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SunderMun

SunderMun

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SunderMun
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  • Something like 5-6 in a row; usually an unlucky streak of getting things like hard tunneling killers (I don't run DS or DH) or potato teammates that went down so fast I couldn't do a gen through Ruin/pop without being pushed off. That said, I win most games and in a multiplayer game these losses are bound to happen.


    As killer, though? Maybe 1-2? Not many; I find it pretty easy to keep momentum in wins/draws as killer.

  • I bought it right away, but honestly I've played a lot more for this rift and did all the challenges, and only just managed to finish it in time with about 2 days to spare. I definitely spent more than 2 hours a day on average, by miles, and yet was tier 63 when I finished all challenges anyway. I do hope they go back to making challenges that require a grind giving 5 fragments, like in tomes 2 and 3. The level of grind for this one was only slightly better than tome 1 and that one was ridiculous.

  • Just run undying ruin tinkerer, and you always know where you need to be and get free gen regression for going there; sorted!

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667490#Comment_1667490

    I mean, they could just remove the distance entirely and give it a few seconds of invincibility frames to dodge a hit. That'd solve the distance problem and I can still see it being used in the meta, just not as a distance perk anymore.

    https://forum.deadbydaylight.com/en/discussion/comment/1667536#Comment_1667536

    Well the issue with that is than the lunge from the Killer can easily out distance it, which removes the possibility of dodging it without the frames themselves. I think if they did the opposite and removed the distance THAN it'd be more reasonable AND the distance/mistake correction issue would cease to be.

    https://forum.deadbydaylight.com/en/discussion/comment/1667576#Comment_1667576

    Not everyone runs those perks though to prevent that, some Killers don't use them at all and they're M1 Killers. Usually Brutal is something you'd see on PURE M1 Killers like Wraith or Pig who really need it, while on GhostFace or Myers they can get free hits easily while focusing on perk builds that're centered around their stealth abilities.

    Also in the case for "DH for Distance" STBFL wouldn't do anything if you can't hit them in that scenario, Bamboozle can only do some much at certain loops, and Brutal Strength would just reduce it by a few seconds... but they'd still possible get to another loop anyways.

    That is a possible fix, tbh.

  • @ClickyClicky said:

    That’s DBD in a nutshell. Killers hard tunnel the rookie out and then act like the survivors are the bad guys when they tbag at the end.

    Survivors bring OoO, Ormond/coldwind offerings and act toxic and then act like the killer is the bad guy when he starts to play scummy in return.

    Both sides are full of hypocrites.

    True that. I hate this cycle.

  • @ClickyClicky said:

    It’s subjective. I don’t mind Spirit (apart from her overuse) or PH.

    So for me...

    Ghostface - Fix the reveal. There’s a risk to trying to reveal him, if he walks past a tree it cancels the whole reveal and gives him your location. So I’d add more of a reward and have it reset your personal stalk progress. Also have him make more noise when he’s closer. Not as blatant as it was when he first went live but a little bit more of a heads up than he has now.

    Legion - Full rework. Either make his power more interactive or go down the Plague route, make his power injure over time rather than instantly and give survivors a faster way to heal in return for Legion getting a new power.

    Deathslinger needs a real terror radius.

    I personally disagree with your opinion on Legion; some of my most fun games are vs Legions.


    I agree, fixing the reveal mechanic would make it less frustrating for both sides. And a counter to stalk progress would always be nice while making sense.

    Hard agree on the TR for Deathslinger; it's such a cheesy mechanic that he basically has no TR, even without monitor.

  • @Schmierbach said:

    When I face truly good survivors at Rank 1, Hex Undying and Ruin are usually cleansed within 1 1/2 to 2 mins of the match starting. Does it by me a decent amount of time? Sure, but Corrupt Intervention can have similar effect while taking up only 1 perk slot. Against casual survivors, they get completely overwhelmed by the Hexs though.

    Personally I like to run Undying on Freddy with Huntress's Lullaby, Overcharge and Unerving Presence with a Dress addon. Meme build for sure, but getting PgtW level of regression on missed skill checks when they wake themselves up is pretty nutty.

    I had a game where in the first minute and a half, 4 hex totems were cleansed. (Still won though xD )


    I find survivors don't like to fail skillchecks just to wake up; I know I won't do it vs Freddy since it gives away my position and wastes efficiency.

  • @Hoodied said:

    I am seeing posts complaining about Undying/Ruin/Tinkerer, and I am gonna share you all the counter

    (FUN FACT: if this is a meta build now, that means devs made Jeff's perk "Distortion" meta now as it hard counters Undying)

    When a totem resets, Undying stays in the same position, so you want to find atleast 2 dull totems before cleansing any hex perks if this build is in use. Upon finding the 2 dulls, cleanse the hex you found (Make sure you activated Ruin first) and after cleansing, check the 2 dull totems you found and if one of the 2 dulls is lit, that means Undying is on the map somewhere so now you have to go and search for Undying, upon finding it cleanse undying and go back and cleanse Ruin, now both Undying and Ruin are out of play

    Summed Up Version

    1. Check a gen for Ruin
    2. Find 2 dull totems
    3. Find a hex and cleanse it
    4. Check the 2 dull totems to see if they are lit

    4A. If one of them is lit, continue to step 5

    4B. If none of them are lit, check a generator for ruin, if its still up look for both Ruin and Undying (As now know the location of 2 dulls and cleansed 1 hex, leaving 2 hexes remaining) and Cleanse both of the totems, after doing this check the two dulls to see if you cleansed Ruin first or not

    5.Leave the new Ruin spawn alone and search for the Undying and cleanse it, then return back to ruin and cleanse that

    (Explanation for the Fun Fact: Undying detects auras for 4/5/6 seconds when getting near a totem while Distortion hides your aura and scratch marks for 6/8/10 seconds, so if you find a totem your aura will be hidden from the killer, making Distortion become a mini smallgame, allowing easier cleansing and discovery of totems)

    Distortion is a wasted perk slot, especially in this meta. Instead, consider a map, detectives hunch, soul guard, small game. Or if they’re running tinkerer, have 2-3 people stick together on gens at all times and tinkerer will only alert the killer a gen is about to be done with nothing the killer can do about it.


    Distortion needs a huge buff so that it’s actually useable but in return it needs to not work with Object.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667632#Comment_1667632

    *Distortion only activates from the Killer's Aura revealing Perks and Add-Ons.

    No, Distortion just activates when your Aura would be shown to the killer. Object definitely affects Distortion.

  • @gatsby said:

    If Distortion simply prevented all Killer Aura reading on the Survivor using it, would that even be overpowered?

    Honestly, I feel like it'd still be pretty niche. The most commonly run Aura perk is BBQ and having your Aura hidden every time it activates doesn't seem to me like it would compete with most of the meta perks for a slot.

    Some crazy stealth Blendette might get tons of value from this buffed version of Distortion. But most of the Iron Will, Dead Hard, Decisive Strike and Unbreakable tryhards probably wouldn't even consider using it for a second.

    It needs a buff, desparately, especially in the current meta where if you run it, it's going to be gone after the killer has gotten one hook, but in doing so it needs to be made that it can't be comboed with OoO.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667855#Comment_1667855

    If you don't censor the entire word, it's classed as evading the profanity filter. What's so hard to understand about that rule?

    The fact that mods have been known to warn people for fully censoring words on their own, claiming it's bypassing the filter. :)

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667532#Comment_1667532

    You get a warn for evading the profanity filter yes, but if the censor doesn't work for some reason (as in the case above) we just edit without warning because no attempt to evade the filter was made.

    Self-censoring isn't evading, however.

  • The invulnerability makes it the best exhaustion perk in the game. I'd say it's unfair and a crutch. A perk like this makes hard games even harder for killers, and that's not really fair. I say we remove invulnerability and make it so that it is only a 'for distance' perk, which can still be annoying but is pretty fair and fits in with the logic of other exhaustion perks.


    It's not fun losing a hit from a successful outplay because the other person pressed E inside of you. And it would also negate the annoyance of 'I PRESSED E' complaints since it wouldn't be intended to make you invulnerable, but to get you away from the killer.

  • @SadTEMPLAR said:

    What is the forum policy on cursing is it that you have to do this **** or type the word while using a bit of ****

    If you censor yourself rather than letting the forum do it for you, you'll get a warning (as has happened to me) but at the same time if you type a swear word and the forum doesn't censor it for you, then you're also breaking forum rules. It's nonsensical, imo.

  • @ringwinning said:

    Do I get rid of them or leave them? Are they considered safe? Particularly the ones on the jungle gyms.

    Well I guess all ones on jungle gyms in general.

    If it can't be mindgamed and they didn't instantly run away from it after dropping, always break it on a side that forces them to go somewhere less safe/perhaps you've previously chased them or someone else/in the direction of generators you want to pressure.

  • @Entity_Lich94 said:

    Maybe I've just been lucky, but I play survivor just as much as killer but I rarely ever see a killer actually properly do either of these things. Like maybe once or twice a month I'll come across one.

    I know there's quite a few people on here that claim they get it constantly and say it's the biggest problem with the game right now and I honestly wonder if it is really that bad for some people.

    Tbf some people's definition of what camping and tunnelling is can be very broad so I do take these claims with a grain of salt

    2/3 games out of 10? And I'm rank 1 both roles. Some sessions I won't get tunneled, other sessions I get tunneled off the hook 5 games in a row which forces me to run DS. (A perk I don't like to use. In fact, a lot of my games, there is often no obsession) I don't count the games where it's EGC and I'm first hooked, I understand why a killer would do that there.


    That said, almost every spirit, stealth killer, and hag I come across incessantly hard camps and tunnels.

  • @Elcopollo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664103#Comment_1664103

    I don't think you realise that by doing this (while solo-survivors, ofc, will get a better experience), killers will have to always fight a squad with perfect coordination. One guy loops - everyone else knows that and works on a gen. One guy sees a totem or a trap - now everyone in the squad knows where it is. One guy gets facecamped - now everyone else doesn't need to have Kindred and doesn't need to waste time by checking the hook to know that. One guy brings OoO - now everyone else knows where the killer is all the time and where killer's traps are. Dude, now you don't even need to know each other and have a Discord accounts in order to do that, so cool! And guess what? Killers can't do anything about that. Except bringing Blindness perks and addons, which won't even help that much, really. And if BHVR listens to this, they will have to think about all the issues listed above. And believe me, balancing this so that the game stays fair, will be nearly impossible.

    Or, maybe, do you not know that killers are played by real people too, not by bots? And you need to balance the game around them too, so that none of the sides feels neither overpowered, nor oppressed.

    Communication, in case of DbD, has nothing to do with "balancing the game". It only ruins the atmosphere and gives a bigger advantage to the survivors, making every match either survivor-sided by default (if killers can't hear them) or a complete sh*tshow (if killers can hear them).

    And yes, you are right, it won't work in this game. It will only make killers unplayable on high ranks. The only place where I see communication being completely fine is "Kill Your Friends" mode.

    You missed the part where I say that bridging this gap means killers can get meaningful buffs to compensate. The only way we can balance around SWF is if solo is brought at least slightly close to their level, which they're not.


    @Tricks you are lost to reality.

  • @Tricks said:

    swf audio coms is just hilariously broken. Made even more so because it is not balanced into the game and yet behaviour allows 3rd party external programs (otherwise known as cheating) to let players achieve this broken, unfair, unbalanced advantage because theres nothing they can do to stop it.

    Cheating is ok people. Go out and do it.

    'third party external programs' lmao please. I've played DBD with my boyfriend in the same room aplenty, no need for 'third party programs.' Is that cheating? No. People queuing up with their friends are allowed to be in a call. They could very easily be in a simple phone call. Let me guess, that's cheating, too.

    I'll not bother addressing just how often the actual sweaty SWF with godlike comms that exist just to destroy a killer's fun with hyperefficiency comes up, because it's not actually that often. Most people that play with friends, do so for fun, and are just having a laugh with their friends, chatting etc. But do go on how something built into the game is cheating.

  • @Elcopollo said:

    SWF is already overpowered because of possibility of communicating. Do you want every game for killer to feel like a game against SWF on comms? That's some beginner survivor mentality, my dude.

    Mid-to-Low Tier killers will simply disappear from the game because of that, and non-sweat killers will go extinct for the most part. Do you feel like it's a good change for the game? I don't think so.

    The game doesn't want you to be able to communicate during match. That's why you have aura-reading perks and that's why the game is 4vs1.

    I don't think that you realise the only way to balance around the existence of SWFs is to bridge the gap. Allowing communications for solo players, would do this, but I don't think it can work in this game personally.

  • I agree undetectable should last much longer than it currently does, however he should still have footsteps. With how loud gens and other sounds are now, it should be fine just with the extended undetectable time.

  • @KIKI_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663575#Comment_1663575

    Only 'la crème de la crème' would play at low, so if you already hate playing survivor with normal teammates you can imagine how bad it can be in low. Dota is a 5v5 game, so winning makes more sense. In dbd, it could be about pipping. Five games where you have to pip. That seems alright to me.

    I play a ton of Overwatch, and trust me, 5 wins in a row doesn't make sense, especially for just how long games of Dota are; they can be up to an hour (sometimes more) so the fact is that sticking to a game where you're playing with people you really don't like, 5 times in a row, regardless of win/loss, would be fair.


    True, in DBD it is pretty easy to pip, so it could work.

  • @KIKI_ said:

    In dota 2, if you dc two times in a row you go to low priority. Low priority consists of 2 to 5 matches (depending on your behavior score) where you only get matched up with people that dc'ed as well. Not only your queues take longer, but you also get to play with people that trust me you don't want in your team. I'd love to see something similar in dbd.

    Issue with this is I honestly can't say I get many teammates that don't make me hate playing survivor, so what's the difference. Also in low priority, don't you have to WIN 5 games without DCing in order to get out, and not just play through them?

  • @musefan said:

    It seems that the most popular cause for a DC is to avoid de-pipping. You can clearly see when someone DC because they are not having a good game.

    So having de-pip as a punishment would hopefully prevent that. As the player would ideally try to play on an earn enough to black pip.

    Possible counter-arguments in advance...

    1. "I shouldn't be punished when I DC because I dont like the killer/map" - yes, you should be punished. This game isn't just about you.

    2. "I shouldn't be punished because my internet cuts out" - ok, this would be unfortunate. However, it shouldn't be that common that it really makes much difference to your rank anyway. If your internet cuts out all the time... well, that's just something you need to learn to deal with and you probably have bigger things to worry about than de-pipping.

    You...do depip if you DC already.

  • @NomiNomad said:

    Title. Do you think the licensed killers- Myers, PH, Bubba, etc., etc. are canon? In my opinion, probably not - aside from Ghost Face considering he's an original character, just with a licensed costume.

    I mean, it's a multiverse so no reason why they can't be canon.

  • @mad_die said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663453#Comment_1663453

    of course, and since then, since i want to play more with my friend, ive kept any comments to myself, and trying not to be cocky, ive just been stressing out about it since it made my friend really upset.

    like, he posted this somewhere, not directly saying it was me, but i knew it was about me

    "i ######### hate it when im finally open to people about doing smth i really fing like with them, and then they start acting like a douchebag "oh look just a few seconds in and im so much better than you, xdxd!!!! your so garbage at this!!!" and then wonder why the ######### i dont invite people into my life. second ######### time on this same thing that its happened. like do you live off of being such an asshat? do you require making others feel bad in order to survive your daily life"

    i didnt call him garbage at the game, i didnt say i was better at the game than him, i would never call someone trash at a game, even if it was someone i dont know. even more so when i know he really likes the game.

    Sounds like the issue is with their own insecurities, rather than you.


    @ClickyClicky very helpful, as usual. :)

  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663020#Comment_1663020

    I wouldn´t neccessarily agree that it´s rampant but if you play a lot you will come across hackers several times a week or even within a day if you´re unlucky.

    Unless you record all your gameplay and send these recordings to BHVR, they can´t take action since they are unable to detect hacks/exploits and bannable offenses without video proof sent by the players.There´s definately lots of room for improvement there.

    If the games are played on your own servers, you are able to easily put in place a means by which to detect hacks and exploits. They're just too lazy to bother with it.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663020#Comment_1663020

    It's definitely not rampant and there are things we can do about it. At the same time, the report system needs many improvements.

    Given the fact that VPNing as killer is not counting as cheating to the devs despite it making the game unplayable to the survivors, lag switching isn't that uncommon, and working with survivors/killers is incredibly common to the point that I've reported with evidence a number of times with no results...no, there clearly isn't anything to be done about it.

  • @Ryan489x said:

    I ask this question because.

    I was playing a round on PC and it was against a PC killer too. They were finding people almost instantly with only the blood favour perk on.

    I watched someone totally fill their wiggle bar so it went away and they were still able to be put on a basement hook and this isn't the it just filled as you're being hooked thing.

    this happened twice in a row with this person, After the game I called them out on the wired behavior and was promptly called a ######### and that they can't cheat in the game because it has anti cheat, but those two things combined seemed way to off to not be someone playing dirty. "it was "probably just lag" isn't gonna fly.

    Yes, it's rampant, and there's nothing we can do about it until the devs bother to do something about it, and they won't.

  • Overwatch, Skyrim, Civ VI (unironically at one point I was so sick of this game that I was playing only Civ. I guess M. Cote was right. ;) ) and random stuff like I'm going to start playing Control some point this week.


    Maybe I'll go back and replay an FF game; I've yet to complete the HD remaster of X-2, which I loved back on PS2.

  • I actually loved Freddy 1.0 to play, and honestly I thin the teleport could have easily been added into that kit and it wouldn't have been overly oppressive; the issue he had was that he was just an M1 killer that had to wait a year to get the first hit. And a good counter to him was spine chill + self-care since you could intentionally fail skill checks to wake up in his face.


    I agree, new Freddy is bland. He makes the game stale, for both sides, gets to slow down the game massively for doing nothing whatsoever, and frankly the puddles and pallets are both such bad design since they're so easy to get value out of that bad players can wreck good survivors with relative ease.

  • @Chappy04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659374#Comment_1659374

    do u know the part were i said its not a change that just made said item fair like instaheals and infinites and heavily survivor sided maps that still exist btw. all of these were broken and while it was a nerf, nobody felt like they should of stayed

    Move the goalposts some more, bro. :)

  • @Orion said:

    He needs to be in the middle of your screen for 2.5 seconds or something like that, and a certain percentage of his body needs to be visible.

    Even then, it often bugs so you can't reveal him despite doing this and there are situations where you can't run away without letting him expose you so the play is to try and pull him out instead, but it's so buggy it doesn't work. He is hands down one of the most frustrating killers to go against solely because of bugs. He's far from OP; definitely a good killer, but the reveal mechanic needs fixing.

  • Idk, finding new ways to outskill the other side are pretty fun during looping. Sure, if you only ever run around in a circle and don't do any mindgames, it's boring, but that isn't all there is to it, especially at high level.

  • @ClickyClicky said:

    You can hear her in the grass anyway. For attentive survivors this wouldnt add that much.

    I dont think she needs a nerf btw

    This does of course assume that sounds are working properly. The only time in which this has been the case was right after the Oni came out, which then changed again when the hotfix came out around a week later. Spirit would be fine if you didn't need to run Iron Will to be able to actually play the game against her and the sounds weren't bugged.

  • @OrangeJack said:

    Sometimes my dash can be dead on a tree or a car or those snow things in that one map and I don't get a slam.

    Still haven't used him that much but just wondering if anyone else is getting the same thing.

    Yeah, it seems inconsistent as to when it'll happen too; sometimes the same object I'll slam or slide off randomly, except for places which already have weird hitboxes for looping such as the car portion of the crane in Autohaven maps.


    I do find if i manage to become close to perpendicular to the structure I'm trying to slam onto, it'll increase the chances of actually slamming, but this just isn't feasible sometimes.

  • The only thing I don't like about this is the idea to revert the loss of gauge when hit by successive FF hits; that needs to stay away as an add-on only, imo. The rest...I love, and have begged for, for so long.


    @AhoyWolf Nurse can shorten her fatigue below 3 seconds with add-ons, and noone complains about that. Atm, Legion's power isn't lethal and yet has a larger cooldown on its usage than her base kit. That said, if fatigue is reduced to 3 seconds, I probably wouldn't be fussed about cold dirt and the Joey's Mix Tape having completely changed functionality; I don't even use them in the first place since they feel like they change nothing to begin with (legit, I think it's been bugged since the rework)

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659527#Comment_1659527

    I have noted every hour i spent on the challenges and every hour I spent after the challenges were done to just grind XP. There is no underestimate. Actually this tome fits perfectly to the 2h formula they initially posted, as you get almost exact half the fragments from challenges and half the fragments from playtime (348/700)

    And nice you ignore the info that tome 1 and tome 4 are almost identical, while saying previously that you finished tier 70 by the time you finished the challenges. I'm wondering who is underestimating something. I took notes, I would guess you evaluate by your subjective impression you got from the rift

    Again, I have played much more than 2 hours a day for this tome, which is much more than I did for tome 3, on which I STILL have a third of the challenges to do. It's not hard to comprehend.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659153#Comment_1659153

    Well, the argumentation now contradicts a bit...

    As I said: get tier 70 takes ALSO less time (at least for me: 138h compared to ~150h)

    Regarding tome 1: That tome gave you even less rift fragments, 340 while tome 4 gives you 348

    Yet for most people, myself included, it's taken much more time. I'm only at 69 now and I've played much more during this tome than I did during 2 and 3, both of which I completed with plenty of time to spare.


    Clearly you've underestimated how much time it's taken you to do it; it's physically impossible to have done it on 2 hours a day this time around. The previous, it was viable, but this one it simply isn't.


    Tome 1 was the only other rift that I had to grind an excessive amount, so it's not surprising that overall there was less than an entire tier difference in rift fragment rewards.

  • @Chappy04 said:

    https://forum.deadbydaylight.com/en/discussion/195817/lets-stop-with-this-devs-are-survivor-biased-stuff

    i dont care too much about this topic but i will say more then survs, the killer side gets the most of treatment in terms of nerfs like when was the last time u saw a survivor nerf that wasnt just now this is actually fair change then anything

    Every patch for the past year has had some form of nerf to survivors...like, what?


    They've been very fair nerfs, but nerfs nonetheless. Multiple maps were reworked, and in doing so, maps that were very survivor sided became majority deadzones, infinites were removed (outside of the Crotus Prenn Disturbed Ward one; I'm not sure why that one got to stay tbh) instaheals no longer exist...sabo squads are no longer viable/effective...(in this they actually managed to successfully buff solo play while nerfing SWF play, so bravo there, devs) and this is just off the top of my head.


    But yeah sure buddy, killers get all the nerfs. :)

  • @arcnkd said:

    Undying and Ruin both are perfectly fine. The problem is Survivors - they don't want to adapt or change their meta-playstyle at all to accommodate the increase focus in doing totems; and the increasedd caution to be taken in case Undying is there because the aura reading. They want to, literally, continue just "Oh look a totem" while running around; run up to it and break it; and go on with their generators or killer-trolling.

    With Undying and other hexes now, their precious 'trolling time' is taking a hit to actively look for totems and so they're all throwing a giant fit about it. They're not used to having to actively work on two objectives and not just ######### with the killer the entire match with their clicky-clicky, teabagging annoyances.

    You...realise the issue survivors have with Undying isn't that it keeps Ruin up, but that it gives dumb levels of aura reading that survivors have no way to counter, especially if its a highly mobile killer since that means they can't even cleanse dull totems without being seen, right? There are some ridiculous wallhack builds available to killer now, and it is glorious but it does feel over the top right now.

  • @TheShocktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659210#Comment_1659210

    But they do. I can confidently say most of my games have at least 2 in swf together and if you're not on gens when not in chase then what are you doing? And while you're in a chase if you're not running to loops then what are you doing? I don't see what you're disagreeing with.

    Duoing isn't grouping up with 3 other people; it's also widely agreed on that duos are equal to killer, not stronger, so if you're struggling against only duos regularly, IDK what to say about that.

  • @TheShocktor said:

    https://forum.deadbydaylight.com/en/discussion/195949/i-got-high-level-and-im-really-bad

    Just do what everyone else does. Get 3 more people all on comms and it's easy mode. Do gens when the killer is chasing someone else and run from loop to loop when you're being chased. Survivor is super simple.

    ...except not that many actually do this.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658690#Comment_1658690

    Any explanation? I even gave numbers to explain the opposite.

    Want more detail?

    • Tome 3 level 2 took 64 attempts, tome 4 level 2 took 44 attempts
    • Tome 3 level 3 took me 67 attempts, Tome 4 level 3 took me 59 attempts
    • Tome 4 level 4 took 58 attempts (dont have tome 3 level 4 anymore but I think a level 4 needing less attempts than a level 3 or 2 of a previous tome is example enough)

    Also regarding the overall time it got better. Dont have the actual number anymore but for tome 3 I needed above 140 hours (under 150) and needed all challenges. In tome 4, 138 hours to tier 70 and 6 tiers still open is also noticeably better than that.

    I can link you the screenshots as well, I did a lot on stats for that because everyone was complaining that the 2h/day is unrealistic, and for me it fits pretty exactly

    This isn't about how grindy the challenges are; it's how grindy it is to actually get tier 70. Even the first tome, I had tier 70 by the time I finished the challenges. Tome 3 I did barely 2/3 of the challenges and completed it. I've played much more for this current tome AND completed all challenges. In completing all, I was at 63.


    I actually stated this all previously, btw. And the reason why this is so bad is that we get so few fragments for the challenges; a challenge that takes 5 freaking games minimum gives 3 fragments when you need 10 to get a tier? Hell no, they're laughing at us with this.


    (Also for numbers' sake, that means I needed 70 more games to get to tier 70 AFTER completing ALL challenges, and I'd been playing games in between each tome chapter after completing them all too. Quite a bit, in fact. It's not at all reasonable)

  • @Zaitsev said:

    And it shows. They know they have no competition. They rule the market, with questionable balance and poor decision making.

    This game could be so much better if there was actual competition.

    They've been getting a lot of better. But they do have a clear vision for things that causes them to still make decisions that we question, but that's OK.

  • Demoboi, Blight, Oni, Legion, Myers. Non-laggy Huntresses. Honestly, hard to say. Also a good Billy if my teammates aren't potato (legit I've been next to teammates that literally have the killer in LOS perfectly, he hooks in LOS and then chainsaws our direction and they run INTO it despite the fact he was so far away)

    I can't really reduce it down anymore than that.

    This is to play against. As? Blight, Oni for me.

  • @Deadeye said:

    I think the curent rift was even less grindy than before.

    • Level 4 contained easier challenges (1x 8 attempts, 1x 7, 4x 4 or 5 and the rest 2 or 1 attempts) compared to level 3 for example there was a challenge I needed 11 attempts
    • The average they request is 140 hours in total. I needed 138 hours to finish the rift and had 6 full tiers left to collect as rewards from challenges and epilogue

    There is always so much complain about the rift and the grind every tome, and for 3 tomes now I take stats how much time and attempts I need and if it fits to their 2h/day requirement. And it does everytime. I start to think that people complaining simply just want more stuff for free but not invest the time for it.

    I can totally understand and agree to the design of several challenges, like basement hooks or 4k or whatever, that simply cause bad playstyle in many cases. There are better challenges that motivate to test builds to get the challenge done quicker for example. But regarding the time needed, the attempts needed to finish challenges and the rift, I simply have to disagree and say that the tomes are perfectly balanced.

    No, the rift now is much more grindy than even the first.

  • @steezo_de said:

    I think they changed it to be more grindy because of the survey they had some months back. People were pissed about doing challenges that took some crazy amount of tries to complete so they made it easier, but the tradeoff is that you need to play a certain amount to finish it.

    I know I voted that way since I like grinding ######### out anyway, so as far as them not listening.. I dunno about that.

    But...they didn't make it easier; some challenges literally take a minimum of 5 games to complete even if you don't mess up and award only 3 fragments. They should all reward 5.

  • @PyroGL said:

    I know there have been many threads with feedback regarding the Rift, but I feel like I need to express my own concerns about the Rift and my future with DBD. To put it simply, the current system of near constant Rifts being active is making me want to quit playing DBD altogether. I have completed each of the first 3 Rifts with 1-2 weeks of time remaining. In each case, I completed the Archives and landed at about Tier 65-67, and was able to grind out the rest of the tiers, but it left me exhausted from playing DBD. After reaching Tier 70 in all previous Rifts, I ended up taking breaks from the game and did not play until the next Rift started (which ends up being a few weeks).

    This latest Rift, however, is pushing me over the edge. Despite playing a similar number of hours and keeping the similar playing patterns (usually getting at least the 2 games min per day, and more when time is available), I have completed the Archives, got to Tier 61, and have a week to grind out 9 tiers if I want to complete the Rift. Mathematically, it would take about 20 hours in game to achieve this. This does not count for queue times, loading times, BP spending, and max XP efficiency (i.e. getting out of the game right at the 10 min mark when xp gain/second stops). I do not think this is feasible to accomplish this in a week without ridiculous sacrifices, but it is obviously my choice whether to attempt it or not. What bothers me most, though is that I'm put in this position at all.

    As a big fan of DBD, I've played about 1,350 hrs over the past 4 years, and never have I felt more irritated and annoyed about the game. I've participated in all the in-game events DBD has offered, including the crazy community challenges from year 1, and completed them all. I'm perfectly willing to do limited time events, but not ones that are 70 days long and restart a few weeks later. Because of the daily nagging to play (to get the bonus XP for Survivor and Killer), DBD has become more of a chore that I feel demands far too much attention, and consequently drains my willingness to play.

    Obviously to some extent this is a self-inflicted wound. Sure, I should just "not care" about the Rift, but the Rift is designed to MAKE you participate in it. Regardless of what you do, the challenge widget pops up after every game and reminds you and gnaws at you that the Rift is going and you have challenges to do/prizes to claim. Again, this is fine for shorter events that last a week or two, but the Rift has become something that I frankly hate and despise. So much so that I am going to be more annoyed and pissed off that I got so far in the current Rift and didn't quite reach the goal; which feels like my time was wasted, which ultimately makes me not want to play at all. This endless cycle of Rifts is unsustainable (for me), and I really hate it.

    Please... for those at BHVR that have any empathy for people's time, stop doing Rifts to often, and stop making them harder to complete (yes the community has done the math, we know you did this on purpose).

    Yeah this one is insane. I thought the first one was a slog, but I've completed literally every challenge and afterward I was still at 61. I'm currently at 68; it's so painful. They shouldn't have decreased the amount of shards we get for challenges.

  • @Orion said:

    This past week, most survivors attempt a self-unhook while another survivor is going to unhook them. And I mean the rescuers are usually less than 10 meters away, while the killer is on the other end of the map. This often pushes them into the second sacrificial stage. What gives?

    It's a BM to the other survivor, basically. They're meming to their own detriment.

  • Autodidact doesn't affect self-heal, but that build does allow an incredibly fast heal when combined with an Emergency med-kit.

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