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Seraphor

Seraphor

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Seraphor
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  • Damned if you do, damned if you don't.

    I like all survivors to get high scores. Farming outright is boring, but I at least like to give a few escapes (if the gens are getting done) if I can. Usually towards the end of a match if it's going ok, I'll ease back and dick about with the survivors for a bit to make sure everyone has a chance at healing/unhooking.

    But no, apparently this is 'despicable'.

  • @CryptoMiner said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104934#Comment_3104934

    Clearly you're not this dense (or new)... which if you are, no offense but entertaining your theories/original post isn't even worth the time.

    The vast majority of patches give us tiny adjustments to a handful of perks or killer powers. Which does nothing to anyone not running those things. The last patch for example that changed the haemorrhage effect. Brilliant, I never run haemorrhage effects. Nice killer sided patch there.

    Meanwhile survivors get things like Circle of Healing. It doesn't matter if you run CoH or not, someone on your team will, every survivor benefits from every buff to any survivor perk because someone on their team will be using it at some point.

    Boons in general swayed the balance dramatically towards survivors. I had entire builds gutted that forced me to stop playing killers entirely because I either couldn't keep up with the rapid healing (no more hit and run) or I had no information available (shadowstep invalidating every aura add on or perk). These sort of things drove killers into camping and tunnelling, because their other strategies no longer worked.

    The last decent killer perk that was in any way close to being 'meta' was Pain Resonance, and that just got nerfed.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104962#Comment_3104962

    Have you read those threads?

    It is always the same:

    "Skill issue"

    "Can't crutch on Dead Hard anymore"

    "MMR will send you back to your place now that you don't have DH, trust me bro".

    How is that not ignoring the issues?

    I am not saying you are doing it. Nor am I saying that everyone is doing it.

    I am only saying there are some posts doing it.

    Those are all addressing survivors in general, not specifically solo survivors.

    All of those things apply to all survivors, whether solo or SWF.

    You can't only balance things in regard to solo survivors, because that just gives SWF an untenable advantage. You need to balance against all survivors as a whole.

    What solo q needs is base kit information and quality of life improvements that raise it closer to the level of SWFs, not flat balance changes that make it easier for them to escape.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104962#Comment_3104962

    "Who the hell is doing this thing that happens on every thread about solo q". yea.

    Show me an example of a "killer" saying solo q isn't a valid problem.

  • It's literally the only strategy. The killer has literally nothing else to do.

    You have one survivor on the hook, you know any other survivors are either A. on an exit gate and will have it open before you get to them, or B. lurking around for a hook recue.

    If you go for A, you guarantee B, and everyone escapes.

    Some of you really need to play killer and it shows.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104732#Comment_3104732

    https://c.tenor.com/MxLnI3YMiDIAAAAd/spider-man-peter-parker.gif

    Imho, I don't think you are totally right on this one.

    I don't exactly agree with everything @Beatricks said. Not every ginle is going out there saying "every Survivor is an elite 4-man SWF with BNps and DS and Insta-Blinds and bla bla bla". That is just unrealistic. However, what is undeniably happening is a tidal wave of posts that completely ignore the issues of Solo Queue in favor of saying: "YoU cAn'T cRuTcH oN dEaD hArD aNyMoRe". Posts that come from people who have ZERO idea how the other side works.

    Heck, there was even one where OP lied about their experience (no name and shame).

    "Sure, some are having a bit of fun at your expense, because of the years upon years of killers getting the greasy end of the stick, and the second something gets nerfed, we get posts like this sulking and catastrophizing."

    And this is just wrong. People tend to focus on bad experiences instead of the good ones, that is just natural, but killer has been fully playable and winnable for a VERY long time. I myself am proof of that: started late 2018 and in the early days barely touched Survivor. And hey, I am not a good player. Killers haven't been getting the greasy end of the stick for years. Quite the contrary, actually.

    Even if it was true, it is no excuse for troll posts or sassy remarks.

    Look...what I am trying to say here is that the post may be us vs them, but so is yours. You gotta see the issue here The situation here would be no different if the roles were reversed: with Survivors receiving a buff while killers got nerfed. There would be constructive criticism and there would be troll posts like the ones we are seeing right now.

    And those troll posts is what your "anger" should be directed towards, no matter from which side they come from.

    Who the hell is ignoring or downplaying the issues with SoloQ?

    Nobody is saying those issues aren't valid, what anyone is saying is that those aren't new issues, they've always been there, they're nothing to do with this patch.

    They're entirely separate issues that need to be addressed, and don't invalidate the need for killers to get quality of life improvements against all survivors, solo or otherwise.

    So what killers are being accused of here is exactly what this survivor is doing. "Gen times being increased is not fair because solo queue still sucks!" Two different issues.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104665#Comment_3104665

    Did you really just say that the killer only has one way to go (towards the survivor) and survivors have any number of directions they can go? Lmfao. Every heard of a mind game? Killers go the opposite way on loops all the time lmfao. Survivors also have to go one way lol away from the killer.

    If you're far enough away to mindgame then you're not at risk of getting hit. We're talking a margin of error of about a second, if less.

  • @jesterkind said:

    I'm not sure I'm following what you're saying.

    If you have multiple characters at prestige 1, any new character you want to play is going to start off with a massive boost from a grind perspective because they already have a ton of perks at tier 1 and thus only need to find them at tiers 2 and 3 in the bloodweb- compare to before where you'd have to find all three tiers of every single teachable.

    In fact, that's the biggest strength of this new system, every time you want to swap to a new character you aren't starting from scratch.

    This right here, it is a significant benefit to survivors.

    Before, when a new character was released, you'd dump enough BP in them to get them to 40, then forget about them entirely.

    Now, you'll actually get to play these new characters, with all the perks you have on everyone else, and all the BP you invest in that character will be able to be used. All those items and offerings bought with the BP used to get them to 50, will be useful inventory, instead of dead weight.

  • I think I'd rather they reduced it to 3 perks than increase it to 5.

    If you think 4 slowdown perks are bad, just wait til you see 5.

  • I generally try not to. If anything it'll be slowdown rather than regression specifically, like Thrilling Tremors or Merciless Storm on Doctor.

    I prefer high paced mobility killers like Dredge, Wraith, Demo, etc. and utilise things like Make Your Choice and Devour Hope instead. Keeping high pressure on survivors to keep them off gens that way.

  • @kaneyboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104619#Comment_3104619

    so you're basically saying that survivors need to see into the future too, why would I throw a pallet early when I know 100% that I shouldn't be hit on the next way around but the game poops you over. its quite frustrating. im sure their is more accurate ways.. like Fortnite has 100 ppl in their lobbies and is more accurate...

    You don't need to see into the future at all. You know the killer to coming towards you, what else are they going to do? Walk away from you?

    The killer has one way to go, towards the survivor. The survivors has any number of directions that can go in.

    You just need to react sooner as a survivor. Killer wouldn't have that ability if the hits weren't validated on the killer side, they would literally need to be able to see into the future.

  • @Obelt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104629#Comment_3104629

    Cause Slowdown like deadlock, painres, merciless storm, no way out and killers with built in slowdown like freddy and pinhead add alot of time

    And what if I'm a killer who doesn't run slowdown and doesn't camp?

    Treating this as an arms race just keeps escalating the problem, and ends up making slowdown mandatory for killers. The whole point of this patch (admittedly not very successful at it) was to break down the meta.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104536#Comment_3104536

    What do you mean 'during end-game'? Just get it out beforehand.

    So you mean you should tunnel every survivor form the start of the game?

  • @Obelt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104625#Comment_3104625

    ive been asking for that for years since he came out

    Because this mechanic is a trade off for denying things like DS and flashlight saves.

    Being able to camp is still a necessary mechanic for the game. It should absolutely come at a high cost to the killer, but they should be able to do that if they choose to.

  • @Obelt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104608#Comment_3104608

    thanks to a camping test from a thread a killer can fully camp 2 survs to death before doors open so kinda need more time then 10

    Then why is this a problem now but not before this patch?


    Hook timer is 120 seconds in total.

    It takes 90s to repair a gen.

    3 survivors on gens = 3 gens repaired and a fourth and fifth started.

    Killer then has to find, chase and down a 2nd survivor. I find it hard to believe you can't have 2 survivors repair 2 gens in that time.

  • If ping is bad enough (>300ms) then it becomes validated by the server instead.

    Otherwise no, it doesn't need changing. It's a fundamental feature of the game that hits need to be handled on the killer end. Otherwise it would be impossible to hit anything reliably. As a survivor, you just need to allow an additional meter or two of distance to avoid hits, but if the hits weren't registered on the killer side, then killers would need to be able to see a couple seconds into the future in order to predict where a survivor will be and land their hits.

  • It should be in line with gen times. So +10s to gen times = +10s to hook times.

  • @jesterkind said:

    Did people really run that perk often before, though?

    I can only speak anecdotally, but in both my killer and survivor games pre-patch it only very rarely made an appearance- nowhere near as often as BBQ did. If survivors aren't saving their teammates from the hook now, I don't think WGLF is really affecting that decision either way.

    (Though I am of course in favour of more BP gains, I just don't think you should feel forced to run one specific perk for BP gains)

    I mean, I ran it every single game, for the BP.

    But by BHVR's own stats, it only had an 11% pick rate before the patch. Which is at least double any other non-meta perk, so it was popular, but not massively.

  • @Grigerbest said:

    Sorry, from all I've read... The only change for nurse in your idea is... buff her speed to 4.4? xD

    Other "changes" seems pretty similar to what she have now.=)

    I think what they're trying to say is:

    Nurse would have, for example, 10 charges. This would allow her to blink 10 times, 5 double blinks, 10 single blinks, or anything inbetween.

    THEN and only then, once all charges are expended, would it begin recharging.

    This would mean after those first 10 blinks, Nurse is powerless for x amount of time, which could be 15, 20, 30 seconds, or whatever.

  • @Name_Unavailable said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104508#Comment_3104508

    LOL

    I guess Tunnelers is also Survivors mains who wants to ruin Killers image.

    Removing the assumed motive, actually yes.

    While survivor numbers have plummeted, overall player count is largely the same, which means all of those solo survivors have moved to killer.

    And while it's not some big conspiracy, it is common for players to take their frustrations from one game out on another. So the "can't beat em join em" mentality is pretty prevalent.

    There's not much reason for existing killer mains to tunnel more than they were before, so why is there a sudden influx of tunnellers?

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104509#Comment_3104509

    I'm not talking about stats, I'm talking about getting higher mmr. If killer DC - survivors getting higher mmr, since they're escaped and got 5k bp.

    ReverseVelocity who you quoted, was talking about stats.

  • @GeneralV said:

    Can people PLEASE stop mentioning Dead Hard?

    Not everything is about that perk, jeez!

    Can people PLEASE stop downplaying Dead Hard?

    It had a 75% pick rate, which means every game was pretty much guaranteed to have two Dead Hard's at least. This could lead to extending a chase by up to 60 seconds, so even if those two Dead Hard users only managed to use it once each, that's 2 extra minutes. 2 minutes the other survivors had to freely work on gens without risk. 2 minutes.

    The gen speed changes added 50 seconds to the total time to repair all 5 gens. That's less than 1 minute.

    DH was by all definitions the most substantial effect to have changed in this patch.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104496#Comment_3104496

    DC a 100% counts as a kill for killer, there is no other way. Since survivors are "escaped" when killer DC.

    They have the stats on DC's, they know to exclude them in relevant figures.

    If a killer DC's, that's not 4 earned escapes, those escapes tell you nothing about game balance, or how effective survivors or killers are, thus they're excluded.

    Likewise if a survivor DC's, that makes the game 25% easier for the killer, which is usually a guaranteed win if it occurs early enough. This doesn't give you reliable stats either, so it's excluded.

  • @SaltyNooty said:

    https://forum.deadbydaylight.com/en/discussion/338300/i-tried-to-like-this-patch-but-i-cant-deal-with-this-anymore

    Thank you for proving some part of my point, this update will either force survivors to go into SWF, or leave the game cause they dont have access to it.

    Once again, I will preach. The HEALTHIEST update this game will ever face, hopefully if that day comes. Is when they JUST nerf perks. Killers and survivors never and will never need the buff or nerf, like it is now.

    I agree that in light of the base game buffs to killers, they should have only received nerfs to all of the perks involved. There was no need to buff Thanatophobia, or Overcharge, or Eruption, in fact Thana should have been nerfed to 4%.

    I think that trying to 'fix game balance' and 'shake up the meta' at the same time, was the major downfall. It led to too many things going on at once, giving just about everyone something to complain about, which has resulted in this wave of disgruntled survivors sabotaging all their games.

    But there will be a need for base game changes now and then. There are still a lot of base features this games needs. Just look at DBD Mobile for some things that absolutely should be in this game. A visual heartbeat indicator, action indicators for other survivors, etc. The game also needs actual joystick deadzone settings for console players so that ranged killers are actually half-way viable there.

  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104350#Comment_3104350

    DS at an exit gate has no counter, I agree. But the endgame isn't only the exit gates. Considering DS now is only 3 seconds there's no reason to turn it off at the endgame, it would only be a guaranteed escape if the killer hooks you right next to an exit gate, and at this point BT would also be a "free escape".

    Other way around.

    Now that DS disables at the exit gates, there's no reason for it to have been nerfed to 3s. There's also no reason for it to only activate once, you have two potential hook states you can be rescued from, have it twice. This would actually make it an viable anti-tunnel perk, because now the killer isn't 'getting rid of it' at the same time they're made aware of it. They will now know "that survivor has DS" and can make an informed choice to not tunnel them.

    It absolutely needs to be disabled at endgame, to prevent the uncounterable situation I just described.

    You underestimate just how far a survivor can crawl in 60 seconds at EGC, you could hook half way across the map and they could still make it. BT can be waited out, it's only 15s, it takes longer than 15s to get from most hooks to the exit gate.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104355#Comment_3104355

    https://forum.deadbydaylight.com/en/discussion/comment/3104361#Comment_3104361

    Oh god more people who didn’t read the whole discussion before talking. Look I know it takes a couple seconds to read the whole discussion but please go and do that before you spew more irrelevant nonsense at me

    I've read everything, you're just refusing to acknowledge other opinions and where your stance has faults. This is like talking to a brick wall. Can't reason with the unreasonable.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104337#Comment_3104337

    You haven’t earned the kill until that player is no longer in the game. That is why there is a prompt to “unhook survivor” when you go near that person that’s hook. Idk what you’re going on about but you’re totally going on some tangent about something totally unrelated to what this topic is about lmfao weird

    Exactly. In order to get unhooked, you need another survivor to come rescue you. Teamwork.

    The killer has the opportunity to secure their kill, and by downing a survivor they have secured the opportunity to hook them, and by hooking them they have the opportunity to camp them and secure the kill.

    When you get unhooked you have the opportunity to escape. Your team mates have the opportunity to protect you.

    Opportunity. DS offered NO opportunity, it was uncounterable at endgame.


    You seem unable to understand what the killer role actually is, you should probably play it some time.

  • @GrimoireWeiss said:

    Yeah if NOED and No Way Out are a thing then DS and OTR should also activate at the endgame.

    Survivors also have endgame perks.

    Adrenaline, Hope, Left Behind, No One Left behind.

    BT also works fine at endgame, use that.

    The point is these all have counters, just as NOED and No Way Out do as well. None of these are guaranteed wins for one side or the other.

    DS at an exit gate had NO counter.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104302#Comment_3104302

    By this logic, the killer didn’t kill anybody so he isn’t “entitled to a free kill” either so why do they get the pity kill? Your logic is flawed and I can tell you only have one way of thinking. It seems like you’re the entitled one. And obviously you didn’t read my previous messages fully because then you wouldn’t have said what you just wrote lmfao. Nice lmfao

    The killer hit you twice, put you into the dying state, put you on a hook. That's all that is required to 'earn' a kill.

    If the killer then again downs you during end game, that is all that is required to 'earn' the kill, and an individuals perks should not prevent that, only other survivors intervention should be able to prevent that, via flashlight saves, bodyblocking, etc.

    This is an asymmetrical game, it's 1v4. Killer is the power role, Survivors are the numbers role. You 'win' via team work, not by being 'better than the killer', because you're not, you never will be, you're not supposed to be.

    As the power role, killer is supposed to be the dominating force in a 1v1 scenario. They absolutely have and must have the power to secure a kill in that situation. That's why they have bloodlust (guarantees a chase ends eventually) and why camping and tunnelling will always be valid tactics. These are countered via teamwork, by other survivors aiding you, taking aggro, taking hits, doing objectives in your place, etc.

  • Tunnelling and Camping don't exist at endgame, it's anything goes at that point, the killer has no secondary objectives.

    Therefore an anti-tunnel perk is not necessary.

    A survivor downed within range of an exit gate was literally invulnerable with DS at endgame. Can't pick them up because they DS and escape, can't slug because they crawl and escape. This guarantees an escape for a survivor who decided to bring a particular perk, over another survivor who didn't.


    I do think that DS should be back to 5s stun though, and it could even be activated twice for each hook state, in exchange for not working during endgame.


    @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3104206#Comment_3104206

    i don’t think you actually understood. I looped the killer for 3 gens (the 1st was already done so now 4 are finished). I get downed and hooked and 10 seconds later the gen gets finished, I get unhooked right after the gen gets finished. And get chased and tunneled. There was not enough time for the exit gates to be opened, not had anybody even been working on them yet. And even if there was enough time but they still didn’t work on them then that’s still not a “free escape” for me so therefore my perk shouldn’t be deactivated. It’s not a “missplay” on my team but nice try.

    You are not entitled to an escape just because you "ran the killer for 3 gens". You haven't won until you're out that exit. If all the gens are done, then the killer has nothing else to do other than secure his kill. If anything they've earned the kill given that they sacrificed 3 gens to get it. You misplayed by getting hit and downed, you could have evaded the hit, used a vault or a pallet, a 360 juke, etc. You managed it for 3 gens, why couldn't you manage it for another 20 seconds until a gate was opened?

  • @Mister_xD said:

    It's a game of hide and seek that is being balanced around a game of tag.

    It's actually a game of cat and mouse, which in point of fact is both of those things.

    It's also supposed to emulate the feeling of the climax of a horror movie. That final killer rampage where the protagonists are at their most vulnerable, and you don't know if they're actually going to make it or not. It's supposed to feel like you're balancing on a knife edge, that any slightest mistake could get you killed at any moment.

    What it's not supposed to do, as a game format, is provide you with a guaranteed narrative and a reward for investment. It's not supposed to result in you being entitled to a certain result just because you accomplished a certain objective. You're not supposed to be rewarded with an escape just because you repaired the gens, the game isn't over until you're out of that exit. That sort of thing is for RPG's, where your progress is defined as the sum of your time investment in the game. That's not DBD.

  • @NerfedFreddy said:

    4k definitely should be an accomplishment not a basekit like it is now

    Both 4K and 4E should be freak outliers, but unfortunately the format of the game lends itself to snowballing, in either direction.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/338117/should-killers-have-to-play-a-near-perfect-game-to-get-a-4k

    In my experience it has less to do with how "perfect" the Killer plays and more how stupid the Survivors play. You can 4K on your worst killer just pressing M1 and never using their power if the Survivors are dumb enough.

    If I had a dollar every time I did a daily on a Killer I suck at and got screamed at in endgame chat for being a "dirty tunneler" cause Claudette kept running in front of my face, I could take my family out to a nice dinner right now.

    All of this. I remember one time I got a daily for Legion who I never play. I threw on the add-on that leaves survivors broken if they mend themselves and of course Thanatophobia for good measure. Neither of which was necessary because I managed to hit all of them right at the start, hooked one, slugged two more, then the fourth downed themselves because they were repairing a gen instead of mending...

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102865#Comment_3102865

    explain to me how a P1 feng now has zero prestige? can you? no.. you talk about the crap perks I unlocked the web but not the fact that all of Fengs perks are now locked for other characters at even yellow lvl.. I have lost millions of Bps worth of prestige.. there's nothing to explain other then behaviour doesn't care.. because they are too focused on putting sexuality and dating into the game that they clearly don't care about players who've been robbed because their prestige system automatically signed everyone up to have to grind out thousands more matches.. and who cares if some of us got all our crap vaporized.

    You never said you had a prestiged character rolled back. You only ranted about your teachables last time.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102853#Comment_3102853

    No I completely understand what i've lost. You keep telling me what I "didn't lose" but are you looking at my account? Do you see what I see? no you only assume I didn't "lose anything" when i've been completely and utterly robbed.. So stop telling me I haven't because I really dont need to have another moderator "warn me" for calling you insane... I know for a fact... I've been utterly RIPPED OFF.. don't push it by saying I haven't because I know I have and its really disrespectful to harasss me and tell me that "I don't understand" or "i'm entitled" because I know for a fact I've been completely robbed and Behaviour doesn't care.

    All you're looking at is the perk icons on each characters page. Which is evident by the fact that you're talking about them 'being locked'. These are not your teachables, these are your prestige unlocks. You still have your teachables.

    Show me your bloodwebs.

    Show me how they have no perks on them.

    Show me your maths.

    Show me what you've lost.

    Prove me wrong.

  • You've explained this before, and I've explained how you're wrong.

    You leveled everyone up to 40 to unlock their teachables. You didn't prestige anyone, and after the patch none of your characters are prestiged, thus they haven't automatically unlocked their perks on other characters.

    You haven't lost your teachables. They will still show up in the bloodwebs of your characters. You are in exactly the same position you were in before the patch, nothing has been lost.

    You can carry on levelling up your main to get all the perks via their bloodweb, or you can invest the extra 10 levels per character to prestige them and unlock those perks automatically instead.

    You haven't lost anything, you simply refuse to understand how this works.

    Your loss.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102816#Comment_3102816

    you're running Devour you're literally playing to Mori/insta down. many killers over commit to chase and blame survivors when they've done nothing to defend the objectives. but to openly admit that in your experience you have to downplay your build and game play is proof enough that even you think that the role is over powered. because you are "being generous" and "easing off" and that is literally your mentality going forth with the role of killer. Those are your own words.. Your own thoughts.. If you got "wrecked" it's because you literally committed fully to chase and didnt play your role correctly and defend gens. You wanted to lazily walk in get as high of a score as possible mori some ppl and dust your hands off.. because youre soo "generous" downplaying your build because why not right? its just that easy now isnt it?

    There is no 'correct way' to play killer. Defending gens is only one strategy, going all in on survivor pressure can have the same effect, if they're constantly unhooking and healing they're not repairing generators.

    It's an absolute fallacy that you need to run slowdown perks, especially on a high mobility killer like Dredge. Some weaker killers sure, they need slowdown, but an effective power, Nurse, Blight, Freddy, even Trapper and Hag if they secure a decent web of traps.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102790#Comment_3102790

    i'm sure they were glad you downplayed a killer with insane map control.. and that you didnt even bother defending your gens.. I mean gotta make it "fair" and be "generous" as killer.

    I win by aggressively pressuring survivors. How do you think I get the lead to begin with? How do you think I'm able to secure 2 hooks on all survivors? I see where a survivor is with Darkness revealed, teleport to that locker, down them. Usually I have a survivor hooked at all times, which means there's at least two survivors not on gens at any given time.

    How is that not 'playing to win'?

    I play to win, I just pull back at the last minute.

    My last 2 games attest to the fact that without stacking 4 slowdowns and facecamping... I don't stand a chance.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102790#Comment_3102790

    you didnt run thanat or Save the best or face camp? amazing.......

    Yes, and your takeaway from this should be that "not all killers are stacking 4 slowdowns and facecamping" no matter how many times you claim they are.

  • @Sparks741420 said:

    I really like the part where you said, "That seems pretty generous to me." so you basically admit you have to downplay the role to make it "fair".

    Yeah those last two games I let myself get wrecked. 🙄

    It only works when I actually have the upper hand, I can't 'let everyone go' if I don't have the opportunity to kill them in the first place.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/338117/should-killers-have-to-play-a-near-perfect-game-to-get-a-4k

    Killer mains just need to stop thinking that a win is only getting 4k. According to the way MMR works the killer is playing 4 different games so each player they hook and sacrifice is a win. So really only killing one survivor should be considered a win for the killer, that's how the game sees it.

    If each survivor is one game for the killer, than a 1k is 1 win and 3 losses.

    Personally I consider 3k a win, whether fourth gets the exit or the hatch, doesn't matter. And it feels like even more of a win if everyone gets a good score.

  • Should a survivor have to play a 'perfect game' to escape?


    And I disagree that killers have it so easy. I've just had three Dredge games in a row (usually do well as Dredge) which were all 0K's, gens flying like mad (10 extra seconds does nothing) loop after pallet after loop after pallet (0.3s off attack cooldowns doesn't stop a survivor reach the next loop), Dead Hards that do still exist (extra health states on top of basekit BT)

    Even camping (once the exits were open and I wanted my obsession kill for my challenge) which is supposed to be this OP, uncounterable, toxic behaviour, was easily countered by one healthy survivor who faked a hook grab (lol 50/50 RNG so broken, killers get easy free wins when they camp lolololol) and secured the save at end game.

    This patch is not some overly killer sided broken mess, it's basically the same as it was before. The only difference is all the low skilled solo survivors giving up and having a tantrum because they refuse to adapt.

  • @dictep said:

    a survivor playing killer is a protest alone. One survivor main playing killer is 5 more survs needed

    And it's the best form of protest, because it also offers those survivors perspective of the killer side and then we can all stop playing this side versus that side.

    I hope they have as miserable of a time as I've had today playing killer. Genrushing is still very much a thing, the extra 10s per generator have done absolutely nothing. 1-2 hooks by end game, so I camp my final hook when the gates are open, and they still make the save, because camping is such an OP, totally uncounterable tactic that not even one healthy survivor can pull off with a 50/50 grab bait...

  • @tendyhands said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102422#Comment_3102422

    Look at any camping and tunneling discussion. Also there was the Scott Jund tunneling video on YouTube where he said how it was a "risk" and tons of people agreed and just followed his lead. So yeah, everywhere you look people say tunneling isn't as effective as it seems.

    Camping works because survivors mess up and try to go for a hook rescue.

    If everyone recognised a camper and immediately jumped on a gen for the entire duration, they'd quickly stop getting any more than a 2K, maybe even 1K if they don't secure their first hook very early.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102400#Comment_3102400

    you wouldn't

    why play with friend not chat?

    on the solo playing with friends with no chat I done it wouldn't need the 5th perk slot because I trust my friend know what they doing.

    I'm mean times I play swf even with out chat feels broken.

    I literally do.

    I'm on console, not all my friends are on the same platform as me. Sometimes I find it too much of a faff to try and balance two pairs of headphones on my head and use one ear for game sounds and one ear for discord.

  • What about when I play with friends but don't use voice comms? How do I get my fifth perk slot then?

  • Yes let's add to the problem. Great idea.

    I swear all of these campers and tunnellers that have appeared recently are the same people who used to play solo survivor.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102192#Comment_3102192

    I mean yeah, legion is a weak killer. He at least needs more help from slowdowns. Dunno about plague though. Havent played her much and havent played much against her.

    As Plague, Thana is used as a tool to encourage survivors to cleanse and give you your power.

    Just like Legion, it's virtually mandatory, and not used purely for it's reduced repair speed, but to get survivors healing. Both these killers benefit by having survivors heal themselves, which is why they became pretty common after the CoH meta.

  • @Sparks741420 said:

    speed hacks/anti-360 hacks are the most common

    Er... hitting a survivor during a 360 is already sketchy RNG at best, and then there's auto-aim.

    I have no idea if an "anti-360" is even a real hack that's available, but it seems to me that it would be absolutely undiscernible from normal play with even the slightest bit of latency.

    I get plenty of dodgy 360 hits in, and I've never hacked.

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