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SOULWARRIOR71K

SOULWARRIOR71K

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  • What I find hilarious is that survivors hate mending but love sitting on gens. It’s basically the same thing just a different animation.

  • @MaybeShesCrazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3004167#Comment_3004167

    I often stay at the game for a bit - not to make the kilter mad or gloat but in case (especially during an event) they need to find, or do something.

    I also like to try to give them extra points like finding and closing the hatch and I'll knock a few pallets close to the exit so they can break a few for some extra points for them.

    Why not just let them hook and kill you then? that gives more points than all of those things you mentioned.

  • @Persephone_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3003699#Comment_3003699

    1. Chase them out

    2. Break pallets/walls (I've hardly ever capped my bloodpoints on them by the time a match is over)

    3. Go get a drink/snack

    4. Break the cycle of hate. People are less likely to teabag if they don't get camped or tunneled often.

    Of course at the moment there is a chance people are not leaving because they are still looking for the invitation. Similar to other challenges (Gnome, Green Glyphs).

    No. They can just leave but choose not to (because they want the killer to see them gloat). Imagine if every game killers just made all 4 survivors bleed out on the ground. That's what survivors are doing by sitting at the exit gate for no reason (wasting time instead of ending the game). The killer should not have to go out of their way to force you out especially considering you are at 0 risk of being hooked at that point. And let's be real, if a survivor wants to click and teabag, they will do so regardless of how the killer played.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997022#Comment_2997022

    The thing is when you DC you A)give them the satisfaction, B) let them go back into queue instantly And C) are stuck with a 5 minute (or more) time out.

    But if you just wait, while being off screen, afk or just power spamming/pallet braking, you 1) waste only 3 minutes of your time, 2) even better, waste 3 minutes of their time and 3) can take a break, fetch a drink, go to the toilet or watch something on a second screen/smartphone.

    It's a win/win/win in my book.

    OR you do it like other people advice (not me) and just give them the audience for their escape the so much crave and just push them out in seconds.

    There is no win win for the killer. You either wait (time wasted), force them out (time wasted), or leave (time wasted). If my time will be wasted regardless, I’d rather wait in the lobby where I don’t hear obnoxious clicking or exploding sound notifications. I’m not going and hitting 3 or 4 people who are just choosing not to leave and are at no risk of being hooked. Nor am I tabbing out. I’ll save my 2 minutes and use the extra 3 minutes to prepare for the next match.

  • @MrMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996781#Comment_2996781

    No way, just open a gate, or walk up to the gate forcing them to open it, then go to basement and tab out for 2 minutes. Way better. If you had a 10 min game and they choose to BM, don't let them rob you of your BP because it's frustrating to deal with taunting at gates. As soon as EGC has begun the game will be over in 2 minutes, tab out instead of DCing, big tip.

    it's 1 extra minute of waiting vs 2 minutes of getting bmed/having to force them out. I'll take the 1 extra minute without the bming. 5 minute ban less 2 minute EGC = net 3 minute ban vs 2 minutes of bming. Not a big deal. Can get the points back in the next game with a survivor pudding offering.

    Imagine the outrage if every killer just slugged all 4 survivors until they bled out every game. That is what survivors are doing by standing at the gate for no reason other than to waste the killer's time. Just be a good sport, take your win and leave. It really is that simple. But if you choose to stay and BM, you have no right to expect the other side to sit there and take it lol.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2997022#Comment_2997022

    But now you're giving yourself a 5 minute (or higher) wait when you'd have had a 2-minute wait by riding out the endgame collapse, in addition to depipping yourself and sacrificing your bloodpoints. If it's not about the survivors, then your decision doesn't make sense.

    As far as I'm concerned, it's a 3 minute wait without the bming (5 minutes - 2 minute EGC = 3 minutes lost at most). Well worth the trade. At rank 1, i can't depip anyway so there's really no actual down side. I can use a survivor pudding offering the very next match and get back any points I forfeited. I would much rather spend my 3 minutes not getting bmed. Pretty simple to understand really lol. If you enjoy being forced to force survivors out while they teabag and you have no way to actually put them in danger at that point, more power to you.

  • @Laluzi said:

    Salt, pretty much. "You didn't win if I quit first" sort of thing.

    https://forum.deadbydaylight.com/en/discussion/comment/2996781#Comment_2996781

    I feel like that's going to be more gratifying to the team of BMers than just going to some corner of the match and tabbing out for two minutes. People who do that want a reaction from the killer, and by DCing, you're giving them the most satisfying one possible.

    But that’s just it. At that point it’s not about them, it’s about me not wanting to use my time for them to sit there gloating. There’s no reason for all of the remaining survivors to stand an inch away from the exit while fully healthy other than to have the killer see them gloat. They could just leave but choose not to. If you don’t leave, I will make that choice for all of us if I don’t feel like waiting for you. To me it’s no different than if I a killer downs all 4 survivors and let’s them all bleed out instead of hooking them (this isn’t slugging). As a killer main, I’m not salty when survivors act like children at the gate but I’m also not going to lose an ounce of sleep cutting it short.

  • @Darkest_Night said:

    I've been seeing this a lot lately on both sides and I have to know.....why does everyone DC in the final few moments of a match? You essentially just wasted the 15 minutes you spent in the match, and get 0 points at the end. And then you add another 5 minute penalty to yourself. Why? Why DC at the end and not take your points?

    It's rare, but if it's 3 or 4 survivors waiting at the gate for the entire egc in order to force me to watch them teabag, dead hard and leave at the last possible moment, I'd rather sacrifice the points. If my time is going to be wasted, I'd rather it be in 5 minutes of solitude and not tolerating bm lmao.

  • @Darkest_Night said:

    https://forum.deadbydaylight.com/en/discussion/comment/2996658#Comment_2996658

    Pretty much everyone besides the twins whom I rarely play. Any killer can have free, once you know the map

    Respectfully, I'm just going to go on record and say I don't believe you 🤣. But if it's true and you play at a high level, kudos to you 😁.

  • Well of course you would have free reign using the killer that breaks all the rules of dbd lmao.

  • @cordonrouge said:

    you find a survivor on a gen, you get close, they SB away. rinse and repeat.

    I’ve been experiencing an uptick with this as of recent. Super annoying and boring if more than 1 survivor is doing this because more often than not you can’t afford to waste time chasing someone who has sprint burst unless someone is already on a hook.

  • @Darkest_Night said:

    https://forum.deadbydaylight.com/en/discussion/327887/map-offerings-should-be-removed

    The Game is not survivor sided at all. Killers have free reign. I can absolutely attest to it, as that's where I bring survivors all the time for the fun games

    What killer are you using to have “free reign” with on the game?

  • This is why the earlier you can eat that ds and tunnel someone out, the better. Once EGC has started, if there are 3 people still alive and you are too close to the exit gates, the odds are not in your favor. So ask yourself, do you want to “play fair”, get bt+ ds’ed in egc, and then teabagged before they dead hard through the exit or would you rather just eat that ds earlier in the match and secure the kill before EGC?

  • @sonata93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995098#Comment_2995098

    1) your logic here is flawed. You say it appears 'plenty of times' right next to the survivor, but the same can also be said for the killer. The hatch spawn is totally random, so it is by definition 'balanced' because it's pure luck and being in the 'right place at the right time' for both sides. The only time its spawn can be influenced is through offerings brought by survivors, which can be seen by the killer also, therefore there is no competitive advantage here.

    2) You talk about survivor egos, but the only people who seem to have an issue with the hatch are killers who feel entitled to a 4k. Is this not also an ego thing? They feel annoyed because they sacrificed 3 survivors but the 4th managed to escape. Literally, most players don't seem to have an issue with the current hatch mechanic. Also, NOED and the hatch cannot be compared: completely different game mechanics and different scenarios/contexts.

    3) It's not an easy escape by any means. It's literally a 1v1 and the killer is just as likely to find the hatch first as the survivor is. You make it sound like survivors always get hatch but that is simply untrue. It actually takes some strategic thinking to look for the hatch as you have to try and avoid the killers view, whilst moving quickly round the map to try and get there before the killer does. Fair enough you consider it a 'pity' escape, but the game registers it as an escape and the survivor gets awarded BP's accordingly.

    I respect your opinion, but I guess we just have to agree to disagree.

    1. it’s not balanced just because the killer can find hatch first. Why? Because if the survivor finds hatch, the game ends. If the killer finds hatch, the game still continues and the survivor can still escape. How is that even or balanced? Lol.
    2. so why have hatch at all? You want to escape, power and open the gates. I still have yet to hear any justification for hatch other than giving the last survivor an easy out. They get second chance after second chance all game long and still need an unearned RNG based consolation prize? At least if all 5 gens were done I could see this as a reasonable option. But just getting to escape because you were the last one alive and didn’t even power the gates? Yeah that’s pity lol.
    3. same points as earlier. It’s an easier escape that ends the game if a survivor finds it but not when the killer finds it. The mechanic exists for survivors to feel like they didn’t lose. And from an MMR perspective it counts as a draw/null not an escape. If it isn’t a pity thing, why not just count it as a real escape?
  • There’s no such thing as waiting out dead hard. If you have to wait, you’ve wasted time that you wouldn’t have had to if not for a perk carrying. Most chases already take too long because of map design and what’s your reward at the end of every chase? Dead hard and another 30-60 seconds of chasing if used at the right time for distance. And keep in mind that dead hard is a reward for the survivor losing the chase and getting hit lmao.

  • @sonata93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2988774#Comment_2988774

    I wouldn't call it a 'pity escape', but rather a fair chance for the final survivor to escape. You're essentially saying that once the hatch has been closed and if there's one survivor left, it should basically be a free 4k for the killer. I say to this:

    1) a 1v1 for the exit gates is really difficult as a survivor, especially if you're against high mobility killers like Spirit or Nurse (and now Dredge), or killers who can patrol the exit gates by other means (Trapper, Demo, etc). Also, how is the final survivor supposed to even have a chance of escaping on a map like Midwich when the gates are literally a stone's throw from each other? The killer always has the upper hand when this happens, so I don't see why it's unreasonable for the survivor to be provided with an extra chance of escaping.

    2) it's pretty much a 50/50 who will find the hatch first. It's not like the survivor has any competitive advantage in this context unless they're like 1 in 100000 survivors who actually run Let Behind or use Clairvoyance to track the hatch.

    3) The survivor has done well to outlast all their teammates, why should they be punished just because their team wasn't able to survive and complete their objective?

    As I said, the hatch exists as it is now for a reason. It was obviously put there because the devs recognize that as the last survivor, your chances of escaping through the exit gates were minimal. Plus, the hatch is perfectly balanced because the killer may find it first anyway. I also like the gameplay side of it, it's pretty fun going against the killer and trying to find the hatch first. Just to clarify, I'm only talking about the current hatch mechanics. I agree the old version where multiple survivors could escape was boring and just ridiculous that it made its way into the game.

    1. hatch is not “perfectly balanced”. There are plenty of times where it appears right next to the survivor and there’s nothing that can be done about it.
    2. by your logic, if there are multiple survivors left at the end, killers should get a one time use version of NOED so they at least have a “chance” to get a kill. you see how this argument makes no sense? You shouldn’t just be given something just because egos can’t handle holding the L. You get second chances all game as it is. Hatch exists purely for survivors to feel like they didn’t lose lol.
    3. the only time hatch should spawn is if all 5 generators are done. Again there is no reason you should get an easy escape when you haven’t even finished your objective. Killers always have to hook/mori/run out the EGC clock, in order to win. Why do survivors need a way to escape without finishing their objective other than being given pity escapes to feel better?
  • As a killer main, I have no shame in admitting that I do not want solo queue to become anything like playing against a swf every game. Having weaker links that have less information and/or are unable to communicate, is what helps make the game tolerable.

  • Hatch really shouldn’t exist at all. It does nothing other than give survivors a pity “escape”. Fifth gen pops, start the EGC collapse and call it a day. Between second chance perks and NOED, there’s already enough freebies as it is.

  • Or they could just make Freddy’s black box addon base kit for all killers but change it so it’s not dependent on being asleep. So if you get hit near the gate, it blocks the gate for 30 seconds. Now there’s a risk. If you want to stand there and not leave, getting hit means getting hooked. Between hatch and body blocking, survivors have more than enough options to make their escape and deliberately choose not to. And miss me with the “oh I just want to give the killer some points at the end”. Those 50 points mean nothing. If you really want to give them points, let them hook/kill you.

  • @DaddyMyers_Mori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981424#Comment_2981424

    They did give him some buffs, but I think they failed to fix main issue and nerfed him more than their buffs could save.

    Their change made it more boring for both sides imo -> lot of fake shots. Survivors don't care because noone plays Deathslinger anymore.

    Survivors call for nerfs. Said nerfs are then applied. Killer becomes weaker and then they wonder why people don’t play said killer. Why would they when they can just pick a better killer and struggle less? And let’s be honest here, when survivors want a killer nerfed, they want them nerfed into the ground and out of existence (because they want easier matches).

  • @Nathan13 said:

    I don’t understand how people are still complaining about DS when it’s perfectly balanced. The perk is doing what it’s designed to do.

    It's balanced up until the EGC. DS during the EGC is a free escape because of a perk and not skill. If it was disabled during EGC then it would be in the right spot.

  • @Devilishly_Rowdy said:

    Survivors get a free second chance where they can attempt a hook escape on their own with a 4% chance of succeeding. How about a 4% for killer, where if the killer hooks a survivor they have a 4% chance of instantly reaching second stage?

    Or are second chances just exclusive to survivors?

    This is one of the few games where people actually believe it's okay to be rewarded for getting outplayed (ie second chance perks, dead hard, 4%, hatch etc). The reality is people like their crutches and survivors outnumber killers 4:1. As such, they will get more crutches because said crutches are spread across 4 people.

    If the community wanted balance for these things they would rally around: 1. removing stacking second chance perks 2. removing RNG elements like 4% and hatch - these add no value are just there to give survivors a free way out 3. remove noed to compensate for 1 and 2.

  • The only time DS annoys me as killer, is during EGC. I don't like the idea of having to give a free escape just because of a perk. And no, going after the unhooker is not usually an option if there is 3 survivors still alive (1 on hook, 2 for the save).

  • I don't buy the narrative that assumes the gg is always genuine. I love when it's one of those 4 man squads that starts body blocking at 5 gens, playing like it's a comp match (with second chance perks, dead hard galore and a map offering) and you only get 2 hooks and then they all say gg to each other knowing full well the match was trash for the killer. I'm sorry but there is nothing good about it lol. I'm not saying don't say gg but don't expect the feeling to be mutual lol.

  • Complaining about gen rushing is no more dumb than survivors complaining about camping/tunneling. Survivors basically spawn on top of gens, so whether or not they are trying to gen rush, it's going to feel like a gen rush when the killer loses 2 gens before the first chase. Unless corrupt becomes basekit, why would you ever think killers would feel good about losing gens so quickly before the first interaction even happens?

  • @soulfire22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2967500#Comment_2967500

    first was a nemesis who tunneled for the sole purpose of watching people bleed out on the floor trolling.

    second was a trickster who would slug me and then run away searching for the other person for 3 minutes until i bled to death.

    third was also a trickster who was just obsessed with slugging all day. its such a boring mechanic im starting to think dc'ing is a better alternative.

    And what was your loadout?

  • As someone who mains freddy exclusively, I highly disagree that snares are better than pallets. For one, survivors are way more likely to wakeup if they know snares are in play and therefore render you powerless in loops for most of the game. Not to mention that a good portion of the time, even if you double snare a loop, survivors can still make it to pallets/windows. With dream pallets I find that most survivors cannot keep track of which ones are real (especially when paired with Red Paint Brush) and as a result, I get way more free hits because of fake pallets.

    I think the biggest issue with Freddy is that he is powerless for most of the match because of the alarm clock buff that survivors got. That mixed with garbage tier addons and you have the perfect receipt for a mediocre killer.

  • @InvadeGames said:

    why is that a thing? you dont take the ad ons but you take the offering? good buy red and purple offerings. been multiple matches where someone failed to load in and it wasted the offering i threw.

    So you lost your RPD/Game/Cornfield offering huh? 😂

  • @_AdamFrancis_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2932425#Comment_2932425

    You mean custom games out by the community. That isn't a comp scene, what you described are skirmishes.

    This. There is no such thing as competitive dbd. There are way too many restrictions/rulesets and this is done with the express purpose to make it more entertaining to watch - not make it more competitive. DBD should be appreciated for what it is…. a party game that many players became good at and/or have op/super strong builds that carry them xD.

  • @NekoGamerX said:

    these thread get old fast.

    So you are saying you wouldn't like to see a nice give and take between second chance perks and NOED?

  • @Huge_Bush said:

    Noed isn't broken so there is nothing to fix.

    I agree and that’s why I put “fix” in quotes xD. That being said, I would love to see it changed in this way. Then people could not complain since impact is two sides of the same coin.

  • @Bran said:

    Having the perk solve reworked to solely rely on survivors using those perks is definitely not the way.

    Why not? You’d almost certainly get value every game. There’s zero chance survivors would stop using second chance perks just because of NOED. Seems like a fair trade to me. You get extra lives early in exchange for losing lives later.

  • There's no logical way to say that it's totally fine that survivors can stack second chance perks to get 3/4/5 extra health states throughout the ENTIRE game, but then complain when 1 health state gets removed during egc. NOED secures 1 kill at most unless the survivors completely throw. It's like people forget what NOED actually does. It removes 1 health state. If losing a health states bothers you so much, then you should also be advocating to remove all second chance perks not just NOED.

    Here's how I would fix NOED: each time a survivor uses a second chance perk, NOED gains a token (no longer a hex). If you want to benefit from having extra health states during the game, you now run the risk of losing a health state after the last gen pops/egc. Fair right?

  • @TruEternity said:

    I agree that all those things are what makes playing killer more of a challenge, but I disagree it's a SWF issue. I find it to be a skill issue much more than a premade group issue. Most times you play swf with someone, you are both probably around the same skill level, maybe a bit higher or lower, but more than likely not by much. This means you have a much higher chance of having "good" teammates, who can coordinate and make smart plays. On the other hand you have solo q, which is the wild west when it comes to getting teammates. Some can be 5k hour vets, others could be 1 hour players on a free trial. If you get several smart teammates who can recognize a play you're setting up, it can seem like a swf. I play mostly solo, sometimes in a two man, and when we get two decent players with us it can seem like a 4 man swf. I've been accused of that when it was just a couple of two man swf's. So for me it's not buffing solo to be in line with swf, but fixing solo matchmaking to be in line with swf.

    a 2 man swf is still a swf. it doesn't require a 4 man swf to have the odds stacked against the killer. This is another reason why I don't buy into the need to buff solo queue. The issue isn't simply solo queue, it's that most survivors aren't that good and need some sort of crutch/carry lol. And it's this skill level mix that makes killer tolerable. 2 swf + 2 buffed solo queue players will feel terrible just like playing against a stacked 4 man swf does. The MMR system is already punishment enough for decent killers as it is. And it's already bad enough that a lot of killers are settling for cheesy 1k noed games. If survivors want the benefits of playing in a swf, they should just play in a swf. and if they don't have people to play with, they can always switch to killer and then they will have all of the information they need at their fingertips.

  • I'll say it every time a "buff solo queue" thread pops up: I have zero interest in making solo queue anything close to a swf with comms. Swf with comms is the most unenjoyable experience killers can play against. Why would killers want every match to become even more difficult due to every survivor now being able to better coordinate? SWFs will not be nerfed, corrupt intervention will not become basekit, COH still exists, and killers will not be buffed to blight/nurse level. Buffing solo queue only makes it worse for killers. No thank you.

  • i don’t know why people talk coal tower up so much. There’s nothing particularly enjoyable for killer imo. Just because it’s not the game or RPD, that doesn’t mean I would want to play on it continuously lol.

  • I may be alone with this, but I am 100% against buffing solo queue unless killers are also compensated at the same time. Survivors being able to communicate (in-game or via 3rd party apps) is one of the largest contributors to why the killer experience can be so terrible at times. I have no interest in making solo queue closer to swfs unless swfs get toned down (they won't be). You think gens fly now? Just imagine giving every survivor the ability to coordinate/communicate with their team. No thank you.

  • The problem with COH isn’t just the heal speed. It’s the free team wide self heals. Hopefully will be nerfed more and/or completely removed in the future!

  • @SomberNokk said:

    Hope they stay broken.

    I’m glad someone else said it before I did lol. BNP shouldn’t even be in the game at this point. Gens fly fast enough with them.

  • @cburton311 said:

    I look at it like chess. The action doesn't start in chess until midgame gets rolling with most openings being published and well analyzed with the players playing these moves instantly without thought. But there is a reason to have the players go through this "less interesting" phase. The players get to form the battleground that they will fight on in the latter parts of the game. This feels so similar to dbd.

    The first 2 gens, and first 2 minutes of the match are largely, the survivors trying to get gens done quickly, with the killer trying to push the survivors towards their eventual 3 gen, or herd them away from a totem spawn etc. This early phase is the strategic part of the game and decisions here will often determine how the end of the match resolves.

    The problem with the analogy is the reality that most good survivors do not allow themselves to get 3 gen'ed and even if they do, if COH is in play, the 3 gen means almost nothing (and if 2 survivors are already dead by this point, you don't need a 3 gen anyway). The only true slow down is dead survivors.

  • @KingFieldShipper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884000#Comment_2884000

    The meta was still shaken up though. Medkits are busted, I'm not denying that, a beefy purple medkit with 4-5 heals especially - but the fact is COH was the first perk _since dead hard_ in 2017 to shake up the meta on the survivor side, other than boil over for a brief moment (which was super busted and I think we'd all like to forget that happened), that got survivors to run more than just a combo of bt/dh/ds/iw/ub, even if it's just one person who brings it into a match

    Survivors still mostly run those same builds (most games I see at least 3 dead hards, bt, decisive etc). They just add COH to inject steroids into the team's ability to self heal. Same healing meta, just even more busted. If you really want to see the meta change, the perks that are currently meta would have to be dramatically nerfed. If not, exactly what happened with COH will continue to happen. A perk that is simply more busted than other meta perks and does not change the meta for the better.

  • @KingFieldShipper said:

    Funny I said this the other day (as someone who plays 50/50 but mostly more killer these days) but people criticized me shrugs SB is arguably much stronger than dead hard imo. Preventing a chase, or getting further away in a chase is a much stronger effect than almost any dead hard for distance and I think when people see that it's gonna be a lot more irritating for most people.

    https://forum.deadbydaylight.com/en/discussion/comment/2883962#Comment_2883962

    Honestly overcome isn't really a big deal at al, but it promotes a boring hold w playstyle which I am completely against

    https://forum.deadbydaylight.com/en/discussion/comment/2883957#Comment_2883957

    That's not even the point, the fact is everyone, including me, are sick of seeing the same 4 perks over and over on both sides. The meta for survivor hasn't shifted in years until COH, and the second it even slightly changes there are calls to nerf it - which is just fact. Or any remotely strong survivor perk for that matter. Remember when lucky break and reworked built to last was gonna kill the game? That doesn't mean perks can't be busted or need to be changed.

    COH did not change the meta, it simply amplified the already busted healing meta. Before COH, survivors were running 4 med kits. Now they don't even need the med kit and can accomplish the same thing (and have the added benefit of getting a 5th perk and freeing up an item slot). Nothing about that is positive for the meta.

  • @C3Tooth said:

    Because there are 4 survivors & 7 Gens & 5 totems, which none of them supposed to spawn close to each other.

    But for a map that has 10.000m square. To make all of them (16 subjects) spawn away from each other, each of them would own 10.000 / 16 = 625m square.

    The furthest possible for them to spawn spread out is 25m.

    https://us.v-cdn.net/6030815/uploads/0VEQVJTW9HCP/image.png

    hold this up vote for coming with the numbers

  • @GoshJosh said:

    It’s to your advantage if survivors do the outer gens first in most cases. Do you want them to play hide and seek until you find one first or?

    I'm not telling survivors not to gens or to hide. I'm questioning the game design. If 2 gens will pop, sometimes before you even see your first survivor on big maps, what's the point? There's no interaction between either side in this scenario. I just don't see how that is healthy gameplay.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880562#Comment_2880562

    Blood Warden works every single time; it's not an RNG perk. Make it work, and create the necessary conditions to trigger BW if you want more value out of it. Of course, it's not always easy, but when you do, the perk does its job of blocking both Exit Gates for the stated duration.

    https://forum.deadbydaylight.com/en/discussion/comment/2881843#Comment_2881843

    Why be bothered by it in the first place? I've been teabagged and don't care about it. Look away or moonwalk in the gate area

    Maybe you don't care about either being forced to watch someone gloat or having to wait unnecessarily if they refuse to leave, but I'm willing to guess the majority of us find it annoying. I don't buy into the "it doesn't bother me so it shouldn't bother you" type thinking. If survivors just leave when the game is over, this wouldn't be an issue for anyone. Instead people just keep excusing it away while ignoring the fact that survivors do not have to do this. They choose to because they are in no danger since the killer can't do anything about it at that point.

  • For killer the fastest way to get there is to completely disregard the survivor rulebook and also bringing your strongest builds every game (and once you get to silver, you need to be averaging 3ks or better consistently). I can usually get to Iri 1 within 7-10 days and that's with me only playing a few hours a night (full time job, wife and baby so I don't have time to play all day every day).

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881843#Comment_2881843

    The thing is, you can only influence your own actions, not the actions of the other side. They wont stop teabagging (or waiting at the Exit Gate), so it boils down to the two options I mentioned.

    You forgot the third option: be a ruthless killer, show no mercy and don't play by the survivor rulebook. Dramatically decreases the amount of times killers have to deal with this lol. I'd much rather deal with salty end game chats about tunneling/camping etc. To your point, you are exactly right. Neither side will stop doing this, so as killer, I just play as savage as possible without a care in the world lol.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880738#Comment_2880738

    I mean, you have two options:

    1. Force them out. Then you dont need to complain about time being wasted.
    2. Dont force them out. But then at least dont complain that they waste your time if you have the ability to stop that.

    This thinking is so flawed. So either give them the satisfaction of making you see them teabag, click and leave or give them the satisfaction of making you wait for no reason. How about survivors just you know.... leave? Crazy thought right? There's nothing strategic or sportsmen like about forcing your opponent to watch you gloat. But then again we live in the world where survivors pretend they aren't doing this to be toxic (but would complain if their ability to do this is taken away).

  • As someone who mains Freddy exclusively, these are the changes I'd like to see:

    1. get rid of the 30 second dream world protection from alarm clocks. 90 seconds (30 second protection + 60 second passive) is way too long to fall asleep considering most games only last 7-10 minutes.
    2. Rework all addons that impact sounds while in the dreamworld. Swing chains and jump rope are virtually useless (these should be brown addons at best).
    3. Give him back 10 dream pallets (pallet Freddy is better than snare Freddy - I will die on this hill)
    4. Decrease his teleport cool down. On big maps you end up having to hold w for too long and then when you finally catch up and get that M1 you've been desperately waiting for, you are greeted with dead hard to extend the chase even longer.
    5. Make some version of fire up base kit. If survivors are awake and his teleport is on cool down, Freddy has nothing to threaten survivors with. Making him grow in strength as the game progresses would be fun.
  • @Tr1nity said:

    remove killers to compensate.

    I'm pretty sure a good portion of survivors would be okay with this lol.

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