awful at chases? Get chased on purpose to waste the killer's time so they can get whatever saves/healing/gens are needed. If you belong in red ranks, you should be able to do so. If you can't, then you don't belong there any more than the team you lament.

    On the inverse, killers rank to around green or so absurdly easy, because survivors at that or lower need to either be new, have been on hiatus, or just rarely play. This causes easy pips to a point, and its easy until they go against survivors who actually know how perform simple functions like holding M1 in front of a gen instead of playing as claudette and crouching in some random corner. By the time those killers get to red ranks, they had to get their 100% of their own volition: they have no team to carry them, and "cheap tactics" like facecamping and moris will hurt their emblems far too much to get them there. With few exceptions, a killer at red rank has put more personal skill and effort into their position than a survivor of equal standing.

    All of that said, if you think of 4kill or 4survive as the only win condition, you're probably the main source of your own frustration.

  • @toxicmegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1187625#Comment_1187625

    then you can't say anything about it if you don't even play that side. and i 4k NEARLY every match using mostly freddy, spirit and ghostface. it's very, very rare 2 or more survivors escape when i play killer.

    try playing solo survivor on red ranks and you notice what you said is wrong. it is 1% chance alll survivors will escape.

    dang i should buy some lotto tickets with how many 1%'s ive been getting. maybe i'll even kobe one of these games~

  • nah the biggest joke is the game balance, but its a joke they refuse to fix

  • The only thing killers have going for them in red ranks are the amount of survivors who don't belong in red ranks at all. Can't go 2 games without people sandbagging, suiciding on first hook, and other such shenanigans. Its either that, or a group with enough coordination to have at least 1 person always on a gen and then the time is objectively on their side. The "balance" of the game is supposed to be everything in between, but all it does is reward the extremes and piss everyone off tbh

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160154#Comment_1160154

    That's not realistic tho. Huntress has a windup time which doesn't allow her to rapid fire throw the hatchets because survivors take the windup time to break LOS. Additionally, Huntress can waste MASSIVE amount of time reloading at lockers. Some maps have lockers far apart from each other

    you know that he's a 110% killer (like huntress) who gets slowed for a few seconds while reloading... right? and also that his ability doesnt even down people, and worse yet, can result in him being stunned for 4 seconds if they're able to break free because the survivor is smart enough to throw a pallet early or just be somewhere they cant be pulled from? His counterplay is stupidly easy in a wide number of scenarios vs huntress' "i throw thing at you and you down" gameplay loop.

    he needs help more than he needs nerfs. At best he's a less efficient huntress who can capitalize better on worse survivor play. It has less to do with his skill, and more to do with survivor play. If it bothers you that much, I have bad news for you...

  • and the "objective" of the killer is to kill. Are we ok with the killer slugging everyone and letting them bleed out so nobody can theoretically get the hatch?

  • @BigBrainMegMain said:

    wah wah, I want to tunnel and justify my tunneling wah wah

    I got ds'ed and now I'm going to whine about it on the forums.

    such riveting discourse, well done.

  • @SurvivorsAreRuined said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161226#Comment_1161226

    I do play killer more. As soon as I got to level 40 I saw 3 back to back ebony Mori’s and who knows how many more when I keep leveling. It’s kinda ridiculous they call those “ultra rare” when it should be more like “common”

    I main plague. But I have no problem getting 3-4K a game. I also have Astro A50s and a 50 inch 4K TV with a 4K Xbox. So... you’re not really hiding and not injured unless you have IW.

    look all I’m saying is, I don’t think Ebony Mori’s should be in the game as they don’t allow people to keep playing. I think with how easy it is to get someone hooked once why should you be able to kill them after that? The game is handing you different ways To either sneak up on survivors or find them using aura perks. I just don’t think it’s fair. There’s nothing that gives survivors the ability to make up for that death is there? Can they insta repair a gen to make up for that? No they can’t. I’m telling you it’s not as stressful as you think, some killers are really built for gen control. Those first 3 gens will fly but once they get down to the last 1-2 gens on me it can be rather difficult for survivors to get it undetected. Killers get off unfair hits all the time from lag, vaulting, lunging. I think they give killers too much. I’ve played both sides. But there are so many games where I see teammates getting laid out and idk what you guys really should be complaining about playing killer... only complaints I see are ones that are just so situational that nerfing them would only make it useless. Yet killers wanna have all their stuff go untouched? Okay.

    if you're playing on X1, its understandable. TBH the game is pretty wildly different in playerbase on console vs pc, let alone between regions. For everything you mention about stuff like "unfair hits", false positives happen a lot as well, which ive specifically been able to take advantage of as survivor where the killer thought he hit me and also seen while window hitting someone and having them mysteriously run from the window unscathed. thats dedicated servers, and it punishes anyone who isnt acting like 5 seconds ahead of what they see sadly because 200ms is a-ok.

    Also literally nobody LIKES ebony moris, they're yet another bandaid fix to how absurdly fast gens can potentially go. I hate using them and i hate being killed by them. But i also hate games being over in less than 5 minutes.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161151#Comment_1161151

    I think that it's a fair trade-off as both DS/BT prevent the other side from doing their ojective. And yes, in this case the hatch is the survivor's objective.

    Hatch isn't an objective, its a participation trophy that gives an extra 5k bloodpoints.

  • @SurvivorsAreRuined said:

    I think they should just get rid of Mori.

    not even going to argue. Just going to suggest, play killer more. I'm a survivor main, yet I'm probably one of the more sympathetic to killers on the boards because of how much stress and imbalance they have to deal with. Thats one of the reasons i dont bother with the role, aside from the accessibility.

  • its not though, unless they make it so the hatch doesnt spawn (or at least isn't visible to survivors) until they are the last survivor alive. The hatch is a busted mechanic that has been a balancing point of contention for ages, for that exact reason: it will always favor one side or the other. Killers slugging for the 4k is them not knowingly putting themselves at a disadvantage, since the hatch isn't a surefire victory. When i am survivor and it comes down to the hatch, i just wait at an exit gate for the killer to find the hatch, then i start opening the gate the second it pops. 9/10, i get away for it (depending on proximity.) Its a surprisingly safe bet, when i legitimately "lost" based on finding the hatch as a "win condition" on top of all the other win conditions I would have lost to get to that point. Its just bad design.

    Also if you just got unhooked, there is a VERY strong chance there is a locker nearby. You might not see it, but most hooks have at least 1 hook within walking distance, barring some in places like the middle of a cornfield. Seriously, keep an eye out, they are EVERYWHERE.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1161079#Comment_1161079

    BT and DS are exploitable, huh?? How about tunnelling and slugging?

    Don't punish people because a few cheat the system.

    if you have DS, and are "getting tunneled," hop in a locker. I'm serious. The killer will have to wait it out or eat your DS. Either way, you're hurting them MASSIVELY.

    Same with borrowed time. If you get hooked in the EGC, and someone saves you with BT, you can body block for them because them mend is pointless, so its a free health state where the killer gets their weapon wipe stun while you get a speed boost. Pair it with DS and they cant even pick you up while you crawl to the exit, unless it takes over a minute from when you got unhooked. Its exploitable AF.

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1157669#Comment_1157669

    The killer isn't losing any time if both sides are participating in the activity that is wasting time

    If the killer has to drop a survivor because they can't hook them, that survivor might as well be up. They won't be able to hook them at that point. The penalty for dropping and picking back up is big enough as it is, especially if there was already wiggle progress and there isnt a hook right in front of you. Its yet another mechanic that "forces" slugging, which is bad for both sides.

  • @PigMainClaudette said:

    So, you want a free mori one because I use the anti-tunnelling perk as intended?

    A lot of survivors these days have taken to using it since more killers have been tunnelling after the Ruin rework. If they all stopped, then the number of DS users will fade naturally.

    Down and hook someone in the EGC, especially anywhere within half the map of an exit. If there is BT they'll get away for free anyway, but even if not, you have to respect DS. If not, they get away for free anyway too.

    If you jump in a locker, the killer can't even slug you. they are FORCED to grab you and eat the DS. Unless they sit in front of the locker for a minute and then boop you when you eventually get out (or it wears out, which they have to time mentally anyway). either way, they gave up anything they could have elsewise gotten JUST to secure the kill.

    Its bad design. Overall its not bad, but its HIGHLY exploitable in situations that have a very high frequency of occurring, which makes it bad unless there is some type of failsafe that prevents exploitation. They removed the BT bonus on the unhooker because people exploited the hell out of it, and this is an example of people giving evidence why a similar change would be beneficial to the health of the game.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1160810#Comment_1160810

    Yeah.. Run a perk that's only useful for 1 killer in the entire game just because BHVR decided to make a ridiculously overpowered killer? What's next.. Should we start running Slippery Meat or Small Game just to counter the 1 trapper that we might so happen to come across.

    Every time a killer complains about a situation involving survivors, they're told "just run X perk bro." Meanwhile, they only have 4 perks, with zero comm support. Survivors could POTENTIALLY have a total of 16 perks, between up to 4 survivors with communications. This is why that becomes a false dichotomy: you don't need a single perk or item to be able to loop a jungle gym or pallet. You can be bare handed and easily burn 1-5 minutes from a killer. It is not 1v1, its 1v4. If the killer camps you or some other bullshit strategy, they're sacrificing potential to do so. Just do what you can and take what you can get, but don't ask the devs to ruin an entire side of the game because you're unwilling to compensate for that. Should killers be able to just EMP survivors out of discord chat or something?

    things aren't always fair. All we can do is do our best to pip, and move on to the next match. If it wasn't for that, I would have quit this game ages ago.

  • a gen hasn't been touched for 30 seconds? it starts degrading. If it gets tapped? its only protected from degrading for as long as it was worked on.

    If no gen has been touched for 3+ minutes, the entity gets angry and makes survivors make a loud noise notification once every minute, regardless if they're in a locker.

    ez fix. its basically like making the crows less exploitable.

    To clarify, this is actually from my frustration at being the 2nd to last survivor left, trying to work on gens, while some p3 claudette is surfing from locker to locker so she can get hatch. Thats the worst example of holding a game hostage i can think of.

  • @BigTimeGamer said:

    So you got DSd and you want to punish someone by removing them from the game

    you are not biased at all

    Thats a bit of a one sided outlook at it. Think of it this way:

    DS is a perk that you need to respect, regardless of whether the player has it or not. There is no indication until you get hit by it.

    Sound familiar? NOED follows a similar rule. except you can do 5 totems and make it not exist, or better yet, do a few of them then camp the others as the last gen pops and do them if they light up to remove it instantly. Either way, it can be removed entirely rather than just played around.

    On top of that, up to 4 survivors can have DS. Its definitely better and more respectable than it used to be, but its still less surmountable by comparison, especially in situations where it can be forced, AND with no ingame information/timer.

  • easy fix: getting into a locker removes the remaining timer, or being grabbed out of a locker doesn't allow the perk to trigger.

    Thats the biggest point of exploitation imo. Even respecting it and giving up is time that you're ignoring another chase that could have happened. Or better yet, give the killer a timer that tells how long is left. why not? survivors get it for every Exposed timer....

  • the 4 perks per bloodweb change helped a TON, but it still doesnt address how expensive buying meta addons can be for killers (and i guess offerings for survivors)

    Def a step in the right direction, but it can still be pretty daunting.

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