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SailedSavage

SailedSavage

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SailedSavage
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  • @Name_Unavailable said:

    I don't mind adding extra 1 gen to fix (from 5 to 6), Or add (ayrun idea) that every gen has it own switch so survivors need to find these and press them before they can work on gens, But in the same update, They need to nerf Spirit, Freddy, and some others.. also Some Addons, Delete Moris, Find Seloution for Tunnelers. If that happen i dont mind at all.

    Freddy imo is fine. Spirit just needs a few tweaks not much change, Mori can stay if it's a death hook mechanic not a one hook, key needs to go and idk if I like the button idea. Read back a bit, a guy mention power cables to attach to the exit gate that I loved.

  • @Uistreel said:

    What do you mean? Totem spots absolutely phenomenal. Take this one for example:

    https://us.v-cdn.net/6030815/uploads/D5K9K0X4OK3C/pnqheh7ibqgy.jpg

    I'm not even kidding, but believe it or not there is a totem hidden in this picture, try and spot it.

    (insert bad Scooby Doo impression) TOTEM? WHERE?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476195#Comment_1476195

    Sorry man but I ain't feeling it today, try again next week mayhaps?

    Fair enough🤷 haha

  • @GoodBoyKaru said:

    I'd not be sacrificed to the Entity for Pennywise but thank you for the kind offer <3

    ms-eAAEHn.gif


  • That was an amazing play. Simple as that 🤷 10000 IQ play

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476060#Comment_1476060

    ngl i feel like somethings may need to be tweaked but i want to see this too now lmao

    Tbh survivor gets boring. You either get idiots for teammates and die early or get one guy that loops the killer well and you hold m1 until the game is over. A new dynamic would be awesome.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476049#Comment_1476049

    Actually thinking more of this, you have to have at least 2 generators connected to each exit gate for it to be able to be opened. When both generators are connected, the gate switch will have it's aura revealed to all survivors carrying a power cable. Killers cannot remove power cables however hitting a survivor carrying a cable will cause them to drop it. The cable trails behind the survivor, making them easier to track. The cable slowly returns to the generator whilst not being carried.

    Survivors can carry cables from generators at any time during the match, however if the gen begins regressing or a survivor fails a skillcheck the survivor carrying the cable will be shocked, causing them to drop the cable, scream and reveal their location, and be unable to interact with anything for 1.5 seconds (same as a Doctor shock).

    I'm actually heavily in with that idea. I wanna see it on the ptb.

  • @bjorksnas said:

    For a perk that says it reduces the sounds of grunts of pain it sure does a lot more than that, Survivors have no grunts of pain, no footstep noises, and no breathing noises of any sort just for having 1 perk. The amount that this perk does that it doesn't stay is just plain annoying, I understand that reducing the overall sound you make can be a perk but having all 3 of them for just 1 perk is completely absurd and is mentioned no where in game that it should work like that.

    Iron will is bugged on both ends. Sometimes I make zero sound with it but sometime games i'll still make grunts while injured with tier 3 IW.

  • @GoodBoyKaru said:

    The devs have stated they don't want to add to gen times because holding M1 is boring. What survivors need (imo) is another objective. No, totems don't count because they're optional- you need a mandatory second objective. Find a part in the map to begin gen repairs, connect a wire to the exit gate, something more interactive than just holding m1.

    I like that.m idea. Connecting the gens to the gate sounds dope. I'd love to do that actually

  • @LetsPlayTogether said:

    Gen speeds are fine. There are just too many bad players that think 4k is mandatory.

    So far you are 1 out of 8 people that think gen speeds are fine. Seems like you're the minority here my guy.

  • @Khakuate said:

    How do we exactly know you're not a killer main?

    Please dont bring this to the table if you dont have any proof about it, saying that doesn't make your argument more valid.

    As for the gen speed problem, yes we need a secondary objective

    I literally have no reason to lie about that nor does it gain me anything. 😂 That's probably the weirdest and one of the stupidest comments I've seen. No offense. How do I know you even play dbd? Don't comment on the forums unless you have proof to bring to the table. It doesn't make your comments valid.


    See how stupid that sounds?

  • @IIITweedleIII said:

    Is it really just me? Am I the only one who actually wants more than needing 5 gens done? Considering 4 survivors (especially when spawn separate) only need 5 gens to open gates.

    How about 2 per survivor needed gens instead 🤷‍♂️

    Making it 6 gens to finish wouldn't be a bad idea but then they would have to rework all the maps gen spawn points and add an extra one. Not that it would matter to me if they did. Just more work.

  • Had a game today that was gunna be a sweaty 4k against a good swf team. 1 gen left, 1 dead, 2 injured and one downed. Hook the downed person and BOOM last 2 gone with key through the hatch. Keys and moris need to be reworked. Makes well playing pointless and games are very boring especially with how easy they are to come by in the web.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/174823/gen-speed-from-a-killer-and-survivor-main

    As survivor you start the Trial with 50% repairspeed. For each second of repairing a generator, you gain +1%. This goes up to 120%.

    This will fix the genrush in the 1st half of the game but for compensation helps survivor to do the last gen(s) a bit quicker.

    The only solution, better then just higher the ammount of time it takes to repair a generator (this would just make the game to easy for killer)

    I like the idea of this but maybe only boost it up to 110 at the most. 120% x 4 survivors on the last gen would be insane. Hell even 110 would be insane. Add on prove thy self and game is over before you know it.

  • @VonCrow said:

    By the time you down the first survivor, you lose 1 gen. Its something that happens in 99 of 100 games.

    If you get rushed a lot, use Noed. Gives you a lot of value in the lategame.

    At red ranks I usually lose 2 gens by the first down. 20 seconds to find the first guy, 20-30 second chase, 10 seconds to hook and POP goes 2 gens. If I use sloppy and thanat and just gen patrol then that helps with nurse's but that build gets boring after playing it every day

  • @Retromind said:

    Juggle survivors, have at least 1 gen defense perk, don't chase for more than 30 seconds. I rarely get gen rushed but when I do it's probably a sweaty 4 man SWF on coms and toolboxes.

    That's basic killer play. I know all that. Like I said, I'm usually a rank 1 killer every reset. Doesn't change the fact that gen speeds are a little out of balance.

  • @smartemarte said:

    how about instead of making over priced skins... fix the f'n game ?

    i'm so tired of missing things because my game momentarily pauses when something happens...

    |I've stopped using dead hard as survivor as it's too unpredictable, sometimes it will freeze just before i get to do it and i'm down .....

    The killer gets blood lust - the game freezes for a second

    i get m1'd by the killer my game pauses for a second and i come back just for him ready to hit me again

    I just tried to stop someone unhooking a survivor and my game froze as he did it so he got out ...

    it seems to be happening more with the new killer, it's got nothing to do with my system as i've seen it happen on a few and i run far superior games.

    its infuriating that if you check back this has been going on for years with 0 input other than "check your internet"

    Dude I've been complaining about this for so long they just don't care.

  • @MusicNerd_TC said:

    I have seen this tactic used in every match with a flashlight. Flashlight burning a killer in any animation lock against half decent killers is useless, since you will lose distance and the killer can listen for sounds? What benefit is there to this?

    Only time it works is with Iron will / quick and quiet or I do it to bait killer into continuing chase so my team can (hopefully) get some gens done. As killer it's super easy to hear the grunts of pain or follow scratch marks after but you have to just realize it's bait and head to do gen patrol.

  • How many good SWF teams do you actually run against like that though? It's not often I find teams that have that much skill or coordination. Usually there's one maybe 2 on that kind of team who are good at chases. If I feel that chases is taking longer than 15-20 seconds I leave and head on gen patrol. I rarely struggle against SWF at red ranks but every so often I come across a really strong team.

  • Are servers getting an update soon cause I'm tierd of lag spiking anytime a change happens in game.

  • @BaschFonRonsenburg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1448006#Comment_1448006

    Spine Chill is slept on it is seriously so op with resilience.

    My go to sweat is Spine, Resilience, Iron Will and DH. Wins me 90% of my chases. Only time I go down is on bad rng pallet spawns or lag spikes.

  • @yobuddd said:

    Spies for sure! A while back someone asked me why I preferred Spies over Whispers on a thread about “controversial opinions.” He said he liked my response and was inspired to try Spies again! That said, I’d like to re-post that response here. 😁

    I’m happy to answer why I like the Spies perk! (And before I start, I’m typing in a mildly-amused mindset. Not argumentative, as things can be lost in text 😋)

    First, just from what I’ve read on the forums, Whispers seems to be far more popular than Spies, which I why I posted about it on this thread. I’ve tried Whispers a few times, but could never get much value from it. Prolly just my play style, but Spies works so much better for me! 

    I like Spies because:

    • It helps you pinpoint where survivors are (as opposed to Whispers which just gives you an area to search in.) 
    • If they mindgame you and run off in a different direction from where you’re looking, the birds can redirect you. 
    • If they run through a bunch of birds, it’s almost as good as seeing auras as you can literally watch the progression of their movements. 
    • Survivors don’t seem to even realize or care that they’re scaring crows most of the time. Even if not being chased, they’ll walk right past multiple crows which can alert you to a lurker. 
    • If you’re lucky enough to get Hawkins while you have Spies equipped, well...... 😈 Let’s just say it gives scratched mirror Myers a run for his money!
    • Its highly versatile in seeking, chasing, mind-gaming, and maintaining an overall higher situational awareness (Like if another is nearby to try a flashlight save, for example.) To this point, I see Whispers as only helping with seeking. 

    Anyway, that’s it off the top of my head, though there have been a great many situations that it’s been vital for me!

    I love it. I play GF and Myers a lot. When survivors (including myself) can't hear a TR they run around looking for things to do a lot or they walk past crows without much care. When I'm undetectable as GF it's the perfect surveillance perk to mind game a team into a bad position or getting a clean gen pull.

  • @Dwight_Fairfield said:

    Scratched mirror 😉

    Seriously I like bbq and thrilling.

    I never had a problem with SMM as survivor because I almost always have spine chill on. That perk saves me more than DS ever has lol

  • @DeanWinchester said:

    It is. Though unless you can report it & provide proof (video evidence), it’s just your word against theirs and it’s likely that no action will be taken.

    Saved the clip of the game so should be plenty 👌🤷

  • I have plenty fun playing killer so 🤷

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444837#Comment_1444837

    @SailedSavage That's the problem. I shouldn't have to run a perk every game just to counter 1 killer. Same argument vs Doctor. Just run Calm Spirit but at least with Doctor, you can dodge his shock or throw the pallet early.

    Iron will is good against every killer though. You make no noise while grunting from being injured by any killer. Calm spirit is ONLY good against doctor. That's the difference. Spine chill is good against every killer as well and it has no cool down. Spine l, iron will, DH and resilience is a beast of a set up vs any killer. It's good on gens and good in chase.

  • @[Deleted User] said:

    Mori's really needs to be a default feature, I agree. Until the survivor objectives are nerfed hard to compensate how dumb it is to expect a killer to play this game in its current state without playing what is considered 'unfun' and 'dirty'.

    I play killer all the time and only have trouble against really good swf teams and even then the games are fun because I'm constantly in good chases. Sure I don't always get a 4k but the match itself was fun and that's what I care about. How is it fun to finish a game in 4 minutes due to free kills off one hook ? I've never understood that. Just makes me go back to lobby and wait another 5 minutes to get a game as killer.

  • @DarkMagik said:

    Only for Pink mori make that it can only be used on survivors that are on death hook.Keys must recharged If you work on a Gen for 120s it's charged then you could use it or that oppening the hatch has an animation that takes 25 Seconds to complete.

    Nah I think I'd keys stay the way they are it should be a set of 4 great skill checks you have to do in order to open it up. If you fail killer gets a notification. That would balance it more.

  • @SIeepWaIker said:

    IDK.

    Mori - I Agree.. make it more common in the web and just a cool way for a quicker kill as opposed to taking a survivor to their final hang.

    Key - You still have to a. find the hatch, b. pop all the gens and open the gates before you can even open it with a full squad, right? So to me, the argument against keys is nothing more than a complaint that it might prevent a 4k GAME, whereas a mori prevents an unlucky caught survivor. NO GAME.

    I mean, as a killer, if i killed 2 and they could escape with just 3 gens popped, there is 50% chance i already killed the key carrier. If you only killed 1 and 4 gens are done, you might not be able to prevent the escape anyhow. If all 4 could jump out the hatch at start of the match, i'd see your point.. it would be exactly like queueing up as survivor and getting NO GAME by being a victim of MORI. At least you can see the key in lobby and know who is carrying one; preventing you from just being able to troll the last 3 generators after 4 have popped. If all 4 survivors are escaping you with key, they would have gotten you via gate as well, or maybe you get one..

    Key can be used once hatch spawns regardless if doors are open. Still defeats the purpose of the game which is to do gens and open the doors in my opinion. I understand hatch for last survivor because opening a door is hard and takes a lot of time when you don't have someone running killer around. But to let a while team or even 3 escape with one more gen to go is cheap. Especially against killers who are more endgame oriented. Again this is all my opinion over years of playing this

  • Holy ######### I don't know why I never thought of this! I would be so hyped for a Sleepy Hallow chapter!!

  • @AVoiceOfReason said:

    Its her ability to hear my groans of pain and due to the sound being directional, she can easily find you while phasing and tell if you moved forward, backwards or sideways but you can't do the same. Crank up the volume in your headset and use Stridor and once you're hurt, it's over.

    Remove or greatly reduce her ability to hear grunts of pain and she'd be fine to play against.

    Note: Edited due to having a spelling mistake.

    Iron will is a meta perk that saves me more times that DS ever has. Starting running it and you'll escape more chases of you know how to mind game killers

  • @Rifraff89 said:

    I know this is a common topic of discussion but just have to share my thoughts on it.

    1. The killer is already At a huge disadvantage against SWF.

    2. You can't really expect me to walk away from the hook when I seen you crouch right behind it or I know your in the closest locker to it and your buddies are gonna dive as soon as I go to get you.

    3. I love seeing the salty comments after the game because you all went down due to being more worried about unhooking then finishing those 3 or 4 gens.

    4. Most of the time "most" being the keyword SWF are too cocky if you try to play with class so camping and tunneling is the most effective way to shoot that ######### down and make them realize that they have flaws.

    Now with that been said I DNT want people to think I'm being a pure A- hole BC if I happen to play against a team that shows good sportsmanship and there's no Dcing or any of the normal cancerous BS that comes with a lot of SWF teams on this game. I usually give the last survivor the hatch or a freebie. I just wish there was less whining when SWF teams leave you no choice but to camp it's like they are entitled to having everyone escape and it's so bad for the game.

    The thing is tunneling and camping are ways to play for killer. I'm a survivor main and even I understand that. The problem with camping as killer is the other 3 get tons of time to do gens if they see you are camping and the guy on hook doesn't suicide. The upside is too many teams are way too altruistic and lose because they don't just do gens while you camp then blame you for losing like they didn't get themselves killed 😂

  • @Hoey said:

    If a Mori is in your game as a survivor it's a waste of time playing that match. You might as well just ######### on first hook unless the killer you're up against is exceptionally bad.

    It's the same situation with keys. It's a waste of time knowing that the survivors will get a free hatch escape.

    Both are stupid. The utility keys have is really cool I just wish we had something else to use them for besides hatches.

    Couldn't agree more. The only key worth using is the skeleton key with amber on to find the killer.

  • @Huff said:

    Ouch, that hurts to hear. I can't exactly say much other than sorry that happened to you, but I can also give a bit of advice: I'm pretty sure if you press shift and move around you can cancel the locked-in animation from opening a chest. It at least works when you've opened the chest, so I think it works when you're just stopping the chest search too.

    The chest animation takes so much time to cancel out of it though that's what killed me :/

  • @aliberkcivelek said:

    ptimization doesnt exist

    should be glad not on console

    ^^^ my game literally sizes up anytime someone gets hit, on any hook, any status affect activating basically just playing in general. It's awesome. Good old PlayStation servers

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435566#Comment_1435566

    Fair enough but given how often people ask for doc nerfs while ignoring his counter mechanics often irritates me so sorry I went too far.

    Also as for doctor always finding you is kinda his gimmick which is further pushed by his restraint addons which counter calm spirit(By revealing your aura when his static blast hits you) and lockers with he can see his illusions aura's pointing to you if your in a locker(If your in madness 2/3).

    Outside of his detection he is almost entirely an M1 killer with no mobility and if you prethrow pallets only a little anti loop making him an average killer.

    Appreciate the maturity you have vs most people on this site!

    I don't feel entitled to win every game nor do I want to because that means the balance is way off. I just feel like asking others opinions on stuff I or the teams I'm with have a consistent problems with. Hopefully server updates will fix a lot of bugs that happen vs doctor but we will see.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435144#Comment_1435144

    1. The static blast is tied to the Terror radius so unless its code is completely rewritten it will always go off in a sphere like shape.
    2. The 2nd one would be a massive buff that would end up breaking the doctor as any good doctor would only need 1 static blast to get hooks and they usually hook before its off cooldown so this would make the doctor MUCH STRONGER.
    3. Just because you don't like something doesn't mean it needs to be nerfed.

    It's funny how hostile everyone in this community is when a simple question is asked. I do appreciate the previous input but the last one was kinda unnecessary. I asked "is he too strong" as I run into him a lot and almost every team I'm queued in can never handle him even at reds.

  • Now you're just willfully playing dumb dude come on.

  • @bingbongboi90 said:

    The doc is probaly one of the more balanced killers out there. He has a power level every killer should have.

    I think the only reason people call him tol strong is because how annoying he is.

    The laugh of the doctor is legendary but the screen in madness is so annoying.

    Honestly the only problem I have is I get hit by static shock while I can't even hear the TR and I can't pick up downed teammates while in T3 of maddness.

  • @Bovinity said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435207#Comment_1435207

    As if another, "X killer is OP" thread was productive.

    Never said he was OP, I asked if other people think he is too strong. See the difference? I'm getting other people's opinions and information on why they do or don't think he is. You are just here trolling instead of being productive my guy.

  • @Bovinity said:

    Yes, every killer is too strong. Get rid of them all so survivors can M1 all day.

    If you don't have anything productive to say then just chill out my guy. Trying to base it off facts rather than personal feelings. I played and play against him a lot and I think he's just a tad too strong right now

  • Clearly he hasn't run infinite T3 Myers yet. Just wait lol. Myers was the first killer I went pro with. I ran 4k for 40 plus games with him. You just need to understand he isn't a chase in the open killer. He's a build your endgame killer.

  • @The_Bootie_Gorgon said:

    Doc needs to be put on the list to get nursed.

    Nah it's not THAT bad. He just needs a few tweaks to static shock. Make it 2 dimensional so it can't go up or down a floor on indoor maps and make static shock recharge by getting hooks and hits instead.

  • @sl123123123 said:

    I would say he's annoying but not over powered. You need to take into consideration what it feels like from the killers side. I have a decent amount of experience as doc and he needed something other than his punishment and treatment therapy. He's an ok killer with one half of him tracking from static blast and the other being able to stop survivors from palleting/vaulting.

    I mained killer for years haha I know what it's like

  • @immortalls96 said:

    Ok so..to correct this , first of his tr is the range..by being in it you take the risk of static blast..also..static blast has the longest killer cd in dbd , very important to note tjat..and finslly..t3 madness is very easily snapped out of and drops you all the way to madness 1..meaning itll take 2 cd cycles of static blast by itself to get you there again..its a powerful tool but if he wastes it hes vulnerable to lack of map presence

    You get hit by it even when you aren't in his TR and his add ons can make his TR way bigger making it almost impossible to avoid on the small maps. His TR is deceving because of the special music. He definitely needs a few slight changes but not a nerf. Just a little balancing is all.

  • Iron will and spine chill will get you away from any killer.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432869#Comment_1432869

    The Majority of Survivor Perks are not worth running. Killers have abilities they can at least go for Perks they can use with their Killer. e.g. Enduring makes sense on M1-Killers, but not on Spirit. Stridor is a Perk which is not really useful on most Killers, but super-strong on Spirit. Nemesis works on Bubba.

    So its usually unlikely that you get to see the same Perks on every Killer.

    But for Survivors, they are only Skins and the number of good Perks is really limited. Since the BL-Nerf, the number of actually useful Exhaustion Perks is 2 - Dead Hard and Sprint Burst (I dont count Adrenaline as Exhaustion Perk and Head On is more gimmicky than useful). Nerf Dead Hard and there is only Sprint Burst. Yay, less variety.

    The perk build you use is specifically set to your strengths and weaknesses. There are plenty of different builds you can use for doing gens, running good chases or being evasive and dodging killer. I have probably 5 or 6 different perk set ups I rotate and try new things once in awhile. The problem is survivors rely too much on crutch perks instead of improving their skills in chase or evasion.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432858#Comment_1432858

    No, dead hard is far more valuable than sprint burst, because you can save it for chase.

    https://forum.deadbydaylight.com/en/discussion/comment/1432892#Comment_1432892

    You're probably in the green ranks, where you won't see it much, I am in the red ranks where you see it all the damned time, because it's so strong.

    DH has saved me plenty of times or extended chase just a bit longer but it has also let me down just as many times. As a killer and survivor main I think it's fine how it is. The most I would do is give it a token system but at red ranks killers are smart enough to bait and wait for the DH.

  • DH only activates while injured and doesn't work half of the time. If you are using a 1 hit killer like Billy, Oni or Bubba it's not a problem. There's also Devour hope to counter it once it's activated, STBFL and PWYF to make you faster so chases don't get to that point. DH is strong because of the last second potential save you get but it's no different than sprint burst l, lithe or BL in the fact that you can only use it one time in chase to give you a small advantage in getting away. Deathslinger, huntress and doctor are great counters to DH. Just learn to be more versatile and you won't have as much trouble.

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