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SabunoHakia

SabunoHakia

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  • @TheycallmeLix said:

    Why does it go all the way to 8 stacks? It’s like when the killer is camping hook and he has 8 stacks, there is nothing much to do then hook trading. And it’s always the same killers who use it.. (Deathslinger,Demogorgon and Pig). So my suggestion is to decrease it to 4 stacks. What do you think about it?

    The obsession dies, the perk is gone, now the killer doesn't have it. Oh yes did I mention you have to actually build it up to even be useful as well? Yes OP oh yes nerf it we have a unhappy survivor who didn't have a teabagging experience at the gate call the devs in we gotta get the team on this. 🙄😑

  • @Sluzzy said:

    You are a bad killer if you are struggling. Survivors are extremely weak as it is.

    Got out of a match against an overpowered Blight earlier and the team was paralyzed. Killers need a nerf way more than survivors.

    Play the blight, play killer do it for a month straight then come back and say that again.

  • @Nayru said:

    that being said the fact that injured survivors have precisely two downsides beyond not having their 'freebie' damage state vs most killers (louder/blood trail) and they either don't matter (stupid sexy ace/grasstastic maps) or (the pertinent one) is completely negated by iron will is a bit dumb

    really leads into a lot of the hold w stuff you see because you're no slower when you're injured, you just got a mini sprint burst and the killer a major slowdown for several seconds, i'm not saying survivors need some sort of debuff for being injured/hooked but i'm implying the implication

    No perks need to counter perks such as strider nulls a % of the iron will by however high the perk goes making this a fair balancing aspect but that won't happen.

  • @SnakeSound222 said:

    There's bigger issues hurting Killer than just Survivors, but the devs will never make any significant progress toward fixing them because those Survivors are their cash cows. Honestly I hope this game starts losing players in droves (not enough to kill it but enough to get people's attention) because that might just be what we need for the devs to finally start fixing things.

    Agreed.

  • @wewantbetterfun said:

    In high mmr it's always like, first hook, 1-2 gens done, LT wall leading to a safe loop leading to shack leading to loop leading to another LT wall leading to a safe window, when will tiles be ######### nerfed/adjusted so they aren't this ######### busted and make the killer waste 2 minutes or 3 gens for 1 hook??? everything is so damn close to one another and everything is simply too damn safe, they see the killer coming and here you go I run 3 seconds and I am already in 1 safe tile that leads to another one and to another one.

    I am so damn tired to sweat to get 1 single survivor that always have every single thing always at the perfect place to constantly take away my hit/hook and if they make a damn mistake and don't have enough distance, doesn't F matter because they have skilless E dead hard and get the loop they absolutely doesn't deserve to be in.

    I won't be surprised eventually this game will only have green ranks (even if ranks are gone) and all the reds will simply quit and red survivors will wait 3 hours for a match.

    The game will eventually become survivor vs survivor gen rush extreme! No killers needed as they all left for a better game because you know devs make stupid decisions like balancing the game around only survivor's who whine because it's too hard to survive a game about getting killed by a movie killer or serial killer. Yep too hard. ffs.

  • @Eeni said:

    I can not count the number of times killers have hung around camping players preventing other survivors from helping, knocking everyone down & leaving us to bleed out, and other BS.

    Why can’t killers also get penalized for their bad behavior?

    Bleedouts net no points. In fact your sticking it to them by bleeding out.

  • @snek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2567744#Comment_2567744

    making him useless is lesser of two evils :)

    but i'm sure there's a workaround - longer chainsaw cooldowns, inability to instadown near hooked survs, anything that wouldn't affect the actual chases much

    Only thing I can honestly say is no insta down but injury and deep wound near hooks is actually a fair trade off considering. The rest is bleh.

  • @snek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2567748#Comment_2567748

    you seem to be entirely missing the point if you're placing atmosphere and honesty to movies above gameplay and game health

    Why did you purchase or play this game entirely? Because of the survivors? Or the Triple A movie killers? Let's be honest your here because of this and because of the fact that you didn't like a particular playstyle you want to nerf a character entirely or rework it in to something boring because you didn't like being facecamped, here is the option everyone does to me on bubba just dc. I don't camp rarely use the chainsaw and run amok and they still dc on me. So all I see is I don't like it nerf it.


    Your the reason this game is tanking, "making him useless lesser of two evils"

    If you want to not play a game with triple A movie killers and their original character methods entirely to the point you want it nerfed, well you can keep asking because eventually you and many will have their way, killers will leave, you will teabag the last one and this honest to good game will die because of the developers being stupid with balancing around casual players and not listening to both sides, it's always stupid management that leads good products in to the can.

  • @Deliverencepls said:

    When you're the last survivor and you get hooked you die instantly which is fair because there's a 99% chance you won't live. I've had two games now though where I've had deliverance active, with Decisive strike that I could use while hooked right next to the door. I could realistically unhook myself, DS out if I was grabbed or even just crawl out the door if he waited DS out and be able to escape. The game should recognise if I have both of these perks active and give me the chance to unhook as it's completely viable that I can escape, thank you for coming to my ted talk.

    Should be able to use it on the second hook, but not during the collapse phase. You get enough second chances this way and not a DB way out of the gate.

  • @snek said:

    9 out of 10 bubbas i encounter are insidious facecamping the first hook they get thus robbing all 5 players of any gameplay for the entire match (hooked surv can't do anything, killer doesn't do anything, the rest of the survs just sit on gens and hold m1)

    i haven't seen this done by any other killer in the game, so clearly bubba design is flawed at its core and needs to be reworked entirely

    hillbilly chads > bubba pussies

    So a legitimate strategy using a perk is a design flaw? Even if they weren't face camping you still have a reasonably low chance of everyone escaping unless he is a potato, sacrifice and gen rush punishes these kinds of bubbas obviously this is better done on a SWF, but shockingly enough he doesn't have a issue being over powered, or a gameplay design flaw. This is how the character worked in the movies, I really would like you to think about your own words because the original freddy movie version got turned into something boring honestly because the couldn't make it work. I refuse to have someone say bubba whom is a chainsaw user is flawed when I have and seen people lose to him and utterly destroy him. Or you can get me, the rarest bubba who doesn't require the saw and will just whack you to death hook you and then move on lol.

    Rework a character entirely because of a perk and someone's dislike of being camped. Yeah. Enjoy your boons you won't need to complain too much longer. Good lord I hope BHVR doesn't listen to this type of crap but I am sure they will.

  • @nikodemo said:

    Couple of quick thoughts.

    I place short bursts of trails in areas I think may be well traveled, like window vaults or grassy areas. But mostly I use trails in loops. When a surv is looping me, start dropping trail. They will either take the loop wide, leave the loop, or get tormented.

    Perk wise, I try to use perks that keep me moving and aren't hook based. PH will hook people though, and a lot more often than one may think, so one can use hook perks, just know that it creates a little conflict between hooking and caging. You'll always have to make a choice.

    Lately I use Deadlock, Tinkerer, Mindbreaker, Thrilling Tremors.

    Other options are Nurse's Calling, though I find its usefulness drops off either once they know it's in play or you reach higher MMR. I'm All Ears is also popular, just be sure to practice hitting that Punishment whenever they are stuck in vaulting animation.

    I also want to try Hex: Plaything on him. Since there are only 5 totems in play anyway, it could be a useful way to make use of the times I do have to hook.

    I'd say experiment with perks that have persisting effects that don't bind you to the hooking gameplay, but maybe can be useful during the times you do hook. The example with thrilling is that it has a cooldown for one so isn't up all the time, and I can activate it just by picking up. If I want I can immediately drop a surv and cage them if I want.

    I also don't always cage. I try to use it wisely. Sometimes a hook is so close, just use it. Or caging them would basically teleport them the the survs. Sometimes I want them to just stay tormented because it makes them easier to track and I can mori them on death hook.

    These are basically my thoughts. Glhf!

    Question how does being tormented make them easier to track if you mind me asking? An yeah I recently learned my usual hook setup isn't working the best for him because his cage counter.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563829#Comment_2563829

    There is big difference, if survivors spawned grouped, or everyone alone near gen.

    Basic gen speed is fine.

    Toolboxes can be an issue, you just need Ruin to deal with it.

    Yeah, ruin would be helpful if most of my groups of survivors wasn't SWF so that doesn't stick in the game the moment they notice it within the first minute it's usually gone, on the 19th boons come out, so that is even less of a reason to run a perk worth less than a dime, when it happens I expect hexes to be completely phased out unintentionally and intentionally by BHVR as clearly they never fixed the fact they are obsolete as it stands but in same breath make survivor boons relightable making it easier to lose a hex and them to gain a buff that can be rekindled over and over making the job harder, I don't care if they do or don't do totems because they only bother when I have a hex, randoms, but SWF ALWAYS, clear them out.

  • @Shaped said:

    I think it is fine.

    Accidental dc or two once in a while gets a slap on the wrist while people who dc often get bigger penalties.

    It goes straight from 5mins to 15 then 30 (I think?) etc. Then it resets gradually every 24h, if I am correct. Like from 30mins to 0 in 3 days.

    Well then It's fine by me.

  • Or how about the devs play and everyone just keeps dcing on them?

  • @ElusivePukka said:

    DCs already increase per DC in a time period.

    Then this needs to be a higher timer because I have seen it only be 5m and I was even nice enough to let the last survivor try and finish all the gens. But nope.

  • @Fenril said:

    Does it actually make any sense that the killer can completely ignore your "collision box" and close the hatch even if you are on top of it, preventing him from closing it (but he gets to close it anyway)?

    In my opinion, it doesn't make any sense. ANY sense.

    Please, remove the killer's interaction priority with the hatch. This is overdue, trully.

    Thank you.

    Stop using the hatch then lol.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563842#Comment_2563842

    Good for you I guess? We're strangers on the internet: we don't have to prove anything to each other.

    SWFs aren't that difficult to deal with. They're overly altruistic and easily manipulated. Death squads do exist but are very very rare, and even then can easily give a min 2k if you're even trying.

    Survivors were the power role back in like 2016 but have been fairly continually nerfed to make the game more balanced than its ever been. And that's good! Survivors shouldn't have been as powerful as they were.

    (The only nerf I have real issue with is the healing one that lead to the no heal meta. I hope boons will help with this but will wait and see)

    Playing killer is now easier than it has ever been. You can't claim otherwise. If you do I have to believe you have only just played your first killer rounds recently...

    Killer is and should be more difficult. It would make no sense for survivor to be the more difficult role, with less bloodpoints, and forcing you to rely on others for your progress...

    Survivor's in movies don't usually make a mockery of the killer. That is all I am saying their needs to be a balance and not much of one but I do agree with a big portion of your statement.

  • @KateMain86 said:

    Just another thing that has frustrated me since the very first day I started playing this game. Unused items should not be lost on death.

    "Just use a white ward."

    No, no I won't. I'm not going to use a white ward on every single item I play and also risk losing it anyway to franklins. They don't show up in my blood web that often anyway. I have lost probably upwards of a million points worth of items if not more that I didn't even get to use because of camping/tunneling killers. People need to think about how many of their blood points are literally wasted on items they never get to use. It already takes hours of playing as survivor to get to a million points. To see several of the items I buy with those points taken from me because a killer decided to be toxic is unfair. There are things in this game that have been the norm for far too long. Too many things that cause frustration when I am trying to have fun or at least a decent enough experience to want to keep playing. The blood web takes all our points for a few items while at the same time blocking off items we may have wanted because of the entity. A few matches later you might find yourself losing a few of those items you just got that you didn't even get the chance to use. Its frustrating and annoying.

    Also if you want better items in your web prestige a character 3 times but again. Your trouble are BHVR's top concern.

  • @KateMain86 said:

    Just another thing that has frustrated me since the very first day I started playing this game. Unused items should not be lost on death.

    "Just use a white ward."

    No, no I won't. I'm not going to use a white ward on every single item I play and also risk losing it anyway to franklins. They don't show up in my blood web that often anyway. I have lost probably upwards of a million points worth of items if not more that I didn't even get to use because of camping/tunneling killers. People need to think about how many of their blood points are literally wasted on items they never get to use. It already takes hours of playing as survivor to get to a million points. To see several of the items I buy with those points taken from me because a killer decided to be toxic is unfair. There are things in this game that have been the norm for far too long. Too many things that cause frustration when I am trying to have fun or at least a decent enough experience to want to keep playing. The blood web takes all our points for a few items while at the same time blocking off items we may have wanted because of the entity. A few matches later you might find yourself losing a few of those items you just got that you didn't even get the chance to use. Its frustrating and annoying.

    Another survivor's complaint that their life is hard, you know killers don't keep theirs and actually have to use blood points to get more? Please tell me more about your survivor problems? You know their is a perk to get more items in a session and even leave with addons on them? Oh your life is so difficult.

  • @NeonFlowerPower said:

    I have over 7k hours in DBD, devotion 33 and you're genuinely telling me that I am on the same level as this guy?

    https://us.v-cdn.net/6030815/uploads/DN9OZ5VW5725/good-one.jpg

    Here is some feedback for SBMM. Remove it. Its garbage. Ranks literally mean nothing in this party game.

    They have a real SBMM but they got lazy and didn't use it.

    17c863dc57574-screenshotUrl.jpg

    Had this system been used for their SBMM the matches would be amazingly better but you know it's easier to code "escaping" "kill counts" to "balance" a game.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2562415#Comment_2562415

    I do play killer actually and have been red rank on both for a good few years now (not that ranks matter but the same people that try to "main this" "main that" typically go for rank when they've been proven wrong there).

    I'm saying it's EXPECTED that you lose a few gens before you get your first hooks. Do you really have to have everyone death hook before the firat gen pops? If it upsets you so much just use corrupt to mitigate it.

    I assume you're new enough (no offence)? DbD is far easier now to play killer than it has ever been so I assume if you weren't around for actual infinites, 2 window shack, etc. where good killers were still able to 4k and didn't blame "gen rush"...

    I don't honestly believe that you play killer if you did your opinion would be different, just using Corrupt doesn't solve anything, no one is saying you need to hook someone within 5 gens but you have clearly gotten potato survivor's because the groups I get are constantly SWF and or 2 man SWF and I am working my A off just to fight back. When a killer has to literally go against 4 with a varied amount of perks most are a meta but the fact is survivor's spawn at gens, hexes aren't well hidden, most killer's that do well, survivor's complain and then a nerf follows, the spirit is an a example, because the Deathslinger was "unfun" to play against for the survivor's they nerfed him too a killer with a lack luster of performance, but you know a game centered around killers the killers QoL go down for the survivor's "Enjoyment" because you know all the TRIPLE A survivor's are totally what made the game appealing and actually a success.

  • @Dino7281 said:

    Gen speed is fine, spawns are bigger problem.

    Not really, that isn't including the fact tool boxes exist, perks related to speed of completion, I have literally seen 4 gens done in less than 2 minutes by 4 individual survivor's using tool boxes to which they get to keep at the end of matches if they escape and they get a ample amount from the blood web making a infinite amount of assistance to which thankfully they don't always run the top one. But you should take a look at the testing some have done.

  • @justbecause said:

    Is this ever gonna be addressed?

    So you started first chase right? Survivor in chase has unlimited safe loops and pallets because no one wasted any since they're first to be chased... 3 survivors do 3 gens in that time... How are you supposed to get those 12 hooks or 10 or however it takes to get average 2 kills? Because u could have been hooking other ppl so it could take 10 hooks before 2k but by first chase 3 gens are about to be done what they think killers are? ######### wonder woman?

    Doesn't help that survivor's always spawn near gens either.

  • @fucciflakes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563731#Comment_2563731

    Only to be even worse with Boon Perks being introduced! Yippee....

    Yet they haven't fixed the fact that survivor's spawn near gens, hexes, hexes aren't hidden well and usually gone in mere seconds, yet hey Survivor's get boons and hey they even fixed what would happen if they got snuffed out, they get to relight such wonderful things unlike killer's.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2563774#Comment_2563774

    No worse, no. BHVR're just mask-off about it. They've been petty clear for years that killer QoL is at the bottom of their priority list, with killer buffs only coming when the survivor side starts complaining about the game's stagnation too.

    Ironic when the game is actually about killers and most dlc are bought because of the advertisement of triple A killer's and yet it should be QoL for the killer but nope.

  • @fucciflakes said:

    I main both killer and survivor and get my monthly rank one on each character, so I know what it's like

    Killer objective takes longer than a survivors 5 gen process, can be easier with toolboxes and medkits. Not to mention more than a dozen pallets, you have jungle gyms, and strong loops which only a good blight, nurse can really counter well. My issue is if killers win percentage is up to 50ish% then that mean the survivors also have a half chance to escape and win. Why do we need to keep butchering killer? A good killer against a good SWF group can have at-least 2 or three gens done in three minutes with only two or three hooks? How does that warrant a nerf? Got to agree with True-talent on this one even though it came off as a joke where he stated he had only two hooks with three gens done in a matter of three mins. Survivors "nerf killer too op" but that's literally what survivors complain about. Coming from the very same people who thought brand new parts that did a entire gen was okay. Kinda hard to take them seriously, but the devs just continue to listen to strong SWF groups anyway.

    Should also mention that survivor perks are also on the strong side to make looping and getting away much easier when it's already easy to avoid a killer especially if you know what you're doing. And only to be strong with boon perks. I can literally run Iron Will, Head On, Dance with Me, and Quick and Quiet and win games EASILY without crutches like Ds, Lithe, Sprint Burst, Dead Hard etc. Survivor meta is disgustingly strong! Killer meta arguments like BBQ & Chili is op when it's just seeing people for four seconds is laughable especially when you can just hide just makes me laugh when brought up as a counter argument.

    Just wish the devs would just make killer equally balanced and fun. After all... killer is on the very front of the game enticing you to play it.

    Pyramid Head is by far the best loop counter.

  • @KingFieldShipper said:

    These threads are so tiring.

    You can't even get posters on here to agree how to even nerf it - they either think the i-frames are the issues, or distance. Remove either and it's useless. DH's i-frames rarely works, either you end up exhausted on the ground or you go down seconds after the killers cooldown. 4 sprint bursts are absolutely more terrifying than 4 dead hards. When SB inevitably comes meta if/when DH gets nerfed, then you get hit with 99'd sprint burst squad, you'll call for that to get nerfed, etc etc etc.

    I play both sides and I really just don't give a ######### about DH for distance, nor do I care about the i-frames.

    The only thing that would make anyone happy is the distance in which you dash is slightly reduced with a slightly higher cooldown, but the saddest thing is this perk never does anything for them when I just hit them a few seconds later due to catching up.

  • @TeabaggingGhostface said:

    What if dead hard gave endurance for like 3s, instead of dashing forward, so the killer and the survivor can both benefit from getting hit via certain perks like stbfl or mom

    Endurance for 3 seconds so what your saying is dead hard + built in sprint burst combo? Oh hell. I'll just quit. Lol

  • @TeabaggingGhostface said:

    Also my suggestion means no more dead harding over trapper traps

    That shouldn't even be a thing.

  • @Leachy_Jr said:

    Dead hard hate thread number #26789745

    Please bring the sprint burst meta, I don't care that SB is stronger id rather lose a game than have 4 people dead harding after I mindgame them.

    Also bring back victor being able to hit mid dead hard.

    Thanks.

    Me? Nah would never be getting kicked after someone dead hards my pounce. Never. Couldn't be me.

    Yeah, sprint burst where I either chase someone 3x longer or get a free hit on a failed DH or a perfect DH hit which comes a few seconds later, sprint burst causes me to be forced to give up a possible chase to go to someone else using spine and sprint constantly having a bad time. Yeah your a real killer main do you not get many sprint burst users?

  • Not that it is relevant to the topic but bring back a option to play the original freddy or find a way to make it work and make it a second play style I want to play the original movie freddy not this new stuff. Lol.

  • @Mandy said:

    It's impossible for the system to tell whether a player is deliberately disconnecting themselves or has a genuine internet issue - that's why they are all categorised the same. The disconnect penalty is kept low initially for the times when there is an issue as disconnects from Server issues are very infrequent and it's often on the users end where the issue occurs.

    Steam maintenance is scheduled and that's out of our hands, but it's also something that happens the same time every single week so it's not too difficult to avoid playing at that time, or if you are disconnected due to being mid match and not noticing, then the 5 minute penalty will be up prior to the maintenance being completed so you wouldn't have lost any game time anyway.

    There are no plans to implement a "rejoin system" afaik, this is something that I believe would struggle to work within DbD as with it being such an asymetrical game, people tend to leave for all sorts of reasons and a ragequit from a game shouldn't give the player the opportunity to rejoin instantly - it should give them time to cool off a bit, which is does quite effectively.

    I have seen other companies however be able to tell the difference between them, but the fact that frequent disconnecting should eventually stack up in a penalty wait timer or a way to request to be less likely to be matched up with them in the future with a reset every year should be a thing.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560971#Comment_2560971

    How does the system tell the difference between losing connection and the player unplugging their ethernet cable?

    Would be most likely are they hooked how many hooks how frequently do they disconnect, was the match winning? Losing? I am sure these are some factors they can utilize and assume what happened and then the process takes the appropriate steps and actions. I do know this is possible but not entirely sure the exact means of it.

  • @emma_dbd said:

    Hello,

    As most you may already know, steam recently had outages. It happens that you might be in-match while this problem might happen, afaik you can't predict when a maintenance will be done. With that being said, if you're in a match while a maintenance is happening, you will receive a penalty for absolutely nothing.

    My suggestion is: don't punish players for something they can't control. I think BHVR is capable enough to check whether it's client's fault or steam maintenance.

    Another suggestion I have is to allow the player to reconnect in under two-three minutes, and until the player reconnects, a bot will play the character.

    It's honestly starting to be annoying to get punished for something that you haven't done.

    Thank you.

    The system should be easily able to tell the difference between the two and give better punishments for actual quitters bigger time penalties.

  • @jamally093 said:

    So No mither considered as one of or the worst perk in the game and they decided to rework it listen i get the point a challenging perk and such but if you want people to run no mither how about instead of grunts of pain being reduced like iron will and such instead maybe people earn bp or better yet work it like reliance and TINH(This is not happening) where it gives you a boost on something while injured the only time i've used the perk was for a rift challenge and David's adept.

    I have a build for this I couldn't use it until it had over 75% muffled pain, DON'T YOU get this nerfed again!! You don't need it you don't need blood points let me have my ultimate Claudette Build you crazy. Ask for a blood point perk. Otherwise improve it not nerf it!!! I want to be able to do a gen in less than a minute solo as Claudette at the risk of death this rush would be great!!!

  • @Starr43 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560876#Comment_2560876

    Try not to let it get you down too much because it won’t happen every game. Like late last night I switch from killer to survivor and at 5 gens the Feng got hooked then she forced a failed Kobe then let go on hook.. then when I got hooked I watched the other two crouched across the map until the Claudette seemed to enter a chase right beside the Jane but instead of coming for the save she went and stood in the basement… I didn’t attempt a Kobe and hit struggle and then finally the Jane decided to run over to me but by then it took so long that even though I hit every skill check, I died when she got about 6 feet away. I decided it was time to sign out and went to bed after that lol it happens but it’s not always that bad thankfully.

    Wish comradarie would work if you or the ally Survivor had it that would have been amazing save.

  • @DarkbeastPaarl said:

    That's still way too short. 4 seconds isn't very long.

    I never have to use the chainsaw as bubba and a hammer is just fine the wraith is actually pretty weak to people with enough experience and he is able to he light burned for a good stun time which is like a free pallet hit.

  • @baseballfan4877 said:

    I can't help but think outside of a few strong addons that clown is really bad. I was just wondering what yall think would be a good way to buff him?

    His addons are actually the most balanced and well done perks the character himself, no.

  • @Starr43 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560861#Comment_2560861

    I literally played a game the other day where I was using a Whispers+Spies combo for fun and whispers led me to an area with a hidden survivor on Yamaoka with the temple pretty much within seconds, then spies happened to proc right above a locker lol!.. I was like.. there’s no way right… there’s nooo way..

    that poor Kate must have thought I was cheating hahahaa

    From start to the locker pull.. it was about 30 seconds in.

    See now that is all good combo but when that's not in play my God I am like why should I bother to save you at all? This happens so dang much that I start reporting for trolling but I know nothing will happen I need the ability to avoid getting matched with people that resets yearly

  • @Starr43 said:

    https://forum.deadbydaylight.com/en/discussion/287003/to-all-survivor-mains

    What if the killer is running lethal pursuer or whispers and knows how to use it effectively for example… some people don’t like walking or stealthing everywhere and some do or prefer to be chased first. Everyone should play how they want. If you wanted to you could even just walk it out and leave them to die on the hook.. totally up to you..

    I usually check for that and honestly if a killer has to run that use whispers or spies but even whispers isn't a exact location nor is spies I believe spies is like 1.5 seconds delayed I also usually see scratches if I run fixated and honestly there is way too much RUNNING lol as a killer main I find the runner at the start tends to disconnect nearly 70% of the time and it's annoying to lose the fun of another chase and the Survivor's lose a ally and I don't care for the half baked Survivor quit reward.

  • @Sluzzy said:

    First match of the day:

    I queued as survivor against a Wraith that brought a map for the Police Station and his build proceeded to be as follows: Ruin, Devour Hope, Undying, NO Way Out!

    Also used two overpowered addons: Silent Bell and All Seeing! The survivors on my team I actually recognized, very experienced that has played for a long time. We had no chance to escape!

    The Wraith was spamming his silent bell and was downing everyone in little time. We didn't even find the first hex but managed to complete 2 gens before his Devour activated and it was game over.

    Why do killers have these kind of broken overpowered advantages yet things like keys are completely destroyed? These survivors I played with had actual thousands of hours. Can you imagine if we were all new against this kind of Wraith.

    How was it actually said in a public fashion that keys made killers feel unfair? As survivor, the match I just experienced was NOT fair!

    This game needs to stop hand holding killers and constantly nerfing survivors. Devour Hope needs a nerf and so do all Hex perks. Killers such as Wraith should not have guaranteed wins on these maps with busted setups. If killers can end the match early with broken setups, survivors should be able to end the match early. What is fair is fair.

    If that wasn't enough, the Wraith forced the last person to bleed to death and spamming his overpowered bell.

    Fix your game and make it fair.

    Run spine chill then and all stealth killers can be avoided before they even show up. Play the map more learn all the totem locations, learn the loop spots best for you, stick to the area. That does not constitute broken as last week I went against the same thing 0 hooks 4 escapes.

  • @Voodoo101 said:

    I know this post is going to be met with "Well it is part of the game", but it really is just spoiling the game.

    I play the game as killer and have fund chasing each player and allowing them to save if the can. Sometimes they win, sometimes I win but the game lasts longer and everybody leaves happy, and I have seen many killers that play the same way.

    I have just played a game as survivor against Deathslinger. He was very bad at chasing and catching, so trying to be fair we slowed down doing gens. One of the team got caught and was put in basement. Another survivor went for the save, but the killer camped the basement and so they was downed. As a survivor it is all too easy to be selfish, but teamwork is part of the game, so we tried the lure the killer away, but he just stayed at the basement building. In the end we just gave up. With four hooks in basement, he does not even have to move far to allow survivors to struggle.

    When we finished we realised that MMR matchmaking was up to it's great thing, and this killer was actually rank 1, getting their by camping to get the kills. He could not chase, or catch. He had no game sense, but was able to get to that rank by just camping.

    With MMR now poor matching and camping killers, being s survivor does not make sense, and the wait to get into a game as a killer is so long now because thats the only way to play. You now spend more time waiting for a super quick game.

    Don't get caught near the basement. Plain and simple.

  • Tell that to the one's whom get stuck in a basement and the killer running monstrous shrine, obviously most are bubba, but I don't believe that you are thinking in a way that this is also fun. Michael Myers, Insidious, stop moving and start stalking T1 style. This obviously needs more ways to utilize it but this is the best way to make use of it. AS it stands I like it.

  • @lozzainthefog said:

    Comraderie feels like a pretty useless perk as it only works one way and even then it feels weak.

    What I suggest is make it work both ways similar to Kindred, this would make it a very nice perk for solo queue survivors.

    Another thing this perk could do to counter face camping is that if the killer is within the same radius then it pauses the timer on the hook, this tends to happen end game and usually the killer is running NOED to keep others at bay.

    Thoughts?

    Comaraderie needs to work for others when they are on the hook and you are on the hook and it should work for 50 full seconds not 34 this pretty much solves issues with face camping on the second hook. As it is now only works for the user and isn't considered comaraderie.

  • @jkgeiser88 said:

    I am sure some players can agree that some killers abilities can be overpowered and some that are balanced. If you had to say a killer that needed to be nerfed/balance who would it be? Personally I think the twins really need to be fixed. Having two characters that can run around and hit you especially one that sprints can be devastating. Anyone agree or disagree? Who would be your guys choice.

    Have you ever tried to keep the balance of distance between the twins in a game to maximize the potential? With out over looking anyone and multitasking with hexes, gens, hook, pallets, flashlights, etc? I don't believe that you have. Try it then come back informed.

  • Also a addon doesn't need a rework because you didn't want to die.

  • @justbecause said:

    https://forum.deadbydaylight.com/en/discussion/comment/2560172#Comment_2560172

    Yes it's my fault because killer refused to hook us and ur saying that I could have give him kill anytime could you say same about him? Or it's fine for him because he's killer? One of us had chance of either escaping through hatch or kobe since both weren't hooked once so there was a chance to escape at least one of us and last gen was about to be done too so you're telling me it's my fault we tried to escape while he refused to do anything that's not tombstone related...this community is ######### awesome

    You are like the two people I played against in a match on haddonfield and hiding the whole endgame forcing me to find both and seek vengeful penance for the aggravation of a 2 hour long discussion on the bad points of hide n seek they both died.

  • @justbecause said:

    Jump in locker they say.... It's a counterplay they said well I just had 57 minutes long game because he refused to hook both me and Nea before we were in lockers he had it unlimited because he mixed it with add on so how exactly locker is counterplay? We literally had to give up at some point because he wasn't gonna hook us after 50 mins of bs

    Even he does hook you what kind of counterplay is that? "Oh u didn't died u just got hit by truck" that's the vibe I'm getting from those ppl saying it's counterplay

    Tombstone needs major rework not saying nerf but rework either to not stack with unlimited tier 3 add on or something else this was such a waste of time I wanted to dc but hell I ain't getting penalty because of player like that I just gave him kill and gave up

    Play with these addons and see how hard it is both red I can barely get to evil within 3 because I have to literally cap out on everyone in the game to do so and then rush like nuts to get one kill but it is fun for the movie theme.

  • @LapisInfernalis said:

    How can it be that there are so many cheaters in this game? I have been lucky so far at 4.2k hrs since 09/2018. My last cheater I saw was 2 years ago when crossplay started with Windows Store on Steam. But I noticed that a lot of high MMR players and content creators are plagued by cheaters lately. It's always the same stuff too (the same I witnessed with the cheater from 2 years ago btw): Insta Gen/Heal, no collision, infinite item, flying, perma hooked, speed hacks/teleports, perma Head On/blind etc.

    How in the world can it be that these cheats work since 2019? There has to be something really wrong with EAC if this is possible.

    Here is an example from Huntress Main CoconutRTS:

    https://www.youtube.com/watch?v=LQAzdt1aqGo

    Like Coconut said, there should be s server sided check, if certain actions are valid. Hooked 3 times in a row? Insta ban. Insta healed 3 times? Insta ban. Stuns that are longer than normal? Insta ban. Instant gen repair? You can guess it already.

    It gets more complicated with more subtle cheats like 103% MS survivors or +10% gen speeds etc. But even this you could check. The server gets all data (Perks etc)and therefore knows that a survivor can't be 103% without perk X.

    Please fix this asap. Not in 2 years, not in 1, just DEW IT!

    I have noticed I can actually be hit by survivor with decisive strike twice and this is absolutely infuriating and annoying as I thought it was a two hit standard but it isn't. All the SWF I've seen seem to be able to do this and no, I don't make mistakes and confuse whom I hook.

  • @Thrax said:

    What would be wrong with showing the others in your lobby what perks you are using so you can try to adjust? A SWF is going to be coordinated wouldn't it be nice to be able to coordinate even a little bit with the randos? There's only a minute to do so and most of the time one of the people doesn't click ready so the changes would be small but it would help to compensate SoloQ being hard mode since the game is balanced around high ranks which seem to be more coordinated SWF.

    I would actually like this for solo que as I usually run borrowed time and hardly anyone ever sees the notification and runs and gets downed again and this would provide just a bit of generalization of what and how someone will play.

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