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Shirokinukatsukami

Shirokinukatsukami

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Shirokinukatsukami
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  • Escaping should be the point of the game for survivors. Not mucking around in the fog gallivanting.

    It's because BHVR forgot this basic truth that the game has a messed up matchmaking an emblem system.

    Hatch is necessary from that point of view. And is a good goal to aim for in any survivor game. Removing the hatch is foolish IMO. Having the EGC trigger immediately when one survivor is left doesn't resolve the situation where 2 survivors just hide when they are losing.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981057#Comment_1981057

    I´m not sure if you actually read what i write.

    Ok, for the third time:

    EGC starts once there is only 1 survivor left. Automatically. No need for interaction with the gate or hatch or anything. Therefore no need for the hatch.

    My bad, thanks for clarifying htat.

    But I still disagree with you.

    That's a very killer-sided view of things. Especially since on many map spawns the exit gates spawn right next to each other. That is basically a no-win situation. It is impossible to escape. Again, hatch is necessary to give Survivors home, even a slim one. If you remove hatch you should fix the exit gate spawns. On some maps exit gates spawn guaranteed within 10 second walking distance of killer. It would be impossible to make a play for them.

    And this still doesn't take into consideration how the last 2 survivors can just choose to hide forever -- which is a very real problem. Hatch needs to exist to give survivors a reason to keep doing gens.

    There are many mechanical problems with balance that make the hatch necessary.

  • @panernaners said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981062#Comment_1981062

    You did though you said if hatch is removed than the EGC should be removed how is that not saying you want it removed?

    I am going to spell it out for you.

    • Tsulan says, "Remove hatch."
    • I disagree, I say "Hatch is necessary."
    • Me: "If you want to remove hatch you should also remove EGC."
    • (that is, "remove EGC" is only a condition for me if Hatch is removed.)
    • Just because I say that as a conditional to Tsulan's post, doesn't mean it's what I want. Because I do not want Tsulan's post. I do not want to remove hatch. I even said it outright. "Hatch is necessary."
    • I don't want to "remove hatch"
    • Ergo, I don't want, "If you want to remove hatch you should also remove EGC."
    • Therefore, I don't want to remove EGC.
  • @panernaners said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981047#Comment_1981047

    yes exactly what I said your being inconsistent you want it to be removed then said it shouldn't be changed so I ask again what's the deal?

    For the last time I did not say I want EGC removed.

  • Thanks just used it. Don't really need the BP but used it on Felix.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981032#Comment_1981032

    Survivors have Adrenaline. Don´t compare a perk with a game mechanic, pls.

    Why not? The two fulfill the same role. If anything NoEd should be made baseline so that killers don't need to waste a perk slot for their catchup mechanic.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981033#Comment_1981033

    Killer can only kick the gates once all gens are completed.

    What´s the point of the Hatch then? Isn´t it to give survivors a way out? Once the EGC triggers, the gates are powered. The last survivor can go for the gate. This would also buff Wake Up.

    Back at you. What's the point of EGC then?

    If you can't trigger EGC if the last survivor refuses to complete gens, then what happens?

    That's why hatch is necessary. You can't even trigger EGC if the survivor just refuses to play further because there is no point. The hatch gives him a point to keep trying. If you as killer kill 3 survivors and the hatch doesn't spawn, then how are you going to trigger EGC? Right now you trigger it by kicking the hatch closed. Remove hath, and now you have your stalemate.

    Good game Tsulan. Glad you're not on the balance team.

    Again, you don't see this becuase you are looking it purely from a killer pespective and not considering the survivor side of things.

  • @panernaners said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981033#Comment_1981033

    You just said it should be removed in so what's the deal?

    99ing the exit gates should be removed too its just kind of dumb that the EGC is completely useless at pushing out good survivors who don't open the gate.

    How about you read the thread so you know "what's the deal?"

    image.png

    Here let me help you out.

  • I don't think you understand what it means to be a perfect nurse.

    There is no defense against a perfect nurse.

    There are no perfect nurses in the game but there are some god nurse players out there who are really good. They will down a survivor consistently within 10-20 seconds of a chase starting, no matter what the map, no matter how good the survivor is. The leeway for survivors is in the spacing of the survivors. But in the actual chase the nurse dominates. And hooks are unnecessary it's a slug nurse as I said.

    A perfect nurse would be even stronger than that.

    A perfect nurse would end chases almost instantly, and perfectly find survivors each time. That's why it's a "perfect killer." Perect survivor etam could finish 3 gens in a minute with toolboxes and BNP and shroud of separation. 3 would genrush, nurse slugs 1st survivor in 10 seconds. Nurse leaves to slug 2nd survivor, 1st survivor gets up with Unbreakable to genrush. But since the nurse is perfect she wiill find and slug a survivor within 20 seconds. 3 gens at most would be done, maybe 4 with each survivor using unbreakable. The survivors would all be down before they even get the chance to do the exit gates, even on large maps.

    It's a PERFECT nurse after all.

  • @panernaners said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981021#Comment_1981021

    NOED I can understand but the endgame collapse is necessary if the hatch is closed the survivor could hide in a corner for as long as they want and waste the killers time forever it should be buffed if anything so you can't 99 gates

    Killer can kick the gate open and trigger EGC. There is no need to change anything further.

    I'm not saying to get rid of EGC. I'm just refuting Tsulan's point that hatch isn't necessary. It is. He is just looking at it strictly from a killer perspective which is why he thinks it's unnecessary.

  • Hatch is necessary to provide hope for the last survivor.

    This is even a rational embedded in the lore of the game, created by Vigo and playing into the Entity's need to feed off hope.

    And mechanically it makes sense. If a survivor team is getting stomped why should they bother to continue trying? The hatch is there as a small chance for them to escape even after getting beaten down hard.

    Killers have NoEd for the same reason. Hatch and NoEd are "catch up mechanics" to give the losing side a chance even while losing. They weren't just introduced just to prevent stalemates. Even with EGC you can still have a stalemate if the survivor just doesn't do gens. EGC doesn't trigger if you never reach endgame. Your argument has no merit.

  • Miley Cyrus.

    For the satisfaction of being able to always tunnel her as killer, or sandbag her as survivor, and see her get hooked and sacrificed screaming every game.

  • @Tsulan said:

    Easier approach: just remove the hatch.

    Problem solved.

    Only if you also remove NoEd and EGC.

    Hatch is necessary in the game.

  • @vacaman said:

    Nope, just watch any tournament. There's no 4k and most of the time it's either 3 or 4 escapes. And we are talking nurse/spirit games.

    In the very recent Japanese championships tournament there were multiple 4Ks, one of them was even done by Pig.

  • @Mineguy said:

    I'm wondering, can a perfect killer win against a perfect Team? I would say no because a good survivor can loop so perfect that the gens are completed before they get hit ones. I think when both sides would play perfect the survivor would still win.

    A perfect team has no chance against a perfect killer.

    Perfect killer would be something like a nurse using a slug strategy and one blink downing every survivor. Or a Huntress with Iri hatchet throwing hatchets across the map to one shot a survivor.

    Perfect teams can finish 3 gens in under 2 minutes.

    Perfect killer can down 4 survivors in under 2 minutes.

    You tell me who wins.

    @HollowsGrief said:

    No, no matter how good the killer is they require the survivors to make a mistake. If the survivors are perfect then they make no mistakes and thus the killer cannot exploit their mistakes, thus the killer will not win.

    Don't people ever tire of repeating this hogwash? Is there some popular streamer or influencer who keeps repeating this that it's completely brainwashed the killer population of this game?

  • @CountVampyr said:

    PGTW is only good with killers that are good enough to end chases quickly. Ruin pretty much works equally for everybody.

    While the first statement is true, the second isn't. Ruin works great with all killers but it's especially nasty with high mobility killers like Spirit and Nurse, or killers who are good at gen disruption like Doctor.

  • Killers haven't been "only using the top tier killers" for years.

    That was kind of true back in 2018ish when at red ranks most people were just using Spirit, Nurse and Billy.

    In recent memory it's very common to see lots of "low tier" killers at Rank 1 like Trapper, Wraith, Pig, Clown and Legion.

  • @Snap_Tobiyume said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976318#Comment_1976318

    From the side. The right side of the killer is easier btw

    I'm gonna have to try this.

  • @NomiNomad said:

    Well, this survivor will certainly be interesting. I don't know a damn thing about K-pop, but I imagine this inclusion will make a lot of people happy. What kind of killer would match well against a Survivor like this though?

    They're really hyping up the survivor, which they've never done before. That kinda has me worried about the quality of the killer.

    Unless that is the killer, then...

    Terrifying?

    This be the killer:

    image.png image.png


  • Did not even know you could locker blind. Killer is facing the locker so how exactly are you beaming his face?

  • @Beelzeboop said:

    That's almost as bad as the killer challenges.

    God, the killer challenges...

    They expect the killer to actually play The Nurse. Do you know how absolutely borked she is? She's about as inconsistent as Dead Hard and has a ludicrously high skill floor that absolutely nothing can prepare you for.

    Have you ever gotten all the survivors hooked or slugged at one time while running Thanatophobia? I don't think so. That's about as bad as having to do a hatch escape as the last survivor. Worse, actually.

    Nurse challenges are easy for killer newbs.

    Newbs like me can easily do Nurse challenges because we're fighting newbs who are worse at the game than we are.

    image.png


  • That's either a bug or a cheater. Either way it is not part of the normal game.

    There is no such thing as an "early hatch" by your definition, the hatch spawns when it is designed to spawn. Hatches are like wizards, they are never late nor are they early. They spawn precisely when they mean to.

  • @IWasLeft2Die said:

    https://forum.deadbydaylight.com/en/discussion/comment/1976120#Comment_1976120

    Most people have bigger issues with having a good bit of second chance perks (ds, deadhard, borrowed time,, etc), (safe and unsafe) pallets galore, also getting to see across the map (and communicate that info to your whole team in swf), flashlights with instant blinds, keys to open exit super early and always have a guaranteed open hatch.

    You may play a good bit of both but you do argue very heavily for survivors more than most players even. If you think killer is over powered let me know how rank 1 is without using any info perks, gen perks, and no one hit down killers (although most 1hit killers aren't that high tier). Guarantee you won't even pip.

    Killers have some bs but nothing you listed is among the issues (most debatable is some 1 hit kills but even that isn't very well accepted). Never heard of anyone complaining about scratch marks

    Flashlights haven't had instablinds for years (barring bugs) and there is no way to open the hatch super early.

    It's like we're not even playing the same game.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1975872#Comment_1975872

    The problem there is the fact the broken key has the same model as regular keys, which is ridiculous and should be fixed.

    It has nothing to do with the fact you can see items in the lobby.

    I said knowing the item loadout is less powerful than knowing the perks, but I still think not seeing the items would be too powerful, e.g. I don't know whether to bring Franklin's if I see 4 medkits, or whether to bring an Iri Head if I see a key.

    There are lots of killers who swap to super sweaty builds if they see a lobby full of medkits, toolboxes or flashlights. Keys aren't the only problem.

    Lobby view just encourages toxic sweaty play. You're even a living example of it, bringing Iri Heads when you see a key or bringing Franklins etc. As bm33 said it's better if we just skip the lobby altogether and just jump into the match directly.

    Killers may have needed to know the loadout 5 years ago when DBD was definitely more survivor-sided, but it's largely unnecessary today.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1974497#Comment_1974497

    yes and keys turn that around in an unfair way, there is no skill all you need is an item.

    Example in a swf on a losing game if a key was brought or found and hatch spawns usually after 1 or 2 die the other 3-2 just play stealthy until hatch is found and meet up to instantly escape and YES this is including the fact that they did 4-3 gens.

    hell the fact that it can be used in chase is unfair, like i said im fine with hatch allowing survivors to escape however the way it is implemented is completely BS and has no real counter play not even franklins because you can just drop the key.

    You already won that game.

    Is your ego so fragile that letting 1 or 2 survivors have an escape after you trounced them all game is so injurious to you?

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1975686#Comment_1975686

    In the first post he mentions that we can't see the killers add-ons but we can see survivor items.

    So I felt I needed to explain why that is a very unreasonable comparison to make.

    Well that's not the only thing you said. "Your suggestion to show the Killers add ons is NOT equivalent to seeing items."

    But regardless, it's still bad that killer get to see survivor items in lobby. It just encourages hosing gameplay and that is never good. Item like broken key + Weddng Ring for instance never see play because doing so is basically invitng a death sentence hen all you wanted was an aura-reading item.

    As you yourself have said, knowing survivor item loadout is not powerful.

    So why not just remove it?

    It just promotes sweaty gameplay and discourages survivors from using items. Items are mostly crap already as it is there's no need to give killers information on the loadout.

  • @FastestVirginia said:

    Why did you change that since new HUD? was it to powerful for survivors to see whenever the killer would pick someone up?

    It was a really well made change to the solo queue but they revert that for some reason but nobody is talking about it so i want to be given an answer from mod/dev.

    This is actually a nerf to killers.

    Killers are way more disadvantaged by it because if you are slugging this removes a lot of the info you need when doing a slug strategy.

  • @jasonccvvvv said:

    I think the next killer should be candyman because alot of movies about him and it would be a nice killer to add to dead by daylight and his powers should be to releases bees on the. Player. And one perks should be named be my vitcim and other perk should be if a player gets off the hook the killer could see and that perk should be named unhooked.

    Current Freddy is actually a lot like how I envision Candyman to work.

    Candyman should have warping powers and his bees would slow the survivor down.

  • @Yords said:

    I forgot when it would come out, but they delayed it for some reason. It was probably too much work for them.

    Sadly that is probably true.

  • @odra said:

    https://forum.deadbydaylight.com/en/discussion/comment/1975569#Comment_1975569

    actually i could still juke a bit and do gens if its some other maps but the position of gens in dawg is really near to each other

    It's still relatively easy to waste the killer's time on Dead Dawg. That's what makes the map fairly balanced and even a bit survivor-sided.

    Map is small but it's very vertical and there are many good looping and stealth/juke spots. That's why it's actually more survivor-sided than killer-sided. The only thing the map has going for it for killers is its small size. Pretty much everything else is in favor of survivors.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1975569#Comment_1975569

    If one survivor is able to do a 60+sec chase and the other ones are not complete potatoes (swf or not) then the survivor have a decent chance at getting 2 escape.

    I often play with some friend, the group usually look like 1 or 2 red (if not 2 then 1 rank 5)+ 2green or 1 green and a yellow. 80% of all killer are purple rank and as long as one of the two better survivor are able to get a 60s+ chase then we have a pretty good chance at 2 escape or more.

    It all depend on how many mistakes survivor make and if they use second chance perk in a good way.

    A 60 second chase is a huge skill gap between killer and that survivor. That or survivor got lucky and killer got unlucky with all his mindgames.

    Survivors deserve a win in either case.

    It also depends on how many mistakes the killer makes. People need to stop pretending that killers only win if survivor make mistakes.

  • @DistrictNiv said:

    Evening ladies and gentleman, hope everyone's well.

    I've been lurking on these forums since they were created, but never felt the desire to sign up or create a discussion. Well today I feel I have a reason. I've been playing for years, but in the last 12 months i've fully gone with being a killer main. In the past 3-4 months I've been consistently red rank, not that means much anyways.

    Prior to playing competent survivors and also being less skilled my self, i really used to enjoy playing Haddonfield. You win some you lose some right?

    ...wrong

    When you're playing competent survivors, this map is a word I'm not going to use out of respect for the illness. The tight structures, the safe pallets, the bushes and hedges, 2 VERY SAFE FLOORS, the easy loops, easy vaults... I could go on. I'm not here to blast survivors at all, do you what can to survive. But from a dev side, what the hell are you guys thinking?

    I had a game earlier, got in to a chase immediately hooked them BOOM 2 gens done. I'm not one to ever DC, but I just thought you know what forget this. Took the 4 minute penalty, very next game Haddonfield AGAIN. At this point I was tilted and just took the 15 minute penalty.

    At Rank 1, I don't think this map is fair for killers. Albeit i'm not the best, i'm just here for a discussion.

    Took you 4 months to realize this?

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1975655#Comment_1975655

    You'd have to be a survivor only player to think otherwise.

    Your suggestion to show the Killers add ons is NOT equivalent to seeing items. If you saw the add-ons, then you would know what Killer they are playing. This would make killers like Myers, Wraith, and Ghostface very rough to play, they depend on the element of surprise at the start of the game to get the ball rolling. Seeing their add-ons would make them almost unplayable. You should be able to find out what the Killer is fairly quickly into the trial.

    Compare this to survivors, yes you can see items, but survivors have a lot of powerful second chance perks that a Killer has to guess and play around (DS, Unbreakable, Deliverance, BT, For the people, too many to list). If you think showing items is unfair, I don't think you understand the game well enough.

    Nowhere did he suggest you should be able to see the killer's addons.

  • The entire rift and battlepass are a scam.

    Just do them when you can for extra BP. You have like 2 weeks to do each level there is no rush. And even if you didn't you can just ignore battlepass and just do the rift quests on your on time. I am still doing quests from Tome 2.

    There is nothing good on the battlepass and there is no reason to do the Rifts at all actually. I just do rift quests, leave the BP unclaimed, then use it all up when a new killer and survivor are released so I get a leg up on levelling them up. 1M BP bloodcap is lame. Rift is my way of circumventing it.

  • @MabusHades said:

    Seems this to be the most popular killer meta from my experience thats been growing and I think the reasons are obvious as to why. I really wanna know what there is that survivors can do to counter this?

    There is only one answer to all survivor problems.

    That is: Genrush.

  • @odra said:

    https://forum.deadbydaylight.com/en/discussion/230296/dead-dawg-saloon-is-a-free-4k

    actually this is true depends on gens spawn but most of killer easily get 3-4k depends on skill of killer if its purple then maybe still have chance but if you do solo and facing red ranks killer you're doomed the worst place to get hanged is if the basement outside saloon.

    That's true of almost all maps. Skilled killers will beat down survivors in general, even on Haddonfield. Especially on solo.

    Only the most skilled and coordinated survivors can run circles around killer consistently.

  • Iri Hatchet isn't toxic. Just absolutely broken and unfair.

  • @HuDawg said:

    There really needs to be some kind of dodging perk or ability to use imo

    It called Dead Match. Let's you dodge matches.

  • I will pip normaly every now and then, but I will also not pip every now and then. It's totally random. However my rank is back in purple now from green last week so I think there's improvement, either that or I'm just playing too much.

  • Have not tried burning. I'II try later. For the record I got one in the bloodweb just last week. I have a lot of locked killers.

    image.png

    I got this on nurse last week when I was doing the nurse quest in the rift. Seems they been retired. Didn't know that, I find it unusual that they still show up in bloodwebs even though they've been retired.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/230462/idea-free-trial-killers

    They actually used to have something like this! They were offerings you could get in the bloodweb to try out a couple of the licensed killers, but they got very very buggy, cluttered the bloodweb, and were retired. I'd love something like this coming back, though.

    They are still there.

  • @Anniehere said:

    Supposing someone regrets a purchase or not sure who to buy.

    Or they don't like the free killers for one reason or another.

    What about free trial for one week with at least one random killer?

    The bloodweb will not be available.

    Only loadout and a few random add-ons.

    There are shards for that in the blood web.

  • You can, as long as you don't gum up the bloodweb with your teachables. That looks bugged.

    @malloymk said:

    Yep. Also bloodwebs past level 50 are bugged. They max out at 3 perks to choose from instead of the usual 4. It's not a huge deal I suppose, but I'll have to keep on eye on things to see if it stops letting me choose perks like it has for you.

    How the hell does the bloodweb get bugged?

    First I heard of this bug. Never had a 50+ bloodweb not have 4 perks unless I got all the perks already.

  • @Pig_Is_Pog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1973831#Comment_1973831

    survivor sided? have you been smoking some walter white blue 😳

    Even otz, dowsey, oh tofu, fungoose ect put that map as the most killer sided map in dbd.

    They are wrong frankly.

    Dawg is definitely survvivor-sided. Only Nurse and Hag probably have an advantage on this map.

  • Solid disagree. I've escaped from this map many, many times. It's not as bad as you say.

    Shelter Woods is far more killer-sided map. This map at least has the saloon, which is a good place to juke the killer and or keep them busy, and many of the structures are good for survivor. It's small but because of its verticality it's pretty good for survivors.

  • @CriticalWeasel said:

    Okay here are my thoughts.

    1: The survivor might be some kind of pop star, more specifically a K-Pop singer. People have said there's Korean text. Also, Magnum Opus is when something reaches its peak art and creativity which also enforces it.

    2: The killer might have a strong emphasis on surveillance systems or has a strong correlation to them.

    3: It might not be a licenced chapter. I really don't know what other character has that outfit and hairstyle. From most of the horror movies and horror games I've seen, this might be a unique chapter.

    Feel free to add more to this.

    Where are these clues from?

  • Not to mention the UI still sucks.

  • Junk perk.

    Used to be top tier. Now its trash tier.

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