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Shirokinukatsukami

Shirokinukatsukami

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Shirokinukatsukami
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  • People already do that in the current build by stacking Open Handed and then using Kindred.

    This was supposed to fix that problem because 4 Open Handed + Kindred was really ridiculous.

  • I haven't done a daily in months. I have been ignoring them for a while now.

  • It really isn't "too strong." It's good but it's far from broken. Broken is Kindred + 4 Open Handed. Which is what his buff is supposed to fix.

  • LOL that's a ridiculous "buff" to Dead Hard.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1869727#Comment_1869727

    disagree with 3 and 4. Bubba is definitely strong enough in chase to be able to protect gens and not wait for unhooks. And Trapper can't perfectly trap hooks. Even basement is easy to dodge if you use your eyes.

    Trappers that trap the stairs are doing it wrong. The way to lock down the basement is to trap the two doors and the window.

    People still have this idea that Bubba is weak? Bubba's been overtuned since the buff and is very powerful in chases now. He ends chases quicker than pretty much any other killer on average. He's still vulnerable to good loopers who know how to take advantage of windows, but not every map has strong windows and maps mostly have crap loop spots these days. I see a lot of surivvors having trouble dealing with Bubba in red ranks. And I admit I also have trouble with him you have to really watch your positioning when facing him.

  • Dang, I was looking forward to using this perk buffed.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1869544#Comment_1869544

    If I remember correctly, I THINK We'll Make It caps your healing at 100%. I don't believe it allows you above 100%?? I could be wrong.

    If it doesn't, you could technically heal a downed survivor at 289% speed if unhook and everybody is injured/downed conditions are met, having Desperate Measures, Botany, WGLF, and WMI. But I believe WMI is the only capped healing perk?

    Someone correct me if I'm wrong.

    We'll Make It does stack with Desperate Measures, Botany and whatever else you want to stack it with.

  • People need to stop laying the blame on their opponents.

    Both killers and survivors do what they got to do. If survivors loop and killers camp or slug they are both feedback loops that feed each other. There is no point in pointing fingers just shows what a bad sport you are.

  • Eh, the killers that camp the most are by far Wraith and Leatherface.

    Hag, if you count her power being proxy camping.

  • @Kira4Evr said:

    Am I the only one that has noticed that all the male survivors are pretty tall while the females are short? I know it kind of makes sense because when it comes to humans, guys are usually taller. I started to think about this because I'm a very short guy.

    I would actually love to see a short male and a tall female as survivors 😅

    There's a reason why I mainly use female survivors -- I stealth and I need the height.

  • I already hated clown enough because it's so hard to win chases against him. Good to hear that I am never going to escape from Clown ever again.


  • @Chchchcheryl said:

    Honestly, i don't think the undying nerf is as extreme as people are saying!

    We'll find out in about 5 hours I guess, but either way, there will always be other builds!

    In reality, PH doesn't NEED gen defence perks, its just nice, as it is on most killers!

    I really isn't. Having Ruin alone is already pretty good for most killers. The point of Ruin Undying isn't to stop survivors from doing gens -- which admittedly it does do on occassion. It's to slow the game down enough for the killer to get over the opening part of the game so he can have a good chance of snowballing. Ruin is actually enough for that.

    The problem with Undying is that it is too oppressive -- it turns a lot of games where survivors might have had a fighting chance into a complete one-sided slaughter. They can't get any momentum going at all and it makes it easy for the killer to get 2-3 hooks in before a gen is even done. If the killer is not very good at map pressure and is relying on Undying/Ruin as a crutch then it is not so bad and survivors can power through it. But if the killer is actually good, knows how to defend gens and uses Ruin/Undying on top of it it's far too sweaty.

  • PH will be fine dude. The sky is not falling.

  • Not even half a year old. It's more than one and a half years old. This was back from the time when EGC first came out.

  • So you have one bad game and that's proof that a broken perk combo is fine. Fact that you wish you recorded it means it only happened once ever for you.

    I can equip Unbreakable/DS/DH and show you a video I'm dead in 1 minute. Oh, these three perks so useless and dogshit!

    For real.

  • @EvanSnowWolf said:

    People keep saying "this is a thread necro" as if this stuff isn't still relevant a year later when it absolutely, 100% is.

    LOL you are still afraid of toolboxes good sir?

    Try playing a Survivor match and bring a toolbox and see if it does you any good.

  • @Steah said:

    Kill rate is a flawed metric for determining balance for a few reasons.

    1). It doesn't take into account the skill difference between killers. Huntress/Blight/Nurse are a lot harder to play than Legion/GF/Freddy. Despite having a low kill rate nurse is still considered as top two if not the best killer in the game by a majority of people. If kill rate is all that matters shouldn't nurse be receiving some major buffs?

    2). Kill rate lacks context about how the game went. A very close, back and forth game that has 9 hooks in total can end with 3 escapes and 1 kill. A total stomp that leads to someone getting downed in the end game collapse with NOED and dying on first hook after being face camped also ends with 3 escapes and 1 kill. These two games despite having the same kill rate of 25% are not the same.

    Kill rate should stop being used in arguments and as a balance philosophy as a whole for BHVR. Doesn't go deep enough.


    For balancing I agree that's not the only thing to look at. But ask yourself when was the last time they used kill rate as the sole means of enacting balance changes to a killer? Freddy currently has the highest kill rate that we know of and for the last 2 years and he hasn't been nerfed in more than a year. The last nerf I can recall for Freddy was the jump rope nerf, which was a pretty minor nerf.

    BHVR uses a lot of things to determine what they buff and nerf. They take into consideration pick rate, kill rate, feedback from the community at the very least. Usage statistics is actually what they probably look at the most to see what needs adjusting. If something is being used by 90% of the players and it's causing problems they usually nerf it.

    Anyway, in my opinion it's thinking like yours which has led to the current mess of ranking and emblem nonsense that we have. The result is perpetually bad matchmaking. Kill rate should definitely be used for matchmaking at least.

  • @Nossy said:

    No i dont think its a bug, there is a killer perk wich do that (the one that exhaust surv on gens) and also the surv perk that dont explode gens when they fail a skillcheck.

    Edit : Dragons grip do that too i juste remember

    No it's not Dragon's Grip. That one makes you scream and you become Exposed.

    This one you just come up to a gen and you act like it explodes but nothing else happens.

  • Why would you need Graphics settings on a console?

    Brightness slider should never be in a game that is about hiding in dark places. But then again the game hasn't been about hiding in shadows for a long time.

  • The ones that gave me the most headache were:

    * Stun killer 4 times in one match

    * The PGTW 8x challenge

    * Repair 3 gens in 1 trial.

  • @herrik666 said:

    The "escape through hatch" ones are always problematic too, so many keys!

    I get that one without bringing keys. I haven't brought a key into a game for ages. Except the time I accidentally did when I forgot to unequip the key I escaped with from the previous game.


  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866212#Comment_1866212

    If you say so? :) I've never found a DS stun any more inconvenient than a Pallet stun and nobody has brought up squat on me for taking one.

    And like DS, Palette stuns can win you the chase or in some situations the game. Again, if the survivor is good enough to loop you palettes and DS are very powerful tools that amplify his time-wasting ability.

    I don't see why you are belittling the palette stun? Palettes are survivors' strongest weapon in this game. It's what wins games for survivors.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866335#Comment_1866335

    That sounds like code for "Walk away and find a different Survivor".

    Most of my time on Gideon as a Survivor is finding a hole to drop down, walking away in a random direction to not leave scratch marks, and hope the Killer picked the wrong way to check.

    That doesn't change that that room has one of the best loop still in the game. It is one of the very few safe palletes that hasn't been removed. What made this loop even worse, is that after it's played out, you can run to the hole, jump down the toilet, and then go out to the basement area where there are two more safe palettes.

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866289#Comment_1866289

    BBQ has real and safe (consistent) way to be countered - Lockers or even some perks such as Distortion and Sole Survivor (they are weak af, but nevertheless).

    I am going by the OP's definition. It's not "countered" it's "mitigated."

    Going into lockers is not a counter to BBQ .You are still wasting time you could be using gens running away from a gen and hiding. That is not a counter. That is "mitigation." If you want to talk about Distortion and SS let's talk about Pink Mori. Pink Mori 100% counters DS/Unbreakable.

  • @Moxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866289#Comment_1866289

    Your bias is showing, thus everything you say holds virtually no value. You are a very small minority that believes there is no problem with DS/Unbreakable. Thankfully, most people have the mental capacity to see both sides and understand that there is a problem with these perks.

    Even the Dev's have acknowledged it, they just do not know how to fix it yet. So you disagree with both the Devs and majority of the community? Just want to clarify.

    Your bias is showing. I didn't even say DS/Unbreakable isn't a problem.

    Your bias put words in my mouth.

    For the record I don't care if they nerf DS. I don't even use DS. They can totally remove it from the game and it wouldn't affect me, other than my potato teammates who have used it as a crutch get killed faster.

  • I love Fixated. Finally it's getting a buff. I also hope Lucky Break gets buffed soon.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866228#Comment_1866228

    I agree that the SWF/solo gap needs to be reduced and that queue times for survivor are terrible at the moment, but the answer to that is not buffing killer. We need to buff solo queue. If we buff killer from here, solo queue just becomes an automatic L and no one is happy. We also need to at the very least add an expected queue time to the main menu so that people who don't care can proactively pick the shorter queue. Better yet would be BP incentives. I have a great time playing killer, now more than ever. It's just an inherently more stressful role and people can easily get triggered by doing poorly in match or by the post-game chat. And then they come to the forum to complain about toxic SWF instead of just closing the chat and trying to evaluate how they might have played differently to improve the result, as is tradition.

    As for hook suicides and the like, these are going to be a factor, but things like AFK de-pipping Wraiths or farming killers are also going to push things in the other direction. There is almost no chance that the combination of these effects are enough to make a survivor-sided game seem killer-sided. Maybe 68% would prove a bit inflated or a bit deflated if these effects where adjusted for, but it's not going drop the kill rate like 25% or something.

    Undying is far from the only meta perk that's been added for killers since the last survivor meta perk (Dead Hard, July 2017) was added. Pop and BBQ are meta. Infectious Fright is meta on a few killers, namely Plague and Oni. Corrupt Intervention is meta on slow starting killers like Trapper and Hag. Undying and New Tinkerer were just added a few months back and both will very likely still be meta on high mobility killers like Blight even after the upcoming nerf. Nemesis was meta on Bubba for a while. Discordance is meta on Legion and is strong on many killers. Spirit Fury was the basic M1 killer meta (along with Enduring) for quite a while, and it still gets a decent amount of use today. Undying wasn't a "hey killers, here's your new meta perk since we've ignored you for years!" It was more of a "hey killers, here's another meta perk...oh crap, actually, that might have been a bit too strong". It's the same thing that happened to MoM, except Undying is still very good and MoM is meme tier.

    Survivor meta perks haven't even just stayed the same; they've gotten weaker. DS has been nerfed three times since launch, and while I agree it still needs another nerf (it pisses me off enough as killer that I don't run it as survivor), it's certainly weaker than it was and it's somewhat counterable. Sprint Burst and Dead Hard have both effectively been nerfed from their initial states due to the exhaustion change that prevents you from recovering from exhaustion while sprinting. These have all been good changes, but we can't ignore them when complaining about one-sided nerfs.

    Hillbilly's nerf was basically just an add-on pass, since overheating is usually not relevant when playing normally. As a result, Billy's still an above average killer. I've only had issues with overheating when running engravings personally. Nurse's change was a clear nerf, but she's still nearly universally recognized as a top 2 killer in the game. Seems to me like a very justified nerf. If we're bring these up, though, we can't discount Freddy, Doctor, and Bubba's transformative buffs with a "but they were weak before" argument. Yes, they were. And Billy and Nurse were both extremely strong. Now that the dust has settled, all five of those killers are pretty strong, and less extreme outliers in terms of strength than before. Freddy is still a bit of an outlier (highest kill rate in the game), but he's not as overwhelming as old Nurse was.

    The killer and survivor community are both whiny as hell. The difference is that survivors usually whine in the post game chat and killers usually whine on the forum.

    The current kill rate suggests there is no need for an early game mechanic to make life easier for killers. The generators clearly aren't going fast enough to allow even a middling amount of survivors to escape.

    The fact that the kill rate has been consistently strong since at least year also suggests that killers are not being nerfed over time relative to survivors.

    Not just that. Back in 2018 the kill rate was something like 60%. Now it's something like 70%. The game has objectively gotten better for killers from a balance standpoint.

    Killers have had more than enough buffs over the last two years and it's still not enough. Something needs to be done though, it's extremely perplexing that we have less killers now that it's easier for killers to win, compared to 2 years ago when things were harder for killers, yet we didn't have enough survivors and killer queues were 10-30 minutes.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866207#Comment_1866207

    it's undeniable that the game has progressed from 2016-2017 hell. but it's taken many steps back as well.

    the kill rate is the major reason why behaviour justifies stupid decisions, and it doesn't represent the actual games. it's a known fact the average survivor is not sufficiently good to beat a killer, and many factors such as bad rng, swf solo gap (which is still huge), overpowered addons, suiciding, etc affect the stats. besides, if every killer was happy about getting nearly 3 kills every game then we wouldn't have increasing queue times for survivors. the problem isn't the kills, it's the enjoyment.

    let's see about the perks. the survivor meta perks have stayed mostly same because there is nothing else that can be added which will not be even more overpowered. it's insane some people still think old MoM was fine, and old MoM is what you get when you introduce something even more powerful than decisive strike. decisive strike nerfs and rework have clearly not been enough given that it is used almost all matches (in my experience) and is one of the best survivor perks, if not the best.

    here's the thing: undying was introduced a few months ago, and then nerfed a few months later. the survivor meta perks have stayed meta for years. this makes the community think that undying was an excuse for behaviour to say "we've added a meta perk for killers" and then nerfed it shortly after.

    you're also not counting the hillbilly and nurse nerfs. these two killers were the most popular killers and they were made boring. fact is hillbilly didn't need a nerf, and nurse may have did but she's still bugged which behaviour doesn't intend to fix and boring.

    the cannibal and doctor reworks are a step forward, but it was excepted because they were the most useless killers in the game. the recent trapper QoL change and pathetic wraith buff doesn't even address any of their prominent issues at all. freddy was reworked and now we know he's going to be nerfed.

    last thing i want to point out, the devs have not presented any news about early game warm-up and actively ignore it. in blunt terms they've scrapped it for some reason. one of the biggest issues with playing killer is how fast the generators are finished by first hook and they've refused to fix it.

    after all this time it's not shocking that despite the rebalancing, the killer community doesn't want to tolerate these extremely slow patches of taking a step forward and then two steps back.

    You mentioned that you were basing your opinion on your personal experience.

    And that is the thing. All you are talking about is from your personal experience where killer is weak. But in truth Killer is not weak and killers dominate the game in general. You can downplay the 70% kill rate at red ranks all you want but the kill rate is 70% for a reason at the highest level of play. And you yourself acknowledged the average survivor can't beat the average killer.

    The game is in a good place for killers. And has been for a long time now. "Survivor hasn't been significantly screwed over?" You'd have to be a dedicated biased killer main who never touched survivor to say that.

    But I do agree with you that the problem "isn't the kills. It's the enjoyment." Like I said, killers have gotten bored of the game and moved on. That's because killers can get burned out of this game a lot easier than survivors, whether they are winning or losing.

    But that's the thing. You cannot nerf survivors or claim they are underpowered because killers are, objectively, empirically and factually, winning a lot more than losing. Killers are in a strong position. Whether the killer experience is actually good or not is another matter. Obviously it isn't, because we don't have enough killers playing.

    And that isn't something you can solve by buffing killers and nerfing survivors. The game is a lot more killer-sided than it used to be two years ago, and two years ago we had a huge glut of killers and not enough survivors.

  • Most of us with thousands of hours in the game already P3's everyone we wanted. A long time ago.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866274#Comment_1866274

    What's the counter then? And don't say slugging. Thats mitigation. And only if they don't have unbreakable. If they have unbreakable its complete invincibility with no counterplay.

    Okay I won't. A lot of killer perks aren't "counterable" either they can only be mitigated. They don't get touched either because they don't need to be. BBQ cannot be countered as you say only "mitigated" as you say. And its been that way for a lot longer than current DS.

    DS and Unbreakable isn't invincible, what kind of silly argument is that. If DS+Unbreakable were invincible we'd have a 100% survivor escape rate.

  • LOL well it won't take quite that long. You should have at least one survivor with Iron Will 3 by 100 hours of play tops. 2000 hours is the realm where you have 8 survivors at P3 with all perks unlocked.

  • DS is not uncounterable neither is it unchanged.

  • @lagosta said:

    Cleanse totems doesn't either.

    Or opening chests.

    I guess "mending" yourself doesn't take skill!

  • Hoo boy, you have a long grind ahead of you sir. I wish you luck.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865744#Comment_1865744

    I will sit and work on a gen while watch you run around a loop.

    You'd be surprised at how many survivors won't!

    Sincerely, Bond-using Survivor Main.

  • @Junylar said:

    They haven't said anything about it, but I might have an idea why exactly DS stays unchanged. It's because it's just hard to use. I have 400 hours in the game and still can't consistently hit that skillcheck. And there is nothing more frustrating in the game than missing DS while the gates are open. So this perk is like a Nurse of survivor perks: it's strong, but will take a lot of time learning and failing miserably before you can get full value out of it. This is probably the reason behind the perk not being nerfed as well: the numbers show that survivors who run DS die with the same rate as those without it just because there are a lot of new players who miss that goddamned skillcheck.

    This also shows that the perk is not really just an untitunneling perk, since you can easily be tunneled and if you miss that skillcheck you won't be saved from it. It's a skill-based perk that can be abused by highly skilled players, but it can't even be used in the basic way by those who are not skilled enough.

    Understanding this fact can lead to a good way of changing it into a better perk, by making it a truly anti-tunneling perk. Add all those nerfs kiilers demand, like expiration on interaction with anything or anyone and expiration on hooking of another survivor, but also remove the skillcheck: make it auto-success or just "press action button" kind of perk. That way it will be fair and more accessible to all players who can't hit the skillcheck all the times. I think most players would agree on this buff-nerf kind of change.

    I'm sorry dude.

    If you can't hit a DS skill check after 400 hours that's just bad.

    The difficulty of such a simple mechanic isn't even remotely close to how hard it is to get good at Nurse. And I should also point out that Nurse got nerfed and she was already hard to use, and they made it even harder.

  • I don't need rewards to play the game. Playing the game is its own reward.

    Long time players already have the awesome legacy skins for the starting survivors.

    The only reward I'm even remotely interested in is getting survivors and killer I still haven't unlocked unlocked for me -- I think I still have 4 survivors locked (even if I already got all their perks) and about 10 killer (I don't play killer as much).

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/218538/should-you-run-ds-in-solo-que

    I play Solo Survivor and I don't run DS at all, zero, nada, etc. I'm currently a Rank-4 Survivor (lowest I've managed so far). I don't run DS because I don't think it is a good Perk, not because I think it cheats the Killer. Running with DS is like running with NOED, i.e. you are one Perk down the entire match unless you get tunneled. Even if you do get tunneled, the Killer might just slug you and count (what I do as a Killer) or take the stun if early in the match and get rid of it and still run you down (what I also sometimes do). Only inexperienced Killers let DS screw them over in the last third of the match. As long as the Killer absorbs it early, doesn't tunnel, or simply knows how to be patient, he/she can shut down ALL value that Perk provides with no real problem. In short, I've never gotten a good return on that Perk, so I don't run it.

    So, I've managed to break into the Red Ranks without it, barely. I haven't found I spend anymore time being tunneled because of it.

    Taking DS early is not a "counter" to DS. You still ate it. If the survivor was a good one and can loop you around for a long time, by the time you took the DS and downed him again 2-3 gens would be done. You tunneled that one survivor but you already lost basically. DS wins games if it can stop you from exerting pressure on the three other survivors.

  • @AvisDeene said:

    Nope, I will dodge all lobbies that have two or more toolboxes.

    I will keep dodging lobbies until survivor stop dcing at the start of a match when they see it’s a killer they don’t like or when they stop dcing because I downed them first.

    Why are you afraid of toolboxes? Toolboxes got nerfed a long tie ago.


    Wait a minute. This is a thread necro.


  • @Carlosylu said:

    I thought queue times were fixed the day of the update, but yesterday it all went back, 10+ mins waiting as survivor and less than 1 min for killer.

    As a Rank 1 killer and Rank 2 survivor I politely ask you NOT TO LOBBY DODGE, you need to learn to play against everyone, and don't come to me with your:

    "WoUlDn'T yOu dOdGe A LoBbY whErE...?"

    The answer is NO, I don't dodge lobbies, the only justifiable reasons to lobby dodge is Ping and knowing a guy in the game that you have played against and you know he is a toxic player or a DCer, any other reasons are just lame excuses...

    In game DCing is another issue, don't get lost from the thread please... Not getting a good map, matchmaking problems and bugs are not part of this thread.

    Edit:

    I'm not trying to force people not to dodge, I'm just politely asking for people to avoid as much as they can lobby dodging, people dodge out of the dumbest things nowdays like "I don't like facing Davids" or "Matchmaking is broken, if I see 2 toolboxes they must be red ranks". I'm not talking about in game DCing, but about actual lobby dodging, it's not wrong to dodge a lobby every now and then, but not 5/6 games until you get to play aginst no SWF Dwights with no items, hehehe. Get my point?

    They hould just remove killer lobby view so dodging stops becoming an issue. Once keys are nerfed killers don't even need to see the lobby anymore. The main reason killers needed the lobby view was to prepare against whatever survivors were bringing in. Today that isn't as big an issue since flashlights were already nerfed and keys soon will be.

  • @Pipefish said:

    So I am playing survivor with some friends at night and it takes forever for us to find a match.

    It couldn't be because Pop got nerfed to 40 seconds. It couldn't be the massive nerf of Undying. It couldn't be the removal of the Mori. It couldn't be survivors using keys and decisive strike/unbreakable.

    In all seriousness this game lacks killer players. Rather than try to get new killer players in they instead scare old players away. I hope they will shift to some killer sided updates soon but this games history says otherwise.

    Side Note: I agree that in the higher levels of play this game is clearly killer sided. I am referring more to the casual level killer who doesn't have time to grind the 1000's of hours necessary to "get good"

    I think killers have largely moved on from the game. Not necessarily because of nerfs to killer. They probably just got bored and found something else to do.

    Killer survived much worse nerfs and the killer population was solid even after the first Ruin nerf, which was a lot worse than the current Ruin/Undying meta, and also survived the massive nurse nerf.

    As someone else pointed out. Survivor has more longevity in the game simply because a.) you can play with friends -- which contributes a lot to a game's longevity -- and b.) survivor in general is not as stressful as playing killer. Survivor can be just as frustrating, but it's less stressful because you are 4v1. Killer needs to shoulder a much heavier pressure than any survivor simply because the game is asymmetric. The game is already 5 years old there are many killers that have already moved on.

    2 years ago the game was a lot harder for killer but we had tons of players doing Spirit and Nurse around the clock. These players have already grown up and moved on to other things. Spirit hasn't been touched since her rework when there were tons of her running all round the place and there was no killer shortage. Survivor hasn't really gotten any stronger since then -- the same perks are still used and untouched since that time -- and arguably got weaker because some perks were nerfed and the maps have been totally redone.

    People have just moved on from the game. And it's a lot easier to get burned out playing killer than it is playing survivor.

  • @CLB198 said:

    Aim at a location and throw when they cross it

    Problem is if the survivor zips and doesn't cross that location. It'll work against predictable survivors but not against those that like to mindgame the dodge. There is no substitute for learning how to flick.

  • @Liqhtninq said:

    Yeah I think it was the current ruin undying what made it so hard paired with tinkerer, not tinkerer itself. Thanks for all the advice.

    The Undying/Ruin thing is definitely the problem. Freddy with Tinkerer isn't that oppressive, it's much the same as Freddy using Surveillance in the same build. In fact Surveillance is arguably better in that build.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866139#Comment_1866139

    I disagree. If a specific killer is giving you issues running a perk that helps you against that killer is certainly worth considering.

    Oh definitely. Back when Spirit was a huge problem I got into the habit of using Iron Will. You definitely need to shore up your weak points in the game. Having a specific perk loadout is part of that. Sure, you may not even run into the problematic killer or survivor matchup, but perks are part of the game strategy.

    That said the actual advice given wasn't really helpful. Didn't even mention what perk to use and how to use it to keep tabs on Freddie.

  • @HarlowXRaven said:

    No, it's useless maybe adds a few seconds to your life but it doesn't cheat the killer though it is more like prolonging your life for a few seconds. Maybe try to instead do SWF or try being stealthy when I play solo queue the killer can't find me unless they have bbq or they are camping and I go for saves. Usually, I just walk away from areas is how I do it if your new you may need to learn how to walk away instead of run. If you are not new and just need help to prolong chases try getting megs perks.

    DS is often the difference between escape and getting killed, especially in endgame struggles.

    If you are not good at looping or winning chases I can see how it feels like it only adds a few seconds to your life. But in the hands of someone who knows what he's doing a single DS can add 30 seconds or more to the chase, or even just make the killer give up entirely or even cause the killer to lose altoegther.

    DS is not as powerful or problematic as a lot of people like to pretend, but at the same time let's not belittle or downplay its power and importance.

  • @2LuvRias said:

    I don't want to run it because to me it feels like I'm cheating the Killer out of a kill. And I care about the other sides fun. However If my chases go even slightly well the Killer then tunnels me out of the game. And I'd really like to reach rank 1 before the season ends. Keep in mind I'm solo que, do no bail out from my friends flashlight.

    It's not cheating the killer out of a kill anymore than BBQ is cheating a survivor out of staying hidden.

    You do what you got to do.

    DS significantly improves your chances of surviving especially in solo Q where you can't rely on your teammates to do safe hook saves. But ultimately it's up to you.

    I never run DS unless I'm doing a Stun Quest in the Tome. I just don't like to and there are better more fun options to use. I'm a Rank 1 Solo Q Survivor so you do not need DS to even get to Rank 1 (which is pathetically easy even on Solo Q if you've been playing the game for any decent amount of time).

  • @Withered8 said:

    At least haddonfield doesn't gave thousands of god and boring pallets to play on both sides, unlike the game. Glad they are addressing that map first. They will get to haddonfield although I'm imagining that they are gonna have to do a bigger rework with that map so they are taking more time with that, where as the previous maps were far easier to rework.

    Most of the other maps just have one problematic loop or area that needs to be fixed. So they're easier to rework, then just give them a graphical facelift. Haddonfield is problematic for killers due to its basic design. It's one of the bigger maps with lots of houses that have second floors where the generators usually are. It's very hard to patrol, lots of things block your visibility and there are lots of windows everywhere and survivors can easily sneak into houses to lose you. Then you have that powerful basement loop which they still haven't fixed, even with the breakable door added to one end.

    Further, the map is easy for survivors to navigate, unlike a map like The Game or Lery's. Basically nothing but upsides for survivors and downsides for killer.

    The entire map basically needs to be redesigned.

  • Probably Urban Evasion.

    Not that I don't still use it sometimes. I love Urban Evasion. Its just that there are a lot of other perks to work with these days that are fun to use (not necessarily strong) compared to when I started out. I used to have Urban Evasion in every build but now that I have more perks to play with often a perk concept won't have space for it and it's bumped off by Iron Will, which is a much more important perk to include.

    I still regret whenever I go up against a Hag, though.

  • @Speshul_Kitten said:

    Yeah haven’t you heard, they want to get all the breakable walls on Haddonfield perfect first.

    That way when you spend your time breaking all the infinites around houses and fences, you’ll only lose 2-3 gens at the least.

    There are no infinites on Haddonfield. Didn't you get the memo? You're like the OP, apparently unaware that BL was nerfed a long time ago.

    @QwQw said:

    Why even rework it at all? Knowing the devs, all they're gonna do is make it dark and add breakable walls. Autohaven and MacMillan are living proof.

    You mean make it bright and add breakable walls. What maps have been made darker? Autohaven and especially MacMillan are significantly brighter than they used to be. As are all the maps. Haddonfield already got a tile rework that makes the dirt look like white cement and it's been made significantly brighter than how it used to be 3 years ago.

    Pretty sure making more houses enterable would make the map harder for killers.

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