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TheButcher

TheButcher

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TheButcher
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  • Kind of, but ya gotta do what ya gotta do

  • @BigBrainMegMain said:

    Jesus Christ, another key post.

    Either tunnel the survivor with the key, or bring Franklin's if you're so Phobic about it, my GOD!

    Someone else would just pick up the key. #BigBrain

  • @BastardKing said:

    Use Bitter Murmur. Lasts longer, happens more often than once every 4 minutes.

    But that's only when a generator is fixed. This is more for situations where there are 2 survivors left, and both hiding for hatch, or if the Survivors 3/4 gen themself and you can't find them when you kick their gen. The situations where the game is being drawn out because survivors are not fixing gen's.

  • Because if Killer's play their role entirely correctly they shouldn't be rewarded?

    Did you forget that it's another person who is playing Killer? Did you forget that the Killer shouldn't be a threat to you - he IS a threat to you.

    In a horror movie the survivor doesn't run away from the Killer with the idea "I'm just going to keep him chasing me forever" the victim is running from the killer with the idea "I am scared. I got to get away. I got to hide. Someone come save me".

    I think bloodlust should stay indeffiently and be improved on. You're not supposed to be able to out run the Killer forever. It's not that kind of game.

  • Wire Spool, Gel Dressings, Gauze Roll, Self Adherent Wrap, Key Add-On's, Map Add-On's.

  • It might get fixed after this next patch to fix some of the maps, but honestly it's a very overdue update, so i'm waiting out to see peoples opinions.

    I tried the maps on the PTB, and as I do like most of the changes. Still the past many updates still left a bad taste in my mouth as a red rank killer with 3000 hours in the game. Been really enjoying this break, and especially other asymetrical games that have more balance, and feeling of reward for playing.

    TL;DR - You're getting into these bad matches because most Killers just get to red ranks, and then leave for the month because playing Killer has been far too stressful for a long time.

  • It's a very good perk until you learn the Totem spawns.

  • Mocking aside, they would do well to make Killer actually rewarding when you Kill at least 2 survivors, and make the role a lot less stressful to play. Especially if they make the role more than just brain dead chasing survivors in circles. Honestly since survivors discovered "looping", the games been dead as a horror game - it's completely destroyed the atmosphere of the game.

  • Mostly it's the people who don't want to learn how to counter him. He's actually really easy to face, but you just gotta run loops, and hide differently than other Killers. Also you have to keep aware of dream states, and try to stay awake (god forbid survivors have to do anything other than hold m1 on a generator).

    @Mandy said:

    The most complaints I see about Freddy is the current Forever Freddy build which slows the games down so much it becomes boring for people, the matches always last twice as long. And there's less interesting chases which is why I don't enjoy playing with this build, I play killer for the fun of the chases and for the mind games - with the slow down build on Freddy this is pointless. So it's not something I run, I do play as Freddy but I use the fake pallets not the snares, because again I dislike slowdown things in general and no add ons and my regular perks (so stuff like BBQ - I like my 4 stacks!, Enduring etc).

    Forever Freddy was never a good build that was easily countered by staying awake. You can't even achieve Forever Friendly anymore since the nerf to his add-ons. Which also didn't make sense. Nerfed his add-ons so most of them except Pill Bottle is useless (and Pill Bottle is still very weak), all to make the game more fun for new players. Instead of changing the Add-ons so they can have a different effect, and be actually useful.

    I guess it doesn't really matter when Freddy is a strong Killer without add-ons at all. Probably if they gave him add-ons that were worth while using, then he would be too strong and would get nerfed till he's unplayable. So i'm not going to complain.

  • @OperationMintyHippo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1209583#Comment_1209583

    First off I just wanna say you dont even know how I play so how would you assume I do not outplay killers and solely run in circles around a loop then just move to the next one? Lol. But anyways, bloodlusting is a big issue because brain dead killers use it when they can't figure out what you're doing? It's becoming increasingly difficult to break LOS when there are so many dead zones in maps, of when the killer is in BL2 or 3 and you're not able to run away anywhere. I play survivor fairly well. I do not need a guide but thank you for your input. Maybe direct bloodlusting killers to a guide? :)

    Nope, you're wrong. It's extremely easy to force a Killer to lose bloodlust, you're just bad. You can find guides online, and in youtube if you want to get better at escaping the Killer. Either that or continue to complain on the forums instead of bettering your skill at the game.

  • Monitor and Abuse, Thanatophobia, Thrilling Tremor, Unrelenting - With Legion Pin, and Stolen Sketch Book

  • @OperationMintyHippo said:

    So I understand why the devs have a hard time balancing loops. It's probably not easy to make loops mind-gameable while also making sure they aren't just wholly unsafe.

    Seems like a fine line between unsafe and infinite.

    But can we all agree that mind gaming and bloodlusting are different.

    Like, yeah, I was caught at this loop but that's just because you blood lusted me. Not because you outplayed me.

    I (personally) feel bloodlust needs looked at amidst all this loop/tile adjusting, yeah?

    You were only able to run from me this long because you can hold 'W' and 'Q', not because you outplayed me.

    It's so easy to make Killer lose bloodlust, and it's entirely brain dead to play ring around the rosie around a pallet. There are guides online to help you get better at playing survivor, if bloodlust is your biggest issue. Try setting up a mouse and keyboard for your xbox - that's another issue your gonna have being a console player.

  • The Dev's clearly tip toe around Survivor changes, but doesn't even take a second thought when making Killer changes. The only reason this update is coming out now, is because it's getting rushed - because they are losing Killer players. Fast.

  • They need to reduce pallets, and safe loops found in a map. Make survivors actually have to try not to waste pallets to some extent.

  • Voice Chat.

  • Survivors already being too strong, and having so many tools that let them ignore their mistakes. Making them feel invicinible, and ruining the atmosphere of the game to the point where I don't even see why it's under "horror" genre anymore. SWF makes it even worse, turning the Killer role into a job we should be getting paid real money to play, instead of paying BHVR to play it. Closing the gap between Solo and SWF play will let BHVR update the game with changes that makes Killer a more relaxing and fun experience. Closing the gap will allow BHVR to look at the game more than just a looping simulator, and possibly bring back the horror aspects to the game - so it's fun for everyone. Which is why you need:

    Voice Chat is required in the game to close the gap between Solo and SWF. Any changes they make to perks, items, add-ons - etc in an attempt to close that gap, not only is a waste of time because it takes up a utility spot that SWF can ignore, but it's also pointless because when used by SWF it becomes even stronger - making SWF even easier to play.

    I understand the common complaints: No one will use it, You don't want to hear some ego head yelling in your ear all match, language barriers, "kills the atmosphere" but all of those are not going to be as big of a problem as people express them to be. Also;

    1. If people don't use it, then that's their own choice not to use tools given to them. The game will still be balanced with SWF in mind - making the game better for everyone, including Killers experience.
    2. Muting people will be an option.
    3. People of the same language will only be connecting to the same servers anyways, and if it was even a problem after that language based dedicated servers can be used. More and better servers is something BHVR should be putting their money to into anyways, so i'm surprised this is their own biggest complaint when people tell them they need Voice Chat.
    4. Because people don't talk in Horror movies, especially slashers? Because running in circles around a brightly colored red and blue pallet is deffiently not hurting the "atmophere"? Having visual and sound notifications to absolutely everything a Killer does - except stealth Killers doesn't ruin the "atmosphere"? The games already not a horror game, and now it's also 0 fun for the Killer to play because they won't balance against SWF is apart of the problem. People have suggested proximity chat, and even though it still wouldn't be as strong as SWF on comm's it's a more "atmospheric" option for a tool that needs to be implemented.

    Something that already can't be argued against, which was already shown in previous threads. Enjoy.

  • It's going to be fun walking to the ironworks factory at the start of a match to break a wall that shouldn't be there in the first place, while already losing 1-2 generators at the start of the match. Sigh, but at least it's gone? Not like Killer is ever going to get a big impacting buff change like survivors do anyways.

    Oh wait but "it's only 2 and a half seconds to break a wall". If you don't take into consideration the time it takes to go to that wall to break it.

    Right. I'm sorry. "You can just break it when it's convient". If you don't take into consideration that every second of the game is crucial to the killer winning or losing, and one mistake also costs you the entire match.

  • Unrelenting, Thanatophobia, Monitor & Abuse, Discordance (TT, or BBQ if you prefer). Take the Stolen Sketch Book, and Legion Pin add-ons. Cold Dirt, and Joey's Mix tape are good add-ons to substitute for Stolen Sketch Book, but Legion Pin is a must.

  • If I had fun that match. I don't care if I "lose". Get a lot of points, or depip. I care if while playing the game I wasn't just running in circles, and walking through pallets after pallets after pallets, and windows. Like what's the point of calling this game a Horror game if no one is scared, and we are all just playing ring around the rosie?

  • @asparagus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193399#Comment_1193399

    Umm 20 seconds seems to long and is op maybe tone down the seconds, like 10. Not 20!

    Most times it takes 20-40 seconds to walk across the map at the start of a round, whatever amount the perk gives it should at least give the killer time to get across the map, and be in chase for 5 seconds. Especially since you would be playing the rest of the game with only 3 perks.

    Possibly have it only work on the Obsession, if it's too powerful being at 20 seconds. Less time, but only the obsession.

  • First 20 seconds of a match see all survivor aura's

  • @BigTimeGamer said:

    It'd be nice, but i doubt they would do it

    they should make it so you can pick what tier to use;

    IE; If I have Discordance III, I can choose to use tier 1

    Omg this! LUL that would be wonderful

  • That would make less grind. The grind in the game is what keeps people addicted, and paying money until they buy all the DLC. 3 tier perks are here to stay.

  • I'm annoyed with how many people are so quick to brush this kind of treatment off. It's a very serious issue that BHVR should be taking more seriously.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1193223#Comment_1193223

    Mate. It's a joke. Not "sharp, sarcastic humour" just... Humour. Sorry it wasn't to your taste but like, clearly it's built the hype they wanted.

    I don't know how new to gaming forums you are, but a dev will get high votes for anything they say. As far as "building the hype" goes. I would sooner see better hype come from a dev response that actually clarifys they give a damn about the players actually keeping their game afloat - which is the ones playing the Killer role, but so far we have been given objectives to force players to play some Killer as a completionist bonus. I'm talking about the Archives. While in the meantime they keep nerfing Killer's experience into the ground, making it incredibly unfun.

  • @Peanits said:

    https://us.v-cdn.net/6030815/uploads/281/GHCD1URVAQ84.png

    Oops, I dropped my mid-chapter screenshot. Well shucks, so much for revealing it next week. Guess we'll have to reveal some other changes instead.

    Also a Dev probably shouldn't respond to threads with sharp sarcastic humor like "Oops, I dropped my mid-chapter screenshot". It really reflects how the dev's actually feel about the Killer's experience playing the game - at all ranks.

  • @Peanits said:

    https://us.v-cdn.net/6030815/uploads/281/GHCD1URVAQ84.png

    Oops, I dropped my mid-chapter screenshot. Well shucks, so much for revealing it next week. Guess we'll have to reveal some other changes instead.

    Isn't that supposed to be a breakable wall?

    A breakable wall is not going to fix the problem. Big imbalances in the game should not be fixed by bandaid fixes. It takes 2 and a half seconds to break a breakable wall, 2 seconds of the killer's time is actually extremely powerful. Which we already see with the new Saloon map - where most walls are just left not broken because taking the time to break them costs you the whole game.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1191715#Comment_1191715

    2.3 seconds, I prefer that to being ran around for a whole minute trying to catch a single survivor

    Too long.

    It should just be a door, or the window should just not exist. Breakable walls should be in the game because they could add more strategy to the game, not to be a bandaid fix to a bigger problem.

  • Isn't that going to be a breakable wall? Regardless it takes time to break the walls, too much time.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190845#Comment_1190845

    I wouldn't say so. Bias would be making a decision like that just because you favour one side over the other, and I can safely say that I play both pretty much equally. Making the game less punishing to a new player who's just trying to learn the game isn't biased, and it's something we would do for both sides. There's already a lot to take in when you're starting to play the game. There's 146 perks and 19 killers on top of basic gameplay, having to also hit a great skill check on top of that is an incredibly steep learning curve. You can't expect new players to suddenly hits greats overnight while also trying to learn everything else, and moreover, you should not have a perk that specifically makes the game harder for them without affecting more experienced players.

    Excellent point. I'm not against the Hex: Ruin changes, I actually like them. Good answer.

    How soon will we see a change that makes playing Killer easier and less stressful?

  • I would play - as a red rank Killer, but that would be too stressful. I have my mental health to care for, more than other people who bully me for their own entertainment. In regards this was a game I paid for, I don't see why anyone should be required to do that.

    I would sooner suggest just stop playing Killer until it's fixed.

  • @Peanits said:

    You mentioned it yourself, it only hurt the people who already had a hard time and couldn't hit skill checks, which is the opposite of what you'd want a perk to do. The good survivors would power through it or find the totem in no time, leaving them mostly unaffected.

    If it's only working against survivors that can't hit skill checks, I would argue you don't need a perk to help you win against them. You would already have the upper hand if you're a good killer at that point.

    Isn't that biased though? You are telling Killers to "git gud", while catering to Survivors that don't even know how the game works yet?

  • DLC characters you need to pay real money for are not in the Tome, only ones you can buy with Iridescent Shards a currency you get for playing the game.

  • You have an easier to use, but not better than Whispers.

  • Too boosted to be in red ranks. You should be asking for the dev's to fix the emblem system, not asking for Killer nerfs. If you were in the rank you belong than you wouldn't have this issue as much.

  • Good players still will remember generator spawns anyways. Which is why I think that if they lessened the amount of pallets each map has - in addition to when they make map sizes smaller. Then the game will go more smoothly and more fun for killer and survivor. Also the game will become a lot less just running around in circles because survivors will have to be mindful to not waste pallets.

  • I should also mention. I don't care if I lose. I care if I have fun. I would sooner see the dev's make the game a fun exeperience - for everyone. I don't care about balance. I don't care about rank. I just want to have fun, laugh, and sometimes meme with other people. I can do that with Survivor just fine - always had. I could do that with friends just fine - always had. However when you play Killer, it's sweat sweat sweat, and if you try to use a build out of the meta or isn't boring/toxic to go against (like a tunneling/camping build) - you're going to have a bad time.

  • Same with David's shirtless cosmetic with camo pants.

  • @Fibijean said:

    Everyone on the forums complained Deathslinger was too weak when he was released, and were scandalised that the devs didn't buff him when he went live. Now that people have gotten used to him, the general consensus seems to be that he's pretty alright. When Ruin got changed, the forum went crazy, but now everyone has adapted to the change and it turns out the game isn't dead after all.

    The devs don't make balancing decisions against their own better judgement because people whined on the forums. They consider what the players are saying, but ultimately (and increasingly) they make their own decisions on what gets changed and what doesn't.

    What they would do well with though is listening to the posts of people complaining playing Killer is 0 fun. Getting to Red Ranks is not rewarding enough. The overall community and how players treat each other is toxic, and the reporting/punishment system needs to be harsher. The gap between SWF and Solo is too tremendous and needs to be fixed. Lastly the threads saying the game isn't scary or have a horror atmosphere anymore because survivors just have too much information to be scared, also have too many tools keeping them safe so there is no feeling of danger.

    I was a killer main, taking my first break right now, signed up for the forums during that time, and all I gotta say is that I don't even think i'll come back to the game - because playing anything else is better than playing Killer on dead by daylight. Now i'm just watching the forums for updates to see where the game is headed if I am going to come back or not.

  • Decisive Strike isn't to stop tunneling. It's apart of the "anti-tunneling perk" group because it makes tunneling difficult. The purpose of Decisive Strike is to extend a chase - nothing more. If the killer drops chase after being stunned that's on them - not the survivor.

    Tunneling is a move that could either make or break the game for Killer, and more often it's the later. Good survivors are not hurt from tunneling, poor survivors that do not last long in chases get hurt badly from tunneling.

    Too many survivors from all ranks have figured out, and been abusing the immunity that Decisive Strike gives after being unhooked, which is why it's being looked at for changes.

  • Lithe can be used in all maps

    Balanced Landing can only be used in some maps

    Lithe is better than Balanced Landing

  • @dbdlagger said:

    But then devour hope could become an op perk.. I agree with everything but I don't agree that killers can activate the same perk twice.. Its just one time then its gone or each time u hex a perk it goes down one tier

    That's a really good point. Possibly make any Hex: Perk that relies around stacks to lose a certain number of stacks when the activated totem get's cleansed.

    There's also the fact that a Killer wouldn't start with DH activated, so if they don't immediatly find a Dull Totem and hex it - they lose out on the stacks they could of had up to that point. Also obviously spending too much time looking for dull totems to hex as Killer would also be detrimental to the killer, so I can see how it would balance itself out.

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