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  • The way you pressure gens without pop or ruin is the same way you pressure them with pop or ruin. You down survivors quickly, and force others to go in for the save. Ruin won't work if you can't get survivors off of gens and pop won't work if you can't get survivors on hooks. All they do is add insult to injury, although it's usually more like adding injury to insult.

    Don't count on a buff to kicking gens; those aren't meant to always work. Your main avenue to pressure is through murder, not property damage. You are the killer, after all.

  • I used to play a lot of Spirit, then I stopped, then I picked her up again.

    She's not easy to play, like some people would have you believe. Against survivors who know what they're doing, it's a test of your faith stat with RNGesus. It's just incredibly boring to have no idea where she could possibly be, which eliminates most of the capacity for mindgaming her. 

  • @Lord_Tony said:

    Don't worry if she gets nerfed survivor queues will be 1 hour long and bhvr will not get any money

    killers are sick of swf and spirit is the only way to counter swf

    Nurse is a lot better, buddy. You can watch Otz cleave through a SWF with trapper, for god's sake.

    Remember before Spirit was a thing? Remember one hour queues then? Neither do I.

  • He's literally just an M1 killer who can keep people injured very easily.

    Don't underestimate the value of keeping survivors constantly injured, though. If they're the type that heals every single time, all the better for you. If not, it's much easier to track and end chases with an injured survivor than a healthy survivor. Add in thanatophobia, and although it doesn't actually do much, most survivors see that little debuff icon, freak out, and scramble to heal.

  • The #1 rule of introducing new survivors is that they have to be hot and desiccative. They have to get the community excited in two ways.

    Chris from RE5 & 6, maybe, if he got rid of that little boy haircut. Chris from RE7 looks like a middle aged football coach.

  • @QwQw said:

    Is soup a drink?

    Well I do drink clam chowder out of a wine glass

  • So what you're saying is that instead of a 6 pack he just has one big ab

  • Spirit standing still is the purest 50/50 in the game that you can get. There are no cues to act on, it's pure intuition and your faith stat with RNGesus. Meanwhile, lucky break is 1) on a timer 2) requires iron will to complement it 3) does not make you literally invisible. It's more like a 75/25.

  • @TheClownIsKing said:

    Ok...

    My mind is spinning here.

    Since Gideon Meat Plant’s rework it’s been a semi frequent topic posted here, killers complaining about the amount of pallets on this map.

    And I just don’t get it.

    What exactly is bothering many of you with these pallets?!

    Yes, there Is a large overall volume of pallets.

    Yes, Gideon probably also has the highest amount of “god pallets”/pallets that absolutely HAVE to be kicked/broken in the entire game.

    But do you know what else this map has?

    • Very few actually safe vaults. Sure the few safe vaults that do exist are extremely safe vaults, but they’re so few.
    • Pretty much every structure/loop with these pallets that are being complained about almost always quickly lead chases back to gens. Gens you could/can quickly switch up targets on. If you are allowing yourself to be lead to areas where gens are already finished, that’s on you.
    • There are many dead ends in this map if a killer is smart about which breakable walls are left intact.
    • This map very quickly becomes a death trap for survivors once many of these pallets are gone, because there are so few loops with good vaults. And most of these pallets get dropped very quickly by survivors.

    Since the rework of this map, I’ve had only ONE terrible, terrible match as killer on this map, and that’s only because it coincided with going up against one of the most brutally hardcore teams I’ve gone against in recent memory.

    This map is fine. I think many of you are just succumbing to the psychological effect of thinking about the total volume of pallets, rather than being objective about how quickly this map becomes absolutely abysmal for survivors against a killer that keeps a cool head.

    Mostly because it's a zone-fest.

    Very effective zoning is an under-appreciated aspect of playing DBD. Especially with indoor maps, you can very easily zone survivors (walls are easier to box people in with than corn). You're going to need to break pallets here to there, but they're scattered sparsely through the map tiles.

    That being said, I suck at zoning and I play Spirit. So I don't care what other people have to say about it.

  • It's a free injured state while moving at 6 m/s, in addition to free tracking and an M1 attack like no other killer (that huge range of pounces is a godsend, demo 2.0). Plus, survivors temporarily stop moving when they remove Victor, which is invaluable in chase. And you never known when Incapacitated will come in handy; maybe a generator is at 99%, maybe they're at the exit gate.

    What would really help would be if the survivor with Victor on them was hindered by 10% to 15%. Preventing them from vaulting windows and interacting with pallets might be a bit overpowered, unless they remove Victor's ability to down injured survivors. It would add a much more clear-cut feel, as if you've marked that survivor for destruction so you can cut them down with Charlotte.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125808#Comment_2125808

    Trapper is already mostly shirtless. :)

    I'd be more upset that we're losing "big beefy strong Trapper" with the new update.

    Unfortunately they put shirt on the too-hot-to-handle places and no shirt on the gross-i-dont-need-to-see-that-kind-of-stuff places

  • Surveillance - Add a loud noise notification when a generator stops regressing and you're set.

    Oppression - Reduce the cooldown.

    Thrilling Tremors - Ehhhhh

    Deathbound - Have it apply on self-heals too.

    Trail of Torment - Have it apply for a while after a generator stops regressing or remove the generator highlight.

    Dead Man's Switch - Have it so that all generators that aren't being worked on are blocked as well, and kick survivors off of generators that are being worked on.

    Surge - Remove the cooldown, expand the radius, and have it apply for non-M1 downs for discount ruin.

    Rancor - Reveal the obsession's aura at the endgame.

    Coulrophobia - Have it linger for a while after leaving the terror radius.

    Cruel Limits - Jack up the period of time for which the windows are blocked, maybe a minute. Give survivors a severe hindered effect after completing generators, made more severe if the generator was within the killer's terror radius when it was completed.

    Hangman's Trick - please just have it do something I want to love this guy so bad

  • Most times, you can make an educated guess if she's actually phasing or not. A lot of spirits (me included) stand still to see what the survivor does first, and then phase.

    Even that, it can still be very annoying and requires an extremely high level of experience against spirit to master (meaning a lot of losses on the road to enlightenment). So the fix is to let you hear the phasing emission while inside the terror radius.

  • No.

    Well, sort of. But we're not the only ones to blame.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125473#Comment_2125473

    Eh true but if that is the case, this could probably do more then stun the killer it should give them a concussion. In fact this could take Hags' head clean off

    entity's gotta be drowning in health insurance copays at this point

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125451#Comment_2125451

    Holy ######### this actually helped me a lot, but you could be wrong. But I took that answer and put into a calculator according to the calculator it is 193.74035 pounds of force which honestly doesn't seem to be a lot. But that would be roughly around A sledge hammer is my guess

    Yeah I hate math so I probably am wrong. But in a world where that skinny queen plague has an infinite supply of vomit in her system, everything is wrong.

  • A typical wooden pallet is around 35 pounds, but these seem to be much heavier so I'll throw in an extra 5 points for 40 pounds. I'm too lazy to calculate with angular momentum so I'll just take the highest part of the pallet and assume it goes straight down. Survivors are probably around the 5'10" mark, and since pallets are taller than them, we'll say a safe 6'2". The pallet drop animation takes about .2 or .4 seconds (starting from when the pallet starts to move, not the actual animation), just by eying it. So it travels around 1.9 meters in .2 seconds. 9.5 meters per second. That's about 861.8 newtons, which is probably horribly wrong because we don't have any exact values, but still enough to cause a concussion.

    The lesson is that the entity better have some damn good employer health insurance and I should take physics

  • @BangBang said:

    https://forum.deadbydaylight.com/en/discussion/comment/2122561#Comment_2122561

    Did you even read?

    Every killer plays survivors lol

    Stop talking like there are killer mains which don't have survivor mindset. The point of discussion is how to prevent survivors from neglecting the game. Playing survivors is already a common sense which you don't even need to mention, because there is no such thing as "killer main".

    If survivors don't do objectives and decide to hide somewhere, it's pretty impossible to find or takes so much time to find, which is a waste of time and that's what the OP is saying.

    Did you even read?

    Play survivor more. It's not that hard to see.

  • @madradfox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2122702#Comment_2122702

    1(a) The aforementioned restriction and the enforcement thereof shall not apply in reference to Jane Romero , a.k.a "The Thiccster".

    1(b) The mention of the phrase in question will result in the obligatory firing of nuclear missiles to initiate global destruction

  • 1) Please don't ever use the phrase "bump box" in reference to anything again

    2) It'll take time to get used to, Blight is one of those very memory-heavy killers since your intuition isn't always right.

  • I wonder what they taste like

  • It's based on a bot, apparently, just like Roblox. It'll get better eventually, after learning enough.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2122683#Comment_2122683

    you can easily tell they are because they are certainly not basing balance around SWF specifically red rank SWF

    It's disingenuous to say that you either balance it around rank 20 (which it isn't, I was a rank 20 survivor recently and it was not fun) and a 4-man full-efficiency SWF. They typically balance them for high-rank Solo Queue, considering the breadth of information perks and perks like knockout or third seal, and if you balance the game around a SWF, you're absolutely destroying the Solo Queue experience (which most people play).

  • I think the better question is to ask if they're basing the game around rank 20 survivors.

  • Map pressure isn't usually one of Huntress' strengths. Crossmaps are very unreliable and hard to follow up with. Rather, Huntress excels at mid-range, which allows her to get downs very quickly. Close range, she's worse than normal M1 killers, moving at 110% speed. That's really really the only pressure she gets.

  • No, it's pretty much just completing the objective. It's like if people got mad at killers for hook-rushing.

    Now, if survivors are just dying on their first hook because the survivors are just glued to their generators, then that might be considered "ten-rushing," but it's not much of a detriment to you. Finding survivors on your gen patrol and just hacking them down to die on first hook is a blessing.

  • Kindred may be necessary to bridge the power gap between Solo Queue and SWF, which makes re-balancing an absolute pain. I don't know what basekit BBQ would try to fix, though. It seems like a solution in search of a problem.

  • No way out adds 42 seconds during which the exit gates cannot even be interacted with. Remember me adds a maximum of 16 seconds, which can be counteracted by having the obsession open the gates or with leader and wake up. You can still 99 gates with remember me, too. I wouldn't exactly call these perks similar.

  • @BangBang said:

    https://forum.deadbydaylight.com/en/discussion/comment/2121493#Comment_2121493

    "Try playing survivor"

    Pretty much every killer plays survivor. Nobody plays only killers.

    Even you have the survivor mindset, once survivors decide to hide in a locker without leaving any clues, it's pretty impossible to find, unless you keep opening every locker one by one.

    Play survivor until you can understand the survivor mindset. You won't need extensive cues if you can predict their locations.

  • That's not really holding a game hostage, it's just them playing so that they can have the highest chance of escaping (which is usually stealth).

    Try playing survivor; you'll pick up the survivor mindset, and with that invaluable asset you can predict the location of a survivor with frightening ease.

  • Play better is all I really have to say. As killer, it is your duty to apply pressure strategically and get downs quickly. Survivors who are on hooks and survivors who try to rescue said survivors are survivors who are not doing gens. Of course, I get the odd SWF every once in a while, and in that case, since I play pig and demo mostly, I can't compete with 100% survivor efficiency. But not every game is a completely coordinated SWF, and even those teams that sit on gens will get obliterated by responsible pressure management and ending chases very quickly.

  • Sequels are usually made to add content and plot, not fix and overhaul outdated mechanics. Those are a little bonus to the main goal of creating a brand new experience. This is usually more geared towards story-oriented games, like Dark Souls, Resident Evil, etc. DBD gets their new content via DLCs, similarly to Overwatch with heroes.

    The reason Overwatch is getting a sequel is because Overwatch 1 hit its peak already. They need not only new content, but a whole makeover of the original. DBD, meanwhile, is still growing.

    The issue with DBD's optimization isn't even necessarily in how it's programmed. Unreal's blueprint is no different, in terms of bug-finding and unintended consequences, than writing out actual code. All coding does is give you more agency and more choices about how your game should run, which is unrelated to bug-fixing. It's just that BHVR is really, really inexperienced with big games that compete with other huge games. DBD is their first successful game, and they're a relatively small company.

    It's not even just bugs. VfX are incredibly inefficient. Ever had the misfortune of playing console?

  • @thrawn3054 said:

    I personally despise him for the following reasons.

    1) I hate his stupid laugh. It's just annoying.

    2) I hate his creepy pedo face.

    3) His perks are obnoxious.

    4) His knives remind me of old Legion.

    5) Lastly from a killer stand point he's trash.

    1) His aesthetics are spot-on, try delving into his lore to understand the laugh.

    2) He's one of only a few killers with a recognizably human face. If you think he's bad, boy have I got a list for you.

    3) Perks are pretty great. Starstruck is a middle finger to extremely altruistic teams, no way out is good for games that don't go so well, and Crowd Control is good for getting downs quickly in the early game.

  • Bring this up in bug reporting. That's the proper section for stuff like this.

  • It's indicative of the disconnect between the game and the gamers. It's like artists and their art. Plenty of people enjoy The Rite of Spring, but bring up human sacrifice in the after-show party and you'll end up in cuffs. The devs probably wanted to keep the actual, real-life endgame chat from becoming the trials.

    And I've stated this as my own hypothesis before, but online mediums of communications are required to moderate and filter illegal activity on their services if they want to keep their section 230 immunities. Video game chats aren't exactly Twitter, but better safe than in court.

  • Nope. Enduring is just a good perk on everybody, since everybody is going to get pallet stunned.

  • They indirectly addressed this before. They used to have offerings called moon bouquets that would darken and lighten the lighting on the maps. However, the devs removed them because they wanted more control over lighting features. So there's your answer.

  • @RenTheCat said:

    Why is this even a thing? How come all 4 survivors can split up, go into the corners of he map and start working on a gen? If you don't find anyone in 80 seconds that's 4 gens doing in ONE MINUTE (and 20 seconds). If you do find someone, in those big ass maps, then during one chase or just as you got the first hook you have 3 gens pop up.

    You can't teleport around the map, you can't make chases take 1 second, you can't make the gen progress actually regress because Hex: Ruin spawn is a joke and kicking the gen doesn't do anything (And pop goes the weasel literally requires you to hook someone).

    Then survivors claim there is no gen rush and that they are just doing their objective but their objective sure as hell isn't to take advantage of how it's more efficent for some reason to do gens alone (Instead of being the opposite so it encourages teamwork) and each one go on a gen in the corners of the map so the killer can't find you.

    And why should anyone even bother with late game if all the totems will have been destroyed by then (since they spawn righ next to generators) and if the killer is trying to defend the last remaining 3 gens they will just find a key and leave through the hatch.

    There are no gens in the corner of the map, unless you're on Swamp. Plus, it does not take 80 seconds to find a survivor. The moment you spawn in, a generator patrol will ensure that you're going to find a survivor, and as long as you can down a survivor in less than 30 seconds (if not, get a lot of pallets out of the way), then you're good.

    But that rarely happens. Just as how killers don't play at 100% efficiency, survivors don't play at 100% efficiency. There are going to be mistakes and bad judgements. There are going to be Claudettes blending in the corner for 5 minutes. 

  • @dbdgamer123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2113543#Comment_2113543

    And any other unreal engine game that has added DLSS with the plugin gets around double FPS, just like many other games. Some of the games that get the least amount of performance with the "Quality preset" gains at least 80% more fps, most around 100%. You're right about there's no linear line that shows how many extra fps you get. You can try and see how many fps you would get. If you have a 1080p monitor, you can run the game in 720p and see how many FPS you get. Cuz thats how many fps you will get with DLSS. DLSS just upscales the game from lower resolution to a higher one, whichout quality loss. Sometimes DLSS can make more details than without DLSS. A good example of this is in "Outriders". The game looks better with DLSS on than DLSS off. There's many other games that also looks better with it on.

    Sources.  

    And again, "Outriders" is not DBD. No other game is DBD. The benefit you get, especially considering how heavy DBD is (that nobody runs it at full graphics quality is pretty telling) is individual to each game. What would help a lot more than adding more temperamental change that don't even work for everybody is changes to VfX; they just gave doctor a VfX change and now he runs much smoother. 

  • That still doesn't solve the problem of I'm too lazy to kick a generator.

  • Pray that you're playing Demo. Red Forest is one of those maps where his portals really shine.

    I find that Spirit does well on it too; it's not as cluttered, and the open space makes it easier to pinpoint exact locations.

  • It isn't. If you're doing something like having four guys corner a killer with WGLF, Botany, Leader/autodidact, and soul guard, and just heal-blocking them in there, then that's bannable under holding the game hostage. But normal bodyblocking as a strategic maneuver isn't verboten at all.

  • Gross. If it's not Annette Birkin I'm going to have a stroke.

  • They're in the middle of Realm Beyond updates, which is why we haven't had new maps for a while. But it is the 5th anniversary so they might make an exception

  • They also gave us Cursed Legacy and Stranger Things. There's a balance between Cyberpunkian fantasy and pure spite.

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