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Soulpaw

Soulpaw

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Soulpaw
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  • for me, i use Otz's rules. 3k with 1 escaping or 4k is a win.

    for survivors, its just to escape but to save as many as i can. I play more casually as a survivor but i want to make sure i can help as many as i can.

  • Must..... not.... take...... BAIT!!!!

  • the only issue is that its going to divide the community even more. The game is already divided into 2 different game modes, this will divide into 2 more different game modes and itll just make the que even more of a hellhole.

  • Its because its whats best for him if you want to win. kinda like how survivors just about always have unbreakable, DH, and (in the past) DS. its just what you use if you want better odds of winning. Plus because of the slow down perks and tinkerer, its just fun to have longer games (at least for me it is.)

  • from what i know, you see more of the rare addons the more you prestige. i dont even prestige on the pig because her brown addons are the best on her.

  • you thought blight was coked up before?!?!? you've seen nothing yet!

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2288123#Comment_2288123

    I think it's vastly overtuned, removing the speed bonus would be a good start

    i kinda like the speed boost, rewards being greedy and isnt a huge buff anyways since its on a constant on and off anyways.

  • @Superyoshiegg said:

    ...change in what way?

    Because it seems to me that the game is constantly changing.

    Frequent balance and bug patches, trimonthly large content seasonal updates, content added to the in-game store every single week, fortnightly lore and challenge drops, etc. The newest Killer even implemented a unique AI environmental obstacle, but that isn't changing the game?

    I'm not sure what you're expecting.

    yes it is changes but not whats needed. the meta seems stagnant with the same perks, the same problems and updates taking 3 months unless its a hot fix just for them to be miniscule changes that dont fix much. while AI's are cool and new, it needs tons of work that i doubt they will improve it for awhile just because of survivors complaints of them being annoying.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296031#Comment_2296031

    I think a start would be giving every player a small icon next to them that lets you know when they're being chased. That alone would be a huge buff to solos and give them valuable info that SWF already gets. Then killers can be tuned to the fact that now most survivors can optimise their time properly.

    Also kindred basekit goddamn

    Information of what the survivors are doing would be great! an icon of a gen letting people know they are on a gen, a running icon if in a chase, a chest icon if on a chest, a totem icon if working on a totem, then a walking icon if not interacting with anything/not in a chase at the moment. That would help so much so people can figure out what to do during most situations.

  • buff solo que by giving them a minor form of communication. that way swf and solo can be on similar power level and then they can buff killers to compensate for it if needed.

  • stay unpredictable. You want to run towards pallets and windows then B line away from it last minute. Killers usually assume that when you are going for pallets, that you will commit but if you leave last minute, they will usually miss. If you think he's catching on, then commit. another method you can do is safe drop pallets. drop them early so he never has the opportunity to hit you, you usually do this instead of looping then move on to the next pallet. problem is that your gonna use a TON of resources. you'd want to use this when the game is coming to a near end (i.e. 1 generator or gates are powered already.) dont forget to get vaccinated late game if some are around, no point letting them go to waste if it can save you from a hit.

  • sounds like just getting outplayed by a swf team. just takes practice to dodge is all.

  • i searched dbd forums. 2nd from the top.

  • @gendoss said:

    You were also able to see the ranks and ping of the survivors in the pre-game lobby.

    https://forum.deadbydaylight.com/en/discussion/comment/2287070#Comment_2287070

    I have to bring this up all the time but the statistics are way killer favored and always have been.

    Talking about highest level of play, its survivor sided unless your nurse, spirit, and debatably hag.

  • yes, killers have always been able to see survivors prematch. Second, no. They dont to give survivors a surprise on who they are up against and so they cant pick perks/bring items to counter said killer. The game is already survivor sided, this would give survivors a HUGE advantage since killers cant counter pick perks except for something like light born or franklins.

  • so the tentacle has a deceptively short range and its finnicky when it comes to hitting over objects. the range is about the same as a lunge for the most part. pay attention to the blue streak on the ground to see the hit box, its pretty skinny

  • because BHVR bugs suck rn. add this one to the list boys!

  • quick chat system. not full chat but quick chat to bring them closer to the power level of SWF.

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2283504#Comment_2283504

    As another guy pointed out survivors would have No Mither to deal with for the entire game. That would make things a bit harder.

    dont forget about distortion (removes your aura from killer lose a token, that perk although its gonna run out VERY quickly.) and object of Obsession. omg, the obsession would be so terrified at all times.

  • run all of this on nurse and run the BP perks on her. fly past = points.

    hooks = points.

    conclusion = POINTS

  • killer would lose hands down. every second chance perk all at once, pressing E to outplay will trigger so many things, sprint burst would be the only exhausted perk that would be used interestingly enough, slugging impossible, cant tunnel either and gens are gonna fly.

  • id honestly settle for a pallet dropping perk, forcing the drop would be pretty cool to see. OH idea.

    Perk: Enough!

    Your done playing games, time to end this.

    After being in a chase for 30 seconds, this perk becomes active as long as you are in that chase.

    Using the action button while passing through an undropped pallet will drop the pallet behind you.

    After use, this perk goes on cooldown for 100/90/80 seconds.

  • I think its perfectly fine. New players can use it to find survivors easier without explicitly always giving broken info, and we can see how broken the spawns can be for this game.

  • @Laluzi said:

    Anyone who BMs the other side after winning is just an ego tripper and a sore winner who isn't happy with victory unless they're rubbing the loser's face in the dirt. Never understood it, never will.

    That said... could just be my experience, because it doesn't seem to be yours, but I encounter way more survivors being sore winners than killers. I've encountered some GGEZes and stuff like slugging for the bleedout or hatch fakeouts, but the number of survivors I see being bad sports after winning a match is an order of magnitude higher than killers doing it, if not more. Most killers just silently exit or drop a GG.

    id say this is an unfair experience due to killers seeing 4 survivors each game while survivors see one killer each game. because of this, your more likely to see survivors behaving like this than killers. i dont think we can really know for sure without taking a poll or something.

  • @[Deleted User] said:

    Where is this quote from

    from this forum.

    image.png


  • im gonna be here hoping that they buff muh pig girl but i still have doubts. just hoping.

  • @Zokenay said:

    Is it any good?, i mean, the speed cleansing sure helps, but finding the totems can be a bit rough since it tells you the one thats farthest from you, and in some maps it can be annoying to find them.

    I think Small Game is overall better tbh, even at lower tiers, but i could see combining both as some Totem Hunter build.

    i like it because you can find 3 totems on one end of the map and possible see where 3 more are hiding when you do go to that end of the map later on. the speed boost is pretty nice too.

  • they balance the game around general player base and new players. Most new players play survivors so they try and make the new survivors have a good time. the people who play nurse are usually people learning or already mastered nurse and because there is a TON of room for mistakes using her, theres no reason to change it since all it will affect is the top/high skill players. new players can quickly get the idea that this killer is difficult to play but has a ton of potential so its up to then to decide to try another or keep going.

    old ruin heavily punishes the players who are learning and can be pretty aggravating for them to see so much progress go away. Old Ruin was an extremely common perk while nurse is rarely seen, especially at low ranks, that's another reason why you dont see nurse nerfed for low level players or buffed for new players.

  • its survivor sided if we are talking about top 25% of players. if every survivor knows how to loop and knows to do gens, on average 3 survivors should be able to escape. i wouldnt say 4 because the last survivor camp is always possible. with how easy it is to waste killer's time with the power of holding W with linking loops together, you can waste over a minute of time per chase and with gens getting fixed with everyone split up, killers will have a hard time.

  • Of course, not sure when but it will happen.

  • Hmm, I dont see the problem here. Of killer can learn the difference between a bad Survivor and a good Survivor, he can learn who to focus on to put the good Survivors in a bad situation.

    Just don't bully post chat.

  • Eruption outta make it easier since it's a slow down perk technically.

  • @th3 said:

    The limited number of vaccines was the cause for the lack of survivors using them.

    Not true, people hold onto plagues sickness even tho they can freely do that as many times as they like. They hold it to deny nemesis's power upgrade.

  • As a pig main, an entitled Survivor is one who thinks that because they have an RBT on them, they can search boxes in my face to run past me willy nilly, your still a free down, I get so much benefit from downing you and hooking you so why wouldn't I do that? ("Oh but I'm not even doing gens!!") Yeah and your gonna stay not doing that on a hook and interupt other Survivors who are or you'll be out of the game and you'll stop being on gens permanently. How do I not gain from that?


    Another way is that "oh I'm going to rescue infront of you when you just hooked, your camping if you attack me." That's always fun.

  • While in a chase, you receive 500 bonus BP that is given post match (so in addition to what you would originally get) for every 20 seconds in a chase without getting hit. (Borrowing @PassarinoT's idea.) If you were to take a protection hit, you gain 400bp automatically. I think just the additional BP and team play with protection hits is enough to encourage players to participate in a chase with the killers and to not just use gen rush like perks to end the game quicker since the longer your in the game and the more you participate, the more your rewarded. Likewise for killers, ending the chase early via downing provides with a bonus 1000 BP (and is reduce by 300 every 30 seconds that your in a chase) to encourage to chase survivors.

    That's how I'd do it.

  • @KajdanKi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2258900#Comment_2258900

    You can actually use Pig's power for kills if rng is on your side and you ise two certain addons.

    Usually survivors cries about pig being tunneler when they think they are entitled to examine a chest in front of the killer.

    I always spook them when they do it but they claim ita tunnelling - ridiculous.

    Bro, I love it when a survivor is being entitled. I was in a chase with a Ying one game and while I was chasing, David ran by with a RBT on his head, I tried to wack him to spook him off but I missed and continued with Ying, 30 seconds later mid chase, I see him on a box so I walk over to him and ditch the chase to wack him. When I did hit him, he jumped off the box and pointed at me then jumped back on the box. I stared for a moment then grabbed him off. He then disconnected.

    ######### entitlement man.

  • Is it just the lights or progress too?

  • This is what I do when I see multiple survivors blocking me. I look around and say "aight, you guys wanna be hit, then I'll give you all free hits." And then I drop the survivor and watch as everyone else scrambles as I go on the offensive.

  • @VenomousHawk86 said:

    Blood Pact has the following effects

    1. You are less likely to be the obsession.
    2. If you or the obsession are injured during the match you can see each other's auras.
    3. If either you or the obsession heal each other you both gain a 7% haste status effect until you move more than 16 meters away from each.

    This perk wants to enable two survivors to group up and then stay together, but doesn't really address the sub-optimal part of that strategy, splitting up one gens is generally better than stacking up on the same.

    I think they should add a 7% action speed bonus that affects everything like how resilience does, that sticks around so long as the survivors are within that 16 meter range. With this change the perk mitigates the penalty for stacking on a gen together which is the number 1 thing two survivors are going to do after healing each other whilst being conditional enough that it's unlikely it'll blow gen speeds up.

    Problem with this is everyone running the buff, everyone gets a 7% buff to working in gens which is the last thing we need rn for swfs

  • I dont like it because it allows Survivors to chase towards a hook and loop around it, get the save without any repercussions

  • I stereotype Megheads because they are generally one of the first characters that new players play as and tend to do some pretty funny stuff.

  • he wants to buff solo so that solos could potencialy be close to the power level of SWF. the ability to communicate is so strong in this game, even if it is basic call outs. its a problem that is unfixable so why not make it a standard and give everyone that option to make the solo experience more enjoyable? this could also help the balancing team with being more comfortable with buffing killers since (im sure this comes into effect often) making a perk/change that doesnt stomp solo q's or change perks that are useless against SWFs so theres more change to the meta. (at least i would think it would open up these options more.)

    while yes, it sucks if the game becomes omega competitive but the fact of the matter that it is abhorrent to play solo with a lack of communication and understanding of the game for new players, having a quick chat option makes the game easier to get a hold of for new players and can help with learning when to save/not save, when to ignore if theres a camping buba, or many other things.

    I think that buffing solo q. would make the game far more enjoyable with or without MMR and just a better learning experience for new players on what to do mid game. killers could potentially receive buffs that are actually meaningful or better designed killers for the new meta of communication.

  • Pig, Pig, and Pig. addon rework pls with straps base kit and change the addons that reduces timer or delays how long it can potencially take to remove RBTs. Lastly, id give the RNG element of the keys a trapper treatment. thats all.

  • My guess is that survivors brings in a boon perk and if they clease it, they either get a strong temporary buff or a weak permanent buff. Killer probably won't have its aura revealed to him but if he finds it, depend on the killer, can proxy camp it with traps or something.

    I'd like this dynamic to the game, that's for sure. I'd like to see multiple boon totems at once so multiple survivors can try it out in a game. My only concern is all survivors bringing The same perk to abuse it but that's it.

  • @dspaceman20 said:

    Does anyone know what boon totems will do?

    Not yet no, from how they described it, it seems to still be on the drawing board, nothing garenteed. All we know is that they are survivor perks but this is subject to change.

  • @hezekiah said:

    I am a Rank 6 - 8 killer here in Japan but mainly in the evenings I get destroyed by local Japanese players they all seem to be rank 1 or 2 and I find matches instantly - lack of killers ???

    Anyway I used a good VPN with a good ping and tried the US servers and I destroyed survivors so badly I felt sorry for them, there was a mix of Red and medium ranks.

    Anybody else compared the Asian servers? It’s pretty big in Japan.

    Another thing, the Japanese players NEVER give up or DC. If I catch the last survivor trying to open the gate and down them, even without DS they will struggle to the end, even though the game is over. On the US servers people simply stop struggling (which makes sense lol).

    There are T-bagging Japanese survivors of course but they often apologize in the end game chat. Salty end game chat usually comes from the Americans who are stationed here in Japan or South Korea lol.

    I think its based off of culture of the society. Americans (I feel) are usually pretty toxic or petty but can be easily frustrated and annoyed. When they get annoyed, they tend to throw the game out of frustration or they just leave to take a break or find a easier game to make themselves feel better. I think in Japan, they tend to be more on the competitive side because they genuinely enjoy that kind of gameplay while also being respectful in that regards. (If I am wrong PLEASE correct me on this)

  • I think it'll be fine, from how they described it, if you get enough down votes, the team will then look into that player. As long as the team are good with their reviews, there shouldn't be much of an issue.

  • Gameplay. I love the amount of thinking and effort required to stay on top, it's just satisfying to win.

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