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SabunoHakia

SabunoHakia

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  • @DemonDaddy said:

    Breakable windows. The walls have become just another obstacle for killers. More often than providing an opportunity they create horrendous loops that force the killer to lose time in chase. I find that the only advantage they give is when on specific maps and not breaking them to create dead ends (the game)

    Make them windows. This removes the awkward loops that have been created and makes the action of breaking them more meaningful. This also increases the number of placement opportunities while diminishes the idea of safe loops to continuously run back to.

    Play pyramid head. Get good with skill problem solved for you and a many other people whom simply want it easier for both sides.

  • @GannTM said:

    Yes Spirit needed a change and I’m not going to act like she didn’t. However, you only take one side into consideration. Iron Will users will be next to impossible to catch because they can hear where you are and you have NO INFO on where they are. Isn’t that the same exact issue survivors had with Spirit?

    Congrats Iron Will, you have officially been crowned as my least favorite perk in the whole game. You’re a disgrace to the game and to all perks and I hope you get nerfed to the ground hard. It’s hard for me to actually hate Dead Hard and NOED anymore now.

    To survivors, I better never hear “Spirit is OP” or “ Spirit takes no skill” anymore. If you still say that, then I honestly don’t know what to say.

    They added a addon that works exactly like the nurses reversed blink so you STILL can fake them out. Why are you complaining now? Because you can't sit still and get a free hit?

  • @NomiNomad said:

    Buff Solos then Buff Killers accordingly. There. Fixed.

    There is literally no way to nerf SWF without punishing Solo's for no reason.

    Agreed.

  • @Nathan13 said:

    Survivors who last second switch to a key deserve to get camped/tunneled to death.

    I DO exactly this sometimes if they overly go back for it.

  • @Prex91 said:

    Change my Mind. Not Heathy for the game. No counter, only get bully. Keys uncounterable, flashlight party.

    No it's time because killer has every opportunity to counter it.

  • Bring it back oh yes. But make it go away when healed.

  • Another idea for a killer is Slender Man.

  • Allow bots also for custom match with friends!! It would be wonderful to have a well programmed experience to enjoy with friends when you don't have a full group! Love this idea.

  • @adsads123123123123 said:

    Alternatively, Hex totems are disguised as dull totems for 1 minute.

    Or they could just make all hexes look like dull totems and you know actually looking for and cleansing totems becomes a standard task for all forms of survivor groups? Risk and Reward for both the killer and survivor and personally makes Hexes from becoming obsolete due to lack of forsight when they make more perks so it's not a instant loss and onesided tilting it to the survivor's side.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2509090#Comment_2509090

    Devour Hope would be kinda broken with this.

    I like more idea that Hex totems are disguised as dull totems for 1 minute.

    Obviously it would but it is easy to avoid that perk by not immediately running around the map and being heavily cautious as most randoms I always have 1 person who spawns and just runs all over and immediately gets hooked in seconds. So it would be possible for this to keep a tally of hooks on devour of hope and keep it inactive until the duration of the protection is over then kicks in but it would also make people more situationally aware of the hexes with out early removal and detection protection until the timer is up.


    But let's be honest this seems like the company would just be lazy and avoid this long process of coding. It would clearly have glitches were you can't cleanse them sometimes until fully worked out with no bugs.

  • @WTBacon said:

    Corrupt Intervention

    Your prayers invoke a dark power that meddles with the Survivors' chances of survival.

    At the start of the Trial, the 3 Generators and 3 totems located farthest from you are blocked by The Entity for 80/100/120 seconds.

    No, 3 totems farthest away from the killer is bad because of the RNG with the placement is horrendous.

  • @Eareland said:

    Hi,

    I'd think someone has suggested similar thing before but if not, then here it comes:

    Hex Totems should have built in protection for 1 minute (blocked by Entity) at the start of the trial to avoid them getting destroyed immediately. It maybe sounds harsh for survivors but it would do a bit and it's not balance breaking. It benefits every hex totem, naturally. Just a suggestion which isn't too unfair.

    What's your thoughts? What would be cons? Etc.

    I believe that it should be the same duration as corrupt intervention. 1 minute 20 seconds. This would make hexes a bit less obsolete but the duration during this. They shouldn't be delectable by maps or perks until the timer is up as if it can be someone will always just wait on top of it and remove it then.

  • @Bluebird said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510472#Comment_2510472

    YOU may be good, but quite a few people in the COMMUNITY wouldn't. That's why I made this post.

    But what I don't understand is if your not good, that means you lack perks, addons and or the basic understanding not to overly kill your zombies for the LV3 whip which the zombies give you a general knowledge of the map and location of survivor's. I do believe they could walk fast, detect further, also respawn quicker, but before all that you have to also take in the aspect of the addons and if your T3 with them to have the best chance for the higher quality addons. I personally don't like him because I believe he is HUGELY reliant on the whipping to be useful while I have had good and bad moments with the zombies more good because of properly killing them when there in a location with no gens and too far away from my desired guarding location he does need a very slight something but not by much now though I am open to being debating otherwise.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2510498#Comment_2510498

    smh imagine not spending $3,000 on meze empyreans for dbd, casual players 🙄

    How about you elaborate on that? Because I am less advanced than my girl in the way of PC'S and whom drops 9,000$ on a PC when I state house payments are first. So Informed I ask to be.

  • You understand that a HUGE PORTION of the killer is audio cue based in the process of locating the survivor's when injured and when walking and breathing? So what your saying is you want to buy my 300$ Audiophile headset from me? For the phase value? I doubt it. Yay sarcasm.

  • I am a hypocrite, but this is starting to become annoying and constantly continues to occur on every map after the mori. Not always is a audio bug left after they die moaning in plain even though they are gone.

  • Yes same thing happened to me

  • It happened to me every game all the time and when spectating others and swapping.

  • @Bluebird said:

    I'm only going to post this once, just because I've never actually made a discussion on it, but if you've looked through some Nemesis threads, you'll probably see me in them quite often. I'm personally not the biggest fan of Nemesis as he is, as I feel he doesn't represent him as he was in RE3: Remake, where he was pulled from. I've given these ideas in other threads but decided to lay them here in one convenient location.

    In order for Nemesis to feel like the Nemesis we have in the games, I feel he needs at least 2 of these things.

    • An add-on that turns the Zombies into NE-a Parasite Zombies, gives them a range of 5 meters, with a 3-4 second attack cooldown (so the Survivor doesn't get absolutely mauled with their current 1 second cooldown).

    Pretty simple, the NE-a Parasites are a real interesting enemy you face in RE3: Remake, and since Nemesis has the NE-a Parasite himself, I feel that replacing both, or even just one of the zombies with a NE-a Parasite, would be interesting and would allow players to create more interesting zombie-focused builds. It'd also give the Survivors a new threat to face that'd be interesting to play with and against, as you can't just easily bait out the zombies. They'd still be blinded of course, but it'd be riskier. As a penalty, if both zombies are NE-a's, then the respawn time doubles. If Nemesis destroys them, they go from 15 -> 30, and if a Survivor pallets them, from 30(?) -> 60(?). This could replace the NE-a Parasite Add-on we have, since being Oblivious for 60 seconds after being infected isn't... too helpful, especially if YOU caused the infection, especially if they run out of crates.

    • A running ability. Nemesis roars map-wide, then he runs at say... 150% speed? maybe 160% so he just outruns Exhaustion Perks? He has full mobility, can turn just as normal, but can immediately break pallets/walls (add-on that allows you to just rush straight through them if you've been running for 3 seconds), and you can just absolutely sucker punch a Survivor to end your sprint, dealing one health state of damage, but putting him in a... 3-4 second cooldown to recover from his sprint.

    This would basically be an easier to steer Hillbilly or Oni charge, except you're limited to one health state, and can be used more for map traversal, if say Tinkerer pops (imagine that happening in-game, I'd probably [BAD WORD] myself). This could easily count as a Special Attack, akin to Legion's Feral Frenzy, so STBFL and the Iridescent Umbrella Badge wouldn't work with it, disallowing you from getting a quick and easy down. Similar to The Legion, there could be an add-on, or 2 add-ons, that reduce the cooldown you suffer by in total 1 second, going from 4 -> 3 seconds (only if the cooldown is 4 seconds).

    • A special ability, akin to Trickster, although with a twist. For every 2 generators completed, an Umbrella Crate drops, which contains a Rocket Launcher (Doing this method means that Nemesis has, at max, 2 insta-downs excluding add-ons). If Nemesis goes to the crate (it'll probably be highlighted) and picks up the rocket launcher, *his tentacle (if he has it) is replaced with his Rocket Launcher, and he can't pick Survivors up. You hold M2 to aim the Rocket Launcher, it fires one shot, and immediately downs anyone within... a 3-4 meter radius, damages anyone for one health state within a 6-8 meter radius. It'd have a laser showing where the player's aiming, just like in RE3 Remake, and when it's used, he'd toss the Rocket Launcher to the side, similar to how he does in RE: Resistance (I can't find a clip of just the RPG being used).

    I know that a few people have stated that having yet another one-shot down would be annoying, but that's why I came up with the idea that Nemesis has to GO GET the crates, he's just not given them, and they'd only be given if the Survivors are popping gens. That means, if a Nemesis downs everyone before 2 gens pop, the Rocket Launcher never gets used. There could be an add-on that drops an extra crate when the last generator pops (Very Rare, not sure what it'd replace, but it could replace the S.T.A.R.S. Badge as an Ultra-Rare). I also figured that the Rocket Launcher would keep the laser it has in the games, since it's technically able to insta-down everyone at once, which CAN be very strong and it'd prevent cross-map snipes.

    Any of these (I'd love for all 3 of them) can be added and still keep the whip, just make the running and the Rocket Launcher be toggled by CTRL. I feel that this'd make him feel more like Nemesis, it'd make him pretty strong while also keeping him from overpowered, and would make everyone happy, as Survivors would have fun being chased by an absolute unit of a Tyrant (I'd LOVE to just see a Nemesis running at me with face-pummeling intent)

    He is fine, the only thing to buff is a slight increase to zombie speed and detection range and that's it. Yep. Then I am good.

  • @Krimbar said:

    "the killers all won"

    I disagree, there is no defined win condition in dead by daylight you don't gain anything at the end of the match besides currency to keep you grinding, you only lose....wait losing also doesn't exist in this game!

    Anyway this game is not about winning it's about having fun in a match...... wait....

    why do we play this game again?

    Finally someone who gets it.

  • @pseudechis said:

    Maybe you're just not that good at the game. (ITs a hard pill to swallow but seriously its not that hard to run circles around a killer at the moment).

    I'm not happy with the SBMM at the moment but its because the so called fairer matches have been anything but. Even after getting routinely destroyed I'm still not getting "easier" or "less sweaty games".

    I'm not that good but SBMM doesn't seem to reflect that even after two weeks of solid game time.

    I have been getting usually even matches tilting in the survivor's favor and I enjoy the challenge because it's wonderful when they usually range red, gold and silver. I play a lot of killer by my survivor side isn't as great.

  • @Phasmamain said:

    Just win at 5 gens 4head

    What? That makes no sense when this is referring to the insanely loud ping/popping noises generated by generators make when completed and this is actually seriously annoying and when I am spectating and swap it also makes the sound and this is the most aggravating thing I have ever found to have a issue with yet with this game. My only genuine complaint is that this needs to be stopped. My ears are already sensitive to loud ringing sounds I don't want to stop playing with sound because the company made a dumb choice with out thinking about the cause and effects and constant noise during constantly changing between the killer Charlotte and Victor and between survivor's when dead.


    SERIOUSLY Dev group. Remove this. I AM A VERY GENEROUS PAYING CUSTOMER. I will keep paying so long as I don't have a permanent migraine.

  • @Sluzzy said:

    In the last 10 matches, I’ve seen nothing but Ruin and usually Undying too. Not to mention a dramatic increase in tunneling and slugging. The killers all won and that’s very bad balance.

    For how difficult it is for survivors to increase their MMRs, the data should show an overabundance of killers using Ruin, Undying, and other slowdown perks that is artificially increasing MMRs of killers. Survivor MMR is not taking this into account, every match is still no chance of survival. This is why there are so many killers with high MMRs and hardly any survivors except for SWF that is able to somehow do the hard to do gens. These perks are not fun to verse every single game and I’m looking for a discussion from the devs on addressing this problem. It has to be acknowledged.

    Last thing unbreakable and soul guard fix the problem with slugs if you have ruin in play. But hey. Complain that your job is too hard. Play a killer come to this side and see your whining is actually mute whenever your hex is found due to small game in 30 seconds or let's say anything else? Try a killer you have no right to talk until you have clocked time.

    Small game makes all hexes obsolete and useless so long as 2 people run it.

  • @Sluzzy said:

    In the last 10 matches, I’ve seen nothing but Ruin and usually Undying too. Not to mention a dramatic increase in tunneling and slugging. The killers all won and that’s very bad balance.

    For how difficult it is for survivors to increase their MMRs, the data should show an overabundance of killers using Ruin, Undying, and other slowdown perks that is artificially increasing MMRs of killers. Survivor MMR is not taking this into account, every match is still no chance of survival. This is why there are so many killers with high MMRs and hardly any survivors except for SWF that is able to somehow do the hard to do gens. These perks are not fun to verse every single game and I’m looking for a discussion from the devs on addressing this problem. It has to be acknowledged.

    Use Small game. Hexs are becoming obsolete

  • @Afius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2508727#Comment_2508727

    Realistically speaking, the survivors aren't mute but there's no verbal communication in-game.

    Yeah but this perk is only truly effective for camping and proxy guarding, it not being a perk is way to much situational awareness and not even REALISTIC and honestly I know its not all going to be but the small things should count. swf shouldn't be the reason something is changed because someone doesn't want to waste a perk on something they clearly need often. Suck it up, run borrowed time, there safe hook. End.

  • @SasukeKun said:

    https://us.v-cdn.net/6030815/uploads/Z4BW08TPVQOC/image.png

    this is my opponents games every match 90% of the time. Every single person who milks this build has no skill as survivor in my opinion

    sbmm isn't gonna do anything when this exists. It needs to go

    I have no problem killing these types. It's fine by me I actually like it to be honest from a killers perspective. Specifically last game they used it to rush to the hatch began to jump and them slam. It was like a football player got denied and was magical.

  • @Huge_Bush said:

    And make it a base mechanic? Please, solo would benefit greatly and the balance team can balance killers and perks around it. SWF already has it, it's high time solo gets it. It will discourage killers from camping and promote less frustrating matches.

    I understand that seeing the direction the killer goes is strong, so in order to fix that, the aura of the killer should remain static for 7 seconds or however long it takes for them to get out of the range for Kindred. This way, if they camp, the aura remains, and if they don't camp, after a few seconds, the aura will just disappear, giving no indication of where the killer went.

    Also, please implement the obsession tentacles for all survivor portraits and make the obsession have red colored ones. This way, when any survivor is in a chase, their tentacles can wiggle and everyone will know.

    Now, before you make a decision, look deeply into my eyes and realize that you agree and pay no mind to any doubts that may arise!

    https://us.v-cdn.net/6030815/uploads/CADYDUT1E0XO/hc.gif

    No. Killer main the whole purpose is teamwork SWF DOESN'T have it if your out of the sight of the hooked so stop making this super causal for surviving and killers are literally playing literally name a game that becomes brolen and favorite to one side.


    Also let's try to keep SOME REALISTIC ASPECTS HERE.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506952#Comment_2506952

    This is they did try that, but it didn't work. Freddy had a fatal flaw due to not being able to attack or block with people on demand. Sure it was thematically correct, but it was also mechanically bad design. It made the game harder in a way it didn't have to be. When it came to his power it was literally just shoot a laser pointer out of hand to put people to sleep then have them be instantly stacked with debuffs. There simply wasn't any counterplay to that.

    At least now he functions in ways that still retain the dream demon thematics, but also make mechanical sense in the context of the game. Which means they can actually give him constructive buffs and nerfs. Freddy's currently pretty decent, around mid tier I feel, but the way people are playing right now just isn't to his benefit. He needs people to get greedy with loops or palettes, but a lot of players are just running full bore instead. It takes a lot of the effectiveness outta his power.

    In my opinion in the right hands current freddy is the top killer, simply based off his power and a secret I recently found out that he has going for him. So with that he became number one in my opinion

  • I'll be on the topic of a huge in depth suggestion and he is definitely one I will cover about 4 paragraphs in so far LOL. But as he is there isn't a real issue it's just teamwork and thats hard against freddy.

  • @Phasmamain said:

    So I’ve been playing more Freddy recently since clown’s bottles still don’t slow on direct hits and honestly he just feels really bad.

    First problem is his snares. I’ve always thought they were worse clown bottles but the slowdown feels really bad. It means the only way to use them now is at a loop and placing them mid chase for later isn’t a good idea. Also the fact that he only has five isn’t going to make me play more “strategic” it’s just going to make me use them less. As survivor I’ve never been at all scared to be asleep anymore since snares are just underwhelming.

    Secondly is the alarm clocks. While I don’t hate the idea of the new buff it just makes Freddy feel even more like an m1 killer. So many instances where your entire chase will have you be entirely powerless. Freddy can’t really do much to actually control sleep cycles and it just ends up feeling like RNG

    Lastly are his add ons or more so lack of add ons. Literally only 3 are worth running and even then they are still weak. It leaves little room for fun add on combos or unique playstyles when all of them are just terrible (no point talking about pallets since they turn Freddy into a literal m1 killer)

    I really hope the devs aren’t done with him but he’s in a sorry state right now

    Give me original freddy and make a work around on this or as freddy stands and I don't like this he is fine in his current form.


    I REALLY WANT ORIGINAL FREDDY AND FOR THE COMPANY TO JUST MAKE IT WORK.

    Don't be lazy and tweak it to make it normal like all other killers.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504927#Comment_2504927

    Alright:

    • The map is mostly corridors. That works for survivor horror aspect of Resident Evil. DBD is a 1v4 game. A lot of corridors don't work well against some killers, while excel at helping others.
    • The map IS BIG. Like Red Forest levels of big. And has 3 floors!
    • The map works bad on worse pc's (and other maps are playable, this one is not)
    • (This is without any helping perks mind you) I've once seen a survivor run aroud the WHOLE MAP looking for the final generator. They found it after 2 minutes.
    • Has so many rooms that are just... bad and pointless.

    The corridors have other doors which have their advantages against specific killers and strengths for specific killers. 4v1 the survivors already have the advantages of being spaced out while at the same time the killer lacks perk synergy with most but I have seen some killers thrive on this map by usingnit strategically and letting a specific side of the map be done forcing them to come to a well guarded side, I.E Trapper, Pig, proper use of victor, etc the game is supposed to be a challenging experience and fun for all. I would believe camping would be a priority over a map.

    Big maps are wonderful, because it offers versatile options and let's be honest the smaller a map is the worst it is actually for a 4v1 in the killer's favor.

    PC users, Hmm. This is more of a personal problem when people don't upgrade the hardware every 5-10 years I have a playstation "regular" not pro and never a issue so if less than that in specs then not much of a gaming PC, Pro works fine even PS5. But again, PC users have to upgrade their hardware eventually before their phone is superior.

    Generator locations are predetermined and rarely even change, my statement is that as it standa RPD is rarely even used when playing as this person regardless of the fact they could have been new. Doesn't bother to recall generator locations off memory or perhaps too casual of a player? I have seen killers with no perks and survivors with no perks do well against each other and the like. So it's a variable.

    Has many rooms because it's a replica of Resident evil, what we need is actually more things like this to hide totems. Now you may not know or do totems are becoming easier and easier and nearly a joke perk as with 2 people in any makeshift group using small game it literally means no totems, no hexs, irony is that they added counterforce to Jill which shows you the furthest one away from you but you cleanse faster. While I say rooms are needed or better spots to hide as survivor and hide totems hexes are being unconsciously fazed out by this company and don't even know it.

    But thank you for the wonderful feedback I actually feel you put thought in to it. :]

  • I would also request some killers from the Junji Ito Collection. Which is a Anime Based off a manga.

  • @Rasgnarok said:

    A note on SBMM on never-used killers on a high killer SBMM Player account: it appears that while matchups are no different, new accounts display correct levels of matchmaking at low SBMM even if the survivor side of the account has high SBMM.

    Never has this happened I am now waiting roughly 5 minutes for games as a killer but I play to Grade 2 Silver so but my god this is definitely slower now.


    Hillbilly and other I usually only touch for challenges are what are slowed down but my Pig is nearly instant.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504915#Comment_2504915

    The soul guard also makes you invulnerable for a bit

    Yes but that is after healing and revival from the dying state this is constant with out a hex required if I recall right that alone gives it some use.

  • @[Deleted User] said:

    This map is awful to play on for both sides. It's too large. Killers have a hard time using their powers. The pallets are either god-tier or useless. There's a ton of guesswork for survivor pathing unless you happen to know the map by heart. Survivors often advance hook states because teammates can't find them on the hook. You either run to a room with a good tile. run to a dead end room, or run to nothing at all. It's not fun at all. End rant.

    No it's good for both and even worse for some killers, how about how create a map design, sketch it name it locations for totems etc then talk about removing something from a crossover because you don't like it?


    Rather than remove something that didn't or don't like and ruin it for everyone else how about you provide constructive feedback, tweaks, improvements new map idea's something that isn't I hate it there for get rid of it. Very very reminiscent of something in history. Not only toxic it's bad for this game as a whole to simply remove something, that was based on a recent dlc and is based off a game entirely. MY EXPERIENCE I hardly get the map as either role and want it more because I excell at it. Both roles.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/280415/let-me-kill-myself-on-the-ground

    Bribg Unbreakable and or soulguard you will never get left alone again

    Unbreakable only works once, Soul Guard only works while "YOU" are directly affected by a hex, once the hex is gone so is the ability to get up. Only no mither does this infinitely with no requirements but let's be honest No mither equal insta hook. So unbreakable once, No mither in it's current state with no 100% iron will and one initial hit before the killer knows your using no mither you will just be a meat slab, soul guard yes but if no hex? I MYSELF find slugging fair but I run a build not centered around a hex for that very reason but my build requires me to hook as well so they aren't down for long.

  • @Apollos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501693#Comment_2501693

    I use Tenacity too, but you don't have to crawl the entire time you use it. If anything have it slow the timer down while it's in use. It makes a lot more sense than a "kill me" button.

    I am blendette they never find me when I crawl away. I believe that if you bleed out past 40% you should have the ability to die, Because while I believe slugging is a FAIR way to play even though I hate it. I don't think that the killer shouldn't hook at some point so after 40% bleed out killing your self should be allowed, but reduces your overall performance to one pip to maintain your grade because it does harm the group and because you has to pick this method. The points for your death to the killer should be substantially reduced because the entity wouldn't be pleased about bleed outs but this has to be worked in properly because killers like the pig have traps and that could in fact be mistaken as a bleed out probably due to the type of coding used.

  • Seems like wasted time. But I think if they remove the rank icon and leave MMR you wouldn't even have noticed I find that quiting with that much time is stupid

  • @Rasgnarok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501841#Comment_2501841

    Hi! When you mean rank, do you mean the old ranking system, or the new SBMM? SBMM does not take into account the visible ranks, now called 'Grades', but a hidden factor. I estimate that the killers I have high-MMR on are the ones where I am a consistent 3k/4k without several slowdown, or insta-down perks. On contrast, low-MMR killers I tested are ones I played once or twice on, and in the case of Freddy, never. Him having high lobby times means that SBMM is possibly bugged and it's high ranking SBMM for all killers on a player's account. Either way, he should've tested and given me results similar to my spoof account, which got 3.4mins of lobby time, at most.

    Games for me last an average of 10 to 15 minutes, which remains unchanged. I must say though, the queue time should not be half the gaming experience regardless of the quality of the matchup.

    New one for Survivor but I have been on this one substantially more and have been consistently alive nearly the whole match everytime with nearly no hooks and I can't say I have played consistently well during the killer aspects but I do well but yeah I would say so far my experience is good on Killer and bad on Survivor as I have reached somewhere between 10-15 minutes in some que.

    Most of my games usually and oddly range from 30-45 killer and oddly enough it depends Survivor 15-91h.

    I should try and make a spoof and test my Survivor out.

  • I can't say I have as many hours but my last rank was silver 2 and I have in fact not had these issues but these issues were on my Gold 4 Survivor. But the match ups were actually very good, but long.

  • Last time I post but it happened again at least twice in the same session different people all occurred after the mori but the grunts of pain were smaller and louder for the two individuals.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501676#Comment_2501676

    Such a wonderful and simple solution😎 would fix the gen tapping problem

    It's shocking they haven't implemented such a simple solution which would fix the issue.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2501663#Comment_2501663

    Doesn't matter how long I took to down them. If it took me more than 2 seconds to down them then flashligts are immediately unbalanced

    I actually have had good results with the new system actually.

  • @Apollos said:

    They should just increase the amount you bleed out while crawling. Crawl more and you die faster.

    I use tenacity so how about you go get hooked and die for me instead? Not kill me off?

  • Here is the fix 1.5% progress is lost upon kicking a generator, generator can't be instantly just tapped to stop loss progression you must wait a total of 5 seconds before hand or the next time the generator is kicked a maximum of 3% progress is lost every kick until a generator has had the full 5 seconds pass before touching it.

  • @Nos37 said:

    Flashlights shouldn't make the killer drop carried survivors. It should just hide hook auras / any aura reading (unless they have Lightborn).

    That, or buff Pop Goes the Weasel so that it undoes ALL progress on a generator

    Lightborn, you answered your own question and request with the solution or Franklin's Demise.


    Also 120+ seconds to down a survivor? How many gens did you lose during this to request a stronger PGTW?

  • Yes to some no to some and too lazy to be more detailed than you but vote up.

  • Give me No Mither 100% suppression of grunts if this actually becomes a thing because you know why not!

  • @JAZC_CR said:

    Tittle, is totally broken for survivors see the lament configutation, if they in the other corner of map they can still see it? this is really bad desing

    16-18 meters is fair. When chain hunt is closer 24-30 meters and then global after active.

  • @DemonDaddy said:

    Camping isn't a problem, it's a situation that your teammates have to overcome. Nobody should be complaining from the campee position as it's their own failures that led to being placed in that predicament to begin with.

    New players do it with literally no play time or knowledge and a team if new or perkless in the way of fighting back it becomes impossible unless SWF. An still doesn't promote better killers in the future just crap until they quit the game.

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