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SmarulKusia

SmarulKusia

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SmarulKusia
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  • @Feiten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1258167#Comment_1258167

    quite a few reasons actually, 4 hit movies (altho I prefer the older ones myself), people actually have a fear of clowns. His back story is way more left curv then Candyman. IT sold way more box-office then all candyman movies combined old and new.

    Much more hype.

    He's also been referenced in a few movies not related to him, shining, deadzone, Farcry 4( game) Darktower and a lot more.

    Idk, we already have a clown lol?

  • @faytus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1258503#Comment_1258503

    It's not an alt account. Of course there will be things that you have to purchase. I wouldn't consider "cosmetics" to be behind a paywall because, well, you'll spend the money if you want them? Wait for good sales on the content and then purchase. The majority of the characters can be purchased through massive amounts of playtime, as well as cosmetics. The game won't come with killers released later because how is that fair to the people who purchased them as they released them? And then you come along and buy the game in 2020 and deserve every killer/survivor?

    And I wouldn't really call it a battlepass, but I guess it is. Much like others, complete it and you get your auric cells back, I don't see the issue there.

    The game has to make money in order for it to continue to improve and be the better game that you want it to be.

    Except they could release some future survivors/killers for free, games like Overwatch do that and they are around the same pricetag as DBD. Sure, the sales between DBD and Overwatch aren't comparable but literally the fact that 35% is only accessible when purchasing the game is disgusting, especially since a lot of the perks are locked within the DLC characters, a lot of which are META for both sides.

    Cosmetics are optional, yeah, sure, but other games make ways where you can grind for generally 'purchasable' currency, allowing people who generally cant afford to dish out more money having the option to grind and collect until they can buy what they want.

    It is a battlepass, it works the same way as every other battlepass in other games, with the only exception being that other games that generally have battlepasses have them for the fact that they are free to play - not costing £15-30. They'd make more money at a sustainable rate if it wasn't for the fact that everything is an utter grindfest.

  • @Speshul_Kitten said:

    The grind is fine they’ve done enough to accommodate it. If only you were here when we were rewarded less bloodpoints for offerings and only 2 perks showed up at level 50.

    The grind is not 'fine', because you're not guaranteed to get value out of your grind. Again, I'm on my way to prestiging my Jane for the third time, spending around 5 million on her just for ONE perk - the reason that I am even able to use that amount of bloodpoints is because I have friends that play this and it keeps me in the loop of playing the game, otherwise i probably would've never even prestiged her.

    Again, this is poor for a game of it's pricetag, and we're not in the past, we're in the present and people are STILL discouraged by the grind.

  • @MadArtillery said:

    Mmm I think you got around to the actual point of so many perks being paywalled. You really don't get much to work with base game especially as most of the initial team of killers in particular have a lot of truly terrible perks and the generics are a very low quantity affair with honestly not much going for many of them either. It took a lot of dlc buying before I could get a happy loadout on killer. If more generic perks were as badass as sloppy butcher things might be better but there are also zero gen slowdown perks base game which is just nightmarish.

    Which is why this is a game that is killing itself. I'm quite fortunate to have a bf that got me everything, but not everyone is going to have the money to dish out £15-30 on a game, only to have 35% of the content accessible, where this content isn't even that good in the first place. It's P2W and that is heavily disappointing for the fact that this game is on par with GTA V in price range lol

  • @faytus said:

    Then don't play the game?

    So, whose alt account is this?

    Did you even read the topic and why this is an issue? lmaoo

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/150591/grinding-is-killing-this-game-faster-than-anything

    "This game is struck with a paywall, after a paywall after a paywall. Which is so strange considering that the game has a reasonably high pricetag despite having only 35% of the content actually available to a new player."

    Welcome to BHVR. They went to the EA School of Game Design.

    Personally, I like the game, i like the gameplay and the only reason that I stuck it out was because I had friends that could teach me and let me pick up on things that I otherwise would've never understood or used if it wasnt for them.

    I just think it's disgusting to lock so much content behind paywalls, at least with EA, a lot of the payments are optional with the core game being accessible to the user, whereas this can't even be said for DBD.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1256916#Comment_1256916

    You literally proved its a measure of time. You honestly cannot just pick up this game, barely play it, and get to rank 1. You had to win, assuming you won every match but didn't 2 pip, 225 trials in 2 months. Does it mean that you've been playing the game for long? No, devotion does that (it's essentially a record of your hours in the trials). But people still insist on using rank because, like I said, that's what they've already been doing. Habits are hard to break. And that's not even including the ease at which survivors pip with certain perks or killers pip with certain killers.

    I didn't prove it's a measure of time, if it was a measure of time, then my friend that has played the game for years would be at red ranks. But he's not. Devotion is the measure of time - you cannot go into a game and do nothing and still rank up. lol

    in rank Comment by SmarulKusia
  • @yakul1nausicaa said:

    Killers can't hold a game hostage, only survivors can by hiding indefinitely.

    Yes, they can, but ok.

  • @goatslinger said:

    Since killers have it so easy why not just play killer. wouldn't it be easier than getting so twisted about minor things? These arguments sound just like my 11 and 9 year old boys. When one gets in trouble for something it's immediately "BUT, BUT, HE DID THIS!"

    I do play killer, but i find it boring, eventually going back to survivor as it's more fun and engaging.

    Getting 4k every game is very repetitive and dull after a while lmao

  • @Entity_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/150433/why-are-killers-allowed-to-take-the-game-hostage-but-survivors-arent

    Slugging: Game is not hostage. Un-slugged Survivors can still do objectives. Slugged Survivors will eventually bleed out.

    Facecamp: Game is not hostage. Un-hooked Survivors can still do objectives. Hooked Survivors will eventually die.

    Camp Gate: Game is..kind of hostage. But you can't demand the Killer walk away and let you open a gate, anymore than he can demand you walk up and let him down you.

    You said it yourself: 'only delays the game'. That is not taking the game hostage.

    I've been gone from DBD for awhile; what do you mean 'can no longer take the game hostage by struggling'? Or a 'timer on the gate'?

    Slugging is taking the game hostage. I've ran into plenty of killers that think slugging is so clever and funny, leaving the last survivors on the floor to bleed out. I can't do anything in this situation. I have to crawl around in hope of maybe finding hatch if the killer hasn't already closed it and eventually bleed out, but if i leave prematurely then I will get nothing out of the match. So i have to sit there and wait.

    Facecamping is taking the game hostage for that survivor, and mostly the team, they are denied of continuing the match and eventually led to die. Yeah, sure the team can counter this by doing generators but realistically, this isn't actually a solution, because it will happen to all of them and whilst the killer is rewarded for this behaviour, the survivor has to take a punishment and for what? trying to play the game but being forced to sit on hook because it's impossible to get off.

    You don't have to camp the gates, as a killer, i tend to walk back and forth from gates in hopes of finding the survivor, hell sometimes, ill even let them escaping knowing that I killed the other three. But it is taking the game hostage because you shouldn't be camping the gates, you should be trying to find the survivors.

    Taking game hostage by delaying how long the game goes on. The timer means that survivors eventually have to leave and the insta-kill on hook means that survivors can't struggle until their struggle timer runs out.

  • @SmarulKusia said:

    So, with the new patch, survivors can no longer take the game hostage by struggling on hook (Also denying the last survivor/s from their struggle points).

    Another way that survivors have been denied of taking the game hostage is by having a timer on when gates open. Don't get me wrong, I like the idea of denying people taking the game hostage, but why has this been so survivor-sided?

    Killers can slug, facecamp, camp gates which only delays the game.

    Survivors can't even loop/run the killer without the game taking the killer's hand and helping them through bloodlust, whereas a survivor gets none of this. I don't understand why the game rewards ######### playstyle/'strategies' on the killers side, but survivors have anything and everything taken away from them.

    I also don't want to hear 'bUt SuRvIvOrS hAvE cLuTcH pErKs'. so do killers.

  • @PrettyFaceKate said:

    He's boring because there's not much chase interaction. You can spam ADS all you want and there's not much the survivor can do. The counterplay to him is quite simply to genrush, which is boring in itself.

    Broken, as in his terror radius. I know the devs keep insisting that it's working as intended. Either the community has gone crazy all of a sudden, or maybe it's time to acknowledge that there is an issue. There are other 24m TR killers and nobody is complaining about those not working properly.

    For the tryhard, I've never heard anybody say that.

    My boyfriend did some test on Deathslinger, and it apparently takes 7 seconds for the TR to kick in, which is pretty... bad.. I dont understand why Huntress has to have a pretty big TR but Deathslinger has a small one despite both being long range killers lol - especially deathslinger who pulls people in

  • @notsonew said:

    I main deathslinger since his release and even tho i still manage to get most of my games with 4 kills in red ranks, i still consider he would need some buffs, he require more skill since it require more accuracy than huntress and his hitbox isn't big like a truck, so why is he boring/broken/tryhard?

    He requires more aim? I don't really agree with this. With Deathslinger, you shoot where you aim with his scope, with Huntress, you have to learn how to aim because there is no real indication of where exactly the hatchet will go.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1256457#Comment_1256457

    https://forum.deadbydaylight.com/en/discussion/comment/1256895#Comment_1256895

    I completely forgot about Myers. . . I don't play him, so he didn't occur to me. In that case, be more aware and don't let him spend two minutes talking.

    Except Myers can build his tiers from a long distance and it’s harder to hide in these maps that are cluttered with more deadzones lol

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1256887#Comment_1256887

    Rank IS measure of how much someone has played them game. It's just not as accurate as devotion. But devotion itself isn't accurate, so people use rank because they've always used rank and are conditioned to think it's important even though you have to play 5 matches a month to maintain rank 4.

    It's not - I only started playing 2 months ago, and im rank 1 survivor and rank 5 killer lol, and i don't even have 60% of the perks unlocked. It's absolutely not a measure of time as I have friends who played the game since release and are 'hard stuck' in green/purple ranks.

    in rank Comment by SmarulKusia
  • @Rivyn said:

    Mori for keys. By infinite exposed, I suppose you mean NOED? Did you know you can either A) break five totems to negate it, or B) wait for endgame and find the one lit totem? With Iri Head, did you know you can dodge? While I admit it shouldn't pair with Infantry Belt, if she misses, she's an M1 killer till she drops chase and reloads.

    Who is 'you' who is 'destroying the game for 85%' of the playerbase? The killers? Devs? Space Jesus?

    Myers, he has addons that allow him to be infinitely tier 3, and he has addons that allow him to mori instantly survivors that are injured/healthy.

  • @MadLordJack said:

    The reward for getting to rank 1 is that your opinion suddenly matters!

    I wish I could say I was joking, but too many people actually take that seriously. If we want to use the play-time argument let's all look at devotion level.

    Seriously, I've crawled through 2 rank reset bugs now. My games did not change one bit, nor did the absolute rainbow of teammates and opponents.

    I don't think the argument of devotion even works here. Most people think that rank is a measure of how much one has spent playing the game which i find laughable. but yeah,

    in rank Comment by SmarulKusia
  • @Rivyn said:

    If killer is 'laughably easy,' why do survivor players outnumber killer players?

    Most people prefer to play with friends, enjoy the thrill of being chased, or like the challenge that comes with survivor? lol

    Personally, i find killer extremely boring

  • Personally, i quite like playing against a Deathslinger.

    But I can also see why others might feel frustrated at playing against one. I think (maybe?) players find issue with how he can punish good players for being able to create distance between themselves and Deathslinger, and his hooking-in mechanic can feel quite cheap as you rarely ever 'wiggle' off the bullet and suddenly now, you have to recreate all that distance which can be just as easily denied? idk

  • I hope that it helps! :) Finding your own style of play is important so hopefully trying out new things will help you see what you're best at and is more enjoyable to play with

  • @Windfell said:

    Facecamping insn't toxic. I am a believer that Killers in general are unable to be toxic. If the Killer is Facecamping, leave them to it and go do gens.

    Survivors are much more able to be toxic than Killers as everything a Killer does can be countered by competent Survivors.

    Feel free to change my mind, but doubt you could.

    Facecamping is toxic for the fact that it takes the game hostage, whilst after the survivor dies and you can go on to keep playing, that survivor has no way to play and their opportunity to play the match is forcibly taken from them (despite them already having long queue times).

  • @Ravakahr said:

    Best Rank 1 Survivor Builds You've Seen?

    Stuck at rank 3.

    • Sprint Burst
    • Windows of Opportunity
    • Bond
    • Self-Care

    Other ideas:

    Decisive Strike: I find for me I don't get any use out of decisive strike as I'm usually dead on first hook 80% of the time. Cant really get past rank 3 in quick match.

    Adrenaline: If I get to end game its going to be me vs killer with hatch shut. So never found a use of this. Ever.

    Dead Hard: Doesn't work 90% of the time. Will proc and I take the hit anyway. Forced to take something else. Happens 90% of the time with 32ms ping. Just the worst talent for reliability. Actually wish they'd rework this talent to make it be like borrowed time.

    Iron-will: is nice, really nice. but I never have anyone to heal me they'd rather do gens. So I run self-care.

    Spine Chill: Would love to have but the other perks are just to valuable for me.

    i can’t really give you a direction - since I don’t know your weaknesses/strengths or how you prefer to play.


    I’m rank 1, and I have different builds on different survivors. Personally, I don’t EVER use:

    • Decisive Strike: most killers tend to let DS’ timer run out before they pick up and there’s also a filthy counter (glitch) that the killer can do to waste your DS without you even using it.
    • Dead Hard: worst exhaustion perk. Sure, it can help you create quick distance if you’ve caught yourself too close to the killer. But you really shouldn’t ever end up this close to the killer. I find that perks like SB, Lithe, and BL are better because they can be used more freely and interchangeably.
    • Spine Chill: This is a waste of a perk because a killer could look at you accidentally but not even be going towards you and it goes off. This only really is a counter to the stealth killers but I’d still argue that it shouldn’t be used.
    • Iron Will: This is just a perk that I would rather not waste a perk slot on. If the killer is dedicated, then your best bet is to just run. This perk is really situational too as you may run into a killer that doesn’t come back to hooks etc.
    • Windows of Opportunity: just memorise the common locations of these. Don’t waste a perk slot on it.
    • Bond: you should ideally be going for altruism by unhooking survivors and if the killer is distracted with a different survivor then you should be healing at hook.


    These are some of my perk builds:

    • Fengmin has Adrenalin, Lithe, Self-Care, Kindred.
    • Bill has Adrenalin, Sprintburst, Borrowed-Time, Self-care
    • Jane has Adrenalin, For The People, Borrowed-Time, Balanced Landing.

    I think that solos or NOT - Adrenalin is always a must, there’s been plenty of times when it’s end-game and killers resort to tactics like slugging or tunnelling - where theres multiple people injured/downed and this perk always comes in clutch.

    Self-Care isn’t really a must, but if you’re playing solo then you will probably be relying on it more than since as you’ve stated - relying on random survivors may not be reliable.

    Borrowed-Time/Kindred I use interchangeably. With Kindred, you have information of where everyone is, if the killer is camping etc etc. It allows you to use your time wisely and not waste it. If using BT, it’s a counter to camping/tunnelling - so if someone is being a victim of it - you should definitely be trying to go for the save.

  • @Ingavar said:

    So recently I came up with a map idea of what if they were to add a prison to the game? And give Micheal Myers a cop outfit or an Orange Prison Outfit. I honestly wanted to throw this idea out there because I realized there isn't a prison in the game and I guess a new killer would be able to go with it along with a new Survivor but I feel like that isn't 100% necessary. Also I wanted to know how other people feel about this idea. I know already or at least believe that developers probably already have their hands full since in the previous update they brought up time constraints as an issue so if they were to ever consider this as an idea I SAY TAKE YOUR TIME!

    Personally, I like the direction that they went with when making Saloon, so if the prison was like that, sure. But if its like institute then probably not

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1249990#Comment_1249990

    This thread isn't about power, and he's pretty balanced anyways.

    He’s not balanced at all, he has three abilities.

  • @Stinde said:

    WARNING! Long post, TLDR at the end.

    Hey everyone,

    I'd like to start by telling the amount of experience I have with this game. I have played since April 2018, have over 1.5K hours (I'm PS4 player so it is just an approximated amount), I'm devotion 8 level 80 and have a platinum for this game. I play about 65/35 survivor/killer, play both roles every gaming session and have played all the killers but mostly focus on 9 of them. Even tried to learn nurse three times on console (over 50 matches). I'm red rank on both sides. I have followed the forums for over a year now, reading a lot of threads and upvoting comments i agree on, even if I haven't been very active with commenting myself.

    I'm a solo survivor, have been doing fine with all the balance changes and I am overall happy about the direction the game is going. I'm glad the devs started reworking/buffing weaker killers and finally balanced some of the maps. I find the survivor side being easier and killer being more stressful and that's the reason for playing more survivor. Now I don't like being spoonfed in games. I have always liked challenges, that's why I have played all the soulsborne games multiple times and am addicted to roguelikes like The Binding of Isaac. If I'm having difficulties I go to youtube and find a video to learn to get better. I have learned the counters to nurse, to spirit, to new doctor etc.

    Now, finally to the topic after this lenghty introduction. Freddy is the only killer I have a problem with playing against. I have tried different playstyles and tactics but nothing seems to work. I'm starting to come into conclusion that Freddy has too much going for him. Most Freddy players I have played against aren't that good, they can't get the first hit while survivor is awake but it does not matter since Freddy can just wait the survivor to fall asleep and spam the snares. Trap the loop, go through the pallet. If Freddy has difficulties, just camp with inbuild counter to borrowed time. If you are doing well, just go dominate even more with good map pressure and pop. Most of the time the Freddy players I have encountered have proxy camped and tunneled and at the end swept the floor clean with NOED if the match reached end game.

    Now as I wrote that paragraph I realise it might seem like an unreasonable rant. But no, my intention is not to yell "I LOST, NERF FREDDY!" I have no problem with camping and tunneling because there is time and place for those tactics in some games and most killers don't play like that anyway. I have no problem with NOED. My experience just is that Freddy has all the tools with no downsides and barely skill required. It feels you are doomed no matter what. I bought the Nightmare on Elmstreet chapter after Freddy's rework and got the adept on first try, without sweating like with every other killer adepts. In one of the last streams last year the devs said that Freddy is the most lethal killer, it was around when everyone wanted spirit nerfed. So if the Spirit was overperforming then, my experience is that Freddy is starting to be at the same level. Also as a solo survivor I have no way to tell my teammate who is asleep being chased that what pallets are real if I'm awake or what area I triggered all the snares at if I'm asleep. This is one of those cases that SWF have clear advantage compared to solos.

    So I would like to discuss about Freddy. What would be a good solution to rise skill ceiling with Freddy? Should some counterplay mechanism be added? Do you have tips for me and others who struggle against Freddy? Is there a good compromise to be found so that it feels skillbased playing against Freddy without robbing him his power?

    My suggestions are:

    1. Have the alarm that wakes the survivor up be random or change it to be not the one farthest away and not the closest one but some of those in middle range.

    2. When a snare or dream pallet is triggered give a bubble notification to other players same way the doctor's shock gives. That way even solos can work together to counter Freddy's power.

    3. Maybe lenghten the time it takes to fall asleep a bit, maybe 15 seconds or something. This would reward Freddy players that can mindgame awake survivors and punish those who just wait survivors to fall asleep.

    4. Revert the change that gave Freddy the undetectable status effect when survivors are asleep. That was unnecessary addition to his already powerful toolkit.

    Please keep this discussion civil and I hope that everyone who contributes gives reasoning behind their suggestions/claims.

    Even if Freddy will never be changed again I will keep continuing to try getting better at playing against him and not giving up. Thank you for reading.

    TLDR: Freddy has a very diverse power that works even when the player playing him is not that good. Could there be a way to rise the skill ceiling when playing Freddy? What would be a reasonable way to add counterplay against him but not nerfing him back to weak level?

    The issue with Freddy is that he does not only have TWO special abilities but THREE special abilities - with a second hand objective for survivors that disadvantages them.


    remove his teleport and change the alarm locations (or let survivors use any alarm) and he won’t be as powerful as he is now

  • @C3Tooth said:

    Mori & Key should not be removed. Its fun to have surprise sometimes. But those are not fun at current stat. I wish to nerf Mori & Key so it will not put a big impact in a game.

    As for me:

    • Keys take 7sec to open the hatch (so you dont just sit on hatch, wait until Killer come close then just instantly escape)
    • Hatch close right after a Survivor escape, trigger EGC (you can image other Survivors will piss off so hard when see another Survivor bring in a key)
    • Buff Yellow Mori, allows you to kill 1 Survivor in EGC (no hook required)
    • Green Mori allows you to kill 1 Survivor after the Gate is powered (no hook required)
    • Pink Mori change to Purple, allows you to kill 1 Survivor if 4 Gen are done. (no hook required)

    So you want to buff Moris, nerf keys whilst also making survivors feel pitted against eachother if one DARES to bring a key?

    because there’s no clear bias in that - not at all

  • I’m just going to say this - Dead Hard is a trash exhaustion perk and relying on it to get you out of sticky situations will more likely kill you than save you.


    doctor is trash too, but I hate seeing dead hard being praised as this saviour of all when it’s a bad perk

  • @TheMythicalCat said:

    I think they where just memeing, but who knows, it's hard to tell. It most likely was just her messing around though.

    Maybe, they've made for some good games that im probably gonna remember for a while so lol

  • @Rivyn said:

    I got hit across the map at a gen by a hatchet a few days ago. Took be a few seconds to process. I knew she was across the map, because the survivor she just hooked had Kindred. From BBQ, obviously, but still. Don't know if it was just luck or skill. Either way, I complemented the heck out of her post game.

    I've noticed that there's been an increase in huntresses and these same huntresses attempting to cross-map their hatchets lol, its certainly scary when you're just minding your business and just feel the hatchet snip the back of your hair by an inch

  • @UseTheValve said:

    Have you checked the rift recently 🤔?

    I haven't looked at the killer side as I tend to go down the survivor route, but even so, personally, if a challenge is featuring a killer that I am not confident in, i would probably skip that challenge?

    idk, im not complaining too much, it makes for funny games except i don't get to benefit from these games anymore because I can't even pip in rank 1 :/

  • 8k, survivors already compete with eachother over scores - the only unlimited resource are chases.

    id rather have to work for around 2-3 gens and become more aggressive with killer knowing that I did my part in fixing gens and allowing others to do their part

  • @Toastyy said:

    I’ve played this map 3 times in a row today and every time there is at least one survivor who runs down here and realises they screwed up

    https://us.v-cdn.net/6030815/uploads/744/A11TM1R2NC3A.jpeg

    Fell for it today, that’s just bad design more than anything

  • @DwightOP said:

    One thing they should have done long time ago: remove the category cap of 8000 points but keep the 32k cap. People who get chased all the time or do objective all the time will gain more points with this change

    The max cap should be there.

  • Exhaustion Perks: Lithe - a combination of sprint burst and Dead Hard in one. You can control when to activate lithe and it takes you as far as sprint burst can (if I’m not mistaken). It’s also much more consistent than balanced landing (you don’t always get high ground) as there’s always vaults in the map and it’s not as situational and annoying to work with as head on.


    Base game perks: Kindred - I feel blind without it.

  • @PokemonGOPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247059#Comment_1247059

    Killer is still not the boss, the numerical advantage is way more important than anything you said and for that reason Killer will never be bosses untill they truly cripple Survivors which would be a terrible change, I agree the game is in the healthiest spot it has ever been but I think even still it is Survivor sided, as a Solo Survivor your only true obstacle is your own team unless the Killer is running a Mori or is playing well on one of the four viable Killers.

    I like how you say SWF is counter-able but don't say how because of how bullshit this argument is. The "Killer is the boss" thing made me think you were baiting and now I'm near sure you are. If SWF on voice chat w/ meta builds should be the normal and expected state of the game (meaning they should balance around that) I guess I should reinstall Civ. You are saying to me that I should always play sweaty and that playing average is not enough againt people that clicked four times on perks and bought a microphone.

    Ruin is a trash perk as it's not consistent, just because many people stopped respecting totems it doesn't mean Ruin is not very good, in my opinion the only Gen regressing perk that is worth considering is Pop and any build w/o it is bad unless it's a very specific gimmick that somehow works.

    Late game does not exist unless you have NOED or you are very good at Trapper I guess, the game is over when the 5th Gen is completed, you can't force 3Gens and any non-3Gen setup is near impossible to defend against smart Survivors. Most matches are won or lost before "late game" starts, there a no comeback mechanisms in this game beside NOED.

    Killer is still the boss, the killer decides how the game is ran. If they want to slug, they will, if they want to face camp, they will, if they want to tunnel then they will.


    the killer can decide how the match runs - yes, survivors can work against the intentions of the killer but that’s the point? To try to escape?


    i can’t TELL you how to counter something because it depends on what you are best at, what the survivors are good at and a lot more situational factors. Best way to counter is to apply pressure by making sure to have a hooked survivor and as many injured survivors as possible - notice which gens the survivors are going to and etc.


    im a rank 1 survivor, and a rank 5 killer - though I play killer less as i find the game to be too repetitive as killer - because I dictate the match.

    also, if you want to use numbers and stats, then actually, yes, the killers are the boss in their match because all maps (based on statistics) had over 50% of a 4k kill rate, meaning that in every 2 matches, one is a 4k whilst the other one can range from a 3k to 0k.

    I don’t understand why you’re acting entitled and trying to fish an answer from me on how to sort all the problems you face as a killer against survivors? There is no answer, you do trial and error until you find the best play style for yourself? Lol

  • @Feiten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247059#Comment_1247059

    Kick a Gen?? Really?? You mean I have to dedicate a whole animation which I'm forced to face the ground and l forgo any chase that was currently their... when the survivor can just run by and fist bump itback to working condition. Seems legit.

    I only kick if I have a perk for it and even then I have to manage it. Survivors cry about NOED but then complain when I slug on killers I shouldnt have obsession on but now its a guessing game of DS.

    No its not the survivors fault. Its the devs fault for giving survivors far too many great tools to accomplish an easy task. Gen rush is a thing. If you ignore that then I don't think you play killer often.

    An animation that doesn’t last long enough for scratch marks to disappear. Please don’t tell me you’re this incompetent?

    if you feel like you are being gen rushed, play end game killers that benefit having gens done and pressure survivors into a 3 gen situation. Like what else do you want from the game? Do whatever you want to try to secure your game. But stop trying to make it seem like you’re a helpless victim of the universe trying to hurt you in any way possible? What the hell, talk of cry babies lol

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/148678/gen-rushing-isnt-a-problem-your-playstyle-is

    ''As a killer, you're the boss of the match'' I don't need to read the rest. No, your not the boss of the match. The game lenght is mostly in the hands of survivors. You can easily work on gen and slowing them down while chasing and keeping survivor on hook is hard. Kicking a gen can be denied by a survivor holding m1 for a second. the only good way to regress gens is Pop that let you regress 20 second out of gen after a hook. Other perk either slow down gen by a way to low ammount (4% slowdown aint worth when it take 80 sec doing a gen and 4 can be work at the same time) or require buildup to slowdown gens, and the requirement on these buildup mean that if you achieved a point where it usefull, you probably don't need it or did'nt need it in the first place. Add to this that the survivors got many perks that buy them more time and that they can apply pressure all around the map at once while the killer can only do it at a single place.

    That being said, let me prove my point using your post.

    ''Truth be told - Most SWF lobbies won't communicate for everyone to be on different gens just so you have 3 gens pop at the same time''

    Sometime they do, sometime they don't that not the issue here. The issue is that you clearly show it up to the SWF in this case to play bad or good. I can be the top 1 NA killer in the world It wont change the fact that if survivor want to put pressure on 4 differant gen when the game start, they will, and as killer you won't have any say on what happend to the 3 gen b4 your first hook. Clearly your put a lot of pressure at game start and wont feel like a boss since survivor are at their peak.

    ''But monitoring generators and almost controlling which ones you'll allow to be done is part of the killer job.''

    Except you can't do that in a efficient way. there 4 survivor and unless they hardcore camping a gen you defend youre wasting time. You can't both chase and protect gens at once. Chase someone and there 3 people that can finish the gens or simply do another one. Defend the gens and survivor will hope on another gens and simply come back later. Try and protect a possible 3 gens? survivor will probably do the closest gen to the one your defending and ruin your 3 gen anyway. You need people to go down fast. trying to apply to much pressure when there still 4 people mean you let them know where to apply pressure since you can only be at one place at once.

    ''You also need to understand - some killers are early game killers, others are late game, and some are all-round killers. If you're going to be playing killers that get their most value late-game, but you're angry because gens are getting done then.. what are you doing?''

    No, there is no ''early game'' killer. Killer has 2 thing going for them during early game,

    1. unless of specific case like pig or plauge, survivor wont know what killer they face till first chase, Survivor also can't build agains a specific killer because of that.
    2. Stealth killer will have a relly easy time landing first hit cause survivor still don't know they face one.

    Add to this the fact that if you face decent medium skilled survivor, first gens should be done around the same time as your hook and in the worst situation, another gen should be at the minimal 35% done. if this aint the case, it not killer being good at gen defending early game, it just survivors wasting time and not working on gens.

    Unless the survivor are extremly trash and suicide on you, you ususualy wont 3-4k any survivors before 3 gens are left, and most game where the killer can 3-4k there only 1 gen left or the door has opend. There no magic formula involving this in killer or survivor skill, the game simply designed in a way where survivor power depend on how many are alive, while the killer overall power depend on how many survivor are left. And I know it hard to folow me on this one, but usualy at the start of the game, survivor are alive and due to the simple fact it take 80 second doing a gen and it take 120 second for someone to die on a hook, survivors need to relly try if they want one of them to die before a single gen in done. There no early game killer cause the dev know the early game wont last long and your killer would not have any impact after first hook and second chase, provided survivor are not trowing the game by doing stupid stuff.

    That being said there 3 type of killer, Late game killer, usually set up killer like hag and trapper. Late mid game killer, Usually killer that has a power that require build up, think Myer,plague and arguably doctor. finally there early mid game killer. any killer that don't require set up or build up go there doctor could also go here, These killer can also jump into other category with certain builds, but wont ever be strong as late game killer using the same build.

    ''All these things matter - and blaming the game and survivors doing what they're supposed to - which is to do gens, then who is truly at fault?''

    This is a decent straw man argument that work in both way. If you accept this as an excuse for gen rushing then you also need to accept the fact that:

    Killer are suposed to do their objectif, killing, therefore, tunelling should'nt have that many direct counter and should be considered the to-go tactic. Camping should also be a good thing since survivor will die fast if they are ultra altruistic

    But what happend if you pull out these tactics and survivor don't have protection/second chance perk? They complain that it aint fun.

    Guess what, it aint fun either to get gen rush. the differance is killer don't have as much powerfull tool as survivor does. and there no arguing on that. DS is stronger than Pop, the go to meta gen regress perk for any non set-up killer. let me show you how DS would look like if it was balanced like killer perk

    ''once per game, if the killer pick you 60 second after you have been unhooked, you can hit a skill check to fill up to 70%''

    See what I mean by this example, Killer perk rarely garantee something while survivor perk like ds is simply a 1 minute immunity tool that also work as an anti tunnel, so it an full minute of you being allowed to do bad play and force the killer to play around this. Same goes for Bt, but that last way less time and safer. If you are under effect of BT and have DS, you could do the stupid play of body blocking for the unhooker when the killer was going for them, if the killer play his card right, yea he can slug the DS user, but it still will be a whole minute wasted at minimum for the killer, unless he take the risk to slug you and try to find another survivor. and even then, you can be pick up or pick up yourself, so, at worst, you will traded 1 hook for a whole minute doing a garbadge tier kind of play.

    Now imagine if Killer had a perk that did the same thing as DS, aka stopping survivor for doing their objective in a efficient way

    ''If a survivors bring a gens to 100% whitout stoping midway and completing another gen, the entitiy block this generator for 5 second and regress it to 50%, this only work once per survivor.''

    Now you see every killer running this op perk so you come to the forum and then killer main say

    ''There nothing wrong with this perks, why do you try to complete generators fast? just work on other gen lmao there way to play around it, just don't gen rush !''

    And they would'nt be wrong, there way around it, you can avoid gen rushing, but would it relly feel fun to know you can't do your objective in the fastest and most logical way whitout getting hard countered by the killer virtualy doing nothing? I don't think so....

    That being said, I don't want to convinct you on the ''killer vs survivor balance-ish part'' I don't say everything I wrote are an issue, All I want to prove to you is that No, killer aren't the ''boss'' of the game. Survivor are the one who control the timer. the game lenght is all tied to the Survivor objectif so there no saying on that. Killer only become the ''boss/power role'' once 2 or more survivor are dead. and by that point survivor aren't enought to control the timer. on the other hand, if you are at 2km you don't need any kind of power since well, either survivor are escaping and you got your second kill on a late endgame hook OR your in a point where survivor got no chances of winning and you basicly got a garanteed 3k, possibly 4k depending on play around hatch.

    Im not saying that it wrong if survivor are the boss role, even too I think this is what create the problem in this game balance. What im saying is that you probably did'nt play both role enought to see who control the game and when they does.

    The game length is NEVER in the hands of the survivors. Survivors cannot sit on a gen unbothered by the presence of the killer - or being untouched by an incoming killer. The killer fully decides the duration of a match, and that falls entirely on the pressure that they apply on the survivors. For the killer, the game isn’t over until the last survivor dies or escapes - the survivor has one life. If you’re a terrible killer - or one that is being matched up with survivors that are miles better than you are, then yeah, you will be outplayed and that’s to be expected. But if you are being paired with people on the same skill level, then a killer can make finishing one gen living hell.

    I’m not really going to read the rest of your post, I feel like most of it is the same repeated garbage but re-iterated in an attempt to change my mind. But you literally can’t change facts. You want to take the argument of a top killer.. go watch some killer mains on twitch or YouTube, how they can go on a killer streak of 20, 50, 100, with ease. But achieving 10 consecutive escapes as survivor is deemed as an accomplishment.


    im going to only repeat this once more, SWF is not an advantage - it is the standard. The game should’ve ALWAYS come with the feature to communicate because it is a TEAM game. In this game, you can EASILY screw over your team through having that lack of communication.


    for example, I was playing with two friends earlier, and obviously 1 random in the lobby. Right in the beginning, the random ran into the killer and then proceeded to lead the killer to where I was - working on a gen - and this proceeded to get me hooked after a chase where I was forced onto struggle by a lack of willingness from my team to come and rescue me. Keeping in mind that one friend was being chased, one was working on a gen across the map and the random was crouching around refusing to come unhook me - despite me having kindred so the player could see that no one was coming to get the unhook and that my friend was being chased whilst I was hanging.

    when you’re playing against a communicative team, you’re actually playing against a team - because they can try to outplay and if you happened to get outplayed - then oh well, you’re not entitled to 4k matches, sorry to break it to you.

    ive played against amazing killers that easily kept the pressure up and prevented gens from being done. I’ve mentioned to another poster of an Oni game that I had. We only managed to get two gens done before the Oni hooked everyone and it was GG. These players aren’t top 1% of the player base either, so your pisspoor comparison is a waste of your time and my time.


    In conclusion, you’re not entitled to 4k games, and if you’re going to refuse to adapt and learn from you games then don’t expect survivors to go easy on you when they spot your weaknesses and exploit them.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/148678/gen-rushing-isnt-a-problem-your-playstyle-is

    That's the longest git gud speech I've ever heard. Anyone that's played killer knows everything you said and it still doesn't help. What happens when you kick the gens and have slowdown perks yet still get rushed? What happens when you have 4 godlike loopers? What happens when you have a 3 gen and the survivors take off at the first sound of your terror radius? And what happens when you get survivors like this 75% of the time?

    If the survivors outplay everything you have in terms of perk and mechanical skill then you’ve simply been outplayed by better skilled players? You’re not entitled to winning every match, like what else do you want me to say? If you’ve done everything that you possibly can, end up with a 30k game but they escaped, then you’ve truly tried everything, and were matched up with survivors that were just better than you were. Accept the loss and move on?

  • @Dzeikor said:

    this is so stupid,yeah kick the gen every is already left to another gen and you probably will struggle to find a chase and know where everyone else is,if you think genrushing is not a problem you clearly dont play killer enough

    I play Killer and against killers to understand and differentiate from good killers to bad killers. If you’re gonna play the game with the attitude that your options are a waste of time then don’t expect to get kills, simple. Killer controls gen progression, killer controls how long a game lasts.


    ive had games last 20 to even 30 minutes because of good killers that stagnate gen progress enough to make it last that long. If you’re not willing to actually stop people working on generators then stop crying that survivors are doing their objective?

  • @PokemonGOPlayer said:

    Killer have never been the boss in this game.

    Most SWF chill on Discord while playing and you know that, that's an impossible advantage to circumvent.

    Kicking Gens is litterally a waste of time unless you have Pop because they can just tap it, if you find a Gen that is about to be completed you just interrupted someone and finding them quicker is better than kicking it, go around looking for him and seeing it getting completed still by another Survivor.

    Late games does not exist unless you have NOED or a very nasty door setup. When the last gen is completed if more than two people are alive they will likely escape unless they're straight up stupid.

    Killers maybe weren’t the boss in the beginning - when a lot of things were broken and exploitable by survivors - for the biggest part, these exploits are now gone. The game is currently in it’s healthiest state in terms of balance between killer and survivor.

    A killer is the boss in the match, mechanical advantage, killer priority, permanent speed boost, etc. These are just the simple things that killers get over survivors.

    SWF is counter-able, and I hate this argument. Solo Queue should’ve ALWAYS had a communication option because this is a team game, and most times solos can’t work as a team because they literally have no idea what everyone else is doing. SWF is not an “advantage” but a standard and people queuing solo set themselves up to be at a big disadvantage. You can’t play a team game when you can’t communicate with the team.

    If you find kicking gens a waste, put on ruin. Find that ruin gets destroyed? Play spirit with TOTH, HG and Ruin. There are ways to make gen rushing a hard time. I play both sides, and I often run into killers that effectively apply pressure or monitor gens enough to make progress near impossible. If you enter the game with an attitude of, “everything I can do is a waste of time because X, Z, Y.” Then yeah, you’re gonna get gen rushed because instead of taking control, you’re allowing yourself to get cucked over by survivors and by that point, that is no one’s fault but yours.

    late game does not exist? Are you joking? Lol you sure you know what you’re talking about?

  • @somewherenear said:

    So i know Dbd switched to dedicated servers, but sometimes I think the killer is lagging because he teleports, swings at air, i get hit from 10 miles away, etc.

    I thought with dedicated servers, only the lagger suffers. Can someone explain whats going on? (its not me as I played swf with 1 other person in another house, he had same issues, and 2 other randoms in end game chat compalined)

    Well, despite being on “dedicated servers” the devs have admitted that the game will likely take killer perspective/priority, so it doesn’t matter who is lagging as it will favour the killer most of the time lol

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246845#Comment_1246845

    I stopped reading at: “the only map with safe loops”

    Really shows how much experience you have in this game, considering I was a one shot down in the worst survivor map of all.

    Your data for the “worst map” is outdated by 7 months, two months after the map was released.


    Hawkins can have up to 4 safe loops that you can connect. It is a safe haven for exhaustion perks - especially balanced landing. If you refuse to read facts and live in a fantasy where you think escaping against someone who is 4 ranks below you is an achievement and means that survivor is easy - then you’re the blind one with little in-game experience.

  • @Batman781 said:

    Just for kicks I kept track on a notepad of my last 100 games as a survivor as to who the killer was every match, this is what I found...

    19 Doctors, 17 Freddys, 16 Ghostfaces, 13 Spirit, 11 Legions, 8 Michaels, 6 Huntresses, 5 Trappers, 4 Pigs, and a Wraith.

    So not only are merely half of the killers on this list, but the the top 3 are the 3 least fun to play against(in my opinion). And the number 1,the ol' Doc, is not only the least fun to face, he's not fun at all. In fact he's downright annoying and so are his mechanics. 75% of survivors are probably like "Seriously, not this guy again." and have (at least a slight)thought of DCing right then. I bet if we could track the killers who were most DCed against he would be at the top of the list(I'm guessing).

    Then we have Freddy, who not only excels at slowing the game down but can teleport to ANY gen on the map with minimal cooldown. This combined with BBQ and Pop Goes The Weasel makes it seem like some games we spend 9 minutes working on the same gen for a total of 215% progress needed to complete. Now we have his portals, which get spammed in every chase making looping far more difficult(at least to a reasonable percent of players) and rescues as well(since it slows the process and makes camping a little easier and a more frequent tactic). Speaking of rescues, Borrowed Time doesn't proc if the rescuer is asleep, what a hum job that is. Maybe its me, but I feel dream pallet Freddy is more fun to face(as well as a little easier).

    Ghostface, don't even get me started. A tea-bagging Myers in a women's bathrobe. Not knowing where he is, being able to expose people limitless times, being a bit more difficult to keep track of in chase when he actives Night Shroud(for me at least), are some kinks I have with him. Gameplay he's not more difficult than Michael, I don't think. But a great many people who use him are toxic, taunting, A... hole-in-ones.

    Can we see some buffs/changes to some lesser killers to give everyone some incentive to switch it up? I'm not saying changes these killers(as Doc just got reworked, obviously), but I miss having a variety in my matches. I guess this goes along side most of my posts that request my martini shaken, not stirred... but I digress. Thoughts anyone?

    I don’t think that any killer specifically needs buffs in all honesty. I think some tweaks?


    but what the issue actually is with the three that you’ve mentioned is the fact that they all have overloaded kits.

    Freddy can teleport, place traps, put false pallets, a long lunge, and is a second-objective killer.

    Doctor distorts the screen, messes with skill checks, stuns survivors out of actions, can find survivors easily and is a second-objective killer.

    Ghostface is a small, fast stealth killer, who can gain the ability to instadown.

  • @Kyari said:

    Was just reading my 8th nOeDiSoP flame war and just thought. Why not just make it a set totem like ruin? Ruins pretty balanced. Sometimes you can get a good spawn and survivors actually have to work for it but its obvious by its light, so just give noed the same treatment. Boom.

    Any suggestions? If not an up vote would help make my point more valid.

    As much as I'd hate to argue against a NOED nerf, this just wouldn't be fair at all to the killer running the perk - and would kill the use of the perk. The thing about NOED that kinda makes NOED be NOED is the uncertainty of knowing whether the killer is running it or not. NOED is not even usable until late-game when all gens are popped and during this time, survivors can get rid of totems if they desire to and seeing a glow-y totem is definitely attractive to any survivor running by it.

  • @MadArtillery said:

    Honestly recommending kicking gens to regress or slow them down is probably bad advice by itself. Without some sort of perk synergy kicking is by itself almost entirely worthless. Now if you are running surveillance and can always keep tabs on it because of it then the kicked gen becomes bait more than it does a tool of regression. Especially if the pallets nearby have been dropped. Gens take way too long to regress against even moderately competent survivors and won't really have impact unless you pop. A hook or a slug will prevent more gen time than 10 kicks ever will. Definitely don't kick a gen with the intent or regressing it if you can't make it stick. Any kicked gen is usually tapped in 2-30s if surveillance has taught me anything.

    Forcing gen locations is definitely a major part of killer though, very critical thing to do. As critical as setting your bait and knowing where survivors will be coming from for unhooks or pickups or even to stop a high value surveillance gen from regression. Making sure they never reach their destinationo to force more people off gens when the saviour becomes chase is critical. Overall it's much easier to deal with survivors when you know the route they are likely to take and what their priorities are. Especially if you are say, playing a stealth killer. Everything you do causes survivors to move, It's easier to kill a survivor while they transition between tiles than it will ever be in a tile so learning where to be and when is important.

    Saying killer is braindead after a huge post listing things to do and keep track of is amusing though. You really do need to be able to keep track of a swarm of rats poking every little thing they can get their claws on and it's definitely something that takes a lot of practice to learn. Nothing braindead about zoning, tracking, timing, and precisely controlling multiple objectives and targets at once.

    A lot of what I post, commentate on or talk about is from my personal experience.

    Sure, maybe kicking gens isn't the most 'viable' strategy, but it's a mechanic that's always available to the killer, and if they decide to ignore it and then cry wolf when the gen is popped, then whose fault is it truly? Again, I personally don't see kicking gens being an entire solution to everyone, but it works for me and secures me my 4k games.

    Killer requires a lot, and i've acknowledged that. But in my final statement, it sometimes seems as if players want to be entitled to 4k games, or want survivors to find the game unfun. I still see people complain about the issue of gen-rushing when it's the main strategy for a survivor to even escape, whereas there are plenty of killer strategies that can go as far as to deny the survivors the ability to even play in the game, but when people complain about those, they're bombarded with reasons as to why killers can and should play that way. As demonstrated by one of the posters in this thread already. I don't want killer to be any easier, or survivor to be any harder. I think that both are in a decent spot, with tweaks being needed on both sides - but nothing more and nothing less.

  • @DeathBeam said:

    Then don't complain when killers use "scummy tactics" to counter gen rushing like using crutch perks like NOED, tunnel survivors, slug every survivor from the beginning, or just facecamp until NOED activates.

    I'm not complaining about these tactics, this is more or less a post to hopefully make some killer players take a step back and realise that maybe - just maybe, it isn't the survivor at fault for playing their side of the game, but the killer for not properly playing theirs.

    But gen-rushing isn't a bug, it's not an exploit, it's literally part of the objective and nowhere does the game punish you for pumping out gens. It's quite ironic that face-camping deducts points though, no? lol

  • @GrannyonAcid said:

    I would say that it's a problem. I've been playing survivor only for a few weeks now and I've always played both sides. But gen rushing is certainly a thing. And people that give ideas on how to counter it ... killers know. But sometimes things get out of your control. I've had games where all my chases are under 30 seconds each. I destroy survivors and still end up getting gen rushed down. That being said this new update needs to be out for more then 2 days before we jump to conclussion.

    But survivors win 90% of the time if there's no mori. It's just fact. I'd never go back to killer when this ######### is so free over here on the other side. I play with people that get downed instantly and we still win. Because when the killer chases me it's just GG over for him. Mori or lose.

    Most games that i've played in, i play with no perks (Or one of the base killer perks - depending on the killer that i am playing that match), I've only had a handful of times where the survivor/s have escaped but most games I've played, I've gotten 4ks. None of this is a fact, as a matter of fact, when they dropped data on killer winrates 6 months ago, all maps had a 50%+ 4k winrate, again that's only 4k wins.

    I don't really know where you are getting your facts from. Gen-rushing isn't a problem, it's part of the player objective. As killer, it's your jobs to monitor generators. It's also important on what type of killers you play and whether you utilise their strengths correctly or not.

    My last game tonight was against an amazing Oni that kept the game pressure up the entire game, we only managed to get two generators done and he bodied us the entire game. On the other hand, I also had a spirit game which went terribly for the killer. She wasn't good at chases - nor was she good at monitoring generators. Me and my boyfriend decided that she definitely had NOED because there's no reason for a spirit to be this bad late-game. Unfortunately for the spirit, she hooked my boyfriend right next to a spare totem that lit up the moment that the last gen was popped - in conclusion, the moment that i cleansed her NOED, she dc'd.

    The difference between these games was the usage of the killers and the perks between the two players (Putting natural skill aside). It's very easy as a survivor to tell the confidence and skill of a killer solely based on the pressure that they apply to survivors, that can entirely stagnate games that would've otherwise been wins.


    I don't want to tell you just to 'get better', but try to analyse what you do in games, and see where you go wrong so that you can work on those areas because those areas are your weaknesses and strengths to survivors. Trust me, a survivor is going to quickly notice something like a killer that is reluctant to break pallets or such, and they will use the smallest things against you.

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246733#Comment_1246733

    You don’t play enough survivor or haven’t been playing long enough to know that Hawkins has the highest kill rate of all maps, approximately +65%.

    If you bothered to asses the screenshot, you’d know that I threw on the map offering for the sole purpose of the “challenge,” yet the killer failed to achieve that even though I was indeed a 1 shot down.

    In conclusion, the killer actually underperformed even with the a map that holds the highest kill rate, along with a person who has 1 useful perk.

    In conclusion, you decided to play a map that has single-handedly the most 'safe' loops that you can connect together and run the killer on for all gens if you're really capable or the killer is silly enough to engage in the chase for that long. Not only this, but his choice of killer also disadvantaged him on a map with plenty of turns, visual blockage and etc.

    You also ignore that you were running up against a killer that was playing above his skill cap, which disadvantaged him further than it needed to.

    and if you didn't ignore my post, then you'd see that it doesn't matter which map is the 'deadliest' or 'safest' because even the 'safest' map had a 4k kill rate of 53%, which is above 50%. Stop acting cocky, it's embarrassing seeing a rank 1 flex on the fact that they escaped against a rank 5 killer.

  • @NovaliumTS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246651#Comment_1246651

    I literally have no friends who even want to touch this game anymore because of what the devs have done and i cant even talk to people online because of my anxiety so what am i supposed to do? I guess suck it up and have games like these until the devs finally balance solo queue.

    If you feel uncomfortable approaching new people, ask a friend or two if they can be in the call when you invite a new person - this should ease the anxiety that you possibly experience when talking to a stranger. Only make callouts when you need to and ccommunicate when necessary up until you get to a position where you feel comfortable enough to talk to them by yourself? other than that, i don't know what you could do.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246789#Comment_1246789

    Wiggling takes 16 seconds limiting killers with a 90% movement speed 3.6meters per second giving killers an effective 57.6 meters of movement without taking wiggling making the killer move farther into account. The minimum time it takes to wiggle is 13.3 seconds with breakout overall unless going for it wiggling will only deter killers from running across the map to basement not save a life unless you have breakout and multiple people body blocking or a person that can take multiple hits due to perks or addons

    i don't know why you're throwing all this math at me? I was just confirming to the user that they shouldn't 'smash' their keyboard because it doesn't increase the bar or give them a higher chance of wiggling off lol

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