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Shenanigan

Shenanigan

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Shenanigan
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  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528442#Comment_1528442

    I've always thought of it as anti-tunnel in the sense it can punish killers who do it. Best case is killer doesn't tunnel and you basically don't have a perk in that slot, but if he does, you can do something about it

    Ahh I understand now

  • @ArtCrusade said:

    Oh yeah the new players just need to go against rank 1 opponents for 2 weeks it's finnnnnnne guys! The system will fix itself magically!

    The system is just terribly implemented and ineffective and seems to be working in weird ways.

    But didn't people have a problem with it before and they wanted it to be fixed. This was the fix we wanted. Granted it's bad and overall wonky as hell, but hey it's the "fix" we've always asked for

  • @Charslamedher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526816#Comment_1526816

    You're right, how dare i expect to use the perks that punish tunneling killers. my bad homie

    I'm confused with that. I Know DS is called an anti tunnel perk, but does it really stop the killer from tunneling as a whole? It's still their choice to go after you after you DS them right? Or am I getting something wrong 😰

  • @Zeus said:

    SWF isn't an issue for the devs..not the killers. Killers will start to dodge lobbies if they realize they are going to go against a SWF.

    I don't know I genuinely would like to know that I'm going against a swf. If I'm good with a killer I want to test my skills and most likely practice to get better with them I'm not sure if they were but I was probably up against one as nurse and suffice to say it went better than I expected and it boosted my morale a bit because I was put up against a coordinated team and I pushed surprisingly better than I expected. Plus there has to be a time and place where people have to stop lobby dodging at some point... right?

    Would it matter if it was a 2 man swf and the other two teammates are solo Q? If you prefer just a Solo Q team then it's almost like trying to get into a public match with your friends but you're playing as killer.

  • @Nikatara69 said:

    https://forum.deadbydaylight.com/en/discussion/180910/swf-an-idea-for-a-slight-change

    All this post is sooooooo awful, lol... I always play alone, solo, but killers still cry about SWF LOL Play better as killer, learn and stop cry like a baby. PS : We have a dozen of perks to see, when baby killer facecamping instead of playing better

    I play both sides and for this one I understand what this post means. You can try and play as best as you possibly could and you could still get possibly get destroyed depending on the SWF teams. Most of them are coordinated as hell and they always have some sort of ace up their sleeve. Other SWF may make mistakes due to bad plays (I play swf with another friend of mine and we tend to make mistakes/bad plays, and we prefer to avoid toxicity with anybody. If a killer earns a kill on us and possibly our solo Q side of the team then we give ggs and props to everyone. If my friend and I go up against a bad killer we usually acknowledge that they're just probably trying to have fun and win if they can, and we help them a bit)

    But however if you're going up against an extremely coordinated swf you're already in for a handful. They're communicating, telling their team about the killer and their every move, one guy focuses on bones, the other guy is the distraction/taking the agro, the other two are focused on gens. Or vice versa. While their is a chance you can up your playing field as a killer and deviate from their plans it's stressful because: Every. Second. Counts.

    Just chasing someone for 15 seconds can already mean Survivors are getting *something* done. You want to chase that guy but you're worried about more gens getting done. You're stuck and you don't know what to do and go for and it screws up your train of thought during the process. Can the killer get good during this process? Yes, they can try and practice and sharpen their skills, but sometimes everything you learned might not even matter depending on the SWF team.


    However just the phrase: "Get Good" is a terrible way to deal with things like this because you're only opening up to the only possiblity that said person is just bad to begin with even though they could be trying their best at times. And they just feel stuck during these scenarios.

  • @Slashstreetboy said:

    I take from your post that you are relatively new to the game. My apologies if I am mistaken here.

    When you see someone running OoO you should consider them being in a swf group. Meaning the object user will tell the rest of the team which killer you chose, where you are and what you´re doing at all times.

    This puts you at a massive disadvantage and unless you play Killers like Spirit or Nurse ( since both have lethality and mobility) you have no reasonable option to counter this.

    Many people resort to hardcore tunneling the Object user out of the game as a form of petty revenge. Will be a city match for everyone involved though.

    So yeah, make up your own mind whether you want do DC/Afk, tunnel the object, ignore the object or try to play a normal match where the odds are tremendously stacked against you.

    Ah I see I've been playing the game since last year, but it was up until now when I first went up against OoO, so I was a little new to that during the match and I was confused (even up until now) But thank you for explaining that to me

  • @Dabomb932 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1524815#Comment_1524815

    im not talking about items, im talking about ability add-ons, and item add-ons are divided into four different items, and most items need add-ons to be usable, while abilities are plenty powerful enough. killer add-ons push most powers over the line of balanced into over-powered i feel, and there are definitly over-powered item add-ons, and thats a whole other discussion, but i dont think you should get desert if you already got a steak, you know?

    I already have a hard time obtaining just ONE burning man painting for Pyramid Head's ranged attack I don't think any add-on needs a nerf BESIDES Iri Head. You can always counter the add-ons and escape but the chances of surviving are really low unless if you're main focus is doing gens and pumping those out. It's like when I faced against a Iri Head Huntress, it's not a Mori but it will put me on edge and I'm determined to escape with these conditions. It makes the match Intense and nerve-wracking but at the same time you don't get much of that thrill and tension everyday maybe sometimes but not excessively.

    in g Comment by Shenanigan
  • @IamDwight said:

    The one thing is definitely accurate ... Killers complain about almost every little thing survivor has/does ... And yet, they also fail to admit that they also have certain crutches and unfair/bullsh*t perks and addons too.

    Goes to show most don't even bother to play the other side /shrug

    I tend to play both sides and I understand what killers usually tend to mean when they're making these complaints.

    Here's the thing:

    They're the killer, they're supposed to be the biggest obstacle for Survivors which when Survivors work together this is an obstacle they can overcome eventually. Hence the main objective of Generators


    As a killer you want to feel like the boss, the threat, something that Survivors have to reluctantly deal with, but at the same time determined to beat you to achieve their goal of escaping and living another day. But they just want to be more than a body guard for generators and they want to feel like survivors at times. The sense of, "well that was a decent match time to queue up another." whether they win or lose.

    Either way it could be on them for not patrolling gens well or some other reason, but at the same time they want to be that obstacle that will impede Survivors as a whole. You have a blinking nurse, map manipulation Executioner, gunslinger, madness inducing doctor, and a cloaking killer.

    The powers help a heck of lot when you know what you're doing, but at the same time you start to chase a Survivor, but you can't go without worrying about a gen getting done during the chase and you want to get the chase over with.

    Like you said killers have crutch perks too like NOED, and add-ons like infinite tier 3 Myers, but it all depends on your team and like Survivor crutch perks they have their weakness just... A little more nerve-wracking and stressful.


    NOED could be cleansed as soon as it lights up

    Stealthy players can hide from Myers and it can take forever to get to tier 3

    (We don't talk about Iri Head Huntress because 1: Not much killers use it, because they KNOW it's broken as hell and when they do it's probably a tome challenge or they just feel bored and 2: It's a add-on we have, but we tend to ignore it at times)

    So, while you do bring up the subject that yes, it's true killers have crutch perks of their own just like Survivor's crutch perks it's always the sense/mindset of:

    "Will I be able to put this to use?"

  • @Waffleyumboy said:

    I came in expecting the usual "let me tunnel devs!" thread but I am pleasantly surprised. I agree that this condition would make Decisive Strike more fun to use as both survivor and killer. Survivors would have to decide critically whether to get back to objectives or to be protected from tunneling. Killers don't have to worry about patrolling and getting hit by a random DS from 45 seconds ago. I would also like it if DS deactivates when the user unhooks a survivor, because unhooks are also a core objective.

    When you put it that way I think that would actually live up to the perk's name: "Decisive Strike"

    Do the Main Objective or Be Protected from the Tunneler?


    (I'm assuming you'll still be able to use DS if you choose the gen objective, but you'll just be in a cool down that will subtract decisive's time. Or if you're indecisive it automatically forces the normal decisive strike procedure around the halfway mark)

  • Her power could be like a mixture between the Plague and Pig

    If she activates her power it would show a bright glare that (if you measure it from a bird's eye view) could be like a cone shaped attack and can be enhanced with add-ons and such. And if Survivors look or at least gaze at her it'll give them a timer like the pig's bear traps and they'll have find a certain type of cure for it, but since they're slowing turning into stone it'll cause them the hindered status effect after awhile.


    Ruling: Pretty OP

  • For Killer Mains I'd go with:

    • Deathslinger (Fun to play with)

    • Pyramid Head (I like his power overall and mini mori)

    • Spirit (Her power is pretty fun to play with for fun)

    • Doctor (His laugh and power plus he's good for farming)

    • Nurse (Miss Smithson outfit looked cute and it gave me hope if we'd get more Cosmetics of what killers used to look like in their past)


    Survivor Mains:

    • Cheryl (Repressed Alliance saved my team's gen after we 3 gen'd ourselves)


    • Dwight (I started out with him he'll always be first main for me)


    • Feng Min (Technician is helpful Incase if I zone out and lose my train of thought or if I just miss a skill check, and The Chinese New Year outfit is pretty neat too)


    • Meg (Mostly due to the fact I don't have an everyday build I use with her so I just experiment perks)

  • @Dabihwow said:

    So I just had a game as Deathslinger in blood lodge running, stbfl, monitor, pop and nurses. And in a short while gens were going off, and my first hook was when only two gens left, then after that the two went off. I got one kill when a survivor thought it was a good idea to flashlight near exit gate as Deathslinger. I had stop watch and used it for the entire match just to see how fast it would go, the time was 8: 23. So 8 minutes and 23 seconds and all gens are done exit gates are open and everyone left. That is a record for me, never have I had a game that fast before. When I told the survivors at endgame chat even they were surprised, and they even stated that it wasn't that fun, so they agreed with me that Gens need to be worked on. At least they weren't toxic about or rude at the end. So before anyone says " GiT GoOd " or " ApPLly PrESuRe" I ask how can I do that when I have to chase survivors, hook them, and constantly do so through out the entire map while I'm being pressured to apply pressure when I have nothing truly to do so? Anyway just a bit outraged by this but feeling better I know what some of you think it happens, but not like this

    I've had the same problem with deathslinger too in a lot of matches. But at the same we both know that the guy doesn't have much map or gen pressure, so perk builds will help us with that to a certain extent. But in the meantime we'll have to push through and just continue on for now until something will get tweaked you know? Whether it's a major tweak or minor tweak. 🤷‍♂️

  • This thread considerably lowers my sense of humor, but it moderately increases my laughter

  • @ClickyClicky said:

    "In fact, you can still easily 4 man slug with IF without overheating. This shows that the overheat feature was completely unnecessary as it does basically nothing anyway, and it seems like a huge waste of time. I'm not even gonna go into the add-ons here."

    Exactly, it was utterly pointless and a complete waste of time. So either the devs were wrong or their stats were right and they're leaving a killer unbalanced because they're afraid of the community. Either way it's sad and just makes me doubtful for the future of balance in this game.

    I notice a lot how people say things about the devs.

    "They don't listen to the community"

    "They don't care about the community"

    "They're afraid of the community"


    I'm confused on this situation. They listened to community when they got complaints about Billy.


    They heard complaints on the overheat mechanic being to strict/restrictive and they listened to the feedback and decided to tweak it.


    Then the new add-ons (even though we can all agree they were pretty bad when they were first presented) had complaints which the devs listened to the community and gave them a rework.


    There's instances where they do listen to the community, because they can use our criticism and suggestions to improve their game and make it better. But when they make the changes some of us get antsy or just frustrated at the changes they suggested or the feedback they said (understandable depending on the situation), most of the time I understand what the community is trying to say to the devs and such. But at the same time it's really draining to see the devs not getting a win for doing what we've been saying over and over or at least trying to use our feedback and make changes to them.


    Sorry if this is a stupid thing to say or anything, but I just wanted to voice my say into this.

  • @fabeck said:

    Both of these Killers are op, you literally don't need brain power to play with them. The Doctor just spams M2 and Myer's absurd small terror radius with a power like Evil Within just makes them unfair. Especially on small maps. Please nerf them.

    I play both Survivor and Killer and they both seem fine to me. (Obviously I can't say the same for EVERYONE, because we all have our different viewpoints/experiences with different killers) but, Pallets disappear when you get too close to them, so thankfully it's not like Freddy's dream pallets where that could actually kind of mess you up. Michael is fine as long as you're running spin chill or premonition. Especially with spin chill. If it stays lit up then that's you're queue to leave and try your best to ditch the guy without trying to feed him too much evil within. (Which may be easier said than done at times)


    Plus some doctors will be focused on repeatedly getting survivors to tier 3 madness then go for downing them which should by time for getting gens done depending on the situation.


    In all honesty asking for a nerf for them would probably just cause some complaints or throw some things off for some people who might actually main them like hillbilly for example. Or probably because it was fine the way it is now. But it does make me curious on what their nerf would be if the devs actually did that.


    Sorry if this isn't something you wanted to hear dude. I don't want to sound rude or anything like that.

  • @NuclearBurrito said:

    4%ing is an example of swing. Meaning that it's RNG causing a power increase or decrease (depending on perspective). Too much swing makes balance impossible, so in general you want the effects of swing to be as low as possible.

    Where I'm going with this is that the more reward you give the Survivor for 4%ing, the less fair the mechanic is, and it's inherently unfair already.

    If anything, it would be better to given endurance ONLY for deliverance self unhooks. Because at least then it was the reward for a deterministic outcome instead of a random one.

    Ahh I see.

    Though I'm guessing I made a bad idea though from the other comments. In all honesty I never had any intention from upsetting anyone from this post. I made it and thought I was going to get comments stating why they disagree or etc. Now it just seems like I'm another entitled player making the game more toxic. It really discouraging though

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459246#Comment_1459246

    I read it, and again don’t be greedy. You just hit a 1/25 chance to unhook, in some games that can be hugely game swinging...

    Ah well thank you for reading it.

    But again I never intended on being greedy you know. I am happy with it since it's a rare thing to happen, but it was just a idea. Again I don't tend to cause any harm or upset anyone it was just a thought and I see others share ideas, so I just thought I could share some killer ideas and Survivor ideas. I am sorry if this isn't what you wanted to see dude. I can always delete the discussion if you'd like.. I just see others share their ideas for things or such, so I just wanted to take part and share some ideas too. Whether it's gameplay or just small ideas that don't impact it.

  • @NotOprah said:

    no

    Did you read the article itself? 😥

    It's not exactly what you think it might be. I'm not complaining about anything, but it's just an idea you know I don't tend to mean any harm or make anyone upset 😰

  • @APoipleTurtle said:

    I think its an issue with latency or the servers. The game is recognizing that you have met the conditions required to nab a grab and begins the grabbing animation, but then... something happens and the game simply cancels the action.

    If you're lucky enough, this will turn into a successful attack and give you something. Less lucky and nothing happens. If you're really unlucky though, your killer can get stuck in the grab animation and basically become frozen in place for a while. Thankfully I haven't seen this third scenario happen recently, so maybe they managed to fix this much of it at least.

    Ah I see, so would my best bet for me would be to not go for any grabs in the meantime until it gets sorted out someway? (I think the 3rd option happened to me before (whether it was vaulting or picking up a survivor but it could've been my own wifi dying too maybe.)

  • @Jukenobi said:

    Another killer triggered by a flashlight. 😂

    I don't think they're triggered. You and I both know that they're genuinely curious on why survivors do this tactic and he came to ask the survivor community themselves. He doesn't want to just assume that they're being toxic right off the bat, because there might be another reason why Survivors use the stun and blind tactic.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/172401/killers-with-no-counter-play

    "no counterplay" is survivor code for "I can't completely negate the killer's power without having to think, therefore the killer is broken". Play more and learn how to go against all of them before you complain more.

    You see that is something that irritates me a lot. If some survivors feel that a killer can't be countered in a way that they're normally comfortable with they say the killer is broken and ask for a nerf. And I SPECIFICALLY remember a post like that when Pyramid Head was still on the PTB. They couldn't loop him from pallets or anything and they asked for a nerf to change his ranged attack. Please try a different play style than what you're used to. As a part-time on both sides here's a tip: If spine chill stays lit up with any killer in general then that's your call to leave and hide somewhere else and stay stealthy yourself


    (Please notice the use of the word, "Some" because I'm not saying all survivors are like that)

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444203#Comment_1444203

    Ptb comes out, Killers complain Hillbilly is weak, survivors complain Leatherface is strong. Not shocked at all which one gets listened to and which one gets ignored.

    Now they finally nerf Hillbilly and not only are they caving to killer main pressure yet again and giving them their ez mode killer back, but Peanits just said addons could change too so yay for a new version of instasaw which is what Hillbilly players want deep down.

    I’m not even surprised anymore. The killer main community on here has the company wrapped around their little finger yet they act like they’re persecuted everytime they don’t get exactly what they want.

    Now you see as a part-time Survivor and Killer I do think survivors get the most out of certain things and they start thinking that they're high and mighty or at least above killers. There are some matches where I see killers just playing to play and while I'm working on a gen while the killer is chasing a Survivor I always see a Survivor drop a pallet and loop them until they break the pallet or they just blind them with a flashlight as they dropped the pallet sometimes they'll fast vault and t-bag after, and no joke: 2 or 3 gens were done in the time where a match didn't even make it to the first 5 or 10 minutes. Now it's easy to say, "that's the killer's fault then" and that's true because they could spend their time stopping us and interfere with gens progression instead of focusing on that one Survivor, but if a match just started and survivors are already spawned on 3 different gens separately and the killer runs into their first Survivor in the first few minutes and then you see 3 gens pop then for the killer it just seems like a lost cause because well, "I didn't even get my first hook and 3 gens are done now?"

    Or when they're at the exit gate they gesture and t-bag.


    Now since I play as a part-time killer I empathize with them because I know how they're feeling. Some just want to have fun playing while some Survivors just want to change that mood for them and make the match a living hell especially with t-bagging after a vault or stunning you with a pallet, and blinding you after.

    Even though the killer is supposed to have the upper hand with powers and such you feel surprisingly powerless at times even if you are pretty good at the game. Plus for some reason even if killers get that slight advantage with a buff in their powers or a buff in general, I always catch some survivors trying to get them to be nerfed in some way. Like when Pyramid Head was in the PTB Survivors couldn't loop him which caused them to ask for a nerf. I've started to noticed that whenever killers get a "win" from the developers some Survivors get upset and say, "Devs are giving into killer main pressure"


    Then if Survivors get a buff in some way some will say "get gud" in response or in their defense or something else. Now some killers would tend to say the same thing too with survivors, but not as often.


    (And note that I've been saying the word "some" a lot because I'm not trying to say that ALL killer or survivor mains are like this but some of them are to a certain degree)

  • @ClickyClicky said:

    I know I’ve been hard on the devs but you did the right thing here. Finally stood up to the loudest voices and gave Billy what he deserves.

    I’m proud of you guys. 👍🏻

    LETS CELEBERATE!!

    https://kapwi.ng/c/efnA7UGs

    What was Billy's nerf anyway?

  • @claudetterealness said:

    NOED is by far the worst perk in the game and any killer who uses it is just so bad, you shouldn't be able to win because you couldn't confirm a kill the whole match. Survivors shouldn't be punished for actually doing a good job and getting to end game - will it ever be removed or changed?

    also any killer mains who reply to this defending NOED your comment is being overlooked I don't associate with negative vibes

    As a survivor main it may suck to see NOED pop up or being made the first victim of NOED, but if you know you're still going to gain pip because you were doing gens, being altruistic, and evasive throughout the trial then you won't have too much worry about, but I would prefer to stay nearby the exit gate, instead of being made the first victim of NOED.


    As a part time killer I also get 4Ks without the aid of NOED. I only use NOED with deathslinger. For me that pair is a nice counter with survivors who prefer to stay at the exit gate to teabag repeatedly and doing gestures instead of taking their leave and ending the match when they have every chance to.

    It's like saying this, "If you don't want to leave the match and take your victory, then it seems like you want to stay here."

  • Albeit this map is like The Gideon Meat Plant 2.0 this map does work well when playing as the Doctor. You can actually track survivors well with their periodical screams and usage of static blast. I always had some form of dread when it came to getting midwich with killers that didn't have survivor tracking powers (Pig, Trapper, Demogorgon, etc.)

    I've gotten 4Ks (mostly 3Ks because I let the last survivor go *IF* they understand what I'm doing for them) on the midwich map because I played as doctor. The map isn't as bad, but it is sort of irritating when playing as other killers. Survivor wise it can be a pain to find teammates and gens at times especially when you need healing.


    So, it's not a terrible map, but it certainly isn't perfect either. For killer it just depends on who you're playing as, but if you're playing as doctor I highly recommend you use add-ons that reduce static blast cooldown. Survivor locating killers like legion and their perks also work too. Maybe huntress and deathslinger could work on that map too considering the narrow corridors and halls until survivors reach a room or something, so they can get out of your line of sight.


    For survivors put on bond or teammate locating perks like bond or bring a map item and find some gens in the meantime.


    As a whole Midwich is a map that requires some sort of locating item or perk and heavily searching locations which on the Killer side can take forever depending on what group they're playing against or what Killer you're playing as. If you want to avoid this map then you're perfectly fine with using a map offering.

  • @Hailoh said:

    Quick note. Everything I'm about to say is pretty loose theory. There's no hard evidence nor confirmation to confirm this, but I still think it's an interesting idea regardless.

    BACKGROUND INFORMATION:

    As of right now, there are eight survivor perks known as the "Lost Tapes" perks. Each of these perks includes a quote from an unknown voice, presumably a survivor. The eight perks include:

    • Dark Sense ("Take it from an old-timer: Slow down, don't rush and try not to worry so much! The best way to beat him is to know how he thinks." — Murf, The Lost Tapes)
    • Hope ("Buckle up, fuckos! Let's roll." — Nikki, The Lost Tapes)
    • Kindred ("Be kind to one another. We're all in this together." — Sujan, The Lost Tapes)
    • Lightweight ("Take it slow, he knows where you've been... just like I've always said: 'live slow and die old'" — Dylan, The Lost Tapes)
    • No One Left Behind ("... yeah, no #########. But I believe we can outsmart and overthrow him if we work together. Don't be predictable and selfish!" — Clyde, The Lost Tapes)
    • Plunderer's Instinct ("The pioneers used to loot these babies for hours." — Aizeyu, The Lost Tapes)
    • Small Game ("Nope." — Andy, The Lost Tapes)
    • Spine Chill ("There is a voice that doesn't use words. Listen.." — Sassy, The Lost Tapes)

    Overall, there are 14 neutral survivor perks. Outside of the eight already mentioned, the six other perks are:

    • Déjà vu
    • Premonition
    • Resilience
    • Slippery Meat
    • This Is Not Happening
    • We'll Make It

    So, overall, we have fourteen perks of unknown origin, and eight unknown characters that are all related in some way. That's everything we know for sure. Everything else is theory.

    THEORY:

    As of right now, there is only one way to get perks into the bloodweb outside of the neutral perks. They need to be obtained from leveling up survivors and buying their teachables. So where did the neutral perks come from then? The ones you can get from the start of the game, there's no real explanation for why they're there. It could just be passed off as gameplay reasons, but there's something else important to note. Quotes from these characters are in the descriptions of these perks, right? That's not unusual, because we've seen it before. For example, let's use We're Gonna Live Forever from David King. It's description reads:

    • "Come on then, let's 'ave it! I don't give a ######### pal." — David King

    It all makes sense. David's quote belongs on David's perk. As in, the owner of the perk would be the one to have a quote put into its description. Do you see my point?

    These neutral perks BELONG to the Lost Survivors. In theory, if they were in the game, you could buy Dark Sense off of Murf, Hope off of Nikki, etc..

    In one way or another, these survivors got their perks into the global bloodweb. They probably would have had to do this by going through their own bloodwebs up until level 30, 35, and/or 40. These were veteran survivors, at least from a canonical perspective. They were around long before our current crew of nineteen. These survivors were the first generation. We simply play a later one.

    This raises a couple more questions.

    1. What about the other six perks? Who do they belong to?
    2. Where is the first generation now?

    We can answer the first one pretty reliably, but the second one leads to a few options. Let's lead with the first question, who do the six other neutral perks belong to?

    This is pretty easy, because we get some good insight on the owners of the perks given the quotes and utility of their perks. I've made a quick description of each Lost Survivor as far as I can tell.

    • Murf: Owner of Dark Sense. Old, relaxed, and likes to be ten steps ahead of his opponent. His idea of good strategy is to get in the enemy's head. He does this by paying close attention to the killer, studying them, and acting from there.
    • Nikki: Owner of Hope. Bold, cocky, and headstrong. She bases herself off of confidence and willpower, and probably isn't afraid to put herself in a dangerous position. All she needs to do is give herself a little pick-me-up in said dangerous positions.
    • Sujan: Owner of Kindred. Empathetic, caring, and a team player. They depend on their team, but also wants to give them that extra push in the right direction to get the job done.
    • Dylan: Owner of Lightweight. Blunt, experienced, and vague. Dylan isn't afraid to slip into the shadows at a moment's notice, and is probably more interested in his own survival than that of his comrades.
    • Clyde: Owner of No One Left Behind. Heroic with a strong moral code, willing to sacrifice himself for his team, and probably the most naive of the group. Clyde is someone who values his team over himself, and makes sure that they make it out in one piece, no matter the cost.
    • Aizeyu: Owner of Plunderer's Instinct. Resourceful, knowledgeable, and a great scavenger. They use whatever is around them to get the job done, even if someone with an unskilled eye might look over it.
    • Andy: Owner of Small Game. Whether he's funny or anxious, Andy is most interested in denying the killer of their advantages.
    • Sassy: Owner of Spine Chill. Aware of her surroundings, resilient, and very accustomed to her new realm. Sassy uses her surroundings to gain information on the killer, and edges herself to push a bit harder in moments of stress.

    So, given these characters' personalities, let's start pinning some perks to them.

    • Déjà vu - (Aizeyu, Andy, or Sassy.)
    • Premonition - (Murf, Dylan, Aizeyu, or Sassy.)
    • Resilience - (Nikki or Sassy.)
    • Slippery Meat - (Dylan or Andy.)
    • This is Not Happening - (Nikki or Sassy.)
    • We'll Make It - (Sujan or Clyde)

    That still leaves us with one question, though. Where are they now? There are a few options. They could all have been wiped out in one way or another, they could still be in the entity's realm separate from the current 19, etc.. But there's one idea that I find most interesting.

    They escaped.

    Even though you wrote this theory a year ago I wanted to add a little bonus mini theory:


    Maybe the first generation of survivors (or at least this group) was possibly these survivors from the launch trailer:

    Screenshot_20200620-030340~2.png


    Screenshot_20200620-030330~2.png Screenshot_20200620-030410~2.png

    Even though it's not the same amount of survivors as there are the perks you've listed it's been said by the devs that the nurse has been in the Entity realm the longest out of all killers, maybe the trapper was here when this group of survivors came along or at least he's encountering them again. In this time.

  • @matchmakingworksfine said:

    The most optimal and easiest counter to a toxic red rank swf.

    https://us.v-cdn.net/6030815/uploads/D57BDTUWKKEK/1600676549-preview-bndwghcdno221.png

    Let the hate comments roll in

    Well if I'm bringing a Mori, then I give myself specific rules so survivors at least have a chance at winning a game.


    If a survivor unhooks another one I WILL NOT go for the recently unhooked survivor and I'll give them a chance to at least heal themselves and get something done and gain some points. I will only go after the survivor who unhooked the (now) Mori-able survivor, but if a chase goes on for longer than expected (at least 2 minutes tops) then I'll go after another and leave them be.


    If I encounter the same Mori-able survivor again then I'll hook them one more time (if they didn't go on the second phase already.) If they're on death hook for their second hook them I'll leave them on the ground so a teammate can heal them.


    If a Mori-able survivor is on death hook (like the legitmate 3rd and final hook) then they'll get Mori'd.


    If all 3 survivors are Mori'd then I'll let the last one go for free. (Even if they're the toxic one...)

    I continue the same process with everyone else.

  • @Fibijean said:

    This bug has already been reported and acknowledged - it will be fixed soon 😊

    Sorry if I'm responding late, but thank you for acknowledging this little issue! ^^


    (P.S: I just realized that the PTB isn't for console so I was a little confused on why it didn't change there, but I just realized that it'll be fixed for console soon 😅)

  • Xbox One

    North America

    This occured to me twice yesterday (Wednesday May 27th, 2020) when I was playing as a killer. The first time was when I was playing a player dropped a pallet on me and I was stuck. I could still look around and such so it didn't bother me too much Knowing I can be freed out eventually, but I couldn't look around anymore then my game froze and it kicked me out. And it said, "No Network Connection" when I was prompted on the title screen. After I logged back in the game I received a 3 Minute match making penalty. The second time I was playing another game as killer but this time I got kicked out of the game again after a few minutes in the game and I received another 3 minute matchmaking penalty.

    IMG_20200528_184439.jpg


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