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SquirrelKnight

SquirrelKnight

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SquirrelKnight
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  • @LetsPlayTogether said:

    Yeah why complaining about something thats basically exploiting, cause you "outdo" fundamental game elements (carrying, saves, hooking, unhooking) to gain a massive advantage. And besides that its so fun to see a killer slugging four survivors while no gen is done, or cause "otherwise he cant get his -deserved- 4k". Also being slugged is one of the most frustrating "states" in game. But hey its a legit strategy. Its hilarious.

    Well lets see, you can move away and get picked up, use the unbreakable perk to just get up. Not to mention whenever discussion about how to deal with DS come up the usual answer is either just take it or "Slug and wait out 60 seconds" its a strategy because survivors have options around it or options that make it the only real way to work with it

  • Just gonna leave my thoughts on the current balance.

    1. Survivors have for the longest time been in a far more lenient spot to killers, with abilities that flat out ignore killers power, that deny mindgaming and counterplay, that flat out give the survivors an easy escape with nothing the killer can do about it. This is still an issue though bot as much as in the past.

    2. The map changes (despite possible deadzones) were absolutley needed, ESPECIALLY at lower ranks. I am not a high tier killer, but even now when im chasing a survivor, i see them throw down pallet after pallet woth no effort to loop around them. I feel that when this happens early on that it might create SOME "SOME" of these deadzone issues that players are having.

    3. Deathslinger countering chases, i mean, i dont have a lot of proof to support or deny this but, if you look at how many tools a survivor has during a chase, not just pallets and windows but the vast amount of perks that gove speed boosts, that ability to deny chases with massive stealth, i feel like a killer who can pull survivors towards him was a natural progression.

    4. As far as the nerfs for killer v survivor. I started playing when this game first came out, havent always been on. However a lot of the changes we see now are still BHVR trying to adjust for those early issues. Killers may seem strong to you now but, remember, there was a time where windows could be infinite fast vaulted and you couldnt get to the survivor on the otherside, it was simply not possible. Survivors could heal mid chase and the killer could not attack fast enough to down them. Flashlights could stop killers in their tracks.

    Im not saying every change has been perfect but to say "killers just want ez 4k bad killer noobs take no skillZ" just isnt right, its hard to balance this game but they have to make the 1 in the 4v1 actually a threat.

  • @illusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1240750#Comment_1240750

    I can't say. I have no idea what tools or resources the devs have available to them. And, it really doesn't matter until they actually say that they are even considering looking into it.

    Solo survivors, still benefit passively by being in a SWF group. They may not be able to communicate with the other survivors, but the coordinated effort of the SWF to do gens are make rescues, is still going to help them.

    I totally agree, i just dont see a way to buff to the same level without flamemageddon from survivors

  • @illusion said:

    I'm not sure why you were expecting them too discuss it. I have not seen/heard them say that they had any intention of doing anything about SWF groups, though it would be nice if they did. BTW, it negatively impacts killers far more than it impacts solo survivors.

    Because realistically there is no way to buff solos that much and even moreso for killers, the better question is what would you give solos and killers to acocmodate. Cause forcing comms in game would be problematic cause then people just wouldnt use the ingame comms. Itd have to be something tangoble. A flat buff to accomodate

  • Every game ive been playing survivors have been slamming the pallets down as soon as they walk by, there hasnt been a deadzone, more obstacles for survivors to run around. Been matched with rank 3s-4s today though so some of my games have been bitter sweet.

    Just a heads up i play plague, use her iridescent addon letting me see auras when survivors throwup, use corrupt intervention infectious fright and whatever else i have.

  • Gens are a problem, by the way they are setup the deck is stacked as far as the generators go. Map changes i havent really noticed anything yet. But gens? Yeah it sucks

  • While every map change was good and helpful, i also have noticed lots of SWF lately. Like 3/4 matches last night were 3 man SWF

  • @Huff said:

    Are most matches really like this? I haven't run into anything like that yet, let alone even an Ash.

    It depends, on SWF with 3 or more people this is a common problem, so basically its a highrank problen

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239153#Comment_1239153

    Can confirm you're correct here. When using an ability/some perks, a lot of killers get what's known as the "Undetectable" status effect. This renders them immune from aura reading and surprsses their red stain and terror radius. Premonition and Spine Chill do, however, still work.

    Cool thanks, i was pretty sure but wanted to be safe

  • Most true stealth killers dont get their auras shown (or so im told) so wraith sneak up to OoO and mess up his day


    Edit: If anyone knows if im right or not lemme know, i dont wanna give bad advice.

  • I have fun with killer when im not getting insulted by tbagging survivors. I dont mind losing, i object to the constant bm

  • What's the definition of "camping" here? Gates are open and three ppl trying to get the guy off the hook? Cause thats 9/10 what i get called a "camper" for

  • Plague is bae what are you talking about

  • If i feel that im improving, learning and getting better im willing to put in the gameplay to win, the problem with some games *COUGH HACK LEAGUE O LEGENDS COUGH HACK* Is you can put hundreds of hours into some games and not feel you are improving, in high ranks (which I am not part of) i feel that it might be that to feel that sense of improving you have to play "sweaty" slugging people to apply pressure, or keeping near the hook if people are nearby.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1232813#Comment_1232813

    Pallets and windows dont really matter tho. STRONG pallets and windows matter. You can add 20 okay pallets to Backwater Swamp and have the same outcome.

    Bloodlust is meant to counter strong loops. But bloodlust shouldnt happen in deadzones. Since the strongest loops are getting destroyed, there would only be mindgame and skill based loops. Loops that can be countered by mindgaming without needing bloodlust.

    But they do matter, because for pallets you can still hit the.killed out of bloodlust, heck with certain small loops you can loop the killer almost indefinitely without it being a "godloop" and windows still can be fastvaulted and you are gone, not to mention deadhards and sprintbursts (though sprint burst would be you switching targets to the person who just bursted)

  • Oddly enough i think deliverance is a totally fine second chance perk, yeah sometimes it would mean that youd get downed then rehooked, but sometimes itll mean getting the clutch escape and reward altruism.and good gameplay.

  • A lot of.people dont realize that this is eveb a mechanic because the devs havent put it on a killer in a long time. The problem though is that it is a mechanic and, yeah you shouldnt be able to ds stun with a 1 second flashlight blast

  • Its intended but i think thats a bad design choice, deliverence should work on last hook, even though chance of escape is slim i think it should still work.

  • @Walker_of_the_fog_96 said:

    If all the people voted for that option, what kind of thing would the devs do to stop the tbag?🤔

    Simple, it has an animation like the pig

  • @Yrakaz4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1234156#Comment_1234156

    If this is true then no longer should killers complain about SWF. In football they have secret plays that the team doesn't know, in business companies compete to have the best product and keep it confidential, in war each side has tactics and specific plans towards victory.

    Unfortunately in soolo que you just have to realize you are likely to lose. Got it.

    Ugh solo is not as bad as people make it out to be, just stop making yourself a target, dont wear you Mastery 3 shiny cosmetics, sometimes sneak and hide to avoid the killer, dont run in and unhook in the killers face. Finally, if you do see someone being camped, Distraction perk, spam fast vault through a window, run towards him and bait him to leave, if he still doesnt then yeah go do gens. But a lot of what people call "facecamping" seems to be being anywhere near the hook, if you are talking literally glued to the survivors face then yeah that blows but honestly, I use survivors as bait because altruism is a thing.

  • It sounds awesome on paper but i see a lot of people bleeding out suiciding if they got caught too early. As it is i see.people who go on their first hook early and then just bail. Usually when ive used something like survivor pudding 😑

  • Love the concept and can see hiw she is one of the best killers in the game. However her massive difficulty curve does not pay off for what she is now especially with so many other good killers like freddy spirit and even huntress. For the difficulty to learn the nurse she should have a way higher pay off than she does right now.

  • @MetroSlayer_DC said:

    I think it should be removed completely. If people are gonna bring in looping don't bloodlust just defeats the purpose of looping. The killer is fast enough already why keep bloodlust.

    I really need a good example why to keep it in.

    Because pallets and windows are still a thing. Maps with large open areas with plenty ti rub through are still a thing. So basically, yes, looping is still a thing

  • I feel shed be fine if she wasnt so buggy. Just a heads up i never played nurse before her nerfs so i cant make that COMPARISON

  • I always figured on the oneshot killers it was mainly the movespeed buff (excluding billy, where its just a waste)

  • I love Rancor. When playing the plague it gives some much needed info when gens are done plus its one of the very few acceptable moris

  • @ZtarShot said:

    So 80% of the time I don't use meta second chance perks, nor do I t-bag or flashlight click. But I do use a flashlight a lot and often you can catch me in a three man swf. Am I toxic? I don't really want to be.

    Nope, you are not toxic bro 👍 you okay the game with some buddies and a flashlight. Enjoy yourself 😁. When people refer to "SWF" The main reference are people who use the coordination with a direct intent to make the game unfun for the killer, say for example, using object of obsession to tell your team exactly where the killer is at all times, bringing in 4 flashlights specifically to spam clicklyclicky and teabag. You are just playing with some friends and thats awesome 👍

  • Only issue i have is i see survivors just camping out by the timed gens being "immersed" dont get me wrong, i usually find ppl but , its just someone hiding in a corner i walk up behind as plague, pin them to a rock while i firin my purge blaaaaahhhh

  • But killers can hit survivors and are mean to me ;_;


    Edit: Sarcasm cause you cant tell the difference in type.

  • @ZarosNozara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1225148#Comment_1225148

    Idc I should start doing on any killer with NOED that downs me. Since you entitled killers want even more of an advantage. That seems to make you guys mad enough since devs won't do anything about that busted perk.

    Then expect more tunnelling and camping and more NOED 🤷‍♂️

  • @KingFrost said:

    Yeah, I know. People don't want NoED to change. But I think this change would be fair:

    Hex: No One Escapes Death

    A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping.

    Once the Exit Gates 

     are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it.

    While Hex: No One Escapes Death is active, Survivors suffer from the Exposed 

     Status Effect and your Movement speed is increased by 2/3/4 %.

    The Exit Gates will spawn the furthest possible distance from each other

    The Hex effects persist as long as the related Hex Totem 

     is standing.

    The only change would be that the exit gates would always spawn the furthest possible distance from each other. This prevents them from spawning close together. I don't think this would weaken NoED too much, but would also make it harder for killers to simply camp a kill, then get a 4K because the exit gates spawned next to each other. But I'm sure there are some issues I haven't forseen.

    I could get behind that 👍

  • I normally dont camp or tunnel, but if a survivor spams teabagging, or i see a survivor keep flashlight saving or otherwise being a problem, yeah, i might focus him for a bit to get him out of the way

  • The devs have said NOED is working as intended, the problem is that survivors dont do bines, which leads into one good person doing 3-4 and noone else doing them, then said player getting downed, coming to the forums and screaming how NOED is unfair and toxic like every other killer/perk that survivors hate this week.

  • @Superstar_Saga95 said:

    I still think adding a totem counter would be a good balancing option. That way saying “do bones” would have more weight to it. With a counter you can also know if your team is doing totems as well.

    I like the idea of a totem counter baring two things.

    1. The buff for kniwing how many are left (while not huge) should be ofset by something, what i dunno but it is a lot of information when there are.perks to find them.

    2. I feel that it wont stop people from complaining about doing totems, all it will do is change the complaining from "Totems are hidden to well and noone does them" to " uuugghhh totems are boring and hard why should i have to worry about it just remove the totems cause its unfair that we have to do 5 whole totems and 5 whole generators"


    could be wrong but i see a lit of complaint abuse with it

  • Let it activate on exit gates again and sure we can make em easier to take off, 2-3 chests

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226346#Comment_1226346

    https://forum.deadbydaylight.com/en/discussion/comment/1226347#Comment_1226347

    Except the Perk is poor in design and needs reworking.

    It punishes Survivors for the wrong reasons, and feels weak for the Killer until active then proceeds to feel cheap.

    It needs to be changed so Survivors who do side objectives aren’t heavily punished, but give Killer’s something in return whilst the Perk is inactive.

    Gonna say this really quick. I feel the perk is fine, does just what its supposed to. An all or nothing end game perk that has 2 functions.

    1. Slow the game down by making survivors ( All surviviors in the challenge) break dull totems and spending a little time off generators.

    2. Enables the killer to have a bit of a boost in the endgame once generators are completed.


    I get that it sucks if you do totems and other people dont, but after the generators are done, it lights up like any other hex perk. I seem to recall one of the complaints about totems being that once they are up they dont last 30 seconds?

    So why is it that NOED is so toxic and hated when even once its active, you just do a quick sweep find the totem break it and you are done.

    On this last point correct me if im wrong but, everyone seems to want to talk about this game as a 4v1 team game until 2 main issues pop up. SWF and NOED. If its 4 solos, just get in the habit of breaking 1-2 totems a match. If everyone does it you will see NOED activating less and less.

  • Gotta agree with Kolby, either they would be buffa or theyd take up a perk slot which would require toooonnnsss of work and balance as it would show up in the tree and all sorts of stuff

  • Both of these "Do the bones" and "Just do the gens and get it after it pops" are totally good counters for NOED. If it picks someone or two off at the end thats cool, if its disabled because survivors took the time to stop it early, also cool. It does what its supposed to do either way, either give the killer a little breathing room or give him a shot near the end of the game.because he got rushed. 👍

  • Heres the thing with new ruin, it can be super strong in a handful of instances. If the survivors are flighty and run away at the first hint of your terror radius going off. If they 3 gens themselves and you are olaying someone with heavy pressure who can literally just keep survivors from touching gens. The fact is new ruin was made to stop gen tapping mid chase, so you couldnt fully stop regression with a killer right up your butt. Is it a good perk? No not really. Can it be strong in rhe right hands? Sure there are lots of niche builds for it. But the fact that old Ruin was scrapped and this is what we got is a very poor trade. It doesnt work on the killers that needed it and is a good boon to the killers that dont need it.

  • Wraith to a degree. I dont play im much but that decloak speed is murder sometimes

  • People snap at me because i hate on survivors entitlement way more than killers. But this entire thread is the reson why. "ItS oK To dC bEcAuSe YoU mUsT hAvE sLuGgEd FoR 4k TrAsH kIlLeR bAD" If you DC as second to last kill, and the hatch would normally spawn it should either do one of two things,


    1. Not spawn (Unfair for Survivor but more fair for killer)

    Or

    2. Carry double the penalty of a normal DC (Unfair for the killer because of niche situations like this, however the increased penalty will help more v cucking)

  • Blood warden, remember me, NOED and Rancor. Strongest when the gens are done

  • @GoddamnBananas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221864#Comment_1221864

    It's hilarious that you call Survivor players "victims" when it's the killer mains that have been drowning in their own victim mentality for years. And I'm sorry, who's been getting freebies? You've been given practically everything. Meanwhile for Survivors it's been years of nothing but adjusting, learning, and having to improve at the game in order to compete. The average rank 1 killer today is objectively less skilled than the average rank 15 was a few years ago, and vice-versa for Survivors. The sheer hypocrisy you're displaying is unreal.

    I do call them victims because thats how you all are acting. And yeah freebies, every *nerf" you all get gets counterbalanced with other changes to mechanics and sometimes flat buffs. Its people like yourself that make this game difficult to balance.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1219207#Comment_1219207

    By straight camping you cant... but if killer is smart camper and know when to camp he s easily can get 4 kills .

    If the killer is a "smart" camper and you fell for it then thats on you. Thatd be the equivalent of telling a victim survivor that if he loops a killer for too long cause he played well, he should lose a health state for it.

  • @GoddamnBananas said:

    I'm sorry, an "Uphill battle?" Really? Is that what you call three years of getting nearly everything you ask for? Three years of almost every balance change being in your favor? What an obscene sense of entitlement.

    I got this game on release, survivors in the early days were unstopable. Windows that could be vaulted indefinitely, godloops every 2 feet, pallet vacuum. We have gotten a lot of what we wanted, however its because what survivors got was obscenely overpowered. You could heal between killer cleaning animations. From day 1 killers just wanted a balanced game but you victims wouldnt hear of it. So yeah, we had to fight an uphill battle to have balance. Meanwhile you keep getting freebies left and right.

  • A lot of.higher rank killers left the game, while matchmaking tries to set up fair matches it will eventually extend the search resulting in way inbalanced matchups

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218868#Comment_1218868

    https://forum.deadbydaylight.com/en/discussion/comment/1218973#Comment_1218973

    Oh, believe me, I blame my team. But, much like the excuse of "I payed money, I can play how I want", there are so many things wrong with that excuse.

    Point was that the excuse of "Do bones" shouldn't be a go-to defence of this terribly designed perk because I do what I'm meant to but my team don't, and I am nearly always the one to get punished. I am not even exaggerating.

    I get that, and it sucks when it hits you. That still doesnt mean the perk is badly designed.

    Its the nature of team games for everyone to work hard on it. I totally know its a pain to get hit by NOED, but you even say you do what you are supposed to do and your team doesnt. Use aftergame chat, teach survivors to do the bones.

  • I dont camp, however i get accused of it all the time because i do a quick check around the hook and i come back after checking 2 gens. I almost always find someone hiding around there. Alternatively i hook someone and two people are standing right by me so they can unhook instantly. Smart killers will check as bait and frankly if they are face camping and they get more than 1 kill then the survivors screwed up.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218323#Comment_1218323

    https://forum.deadbydaylight.com/en/discussion/comment/1218336#Comment_1218336

    https://forum.deadbydaylight.com/en/discussion/comment/1218465#Comment_1218465

    https://forum.deadbydaylight.com/en/discussion/comment/1218656#Comment_1218656

    I average 2-4 totems a game. No Small Game or Inner Strength to make me do them.

    I'm the one to get hit NoED 99% of the time.

    Stop using the "Do Bones" excuse to cover up the garbage design of the perk BECAUSE I DID THE EFFING BONES.

    No, stop blaming killers because the rest of your team sucks. We shouldnt have to keep getting nerfed into the ground because too many victims are boosted. Make it so actually good survivors get to the ranks so they cleanse bones conserve resources and simply play well.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1216864#Comment_1216864

    the logic of that is beyond me, like you said, random people from this time would know how to fix one?

    Now to mention that they get into a trial with other survivors who could...ya know...teach them.... man that is some poor logic on the devs part.

    I can barely fix a bike with a messed up chain itd take people from ancient civilizations less time to figure it out than me. Plus with ancient killers, how do they know what a generator does or even is? Look at plague, she comes in and is like ######### IS THIS GARBAGE??!?

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