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SpaghettiYOLO

SpaghettiYOLO

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SpaghettiYOLO
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  • Yet no one ever says this regards to Jake. Newsflash: he's not white. And people also don't seem to realize that they're saying it's okay for white faces to be worn, but that's it. Stop applying real life things to fictional characters when nothing of the sort has been implied in the lore. I understand the reasons why it's being said, but there is quite a difference between painting your face up to mock another race and literally wearing someone else's face.

  • Don't understand how it's so hard to just do everything there is to do in a match. If you just do gens, then you're only doing like 25% of what their is to actually do. Totems, unhooking and healing, chases. Doing all of that means you get just as much as killer, who has to chase, defend and destroy gens, hook survivors, and kill survivors. Killers don't always get to do all those things, just like survivors don't always get to do all those things. Thing is it's usually because survivors are gen rushing, but sometimes it's because killer just isn't breaking off from a chase.

  • It's always loading into a match. Whether it's SWF or a killer match, I get this every few matches. And if I dashboard at the loading screen, it takes everything I had equipped at the time, items, addons, offerings. Doesn't seem to take pips, but not 100% as it seems like it did on two occasions. If I wait it out until it puts me on a postmatch screen, it doesn't take anything that was equipped or offered.

    As a streamer that pretty much streams only DBD for the majority of streams, this is a highly frustrating bug, as is the rising 'hacker' aka script kid problem. There should be 2 main things focused on right now.

    1. Fix loading bug (already know you guys are on it)

    2. Get a better anticheat system and reporting system, especially for consoles.

    The script kids are going to kill this game in the long run. It should be addressed or at least acknowledged.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2572198#Comment_2572198

    "Even with set rule 2, they can easily find the box"

    Maybe after the timer starts, but not before that.

    People literally can spawn right next to Jigsaw boxes lmao what do you mean not before that? Are you seriously downplaying this?

  • Iron Will negating Stridor never made sense in the first place. Stridor lets the killer hear the breathing of injured survivors more while Iron Will silences grunts of pain. NOT breathing, grunts of pain. Plus the game always worked on additive logic, not multiplicative. They completely went against all previously established logic just to make Iron Will make Stridor useless.

    I'm all for making changes for balance, but at least MAKE SENSE. Like the Top Knot change. I don't need Top Knot at all. But that half second makes a HUGE difference. If anything, it should have been made an Iri addon and took the place of the Iri Crest. I've just seen no real value in the Crest addon. The fact that TK is the only Oni addon they touched is kind of sad. Of course it's 'overperforming'. It's arguably his best addon. Why not buff or change some of the other addons or come up with some new ones that are interesting?

  • Yes. Yellow glyph skill checks for everything at all times, including cleansing and opening gates.

  • @CluelessWanderer said:

    No.

    It's awful. The previous Rank based system was actually superior. Basing your skill level on escapes is ridiculous for Solo survivors. It does nothing but encourage selfish game play. That person who wasted the Killers time through the last 3 gens? yeah, LEAVE them to die on the hook during EGC. Don't even try to rescue, because the Killer is face-camping and God knows, if I die, I'll be increasingly stuck with potatoes as team mates and camping Killers being sucked further downinto the bog. Not to mention it works entirely contrary to their pip system, which encourages team work? So if I escape (through a door mind you, not the hatch), and I've done next to nothing but hide, I won't pip and get their "monthly reward". But if I do everything to pip and don't escape? I'll be screwed in MMR.

    Do these narcissists even play their own game?

    That's exactly what happened before though. It's why I stopped solo queuing a long time ago. Players in this game, most of the time, are incredibly selfish. Even if you risk a lot to save them, they couldn't even return the favor for not even a quarter of the risk. So let's not act like this is something new. That's a player problem that's ALREADY existed before any MMR. Same with hatch campers. This is nothing new.

  • The most efficient combo on Freddy is Pop/Thrilling Tremors/Tinkerer. The synergy with his ability is too good. Say you down someone in chase. A Tinkerer noti has gone off or did short before the downing. Mind game a teleport to Tinkerer gen, pick up survivor. 90% of the time. Tinkerer gen is now blocked by Thrilling. Hook survivor, teleport to said gen, Pop it, get right back on the hunt.


    4th perk slot is pretty much whatever you want it to be. Surge has been sitting in that spot lately though for me.

  • @HealsBadMan said:

    Disappointing but expected, that addon was too strong.

    Really? Compared with addons on so many other killers? Very strong addons I might add. I'm sorry, but I call BS, especially with the amount of strong perks survivors have, not to mention the rising use of 'hacks' infecting this game. Make Oni's other addons more enticing. Not hard.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/282991/more-dull-totems

    Survivors can bless a Hex Totem removing the Hex.

    It takes the same length of time as cleansing the totem does (or a little bit longer).

    Wait, seriously?

  • @Pulsar said:

    At least that achievement is possible now.

    It was possible before. Just have to recognize opportunities and know when to blink. It was the last trophy I needed for the platinum and I got it on someone opening a gate after I hooked someone. Saw them while I was carrying to hook and planned out my blinks from there.

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2526688#Comment_2526688

    I thought 3 blinks were insane but that recharge makes it 13+ seconds cooldown after 3rd blink which is insane.

    Even if they wont nerf her recharge add ons (which I think they will) this still might be more of a meme add on than actually good one

    I like how they took a rarely if ever used add-on and made sure it never got used ever again.

  • @Marik13 said:

    They need to either slow gen speeds down a bit or give killers a mini "pop" effect for when they kick gens and increase the rate of generator regression after they're kicked. While they're at it, they can also do something about gen tapping. It's kinda BS that killers are locked in to a 2 second animation but a survivor can just run by and briefly tap it to get it to step regressing.

    I've been saying this about kicks and regression speed. A missed skill check, a totally unintentional action, puts an instant 10% regression. An intentional kick by the killer only starts regression, which is a paltry .25 per second. A gen that's 99% done takes nearly 5 minutes to regress once kicked. One person with no repair speed perks or toolboxes repairs a gen completely in 80 seconds. That's a huge discrepancy. Not saying regression should be just as fast. But a kick should be 5-10% instant regression, .50 per second regression. Leave repair speed right where it is.

  • Add-ons matter. Hint: you really don't need the add-ons that increase mutation rate. Use the yellow and purple add-ons that moderately increase their speed. I also use Mindbreaker on Nemesis. Zombies are fast like this and Mindbreaker keeps Sprint Burst in check most of the time.


    And stop expecting to be a master immediately. You just bought it, which means you need time to figure out a style with Nemesis.

  • I understand that they've done 3 Blight events that all built up to one of the best killers in the game both lore and technical wise. But I feel like at least every original killer released before Blight should get a Blighted skin. So that would leave just Oni and Slinger.


    Don't get me wrong. I'd love a Blighted Twins or Trickster. In fact, I'd much rather the Blighted events not end. They had a Halloween feel to them. They were special. People complained about last year's because... why exactly? 'Cash grab'? I just think it's ridiculous and really showed the level of entitlement in some players.


    The thing I saw the most was there should have been a Bloodhunt (1000, an event should always have a Bloodhunt). The thing I saw the most after that? That the Blighted skins shouldn't have to be paid for. Don't agree with that at all. A lot of work and detail go into those Blighted skins. I don't mind paying for anything in this game as long as it's reasonable. Some things aren't reasonably priced, so I wait for sales, which happen enough to take advantage of and get multiple skins at better prices.


    I just don't see what kind of event and event skins could top the Blight event and skins. Maybe an undead theme, but meh. And what then? Will every original killer get one of those skins? Probably not. I'm guessing the main brain behind the Blight events is the dev that left recently. I'm just surprised that nothing can be kept as a tradition and a way to remember someone's time and work on this game.

  • @not_Queef said:

    Most maps: Okay I spawned near this totem, so there's probably one over there, definitely one in that LT wall, one in the main building, etc...

    Indoor maps: I'll just systematically search every single corner of every room for totems...

    Not too much of a problem for SWFs, but for solo queue it is blatantly unfair.

    Plus the Exposed status effect is not applied in a correct manner, ie. survivors are not notified that they are exposed until somebody gets hit, which is not how status effects are supposed to work. This is a hangover from the perk's earlier iterations and needs to be addressed.

    Anybody parroting jUsT dO bOnEs is simply ignorant at this point.

    That's how Hexes work. You don't know a Hex is in play until its effect is applied. Devour, NOED, Ruin, Lullaby, Retribution, Haunted, all of them don't reveal themselves until their criteria is met. If people knew Hexes were in play before they had any chance to do anything, they'd be even more useless.

  • @KweenPlease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2472244#Comment_2472244

    Other than Prove Thyself there are no REAL gen speed perks. WHICH DOESN'T WORK IF YOU SPLIT UP YOU NEED AT LEAST ONE OTHER PERSON.

    Yun Jin's only works once a LARGE amount of people have been hooked and it only really helps by 10% on a gen ONCE EVERYONE HAS ALREADY BEEN HOOKED MULTIPLE TIMES.

    and Tap's you have to be hidden in terror radius for 15 seconds for ONE 1% token. So is that really a difference?

    You can only call it gen rushing in my book if they all bring brand new parts or a purple toolbox.

    A build with PT, Resilience, Stake Out, and Fast Track is clutch as hell with three people on a gen. One skill check and half the gen is done. But very situational.

    PT gives too much of a boost IMO. People are either splitting up in pairs with it or running three men on gens and rotating out. 30% bonus is pretty disgusting. Thana gives a max 20% penalty. PT gives a max 45% boost and then there's Resilience that can add an extra 9%.

  • @BrokenSouI said:

    Welp. Time to delete DBD. Maps are ######### trash. Gen speeds are ######### trash.

    SBMMR does NOT work for killer at the highest level. Who the ######### wants sweat fests EVERY single match. Who wants matches done in 5 minutes and 3-4 hooks ?

    Horrible news

    Lmao sweatfest doesn't even apply to everybody. You get matched up with people of equal skill. So unless you're in the top 5% of players, you have nothing to worry about.

  • @grayon444 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2434098#Comment_2434098

    Fortnite is much bigger game then DBD.

    DBD needs licenses to survive.

    I'd argue that Fortnite does all these huge events that include licenses to keep people interested in the game.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2438371#Comment_2438371

    For being ultra rare, should they have no chance to turn the tide? Huntress and Clown get practical free instant downs all match with their ultra rares. These are one-time use per match add-ons we’re talking about.

    Huntress constantly having to reload at lockers when using Iri head really negates that add on. Personally, I hate that nerf. But I understand survivors being upset about the previous Iri head/utility belt combo. Problem is the majority of Huntress players use the Iri head while practically riding a survivor, which is what the problem was before the nerf.


    What they should have done was made Iri head skill based and by that I mean it only downs in one hit when it hits from 24 meters or more. This effectively eliminates the cheap 2 feet away instadowns and allows it to be combined with Utility belt. Even Clown's pinky finger add on requires the killer to have some skill in aiming and predicting the movements of a survivor.


    And I still think they should make Iri head a skill based add on. Allow it to be put with utility belt again. If you're getting hit and downed from 24+ meters with one hatchet, can you really complain? Like seriously? If you're getting down from that far, that means your running was very predictable, you weren't aware of your surroundings, you sat stationary out in the open, or you simply just got outplayed.

  • @Power_Guy said:

    https://us.v-cdn.net/6030815/uploads/9Q6ZHJCPTCZH/image.png

    Closest view of whatever is flashing on the screen. 🤷‍♀️

    Same flower from the Hellraiser movie. So unless they are trying to anger Hellraiser fans with now blatant references to Hellraiser and not delivering it, anybody still trying to say FNAF is severely stretching.

    Not gloating, just pointing out facts. All of this is screaming Hellraiser. If you know the movie, then you know what you're seeing on that video.

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421704#Comment_2421704

    you all seem to not catch my point or dont want to, im literally saying that im decent at he game and i play decently efficient wich means of course i can escape quite often or at least make good amount of points, and getting punished to play against same killers over and over again, variety is gone, is unfun and now with those killers over and over again in a never ending cycle of repetition is almost imposible to win in solo Q due the amount of uncordination solo Q provides plus those guys never play casual at all always using the same tactics and builds and sweat their asses hard with alrady op or almost op characters like nurse, spirit, blight wich for solos are impossible, again, making SWF the only viable option to beat them.

    So you're mad that you're facing people of equal skill. Sounds like you're a sweaty survivor, which is why you're getting sweaty killers. Like seriously, if the only enjoyment you get out of the game is steamrolling a killer, then you're part of the problem with this game and need to move on. Because no one should be upset that they're getting matched up with equal skill after they play their placement matches.

  • @Shroompy said:

    You know those gimmicks that content creators do? Well they wont be able to do that anymore if an actual functioning MMR system is added

    So now every content creator will be forced into high level play since some of them is their literal full time job playing this game. And this game is not enjoyable in the slightest at the highest level.

    Im not a content creator and I dont want MMR, I play this game almost every day and racked up 4k hours in the game. And while I do find the challenge of receiving the occasional top tier SWF or even tourney squad, I dont want to face that every game. I want to be able to enjoy other killers and not be forced to play the top tiers

    You do realize that you're saying that you are top tier/tourney skill level, right? Because SBMM matches you up with people of equal skill. So to say you don't want to face that every match is saying that you yourself are at that skill level.


    Now how BHVR is taking into account the SWF rainbow groups, I don't know. I believe that's what threw off the first SBMM a while back. I also believe people didn't give it a chance because after playing 10 games with each killer, I was having fun competitive matches, not these gen rushing matches I usually have from toxic survivors. So I'll see what's going on later. But yeah, if you're not at that skill level, you have nothing to worry about.

  • I get lag spikes from survivors vaulting, gens completing. It's nuts.

  • Oh good. Because that was atrocious. Survivors flocked to it too. They knew it was broken and abused the hell out of it.

  • @Crowman said:

    Lately it just feels like survivors just sort of refuse to learn how to play against different killers. Everything gets called broken or uncounterable and we get a ton of topics complaining about how killers even kill survivors.

    It just feels like survivors want a really easy game where they escape all the time.

    Exactly. The amount of people complaining that they can't use the same tactic against every killer is pretty gross. Just makes me feel like the majority just want to bully and humiliate and if they can't, then the killer NEEDS to be nerfed into the ground.

  • @Kaitsja said:

    Spirit is the problem. She lacks consistent counterplay, and there's no telling if she's faking her power or actually phasing. Not to mention that when phasing, Spirit has every advantage over the survivor while the survivor has to guess which move will be the correct one.

    Yes, there is. Look at her hair. When she's phasing, her hair stands straight up. When she isn't phasing, it's more floaty. It's not hard.

  • It's broken af even with removing the walls. Removing the walls literally does nothing. And guess what teams did? They saved the saloon gen for last. No matter how much I pushed them off outer gens, they kept being aggressive with them until there were 3 gens left and then they just go super toxic at the saloon. Like seriously, ######### was someone thinking with this move?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2419550#Comment_2419550

    While this indeed looks like a really quick down. Any insta down killer/addon would have been faster in that exact situation.

    Also noticed how the killer got 7 hooks by the time the gates were open? Despite those addons being so OP.

    This is where I'm kinda on the fence of it 'needing' to be nerfed. Yeah, he has an iri addon that will expose. But this combo was efficient and despite what someone said earlier, it required you to aim very specifically. As far as campers using it, well, campers are still going to camp. This won't change much in the end.


    Honestly, they just need to up his base speed at this point. I'll even take pre buff Trickster back IF they make him 115%. That alone would solve so many issues, would allow for this combo to WORK AS INTENDED (it no longer works together. Try it. They nerfed the hell out of it), and give him much needed mobility around the map.

  • @TroyXX said:

    Dude quit crying. Either force them out or don't go to the gate. They have to leave at some point. If you can't handle it then don't play the game.

    So how about those times when I catch them and are able to pick them up and start carrying to a hook and they DC because it's 'unfair'? Slinger, Twins, even Trickster can punish survivors that should just leave when they have the chance. I can't tell you how many times people have DCed in that exact situation. That right there is complete BS.

  • 3 people on one gen with Prove Thyself is pretty disgusting. The rare instance all 4 can get on a gen with PT is basically a robbery.


    Some serious downplaying in this thread when it comes to PT. And the guy saying it isn't a max 45% bonus? LOL please go actually read what it does before claiming things. It most definitely is a max of 45%, which is ridiculous. Usually the max is 30% as three is what will be on a gen while the fourth takes the killer on a 30 second chase. That's all 3 needs. Just 30 seconds.

    And Thanatophobia is only a max 20%. PT smashes Thana. With how many teams are so determined to pile up on gems, PT doesn't need to be 45% max anymore. It used to be healthy, but it's not anymore. Needs to be a max of 20%, just like Thana. But that would mean balance and I'm beginning to question if the devs really want true balance in this game.

  • @MikaKim said:

    https://forum.deadbydaylight.com/en/discussion/comment/2386343#Comment_2386343

    Then they haven't fixed the real problem have they.

    Because when you say (insert technical explanations about how you've improved it) only to watch the trade off still occurring, I don't really care what you've done.

    They might aswell said 'me great' while chesthumping.

    Yea kewl, it doesn't look any different and it plays out EXACTLY the same.

    They can't fix user error. That's what that was here. Misjudged how much time he had and when to drop. So basically, stop camping pallets. If you're really going to drop it, then just drop the thing and gain your distance instead of half of the killer's job.

  • Honestly, with the amount of players that just sit and rev the chainsaw constantly while chasing you shows the overheat feature isn't doing what it's supposed to do. Very rare for a Billy or Bubba to M1. Just one instant down after instant down after chasing you.


    For both Billy and Bubba, they should have to refill their chainsaws for gas after so much use. Introduce some tactics to it. And this is coming from a killer main. Because as it is, especially with Billy, the matches just devolve into instant down after instant down and overheating never does anything. At least with Bubba, he has to have charges, but still. Both of them refilling for fuel at lockers while keeping the overheating and charges on their saws will help with the much overuse of revving that overheating and charges were supposed to help with.

    Honestly, I don't know how people are still complaining for a buff when the exact same thing as before is still happening. Like seriously, so you can't rev your chainsaw infinitely anymore. That's good. You shouldn't be able to.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/263380/anniversary-cakes

    Also, survivors need to leave the match with crowns. As long as you get a crown as killer you're golden. Survivors playing to escape makes sense in this regard. Killers being extra toxic is extra disappointing

    It's not hard to escape lol if you recognize you have a tunneling/camping killer and you're not the unfortunate first victim, play to escape if it's that important to you.

    Like seriously, the crying/complaining over this is ridiculous, especially when it's comparable to adepting characters. All survivors have to do to adept is escape. Don't have to touch a single gen or help anyone. Just escape. Bam, adept earned. Killers have to play a perfect game in order to adept. One mistake or one survivor that DCs or gives up on hook and they have to try again.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/263380/anniversary-cakes

    Also, survivors need to leave the match with crowns. As long as you get a crown as killer you're golden. Survivors playing to escape makes sense in this regard. Killers being extra toxic is extra disappointing

    It's not hard to escape lol if you recognize you have a tunneling/camping killer and you're not the unfortunate first victim, play to escape if it's that important to you.

    Like seriously, the crying/complaining over this is ridiculous, especially when it's comparable to adepting characters. All survivors have to do to adept is escape. Don't have to touch a single gen or help anyone. Just escape. Bam, adept earned. Killers have to play a perfect game in order to adept. One mistake or one survivor that DCs or gives up on hook and they have to try again.

  • Starstruck is a huge deterrent, but that just means they'll focus on gens while one person does unhooks, usually waiting for you to only get a small distance but far enough that it's wasting your time as you come back.

    Mad Grit. Iron Grasp. Forced Penance. You'll probably have to dedicate the last perk to Pop, but STBFL also rounds out that build quite nicely. But those first 3 perks give you an advantage over the most altruistic of teams. Problem is you never quite know when you'll need it. But since this event is full of gen rushing, it's safe to say you might find more use for it now.

    As for trying to stop the act of gen rushing itself, just remember this. The majority of teams that gen rush put no thought into what gens they're doing. If the match just started and you down and hook someone and 2-3 gens pop off either just as you hook or shortly after, look for the three closest gens. Sometimes there's even 4 gens really close to each other. That's going to be your area of operation now.

    They will try to drag you out of the area with obvious bait, like letting you get a hit and running straight toward the edge of the area and beyond. DO NOT LEAVE THE AREA. If you do, you're giving up your only advantage.

    A build for something like that would be Surge, Eruption, Pop, Thrilling Tremors or Tinkerer. Surge and Eruption are so good together once you get to a 3-4 gen situation. You will get hate mail. You'll get called a camper despite the fact they put themselves in that situation. They'll call you a tunneler if you hit an unhooked person to down them or force them to mend. They'll call you trash and to get good at the game. Wear them as badges of honor. If you're getting that kind of mail and it's this exact kind of situation I'm describing, you've outplayed them and they're mad, so they grasp at anything because they can't accept the fact that they lacked the awareness to avoid said situation.

  • @thrawn3054 said:

    Your argument really doesn't work. Yeah, they're obligated to attempt to do the gens. You are obligated to actually find them. If you just run in a circle around your three gen you're just as guilty of delaying the game as them.

    So patrolling the area that they're supposed to be sneaking into and doing gens in, which by the way is an area the survivors rushed themselves into (I never plan to 3 gen at the beginning of a game. I simply take what is given to me by the majority of rush teams), I'm just as guilty as the people actually not playing the game?


    I can follow you somewhat on this, but at one point, one of the sides has to take the risk and it's that situation that falls onto the survivors because it's their fault they're in that situation to begin with. If the last 3 gens are well spread out, that's on the killer for spending too long in a chase or a certain area and allowing the survivors to fan out and get gens done. Killer is taking all the risk there, just as survivors have to take the risk in a tight 3 gen situation.


    I just don't agree with chastising someone who is defending well, which completely overshadows the survivors' poor game management and unwillingness to even try to move forward. I just don't agree with this line of thinking.

  • @Szakally said:

    https://forum.deadbydaylight.com/en/discussion/258822/why-is-dead-harding-over-a-bear-trap-still-a-thing

    How is this a thing in 2021? Basement Trapper exists. Only escape it's DH trap

    Lol no. People know to check stairs and areas when going against Trapper, especially if they're on comms, which is a good percentage of players. But again, even if they're not in a SWF, once they know it's Trapper, which they will if someone got hooked in basement, vast majority will treat basement with caution.

  • Lmao people do gens as fast as possible no matter who the killer is. Let's not pretend most survivors have any interest in actually engaging the killer or being chased or going near danger.

    That said, I disagree with everything except the limited vaccines. I think it's ridiculous, I think he could have been made better to where he wouldn't need zombies or infecting people, at least not the infection type we have. An Oni/Slinger/Plague hybrid would have sufficed. He could dash around the map for pressure, obviously using meter, which fills with successful attacks. Once it reaches tier 2, you can grab a survivor with your tentacle and infect them, where they would be able to vaccinate at set places on the map, ala Plague. Once he reaches tier 3, he could grab with tentacle and dash toward and instadown, using all meter and having him start over at tier 1. No add-ons to prolong instadown, only to tier up slightly faster, have survivor infection (which could lead to death) advance faster, dash speed, etc.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2276076#Comment_2276076

    Hook all 4 survivors before they get to use it. There is nothing wrong with keys. Keys are conditional. Don't let those conditions be met and survivors will have a harder time using them. I always feel like many killers in DBD have this attitude of they could have several good or "fair" matches but that 1 match where a key is used just changes everything then suddenly keys need to be nerfed. I main survivor and every time I play this game I usually play for about 7-10 hours. In that time frame when I am playing solo I see maybe 1-2 keys brought into a match and even less actually get used. I don't know if its just based on personal experience or what but in my now 1,300 hours played of the game I have rarely seen a key used successfully. I wish they were used more often because it would be a switch up from the usual get to the door and open it before you die play.

    Are you dense? Those key conditions are met no matter what, even if you're doing extremely well as killer. Hatch will spawn once a certain number of gens are done and survivors killed. There's no stopping that. Keys should not open a hatch with no charges period.

  • Franklin's was used every time a key was in the lobby for me. I think this change is pretty BS. If they made it to where charges are required for a key to open hatch, fine. But charges aren't required, which is ridiculous itself. So now keys have zero counter. If a key is in your lobby, high chances people are escaping early.

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272196#Comment_2272196

    https://forum.deadbydaylight.com/en/discussion/comment/2272197#Comment_2272197

    I personally bring 16 charges with medkit or 32 charges for 1/2 self heals. One hit on someone with a medkit and you lose 1 full heal chance. So that's a direct nerf to medkits. You recover a toolbox and you will have less charges now but in old case scenario, if you get it before timer runs out you get to keep full charge and "wait..killer has franklins. I'll use all my charges now" will be the mindset.

    Besides what's the difference between losing all charges and losing the item altogether except for keys?

    Eventually... they've been saying eventually for a year now. Yet moris are getting their second change in that same time frame. It doesn't take a rocket scientist to change keys. And now with this change, another thing has to be added to them.


    1. An animation for the hatch opening, 3-5 seconds depending on whether pink or purple key. Getting interrupted by hit or grab does not reset progress on opening hatch as key stays in the hatch.


    2. Charges required for key to open hatch. Both keys would need at least half charges to open hatch.


    3. Keys no longer can be found during active trial unless certain criteria is met. I'd say all totems cleansed, at least 2 survivors dead, and only one gen left to fix. All of this plus hatch opening animation creates pressure on the survivor as they take a gamble on if all totems are done and opening that last chest, getting gens done unless they are the last survivor in trial, and then beating the killer to the hatch and opening it before the killer downs them.

  • I've been saying this recently while discussing with viewers possible changes. People bring up gen speeds, but I don't think gen repair speeds should be hit again at all. 80 seconds for a single survivor to repair a gen with no boosts is fine.

    What isn't fine is an intentional kick of the gen by the killer doesn't apply any actual instant regression. A missed skill check applies 10% regression. A killer damaging a gen should do the same. Gens also regress nearly 4.5x slower than it is to repair them. 80 seconds to repair, 5.3 minutes for a 99% gen to fully regress. To me, that's grossly unbalanced. 2x-2.5x slower to regress I'd accept.

    Prove Thyself should also get looked at yet again. It is a huge problem now. Max 45% repair speed boost, but most of the time, it's a 30% repair speed boost usually coupled with BNPs and Resilience. Just make it the survivor equivalent of Thana. Each survivor counts for a 5% boost, but it doesn't apply unless there's one other survivor, so there has to be at least two survivors for it to activate. Max 20% repair speed boost, non stackable like it is now.

    In this general area, I think this is what's most needed. As it is now, it's too easy to stack repair speed perks and just abuse the hell out of them. Even if it's just PT and three survivors, it's pretty disgusting how fast a generator gets done.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2197559#Comment_2197559

    Like I said, there is only 1 configuration where it's safe: solo gen, left front side open. The rest? unsafe. You can bodyblock the window in the back before survivors can reach it, you can hit survivors before they finish their vaulting animation. They all have to LEAVE the area when you come, meaning that once you kick it, the only way for them to come back is to go up the stairs. Being able to see the killer come, doesnt mean its safe. Meaning that after you kick it, there is quite a large likelihood of it regressing 15% before any survivor can safely touch it again without you interrupting them.

    You know what's a truly safe generator? The 3 man generator in the house of pain. There is 8 lockers there, one can easily hide in a locker before you even come down the stairs, meaning there can always be 1 survivor remaining and by the time you checked 2 lockers, the survivor could have left the area already.

    Assuming that survivors are going to leave a gen alone for 21 seconds just so it could go down a measly 15% is a mighty big assumption. I don't know about m any around here, but even people that watch my stream say I have been getting the worst luck because it seems like every team I get is some sweat SWF out to gen rush from the gate. My matches always start with 2-3 gens popping in the first minute to minute and a half and I down one person after chasing them for like 20 seconds. I've chased people off a gen only to watch them get right back on it like flies on turds. The old JUST PRESSURE BETTER argument does not apply here. Like I'm literally having to resort to widely considered scummy tactics to apply pressure because the gen rush is so ridiculous. So you add in a map like Haddonfield and it's a nightmare. Chasing somebody out of the top floors of houses means nothing when someone on comms is right nearby waiting for confirmation of me dropping down so they can run in and try to finish the gen.

    I know it sounds ludicrous, but it's the truth. The amount of SWFs I face is ridiculous and maps like Haddonfield make it a very unenjoyable time.

  • Dude, I've had 3K games where I only safety pip. I've even depipped on a 3K game. It was wild.

    But if 2 kills is supposed to be the average and 'fair' for killers, there should never be a depip if two kills are achieved. That should be a safety always and could be a pip up depending how close the other two were to death.

    I've been having so many issues lately with how they score things. Like how am I outscoring an entire team yet depipping because I only managed to kill one, but the rank 1s on the team only score 8000 and somehow keep their rank 1? That makes zero sense to me. And my score would be like 19k-21k. I've been rank 1 killer. Unless you're perfect, that rank is taken away with the quickness. Same should apply to survivors. 8000 score is peanuts, especially if they escaped. Like how? It makes no sense.

  • Reading through this is laughable and shows how many only play survivor. But I'm willing to bet those complaining about not fun are the same types to be on a toxic gen rush squad and play heavy survivor sided maps. Like seriously, both sides have tools and playstyles that are less than desirable.


    Do yourselves a favor and stop trying to loop and mind game every killer the exact same. It will not work.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2145670#Comment_2145670

    I think you cant rework his power without reworking his entire lore, which, no.

    What could work to make him more fun to go against would be barring him from the crutchperks so many red ranks insist you MUST use on him:

    stbfl and M&A.

    Like, i do get a lot of positive feedback from red rank survivors (whenever the matchmaking goes 'screw it' again and puts them in my lobby) for my build, saying that I'm much more fun to go against than other slingers, BECAUSE i don't run those perks.

    so... yeah.

    Have to ask... how many do you kill when those matches come up and you get that message?

  • @Jasix said:

    I know there is a bug, but in the past week as killer I have only seen 2 keys used in approximately 30-32 matches.

    As survivor I have played approx 25 matches and have only seen hatch used once and that was due to everyone else already exited the match.

    These were all red rank matches - doubt that matters much. Like most things that survivor/killer mains complain about - it tends to be a bit hyperbolic.

    You're damn lucky then. I see a key nearly every match. People are bringing them as well. I use Franklin's, entity takes it, they brought coins so they easily find MULTIPLE. I had up to three in one match found by survivors. And don't get me started on the gen rushing this has inspired. It's really highlighted the fact that there are too many perks that increase repair progression on top of BNPs and SWF comms. I was a rank 1. Between adepting Trickster and now all this nonsense, I'm in purple ranks seeing nothing but shiny coins and hatch blueprints.

  • @Pig_Is_Pog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2051222#Comment_2051222

    the he’ll do you mean? swf literally is base gameplay...

    SWF, yes, comms, LOL no. Sorry to break that to you. It's a huge advantage in a game that is balanced around no comms. But devs know they can't do anything about it. Can't remove SWF either because it'd kill the game basically even though it existing kills the game anyways. It's just much, much, much slower this way.

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