Avatar

Sinner5Gonn4Sin

Sinner5Gonn4Sin

About

Username
Sinner5Gonn4Sin
Joined
Visits
309
Last Active

Comments

  • @PigNRun said:

    It should at the very least not trigger from being grabbed from generators, totems or lockers.

    I agree for the locker grabs, not gens or totems tho. You can still lunge towards them and slug right after, so it shouldn't be so free either.


    I think ds is fine but that it should be affected by enduring since its only 50% now. This and head on stun.

    That would render one of the best killerperks combo ( Enduring/Spirit Fury ) even stronger, and pretty much make both of those perks useless. 3 seconds stun into 1.5 is miserable, DS would still be a thing but wouldn't really serve its original purpose since a 2.5 stun is not really enough to make distance.


  • @Evra said:

    If NoEd gets removed, Adrenaline needs to get removed as well. They both have the same activation condition. The differences being: NoEd can be permanently cleansed. NoED can be cleansed before it ever activates, making it a useless perk slot. Adrenaline activates under the same conditions as NoED, but still activates even if already exhausted. Heals survivors a full health state, wakes them up if asleep, boosts speed greatly. Cannot be cleansed by destroying a totem.

    If you see the killer has NoED, go break the totem. If you suspect the killer is running NoED, break all the totems on the map. He loses a perk for the rest of the game.

    With all the second chance perks survivors have, I don't understand why you are complaining about NoED. Adrenaline, Borrowed Time, Unbreakable, Decisive Strike, Dead Hard, the list goes on.

    First of all, noone talked about removing NOED and BHVR won't even consider this as a possibility.

    Then, you only see the things that goes around your vision of the perks. While Adrenaline just helps you insure a win, it doesn't in any shape or form help you snowball the game nor does it help you working toward you primary objective other than escaping alive.

    On the other end, NOED rewards you with an instadown and a neverending boost of speed, unless/until the totem get cleansed. It renders you at a speed that completely denies the most common loops.

    While they activate at the same, that's the only similarity they share, NOED counters Adrenaline, it also makes you stronger when you are already about to lose the game, and can turn a game by itself. Adrenaline only allows you to play agressive toward the end of the game, or function as a trump card if you are currently in a chase.

    NOED is one of those inconstitent perks, with obvious weaknesses, but at the same time that can solocarry a game. That's the problem people have with this perk.

    Don't forget it's also a deliverence without the need to unhook someone, and that doesn't leave you broken.

    You w0t?

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017658#Comment_1017658

    ######### are you talking about.

    Corrupt doesnt buy you time, only space, can easily backfire.

    PGTW is strong but nothing OP, doesnt work early game, works only on 1 gen at a time.

    Dying Light is garbage, doesnt work early or even mid game.

    Thanatofobia doesnt do ######### compared to Ruin, doesnt work early game, needs certain killer powers/perks to make it even usable

    Okay bud. Breath in ... Now breath out.

    I've already been explaining what I meant with those perks, and my true inside thinking about the generators. My original post was already me being sarcastic, because a 4' match doesn't really happen in real life while on paper it looks possible.

    As for Corrupt, I've been using it for the past 6 month, it only "backfired" maybe 7 or 8 times on more than 300 killer games, ######### spawns happen but they look rather uncommon to say the least from my personal experience.

  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017658#Comment_1017658

    Corrupt: Doesn't actually slow anything, just restricts the play area.

    PGTW: Reliant on getting a hook, reliant on getting to a gen before it finishes. It's the best slowdown perk but does nothing sometimes, and is only against one gen when 3+ could be active on the map.

    Thana: meme, requires all 4 to be injured to even be felt.

    DL: Before 4 stacks is really ineffective and by the time you have that, most gens are gonna be done.

    If gens weren't done in 4 minutes you might have a point, but right now the game just has the inherent flaw on being over way too fast.

    Corrupt : Restricting the playfield is actually underrated, it kind of fixes the issues about maps being too big for killers that doesn't have mobility and usually automatically pre-setup a 3gen situation.

    PGTW : If you're unable to get a hook and make use of the perk in a 60 second window, I'm sorry man but that's on you. I remember a game as survivor where I got my gen popped 5 times in a row before I simply left the game ( Shame on me but I couldn't handle seeing my team do nothing productive at red ranks and litteraly let the killer do that )

    Thana : I kinda share your opinion on this one, as a single perk, it's kinda meh. But it has a lot of synergy with other perks and also slow down every actions wich isn't that bad.

    DL : Kinda like new Ruin, to make proper use of it, you need to juggle your survivors effectively.

    I do agree that gens are messed up in the end, they really need some tweaks about the time it takes for survivors to complete them, and for base regression rate, small tweaks from here and there would make it feel more balanced on the long run.

    But if you know how and when to snowball as a killer, choose your hooks more carefully, they are still long enough for you to get a 4K nonetheless, so doing bones in the meantime isn't as easy as you might think it is.

  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017540#Comment_1017540

    Well not really there aren't. There used to be, Ruin, but that's gone now so rip.

    Mh. Corrupt Intervention, PGTW for the best ones, but you still have Thanatophobia and Dying Light.

    Also Unbreakable is a one time use, so while it's a counter if you get slugged one time, once it's used, it's basically nonexistent.

  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017247#Comment_1017247

    Are talking about slugging 4 survs, cause that would take longer and there's direct counters to it both in the form of perks and just in picking people up. If we're talking about 3 hooking all 4 survivors, there's no way to accomplish that in sub 4 minutes, even doing the equivalent of 2 kills (6 hooks) would take longer with 30s chases, which is the chase timer killers should be aiming for.

    Just slugging, as doing gens is also only one part ( eventhough it's the biggest one ) of survivors' objective. 3 hooking everyone is just one painful ( for the killer ) way to do things, you clearly have other options. And as there are perks to counter slugging, there are perks to counter genrush.

  • @Lucama said:

    Game can literally be over in sub 4 minutes (without toolboxes0 so long as survivors aren't afraid of generators, what do you mean you don't have enough time to cleanse totems? You have all the time in the world.

    If we be talking about optimum events for one side, I'll gladly remind you that it would take even less time to down 4 survivors, but in an actual game, that doesn't work this way.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015203#Comment_1015203

    True, but that's why there were escalating penalties. First time was like a minute? If you get bugs glitches and exploits that often, you might want to either update your computer, or play something else.

    And yeah I can understand that sometimes hits are bullshit, with dedicated servers, but they've always been bullshit, it's nothing new. Disconnecting because of that means you need to grow a thicker skin, or again, play something else. It's part of the game, it sucks, but as you pointed out, it's not a competitive game, so why should one person disconnecting because they're not having fun for some reason or another penalize the other 4 people playing in the same match, thus ruining THEIR fun?

    Each factor I listed are not to be taken apart from each other since the DC penalty wouldn't make a difference, but believe it or not bugs are a common occurence that takes its roots from the coding of the game, not from the client itself. Not being able to blind Hag, being chain burned as Wraith, lunge of Spirit and Wraith being broken, I could keep up all day.

    It doesn't make sense when you take it from afar, ruining everybody's fun for bullshit that happened to you, but that can trigger a strong emotionnal response that you can't even blame on yourself, you got tricked by the game itself, so "f**k this game". I personally almost never DCed knowing that Dedicated Servers were still a work in progress, but I can understand why people would do that, as long as they don't queue up like 5 seconds later. But come on, 6 hours ban ? On a casual game ?

    Real talk, I recently got burned out of the game, when you are in a tense match and you still manage to measure almost every single aspect of your gameplay but the game comes up with a different outcome than what you assumed because you simply got robbed by latency/bugs ( Talking from both perspectives, but mostly from survivor's side at this point ) makes me question myself about the time I spent learning the game, and it's something I don't want to feel about a game anymore.

  • @Marcavecunc said:

    Wish they'd bring back the penalties.. Wonder if they ever will. I had three or four games in a row with super early game disconnects the other day. Ranges from "Oh, I went down first, let me disconnect" to "Oh the gates are open and I'm going on my final hook, let me disconnect"

    Literally is no reason for actions like that.

    Heck, one thing they could do, if someone disconnects, leave the body in the game. Just a husk. You can hit/down/sacrifice it. Don't make the body disappear entirely. (So basically, treat the disconnected player's body as an AFK player, with crows and all)

    They shouldn't, but they will probably do it anyway. Why you may ask ?

    1) Split off between perspectives. Ranging from dedicated grabs to dedicated hits.

    2) Glitches, exploits and bugs that prevent you from playing the game. I clearly don't know why you would stay in a game where you got stuck inside a pallet or an obstacle, or things like the Cursed Cabin exploit, basement bug to name but a few.

    3) Balancing issues. Whilst it's clearly a mess to balance out an asymetrical game, there are obvious issues that have not been adressed to this date. Gen issues, Infinites, Bloodlust, Maps in general, and so forth.

    At the end of the day you can't see Dead by Daylight as a competitive game whatsoever thus you shouldn't penalise people that only take the fun factor into consideration. It's a casual game with its flaws, and while it remains so, the DC penalty is clearly overkill especially when survivors can avoid it pretty easily.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/996468#Comment_996468

    Atleast it would have to be paired with something to demolish newer players (While also being another hex)

    But i could agree that 15% is a tad too much.

    Even without it, Rank 20s tend to blow up gens like crazy because the QTE mechanic, while not hard when you get used to it, is pretty complicated when you need to look for the killer from differents angles at the same time. People just buying the game shouldn't be losing to Hags thanks to Ruin only, that's my point.

    Even at higher rank, what if the killer is coming to you/trying to snipe you, would you rather apply half a PGTW by yourself to your own gen thanks to RNG only or take a hit ?

    If you come up with an equivalent side effect that has nothing to do with RNG, I would definitively rather that version over the one they are currently experimenting.

  • Pair it with Lullaby and it will demolish newer players, the reason it got nerfed in the first place or nevermind scratch what I just said. Even without Lullaby it would destroy them. It's a freaking perk, it shouldn't assure you a win, and that at any rank.

    I would still rate it 5/10 because the first effect paired with another smaller one would actually be a better compromise.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/993240#Comment_993240

    Nothing stops you from lagswitching on dedicated servers. Hit detection is still clientside.

    Nothing stops you but they will get data about you losing connection and magically win the game right after that. We know hit detection is still clientside, that's ( one of ) the main issue of dedicated servers, the game is coded to be P2P hosted by the killer.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/993351#Comment_993351

    there is no skill about it, not saying anyone is bad, it's just once you understand you can hit them from the side 100% of the time, it makes that entire "hook tech" nonsense useless, just a free hit or down for the killer. You can do that at any rank, just takes like 30 seconds to watch a video and you can do it everytime, done, easy fix.

    https://forum.deadbydaylight.com/en/discussion/comment/993393#Comment_993393

    Yeah, but once it happens once just look up a video on how to hit someone or go into a custom game and mess with it for like 60 seconds, and you can never be hook tech'd again as any killer. Like I get it's a stupid thing that should be removed, if only because it's making survivors kill themselves and killers who haven't had to work around it before miss a bunch- but once you know you can hit them from the side it becomes useless.

    Seriously:

    -Approach either side of hook, get as close as possible

    -Swing while aiming slightly towards the hook but not entirely

    -Hit with every survivor, every time. I have only missed doing this like, one time, because I hit the hook itself by accident.

    I meant for the basement bug, I actually have no problem about the "hook tech" whatsoever.

  • @Infinity_Bored said:

    It is unfun and frustrating if it happens to you when you play killer.

    Remember how killers were insulted and reported when they "abused" the basement hook bug?

    Devs fixed that bug with a hotfix. Why? Because it was frustrating and unfun for survivors.

    It wasn't actually frustrating and unfun, it was totally preventing you from playing the game.

  • @ABannedCat said:

    Or mabye drop this entire dedicated servers crap, and go back to the P2P system, which worked perfectly fine.

    *Switchpullers in the background : Yes do exactly that PLS !!*


    To get back to the original post, there are two things operating for this to happen. Distance between the players causing delay as you said, but also servers tickrate. So even with people being in the same country, you'll witness some random hits occuring because clientside he might be in range and the game will register a hit where from the survivor POV the killer started the windup animation more or less 3m away from you ( 1m over 0.2 sec " windup" + 2m over 0.3 sec "hurtbox" ) assuming you kept running, it shouldn't have hit you but it does.

  • @vux_intruder said:

    Bubba is so easy to play as, he really doesn’t need to be stronger imo. Every time I play as Bubba I do really well; I don’t see why he would need to be buffed. He needs to be reworked if anything because most people just camp with him to try and chainsaw the person going for the hook save and it’s just annoying to go against unless you have sentient survivors on your team.

    He's quite easy in general, his mecanics aren't really the more skillbased, I can definitely agree on that.

    But he's petty much reduced to be a M1 killer at red ranks until late game unless he's camping, that's the worst part about his actual kit.

  • @Herman_CMH said:

    I know the reason!

    the survivor want to have fun!

    Isn't it a fair and reasonable argument on a CASUAL game ?

    Don't balance the game around the fun factor but keep in mind wich mecanics are detrimental to the good feeling of the game.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/986210#Comment_986210

    Totally remove points from farming a survivor and putting him twice in a row on the hook in the Sacrifice categorie, if he gets slugged to avoid this penalty, give an extra 35 second ( The exact 95% recovery time being 30.4 ) timer before killers gets points back.

    I can't really agree on this. No matter what is the penalty you can't stop farming.

    Imagine if you (as a killer) have only 2 survivors left, one is hooked and you're hooking the other. That last one you hooked gets out by himself and you can't hook them back because it would penalise you for it unless you delay the game for everyone.

    Make moris out of death hook. Make it so you see people queuing together as a killer, if you bring an Ebony while facing 4 people teams, you can mori the first person after the second hook. The penalty from above applies to said mori.

    That removes the whole point of moris in the first place, they're supposed to buy you time. If moris were on death hook, it would be complete useless considering sometimes the mori animation can be longer than carrying them on a hook. Unless moris rarity changed to brown with this change, it would be very bad IMO.

    Delay Adrenaline if you're exhausted. Make NOED visible instantly after all the generator are poped and slightly nerf the ms gain (1,2,3 ).

    This would potentially make adrenaline way stronger. You can control when you stop being exhausted by stop running (same tech used to "abuse" sprint burst") so imagine you're in a chase, the last gen pops but you still have 1% of exhaustion left, so you wait until its the right moment and GG, insta heal plus 5 second sprint.

    Automatically reopen hatch 10 seconds before the end of EGC ( It's all fun and games until you figure out you're facing a Bloodwarden gamer that slugged a guy to have the good timing and gets the easiest 4K of his life )

    This would be completely pointless. If this feature was added, every killer with bloodwarden would just camp the hatch if they know they BW timer will outplay the EGC one.

    I can't really agree on this. No matter what is the penalty you can't stop farming.

    Imagine if you (as a killer) have only 2 survivors left, one is hooked and you're hooking the other. That last one you hooked gets out by himself and you can't hook them back because it would penalise you for it unless you delay the game for everyone.

    I can agree that in very specific scenarios the penalty wouldn't be really appropriate, just remove it if the only person standing is someone that just got hooked, or make it like kobe ( From Deliverance or 4% ) doesn't count. Facts are you simply have no control over someone unhooking right in the killer's face and that's the frustrating part about it. I myself usually farm the survivor that just got unhooked for pressure purposes if the other one is hiding, but never put it back on the hook. That's simply lame and kinda boring for both sides tbh.

    That removes the whole point of moris in the first place, they're supposed to buy you time. If moris were on death hook, it would be complete useless considering sometimes the mori animation can be longer than carrying them on a hook. Unless moris rarity changed to brown with this change, it would be very bad IMO.

    Mori have always been a cool animation to my eyes, and they are a guaranteed kill, buying time with a simple offering is kinda meh in the first place. In red ranks it's most likely used to make it so tunneling becomes an efficient strat, most killers will even drop their current chase to commit their murder ASAP, and people in soloQ most likely won't even try to stall the mori.

    This would potentially make adrenaline way stronger. You can control when you stop being exhausted by stop running (same tech used to "abuse" sprint burst") so imagine you're in a chase, the last gen pops but you still have 1% of exhaustion left, so you wait until its the right moment and GG, insta heal plus 5 second sprint.

    I only meant that for the speedboost, if you're healthy but exhausted when the gens are popped, too bad for you, you're not gonna get healed once it procs. It's just a way to make Adrenaline plays more precise and to not stack up/directly follow whatever Exhaustion Perk you have with Adrenaline.

    This would be completely pointless. If this feature was added, every killer with bloodwarden would just camp the hatch if they know they BW timer will outplay the EGC one.

    That wasn't definitively my best idea, but still has some potential. If they camp the hatch with 4 or even 3 survivors alive, and you can still benefit the end game map to kill/hook some people before this timing, there'll still be some plays to make from both sides, and it will also allow the last man standing to have an opportunity to escape with doors spawning next to each other.

  • Slightly nerf toolboxes, especially Commodious.

    Make it so keys aren't instant anymore, more like a 5 seconds channel with a skillcheck randomly happening in between. Purple keys only opening the hatch for a short period ( without triggering ECG of course )


    Add 10 seconds to the base amount of time for generators. Increase the diminishing return into 12/24/36% per survivor working on the same gen, and buff Prove Thyself accordingly.

    Totally remove points from farming a survivor and putting him twice in a row on the hook in the Sacrifice categorie, if he gets slugged to avoid this penalty, give an extra 35 second ( The exact 95% recovery time being 30.4 ) timer before killers gets points back.

    Make moris out of death hook. Make it so you see people queuing together as a killer, if you bring an Ebony while facing 4 people teams, you can mori the first person after the second hook. The penalty from above applies to said mori.

    Make the regression rate of generators 1.3 times the current amount.

    Delay Adrenaline if you're exhausted. Make NOED visible instantly after all the generator are poped and slightly nerf the ms gain (1,2,3 ).

    Make Unbreakable's passive half if you already used it.

    Fix Dead Hard's inconstitancy.

    Automatically reopen hatch 10 seconds before the end of EGC ( It's all fun and games until you figure out you're facing a Bloodwarden gamer that slugged a guy to have the good timing and gets the easiest 4K of his life )

    Get rid of Bloodlust past tier 1.

    Fix the damn maps, don't let RNG decide so hard how much you wil suffer from your match. I'm sick and tired of getting T&L spawns everywhere whener I play survivor and pallet gyms/jungle gym with abundance whenever I play killer, that's doesn't happen all the time but when it does I lose faith in my current game, and I really feel like I'm not the only one.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/978877#Comment_978877

    Is it though? I'm currently finding it less reliable than it used to be on console, and console doesn't have dedicated servers.

    Kinda is, more often than not you'll find yourself in situation where you need to use it because you expect to get fantom hit in the butt, wich would have been a complete waste on P2P with good ping. And dedicated servers rendered the 40% of times where it would "bug" into 70 to 80 depending of wether or not servers are in a good mood and pratically never work if they start lifting their arm when you use it.

  • @waywayway said:

    With a single tier 2 Prove Thyself and 2 survivors on a gen, you can basically ignore Ruin already

    Dwight's perks definitely need fixes more than Ruin

    Gens have a diminishing return based on how many people are working on them.

    Prove Thyself only removes this DR as long as only two people are working on it, you'll at best spare 4.44 seconds on said gen if both people are starting working at the same time and never leave it.

    The amount of time you won from the perk goes even lower with 3 and 4 people working on same gen.

    I'll let you draw your own conclusions based of the facts I provided you there.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/967898#Comment_967898

    There is no aim assist either.

    When you attack, the game creates a cone in front of you. If you hit something with this cone the game locks onto it, but this only occurs AFTER the hit has registered and only occurs to make it look like you actually hit the survivor/object you swung at.

    I'm not saying aim assist as if your camera will magicaly turn onto a certain hitbox, but you can sometimes witness weird things happening regardless of the role you are playing.

    As a killer I lunged at someone quickly turning a corner mid animation without me expecting it in the first place, and without flicking at said person, my weapon "followed" the guy trough the wall, connecting to it.

    As a survivor, the amount of time I baited juking on a side and finally committing to a 360° to the other and got struck by a hand following me despite the killer's character facing totally in another direction got me bored to even try.

    I was suspecting the delay and the way they animated lunges to be the reason of those weird hits, but after that thing occured as the killer I can't really say anymore beside calling for aim assist.

  • You'd rather me to use the term aim assist ?

    If you really think there is nothing to "help" killers connecting to things, I don't know how I should consider you, I figured it out after maybe 4 or 5 games of killer.

  • 3 second chance perks and a massive gen speed buff.

    DS is the only second chance perk I see there.

    DH is an exhaustion perk, any other exhaustion perk would have make it so you don't get in randge for a hit in the first place, and the best usage of it ( baiting a hit ) is extremly unreliable.

    BT is made to discourage people to tunnel a person that had no interraction with his own unhooking and to potentialy give counterplay to survivors getting hooked in the basement while the killer is hard proxying.

    Also, "massive" gen speed buff, turn the 44.44 sec of two survivors working on the same gen into 40 sec ; 29.63 instead of 33.33 for 3 ; 25 instead of 28.57. MASSIVE.

  • @BigTimeGamer said:

    Putting aside the laundry list of bugs?

    • The matchmaking pairing you up with teammates whose ranks are colorful enough to form a rainbow
    • As discussed above; The Maps and how many are inherently reliant on RNG (Cowshed and Thompson House are among the worst, back2back2back endless loops or nothing at all plagues maps)
    • Indoor Maps are boring for both sides with the exception of say T1 Myers
    • Haddonfield
    • Dedicated Servers feeling bad to play on (hits that you know should've/should not have hit for both sides, dead hard, etc.
    • Queue Times being abyssmal at both ends of the rank spectrum - see Tofu's video for a good theory on it
    • Solo Queue in general, even adding an indicator someone is being chased such as with the obsession, or a healing icon, etc would go a long way
    • Not seeing ranks -Post of mine from a seperate thread: Imagine if you are playing a game like Siege and you are Plat+ and you are on a team with all Coppers and Silvers. That is the state of this game's matchmaking, and instead of readjusting/reverting the system to looking for the average rank (which is arguably a better experience for everyone not only in game but also for Queues) they instead say "well you're red rank, but if you knew you got matched with rank 15s, you would just dodge the game, and we can't have that now can we" Also the other team are random ranks. Also everyone is Solo queue and confused.
    • The fact at the higher ends of both sides you see only around 7 perks, DS, DH, Adren, Ruin, Pop, BBQ etc - devs need to stop being scared of adding viable strong perks instead of ones that require you to sacrifice your family for a 5% bonus. The perks that sit at the top need more competition and reasons to be swapped out.
    • But don't worry guys, more cosmetics are always on the way! /s

    This.

    I'd just add a few more :

    • Killers' auto-aim on PC, either cucks you like a madman or remove survivors' ability to be slippery and go for jukes.
    • Bloodlust past tier 1. Ok I get it, when you're not a god at the game, looping is annoying for killers, but BL got introduced to compromise the BROKEN amount of pallets there were on maps back in the days, also entity block is a thing rn, so even windows ( Except for god windows, they're clearly unhealthy for the game ) are not broken anymore.
    • Killer nerfs that are just no targeted right at all. Spirit's one was decent, but still lacked a true touch of her gameplay. Also RIP Oni's flicks, he definitively needed some work but he's not as fun as he used to be.
    • Lobbies and pre/post-game setup that are still a pain in the a**. It's one thing to have bugs gameplay-wise but you're not even in the game and you already encounter bugs.
  • Thanks for clarifying that then.

  • @OMagic_ManO said:

    How to counter it? if he goes into Blood Fury, camp that pallet still and have him break it, run off, find a good loop.

    Yeah pallet camping, ukh... Ok thanks I guess. Doesn't he break the pallets faster in Demon Dash though ?

  • @OMagic_ManO said:

    Force him to break a good pallet and reset him, if he's wasting that much time, he's gonna lose gens, that's fine.

    BL3 takes 45 seconds to initiate without breaking any pallets or doing anything to reset, he's wasting a lot of time to chase you and gives gen work a lot to be done.

    I mean yeah, it was late game so there were maybe still one or two good pallets on the map, I threw pallets but even with baiting hits he went full tunnel mode, and didn't break them. When I finally had an opportunity to dip out to a good pallet, he stood under it for a good 15 sec just draining my blood.

    I'm not complaining in a sense where he had to fully commit on me, leaving my teamate time to finish the last gen, unhook the other remaining teamate, open a door and fully heal, so I did not perform too badly, but I was stuck at this point and it felt bad about myself for not being able to escape this simple "trap".

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/886564#Comment_886564

    Do you have a better way to punish a bad play such as that? Striking the healthy Survivor who did the unhooking right next to the Killer is not punishing (except in circumstances where I have an insta-down prepped) because they have an opportunity to force the Killer into a wild goose chase. What do you propose to encourage not doing dumb plays such as that?

    I always play around BT/DS in those situation, so even if committing on the healthy survivor looks like the worst idea I'd do it anyway. If the unhooked survivor isn't leaving the area, I'd go back to him and slug him.

    While it doesn't look like the most efficient way to do things, I don't feel like a ######### for abusing the stupidity of someone else.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/886426#Comment_886426

    MYC doesn't punish mistakes. It's not a mistake to unhook someone while the Killer is further away than 32 meters from the hooked Survivor. It is a mistake to unhook someone about two seconds after that person was hooked.

    I know bud, but that's an easy instadown even with BT, you keep on pressing that you punished but that wouldn't occur if he has BT, but you punished the mistake of another player on someone that didn't even ask to get unhooked 5 meters away from you, maybe I'm too much of a naive person but I know how bad it feels to get farmed this way.

    Edit : Nvm, I thought MyC didn't have a distance prerequired to actually trigger, my bad.


  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/886362#Comment_886362

    And Borrowed Time does not allow for stupid plays like that to get punished.

    I know what you mean by that, but why don't you run MyC if you're really into punishing mistakes ? At least you would actually punish the guy that did the mistake at first.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/886244#Comment_886244

    The example I'm describing happened yesterday. I hooked someone, turned a corner, insta-unhook. Came back, downed the Survivor with ease. Seems like a pretty clear-cut case of stupid move. BT would not allow that punishment to happen.

    The thing is, you punished a survivor that hasn't done anything bad by himself, he just got farmed, nothing he could have done about it if there is no BT.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/886108#Comment_886108

    Without Borrowed Time, that unhooked Survivor is going down. That to me is a stupid move that BT does not allow to go punished.

    I can't tell that you are wrong, and neither can I say that BT isn't kind of a "free farm" perk, but if you choose the hook the person was placed on in the first place ( A dead zone, or far from strong map tiles for example ) you should get a free hit on the person that has done the unhook for example.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/885614#Comment_885614

    I mean, what happens when you hook a Survivor, turn one corner, and suddenly unhook? Seems like letting a Survivor get away with a stupid thing.

    I don't really think so, he didn't mindlessly rush the hook, he used the stealth part of the game and most likely a good knowledge/understanding of how the Killers' fov works, this should not be punished.

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/885558#Comment_885558

    It is not easy to counter borrowed time.

    What if i dont play a stealth killer?

    What if im just out of range or they bait the unhhook?

    So the counter is that i should start hard camping? Killers that try to play "Not scummy" is getting ######### over by BT abusers that hookrush. Unless you hard camp.

    When BT is activated there is NOTHING you can do against it anymore unless free escapes with minimum effort is what this game has become.

    Play around it and start accepting 1 for 1 trades, if you're out of position, you can't blame it on BT. Not being scummy =/= Let survivors do stupid things and getting away with it.

  • @Danky said:

    https://forum.deadbydaylight.com/en/discussion/comment/883466#Comment_883466

    1) Billy is higher in terms of tier list then freddy yet gets his power right away.

    2) yea maybe higher values.

    3) u can still heal VS Plague, u just have to listen for when she gets her power (ez counter). killers alrdy lose 1 perk (ruin), the only person getting triggered is u.

    1) Implying that looks like pure sophism to me, and you make it look like Freddy has utterly no power right of the bat, wich is not true either. Freddy manage loops better than Billy ( My opinion tho ) he's just less lethal than Billy.

    2) Current values are good, but I feel like you should get more rewarded for putting a lot of pressure to the game by at least getting everyone injured, the only problem that comes with it, is the indirect buff to Legion that this will cause, it could get out of hand, especially with the perks from next patch.

    3) I'm clearly not triggered buddy, just tryna explain you why this isn't the end of the world, especially because the game is ( kind of ) balanced with the idea of having 4 survivors to face, so it's a pretty decent trade in the end. By the way, Ruin is not a default perk as far as I know, PGtW and Thanatophobia is pretty good, and you're not using those only to slow gen progress down, but also waste people's time when healing. I don't really know what you mindset is but it looks like you want to promote Everlasting Freddy's build with your arguments.

  • I can see what you mean by exploit, but it's part of the game since its release, BHVR might have fixed it if they didn't want you to do so.

    You can also make a proper usage of this tactic to avoid making repair sounds whenever one of your mate is looping the killer around you.

  • Well it would take down the purpose of the perk. I know it's frustrating at first, but there is still plenty of counterplay around the perk who's sole purpose is to slow the game down.

    I wouldn't recommend doing it because this way you won't get better at the game, but if you can't power up trough Ruin you can still "tap" the gen by just pressing M1 instead of holding it, it's a viable strategy to avoid triggering any skillcheck. If you see that your mates keep on messing it up, just find another one.

  • Exercice buddy.

    You need to be confident about hitting those great skillchecks, try and do it sometimes even when there's no Ruin.

    By the way, you guys need to work on separate gens for more effienciency, each person working on the same gen adds a 10% malus to everyone's repair speed, unless it's late game or you have troubles finding them you should avoid working on the same gen than someone else.

  • 1) Freddy already performs really good in mid to late game, that's and that has always been one of his key design, I don't know why he should get that early game buff.

    2) Realisticly, hell to the no. Although, it should reward you for getting all the REMAINING suvirvors injured ( or more ) by having a 25% to 50% to its base values.

    3) Same goes for a lot perks. PwYF, for example, or even Rancor. But let's take a look at survivors ones, you brought Inner Strength, Adrenaline, Selfcare, Second Wind or We'll Make It but it's a Plague, well too bad for you. You brought Unbreakable but never get slugged long enough, or Deliverance but get downed first or someone yeeted the rescue from you ? Deal with it. Losing a perk is clearly not the end of the world, you shouldn't get too triggered about it.

  • @Acromio said:

    Getting looped and rushed isn't fun either, but survivors don't care. So...

    Right, and just yesterday I witnessed a huntress that we beated quite hard getting stuck on the pallet I just threw at her. I came across her, let her down me to see if picking me up would resolve the issue, but she couldn't reach me from both sides, got healed back when my teamates understood what was going on and slow vaulted the pallet to see I she could pick me up, and she did. I even ended up giving her the two hooks I didn't need for points.

    Is that your definition of not caring? Looping and rushing are quite litteraly your only ways to make it out alive, since playing overly stealthy doesn't make the game progress and longer games always benefit the killer, deal with it or don't play Killer I guess?

1 2 ›