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Thasard

Thasard

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Thasard
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  • @Mister_xD said:

    imo the entire Hex warning thing is BS.

    it eigther gives away completely useless information, or it completely screws a perk over.

    i mean, i can see the skillchecks are red, i KNOW he has ruin, you dont need to tell me!

    on the other side, if an injured player goes down and then "exposed - Devour Hope" pops up on everyones screen, thats just too much information and could screw the perk over very easily, as everyone's gonna be totem hunting now.

    they need to rework / remove this system imo.

    You really ought to stop using totems if this is your problem with them, because I will be hunting those bones down with small game while my team gen rushes you (or hides or runs in circles, which happens too).

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/708363#Comment_708363

    Killers do not get second chances. For the most part, almost every killer has to take advantage of survivor mistakes (Exceptions being Nurse, Billy, and Spirit, but those are high skill killers, or at least Nurse and Spirit are). If they make one misread, they can lose the chase and essentially have wasted all that time. If they do not play well, they are punished for it. The perks I listed are second chances when abused. It's not like there is a perk that downs a survivor if the survivor gets away. But there is BT, DS, Deliverance, and Second Wind.

    I'd like to point out that survivors have no win condition except what they put for themselves. They don't have to escape to pip, whereas killer must kill at least 2 survivors to get a passing pip.

    Those perks are necessary because a killer can only focus on one person at a time. The more time Killers waste is the more time that other survivors can rush the generators. Ruin is necessary because it slows down the progress, but it has diminishing returns the higher in rank you get. Time is a valuable asset for both sides, and the killer suffers from wasting it when survivors do not.

    Honestly, Small game is a really good perk against very situational killers: Trapper, Freddy, Hag, and all totem perks. However, you should try to get yourself in a position where you don't need it. (New maps I understand, everyone needs to learn the totems then).

    I find Small Game mandatory for at least one player on a team. And if you don't SWF, that has to be you. And this is especially because hexes are getting hidden better and better. With updated maps and new maps, devs are trying to hide them better, so I find it imperative to access this perk. At least with the new Nancy perk, someone might actually do some bones just to have the locker heal play. Which many killers are trying to counter with Iron Maiden...

  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/708363#Comment_708363

    Killers don’t have second chance perks in the way survivors do though. The only perk that comes close to being second chance is noed and guess what? It’s entirely in survivor hands. Do bones, no noed. It’s not the killer’s fault someone neglected their bones. I blame survivors even as a survivor who does bones.

    Survivors literally have second chance perks but the perks killers have are not in the same category because a) their perks are either in survivor hands or the bonuses are negligible enough due to the game prioritizing the 4 survivors - ie. Remember Me getting gutted to nothing and b) the margin for error is a lot more unforgiving for killers than survivors. Survivors make a mistake? Exhaust perk/ds to safety. Killers make a mistake? It can cost them the entire game because survivors can pound out gens in under 3 minutes.

    Also I really must say I love the hypocrisy about noed. A killer has noed so they must be terrible. However when a killer DOESN’T have noed or even ruin, survivors still act like little gremlin brats and even go so far as to mock them for not having them, therefore once again being terrible.

    This is the kind of attitude that makes killers use Multiblink Nurse and Prayer Beads Spirit - when killers dare try to do something different, survivors still rake them over the coals.

    I'm just sharing my experience is that a killer typically doesn't have a kill when NoEd pops. And lately I've just been on the run to find it before it does because I know it's coming. Rarely do I see a 4k and then pop over to the killer screen and see they also had NoEd, it happens, but it's rare. It's a good perk for a new killer, but it is absolutely a second chance perk.

  • @Raven014 said:

    So... you're point is...? All you're doing is stating the obvious. I try not to be toxic, because I just don't get enjoyment from the game in that way. However, others do. You get good with the bad, as in all things.

    But you can't deny a lot of survivor perks are second chances. From Exhaustion perks like Lithe, SB, and BL for being out of position, to perks like BT, DS, and Kindred, to punish the killer for making certain desicions, to perks like Inner Strength and Second Wind, which punish the killer for not chasing you.

    Then there are items that fix mistakes for survivors, like instaheals and keys (I consider keys the get out of jail free card except if they're going for the achievement).

    Killers have moris, but I wouldn't consider that toxic, only in how it's used.

    Some people have grudges, and some people don't know better than to camp.

    Something you may consider not toxic could to the killer, then again, you're being vague in that statement. Vice versa too, something the killer may not consider toxic, like slugging, could be perceived as such.

    I think I know what you're trying to do, to unite people together against toxicity, but at the same time you're just pitting people against each other at the same time. People might see that you are just saying "It's not survivors fault they're toxic, because killers are too!" which is just unproductive in the long run.

    Like killers don't already get second chances? You're already faster (most of them), and then you get built in bloodlust for free to get a little faster when you're failing to catch someone.

    And let's not forget you've got perks to extend the game because you failed to catch us fast enough (Ruin, Thanataphobia, generator breaking perks), plus instadowns (ability, plus Haunted grounds, iron maiden) plus bad killer reward perks (NoEd, Freddy perks, Rancor, and, yes your precious moris).

    There's a reason I try to always run small game. Every killer I'm facing has Hex Ruin and/or NoEd...and, yes, we can tell by how terrible you play that you will have NoEd.

  • I've had a good number of killers Dodge lobbies once they see we put in extra bloodpoint offerings which we then lose....at least fix where we don't lose out offering when players dc or don't load into the game.

    Had a survivor yesterday DC when we got the new map last night....which left us 3 men with 5 gens...guess they didn't want to play on the new map. Too bad...we could have easily had at least 2 survive if they had just played thru.

  • @Predator3174PL said:

    https://us.v-cdn.net/6030815/uploads/037/5IAEIXNMCJHW.jpg

    This build might help you in the future. Personally I would took Ir Button and Stolen Sketchbook, but if you want to slow the game at it's full potential, this is it. Still not as strong as I would like it to be.

    Shhh! I hate this setup, but yes, definitely a better build by far. Thanat with mangled is a guaranteed delay once survivors find your ruin. There's legit minimal fear of a legion, but this is probably one of the better builds to guarantee a higher BP game with "them".

  • It's so bad. I'm at 8, and keep getting players in 13-15. And is anyone talking about the bugs? This is by far the buggiest release in the one year I've been playing.

  • Watching a color blind friend playing killer was the funniest I've ever seen.

    "follow the scratch marks!"

    "What scratch marks? I don't see scratch marks!"

    "The red things-..."

    Never would I have realized how important seeing color was to play killer. Just replace scratch marks with obvious symbols, and boom, you've helped a whole community.

  • Why did you go into frenzy when you just could have gotten the first hit without, especially since you didn't even bother to find anyone else to apply pressure.

    Also, you spent way too long trying to find an immerse Claudette, checking lockers, etc. Hit the gen and move on.

    And there are plenty of gen slowdown / gen abuse perks that you can slow the game down some. And like someone above said, once a few gens are done the killer can have more power and gen control and still get a 4k. But when I see a killer doesn't have Ruin, he better be amazing at that killer or he is going to be bullied.

  • @brokedownpalace said:

    You're getting 18-21k in BP. When I play killer I call that a wasted match.

    Oh, wow, even less impressive now that you say that. It's hysterical because when I see 4 escapes and we somehow get paired with low rank killers, I feel bad. I mean, it's nice to get the 5k extra points plus some, but this game needs more players, and super toxic gameplay that leads to all survivors having the same outcome is not going to lead to new players sticking around.

  • Another opinion from a PS4 survivor main who typically plays in green and purple ranks but used to be red ranked a year ago:

    The majority of killers can be viable and easily get a 3-4k with practice and decent add-ons.... ignoring that and going with the average...

    Instead of looking at tiers, to simplify, I just use top half (SS to A) and bottom half (B to D).

    When considering Ghostface in the bottom, I think that's absolutely wrong. Maybe on PS4 he is broken, but excuse me if I'm annoyed everytime I stare at him and he still gets his power. It's a waste to stare at him unless you're on the hook lol. I think every time I've gone against him I've seen him kill a minimum of 2 players. Otherwise top vs bottom, I think this is correct.

    I can't wait until the Stranger Things chapter which will bring in new blood. Don't bully the newbies too hard y'all!

  • We did have a sad game last night where one of the randoms was hooked, saved, killer tunneled, rinse, repeat. Kudos to the survivor for not d/c-ing, but that killer tunneled him to death, allowing two of us to ultimately escape. It's a decent strategy if you have Dying Light, but not acceptable if you're just a crap killer refusing to put on Ruin to buy your a few extra hooks. Ruin is decent. We've had a 4K game where the ruin was never found. Lol

  • I do see how knowing who the killer is could give to much info, but no way in hell does a killer need to know what I'm carrying to decide if he should Dodge or add Franklin's....

  • Was the game that different a year ago? That's when I joined and I didn't seem to have these issues that I recall. But I just got my boyfriend started on PC (I have PS4 😣), and he's experiencing a lot of face camping killers, and a lot of 8 killers when he's an 18 and still figuring things out, not to mention a lot of poor sports who whine and bully him post game. That sucks that people resort to that especially when new players. Maybe hide names and shutdown after game chat until players reach 15 so they can't be nasty.

  • There are four types of killers:

    Killers that put on Hex: Ruin

    1) Because they need that extra time to have the advantage

    2) Because they think it's funny when all four survivors are killed before 1-2 gens are done.

    Killers that don't put Hex: Ruin on

    3) Because they don't need to waste a slot for that perk when they're good and always get 2 - 4 kills with that killer.

    4) And aren't good enough at killer so they get gen rushed and face camp one person to try to guarantee a kill.

    Don't expect a built-in perk for baby killers unless you want survivor mains to demand a built-in perk for them.

    I don't enjoy killer play because I don't like first-person view, but I can still get a kill here and there without hex ruin. Usually get 2-4 kills with Hillbilly but don't play enough to level up as killer. I honestly rarely even equip hex ruin because I rarely want my killer rounds to last that long. 🤣

  • I would absolutely play killer more if I could play in third person as Nea. Don't worry trapper, I found the hiding Claudette.

  • Why bring a med kit when you can bring a toolbox and actually be of use to your team. These are basically options that allow you to heal and do tasks you should already be doing. Dwight's will have new excuses to use lockers!

  • It's what happens when one generator is completed before the first hook happens, which is sometimes preceded with a killer DCing. So make sure to 99 that gen and wait for the hook! 🤣

  • I would say this would be reportable for refusing to play normal gameplay than it would be for holding the game hostage. Sure, you could get some crappy survivors who can't hit their difficult skill checks, but this is totally workable. I'll just let you pull me off a gen and wiggle off and go back to work on the gen. So if you're busy with me, hopefully I'm not with a bunch of terrible survivors . Plus, Unbreakable is a perk that could have countered this to some degree. It might be taking the game hostage if you do this to just the last survivor otherwise the other survivors should be able to die or do something.

  • Just put the Springwood offering in, and guarantee a more hidden totem placement until the devs clean up other maps. Of course, then you'll have that one guy who always puts on Small Game (or has someone in their SWF do it) to screw you over anyways.

    Or you can force survivors to get better at hitting the great skill checks to avoid having to cleanse Ruin, and then I'll have one less thing to complain about.

    Plus, the ideas above are counter-able if you have one member sacrifice their game by handling the totems.

    If anything I would encourage an update that made the totems work in tangent that as long as 5 are still active, they take X time to cleanse, where X is longer than the norm. Then with each totem cleansed, future totems are cleansed faster. This gives the killer more control over Hex Ruin and catch a player on it and a slowdown of gens...provided one or two players aren't hitting the Ruin skill checks and gen rushing you while you babysit precious totems.

  • If you're at all a decent killer, you will busy yourself with other survivors. I applaud anytime I can't use DS because I wasn't tunneled off the hook. But if you tunnel me, you deserve to get stabbed in the back.

    And since you've mentioned it, end game perks reward bad killers too...NoEd and Blood Warden come to mind.

    Why don't we make it so once you're hooked your dead, or once you finish a gen you escape, maybe that will be more fun for you.

  • This thread makes me want to build my Claudette up and play her like I play Nea to be the Claudette everyone wants to have on their team. XD

  • This is so fresh to me as yesterday I was getting 'saved' by a survivor who was being chased by the killer. And then the killer, who wasn't an idiot, moves into place and waited, then hit me before I could even take a step. I was good...I could have waited another 60 seconds for another survivor. I'd like them to remove any bloodpoints from unsafe hooks. Anytime I "unsafely hook" someone, I body block until the killer gives me a hit and hopefully buy the other survivor some time if the killer tunnels them.

  • We played last night and they definitely thru out decent matchmaking. Was playing as an 8 survivor and routinely got paired with players in the teens, and one game that the killer dc'd at the start was with an 18 and 19 survivor. That would have sucked for someone.

  • I can't wait until they fix or punish the killer D/C's. So annoying to be awarded zero points for a killer d/c, and losing an item even when you brought in a White Ward.

  • If this game actually adapted to add something like a door you can close and break down in lieu of pallets, say in Haddonfield, that would be a really cool update.

  • I didn't bother reading all the comments 😂 but I think it would be a great fix that if a killer is X distance from the hook that the hook time slows, but if a survivor is X distance from the hook that hook time speeds up. If you as a survivor want to camp until the killer goes, you should be just as punished if the killer proxy camps.

    And I truly think the only way to guarantee your self an unhook is to at least survive with one friend. Survivors these days are so selfish, so unless you want to use the Adam perk to pull yourself after saving someone, this is the reality we're living in.

  • Just give the rating and let the devs decide. I play on Console so literally none of the postgame ratings even matter, so it's not like it will change. They make changes to appease the top 1%.

  • I absolutely agree that flashlights are garbage, but I play on console. I am a survivor main, but I have been blinded as a killer, and managed to hold on to my survivor on multiple occasions, and that should not happen period. I did not earn those hooks. And the counter of looking up is so strong. And don't get me started on the firecracker type add-ons, talk about a waste of bloodpoints that I now have 50+ on some survivors.

  • The amount of 'woe is me' killer whining in this thread is hysterical. If you're not good at a killer, then that's on you. There are countless videos to show you all sorts of good builds for killers. And there were good tips in this thread on how to suck less, but the devs don't care about how viable you think spirit is. A killer should not be designed to guarantee a 4k without add-ons, but I guarantee many people can do it with their mains.

    Sounds like some whiny console killers that DC on me because we get a gen done before you managed to hook a survivor.

  • Ruin is a crutch perk for bad killers, though if you're fighting bad survivors, could work out for you. I've seen good killers get a 4k without Hex Ruin and I've seen good survivors get multiple gens done with Hex Ruin still active. Breaking the totem is really only necessary for garbage survivors who can't even hit the skill check and are just crouching around being useless.

  • @marching_hyena said:

    why dont they just remove the option to DC from the pause menu altogether? i dont see the point of it being there if someone can risk punishment for simply using it.

    I agree. It's really dumb that exists. If you have a good SWF or a tunneling killer, you should just have to take what you get.

  • I see you forgot to mention all the killers who disconnect because survivors are gen rushing, flashlight saving, cleansing Noed or Devour Hope, and depending how early the disconnect is can force survivors to take a depip. Also, would love to see killers and survivors have a much longer delay for dodging lobbies which I either assume for a killer that they just lost to me or are wrongly assuming that I'm in a SWF lobby.

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