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SunderMun

SunderMun

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SunderMun
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  • @Spooky13 said:

    1. 4 man SWF for maximum communication. 1 should ideally run all second chance perks and OoO to run the killer around for the whole match.
    2. Burn a map offering. Any Coldwind map, Haddonfield, or any Red Forest map will do perfectly.
    3. 4 Commodious toolboxes with Instructions and Socket Swivels.
    4. Prove Thyself, Resilience, Leader, Spine Chill, maybe even No Mither to make sure Resilience is always on, and possibly Streetwise for the toolboxes.

    Watch the salt roll in.

    And tbf, they're fair to be annoyed. That the game can be over so fast by survivors' hands is quite the meme.

  • @DetailedDetriment said:

    If you want to truly genrush then here's what you'll need:

    - At least a COORDINATED 3-man SWF

    - Prove Thyself

    - Resilience

    - Spine Chill

    - Engineer's Toolbox + Clean Rag + Socket Swivels

    - Streetwise

    - A Nice, Large Map Such As Mother's Dwelling

    - It Might Be Smart for Someone To Run Object of Obsession (OoO).

    This set-up will allow you to get a plan figured out and plow through the gens when conditions are met. Streetwise just for extra toolbox charges.

    I'm not sure if this works, but you could bring multiple Streetwise's. It doesn't say anything against stacking like Prove Thyself and Leader. If anyone could let me know that'd be great.

    With all this you should be set to genrush.

    Make that Commodious + Sockket swivels + instrructions. Much better overall.


    Prove thyself and leader don't stack; they state only one effect at a time.

  • @Hopesfall said:

    The other day I played Spirit with Stridor

    apparently Iron Will just completely negates Stridor these days.. it was so stupid to hear nothing when phasing around someone injured, with a perk that boosts injured survivor noises..

    yeah real OP killer

    No, Stridor negates half of Iron Will, making the reason for using Iron Will redundant.

  • I'd like to add a caveat to what I said about keys in my previous comment:

    This should be the case unless you're the last survivor and the hatch has been closed by the killer.


    Also I think green keys should by default provide bond to a limited distance, so if you find one in a chest it actually does something.

  • The mori idea I've always said would be much more fair.

    As for keys...it could be as simple as you having to have done a certain amount in the game (relating to emblem score or BP earned, I mean) to use it on the hatch. This way, you at least EARN the escape, and it's not quite free.

    Rather than being wrecked by the killer and finding the hatch while they're in chase with the last person, and getting a free escape.

  • 6 weeks after the latest patch it should go to the PTB from my understanding, but issues can arise that delay it.

  • How about they just fix the bug that prevents healing skillchecks when you run it and alongside this change make solidarity work with medkit healing, et voila! Build that's useful and not a throw to run while being far from broken! :D

  • @ppo8820 said:

    I remember when I started F13, I was annoyed and died a bit but eventually got good and reached top rank. With DBD I’ve been playing for over 7 months and most games just aren’t fun....killer or survivor. It has to be the most frustrating game I’ve ever played.

    Overwatch has frustrated me a ton in the past, but nowhere near as much as DBD.

    At least I don't wait 20 minutes for an entirely unbalanced and utterly broken game at any point there.

  • For the majority of players, waving hands doesn't mean that; it's just a thing to do.


    But if survivors are just crouching around you rather than doing gens if the killer is camping, I don't blame you. They're idiots.

  • @NoRestarts said:

    It would be nice to have an option to change the units of measurement in game from Metric to Imperial.

    For those of us that were never taught the metric system, saying something has a range of 40 Meters is like saying it has a range of 40 Dingle-bops.

    (And before someone suggests it, no, I'm not going to "just" learn the Metric system)

    It's...in-game units, not real life...they could say '40 boxes' and we'd still understand.

    Giving a metric number would make zero sense, since there is no metric version of the game.

  • @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1050081#Comment_1050081

    Yeah, ive never had this many consistent connections to middle eastern countries playing anywhere form 8 am est to 3 am est. Its taking 5-10 minutes to find matches and they are always at 300+ ping and not in US.

    Just now got another one. Guess its time to lag all over them.

    Yeah. I just stopped playing and went to Civ VI (lmao not even joking, that's the sad part) and the next day it worked fine.

    I hadn't realised the ping during my first couple of games so I was very confused (and frustrated) as to why I felt like i was moving at Hag speed as Oni, too.

    They find ways to make the game feel worse every day.

  • I had ths the other day, tested survivor and it was 24 ping.


    Everyone in my lobbies as killer were in random parts of asia ranging from Saudi to Japan.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1049899#Comment_1049899

    Are you sure? I'm pretty sure the game punishes camping when an unhook is done and you were next to the hooked person, if this was taken away then there's nothing actually punishing campers.

    @Peanits sorry to bother you, would you please tell us if campers get any punishment in terms of BP or Emplem points?

    Campers do; killers who have survivors hookbombing do not lose them.

  • This isn't a thing. Hookbombing does not affect killer's chaser emblem.

  • Too many plauyers are rank 1, even those who should be much lower.


    This makes queue times longer at both high and low ranks, and the matchmaking system increases brackets for search criteria for player ranks over time, so lower rank players will almost always come across higher rank players.


    The way SWF works is also an issue; it used to go by the rank of the leader, and then the devs switched it to average rank, except it didn't work properly and just gave the groups the host's rank anyway, so low rank killers were getting high rank SWF's with one low rank (who often was just a smurf anyway)

    Instead of fixing this, they decided to make ti go by highest rank only, which messed the entire game up. They were warned, and went through with it anyway. Fast forward and we have this mess.


    The game feels unplayable if you're not in a SWF as survivor, or strike lucky and get the rare non-red rank SWF as killer.

  • @DragonOfPain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1045452#Comment_1045452

    More Survivors, But it is the same player base.. Since the player base did not increase apparently.. So these are the same casual players.. Not new players coming in..

    If killers move over to survivor, two things happen:


    1. Survivor queue times go up;
    2. Killer queue times go down.

    Now what actually has happened in this region:

    1. Survivor queue time went down (slightly;)
    2. Killer queue time went up (slightly.)

    I've already stated that this could be down to a large number of players leaving in general, or it could be due to an increase in killer players. Killers moving to survivor simply does not have the effect you claim it does.

  • @DragonOfPain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1045428#Comment_1045428

    It increased because there are more survivors now (Because either a lot of Killer Mains switch to play Survivor but overall the player side of survivor never increase).. Try playing survivor.. In my region, PST, I got an average of 10-12 minutes on queue time as a survivor... The worst was 20-30 Minutes.. You don't have a problem as a Killer.. But as a Survivor.. You have.. That proves there are less Killer now with the Survivor queue time increasing.. Furthermore, Even if you found a killer after 10-30 minutes queue time, you face potato killers, vice versa..

    More survivors = lower queue time for killer.

    This could also be down to a large number of survivors leaving the game, too. The game is horrific to play for both sides right now, as I already made a post on:

    https://forum.deadbydaylight.com/en/discussion/125029/its-ironic-really#latest

  • @DragonOfPain said:

    There are less killers now actually since the Ruin Nerf.. I mean why would I play Killer especially M1 Killers when 2-3 Gens are popping in the 1st minute before you could even locate 1 Survivor to hit and hook.. Ruin's Job was to stall the Survivors into doing Gens.. Yes, It is a gamble perk but at least M1 Killers could get 1 or 2 Hook at least before Ruin is gone.. Now that nobody is using the useless new ruin, who would want to play Killer now? Only self-proclaimed killers who claims they don't use ruins but fails to show any video or evidence showing them that they are playing on the Red Ranks without ruin..

    Hope this game dies soon..

    Killer queue time increased post-ruin rework in this region, so that doesn't add up.

  • Diversion, MoM. Otherwise Idk for survivor...for killer? Idk, tbh

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042127#Comment_1042127

    I suppose not, but we don't really know if they actually bother with the grind itself outside of the streams... unless you tune in every time and still see that they did 0 challenges.

    Even than, if you can give some insight from an outside perspective than I don't see how that's a bad thing. It's like saying someone can't give their opinion because they're not regularly in Red Ranks... they can still give an opinion regardless if they're in Red Ranks or not.

    My examples never hit home though, so in a more basic way just view it like this, if they have a valid opinion to give than I don't see why it's a bad thing to hear/read about it. I mean, everyone could tell that some of the Tome l - Level 4 challenges were too much to do and we weren't even there yet, so they changed them and got better challenges to reflect said change.

    If they aren't grinding for the rewards in the rift, it isn't relevant. It's as simple as that.

    We aren't talking about the tome challenges, but the actual rift itself.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041501#Comment_1041501

    Well of course they did, they're streamers...

    I don't doubt that they do the challenges LIVE on stream but it could come off as boring to some players that're watching them.

    ...That's the point, though. They can't have much say on the grind of the rift itself if they don't actually partake in it.

  • @WordyWithBirdy said:

    @FireHazard

    See i dont see much of a problem with the tome. Its the rift and the 70 levels which i find a grind. It kinda make me a bit mad as ive asked fog whispers what they thought of the grind of the rift which there reply was its not bad at all its easy. They would say that as its there job to play that game for 6 to 7 hours a day. For people who dont have that time which i would say alot of people due to life commitments its a pain in the neck. Yer i do understand where your coming from tho, to me it seems like all the have done is made the main grind less grindy and added in something to make u grind just as much to get your moneys worth

    Many fog whisperers bought tier 70 instantly tbf

  • @SteelDragon said:

    there is so much RNG in this game that you wont be able to EFFECTIVELY measure skill.

    measure skill through long chases? what about people who just camp every pallet EVER. and never loops

    altruism? hooking in front of the killer, what if a killer camps?

    escaping? hide all game and get the hatch

    etc etc etc. there is to many factors and RNG element to this game in order for an MMR to actually work

    I agree this is an issue, but even this would even out over a large number of games to begin reflecting a given player's skill level, with regard to skill level of a killer. And this system is already tracking MMR as of today, so it should be a pretty large dataset for many players by the time the changes to matchmaking happen.


    Don't get me wrong, I don't think this system will be perfect. A damn sight better than what we have, though.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1036806#Comment_1036806

    From purple to red, every match I see an average of 3 DS, 3 DH. But hey, it's a killer issue, so who cares right.

    Also, there is no point in asking for data.

    Kill numbers are busted cause of red potatoes and DC, that for some reason seems to be considered. And don't forget that if a teams consists of 1/11/20, that is considered a red rank match.

    I'd be interested to see the numbers for the region I'm in, Oce, alone, tbh. Because almost every game contains SWF, often 4 stacks, and it shows. I won't even play survivor if I'm solo here because it's a horrific experience, but killer isn't much better with what I've already said in mind...

    Basically my experience is have a hard game where I gens are done like crazy even if I have 20 second chases, because everyone knows what I'm doing at all times...or I instantly wreck the survivors because they're so horribly coordinated. It's interesting, tbh.


    And couple that with the game giving low rank killers red rank survivors all the time. :D

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027229#Comment_1027229

    Seems like a buff for all survivors. If anything it is weaker against SWF teams because they can tell their teammates they are being forced off a gen and their teammate can hop on it.

    For a good killer, it's a nerf to survivors vs them assuming the totem stays up for longer than 16 seconds.

    A good killer (on the maps that aren't the size of the Earth itself) will have much more reward in the form of bought time with the new ruin if they're good at exerting map pressure. Old ruin didn't give pressure except to potato solo survivors.

  • The ruin change buffs solo survivor a bit while actually making ruin have an effect on rank 1 SWF's. Ruin is now better vs these teams, regardless as to whether or not it stays up very long.

  • @Adeloo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1025031#Comment_1025031

    i'm sorry but i don't understand what you are saying, would you mind explaining ? ^^

    https://forum.deadbydaylight.com/en/discussion/comment/1025047#Comment_1025047

    survivor feels worse because of the archives challenges and the free week meaning people don't care about winning or losing they just want their challenges done or your teammates are low ranks ^^ It's still the same ^^ But as for Oni/Doc i so agree !

    Nah, I found this issue before the Archives challenges came out tbf

  • @FleshTorpedo much as I agree with the annoyance in that regard, there tend to be bugs that appear upon moving over to the live server, that didn't show in testing/on the PTB at all. This seems to be the case here.

  • @Mc_Harty I agree it's still great. Just calling back to how well I saw it used shortly after release while I barely see to anymore.


    But then again, there are 20 killer players in this region, or so it seems.

  • Survivor feels worse than ever, whereas killer feels the same, but doctor and oni feel better to use. Seems more killer for definite.

  • There are multiple game breaking bugs that aren't on that list that came with this patch. They'll get there.

  • When Oni was released, (when he was a monster that could not be stopped) it was a monstrous perk at red rank. A good Oni will have everyone injured all the time, wanting to heal to avoid giving him more power, but unable to once he's gotten it the first time. As a result, in multiple games I found myself literally unable to use exhaustion perks in these games.


    I enjoy it on plague and also legion if I run the legion pin.

  • No problem! hopefully they'll get a hotfix out for some of these huge bugs ASAP!

  • It works about 1 in 10 times right now; it's a known bug (if you look at the reported issue thread on the News section of the Forum, you'll see it!)

  • Thanks, I wasn't aware as I couldn't find anything that suggested it had happened; they simply vanished when I refreshed the page.


    Sorry for jumping to conclusions, I had looked for other threads to see if that's why but couldn't find the right one and I've seen things that suggest this is the norm previously. Feel free to delete this post.

  • @Perelie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019691#Comment_1019691

    They are immune and it's a bug, confirmed by devs. They simply don't care because pandering to survivors is their #1 priority.

    They aren't immune. I've had plenty of survivors try that trick on me, and I've been able to counter it.


    But yes, it is a bug, no one has denied that.

    That said, the removal of the ability to phase through hooked survivors, which was a necessity vs camping killers is now gone, at the same time this bug appeared. Its disappearance is also a bug.

  • That's been the case for over a month, and before that it was the reverse for a very long time.

  • This experiment won't show anything different to pre-nerf ruin games tbh.


    SWF could always rush gens insanely quickly if they were optimal and kept split pressure on gens.

  • It's rampant in red rank Oce atm, I can say that. But there are other problems.

    It is a nice reward for doing the objective optimally, though, right? ;)

  • @VoodooChild said:

    https://forum.deadbydaylight.com/en/discussion/comment/1018932#Comment_1018932

    I didn't know that. But honestly ive seen so many people get banned out of nowhere its crazy. Ive only gotten warned once and they didn't even explain why but honestly i think they like me since ive never been jailed lol.

    Its crazy tho, they really need to ease up on the bans because there were a few people on here i started to enjoy reading their inputs, then bam one day theyre gone. And i see people on here talking mad ######### post ruin and they dont get banned so i think its more of a game of favorites....if i am a favorite i hope they dont see this ######### lol

    Yeah I've had that warning in the past, it's crazy.


    And yeah a good few people have been banned that didn't deserve it; saw them get unfairly treated for a while for voicing genuine concern respectfully and BAM! They're gone, just like that.

    That said I've seen plenty of good bans on people who've been going all out offensive recently, so there's that.

  • Lol people pretending that camping tunneling moris and noed were rare before haven't played vs red rank killers much. Most seem to fit that bill pretty aggressively and have for a very long time.


    Don't get me wrong though, playing in red rank as killer can be an awful experience...if it's a swf, which in the region I've played in most, is almost every game anyway. But resorting to those 'tactics' doesn't make you a better player or help you to win, in reality.

  • You forgot to point out that if you do self censor they'll still threaten to ban you. :)

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1018678#Comment_1018678

    https://us.v-cdn.net/6030815/uploads/080/CXGX8017NV63.png

    https://us.v-cdn.net/6030815/uploads/592/XBZGTXC33LCM.png

    https://us.v-cdn.net/6030815/uploads/222/J74OJCC7G7ZP.png

    and I don't play doctor ever but somehow I can just sit back and 3K/4K, must be you honestly if you're such a veteran doc you should be a god with the new one. and look, I'm even using addons that affect tier 3 so they're basically useless, right?

    They'll deny he's actually useable as a killer now, whereas before he was trash tier. Good luck getting through to them!

  • @OmegaXII said:

    So.. stealth isn't a skill? This is one of the playstyle of survivors, and you shouldn't call them potatoes

    Sure, they may not last long in chase, but they avoid the chase to give killers fewer chance to apply pressure. Yeah, they get fewer points than you, but that doesn't mean anything since the game didn't account the fact you avoided the chase

    IMO every playstyle is good as long as it works

    The type of stealth being referred to here is the one that gets your teammates killed while you most likely get the hatch having touched a gen for all of 5 seconds and been chased zero times.


    That doesn't work.

  • @[Deleted User] said:

    What? I could never really stay in red ranks before because of ruin. Now I am pipping far more often, I hit red rank 1 for the first time today because of it even.

    Ruin kept you from hitting rank 1 as survivor...?????


    Did you just stop touching generators when it was up or something?

  • @ChunChunMaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015161#Comment_1015161

    DS is stronger now than it used to be. You could AT LEAST dribble before.

    Generator repair time increased? How many years ago was that?

    Killer vault speed increased? Wow OP. That's closer to a QoL change than a buff considering how effective looping is.

    Do you remember the old self care? It was clearly overtuned. So much so NO ONE ran medkits and healing in between loops and pallets was meta.

    In a game where gens can go in 3 minutes at base, old BNP was severe overkill and unfair.

    Flashlights are still good? I'm sorry you have to time it...?

    Getting rid of infinites is not nerf, ITS FIXING THE GAME

    Pallet Vacuum? Again... clearly broken? How is giving survivor a mini teleport not broken?

    Balanced Landing? That was a soft nerf as it was also given some "extra functionality".

    Sabotage? Sure lets buff sabotage. As long as survivors can't make the whole map a dead zone in case you forgot how OP it was.

    You're missing the point of the meme. It's not saying these changes were unfair; it's pointing out the cognitive dissonance that a lot of killer mains show with regards to the game's updates.


    Majority of the time, it's a positive change for killers. (and that is good. the meme doesn't suggest it's bad in any way)

  • I do love the original animations having watched a bunch of old footage a few months back.

    I wonder if the reason for the change was simply the timing of the grab? It seemed to take so long, whereas now, it's pretty fast.

  • F


    One of the few fun things as survivor that didn't involve being toxic. Gone.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013230#Comment_1013230

    oh here we go with the "if it got to that point you lost already" argument.

    Love that, soooo why is the game still going then? why does it not end right away when the doors are 99nd?

    heck why is 99ning doors even possible then? why not just all or nothing, like doing a totem?

    the game is over so you open the door and you leave, but no, you can postpone that, hold the game hostage for as long as you can until the killer goes and opens the door for you....yeah great design that.

    Its not holding the game hostage if the killer can open the door, too. Stop reinventing meanings to official terms.


    If the gates are 99'd, you have lost. It is as simple as that. You can choose to start the timer yourself to add pressure to the survivors, but they don't have to do that themselves. It's tactical and perfectly fine.

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