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TheMonadoBoi

TheMonadoBoi

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TheMonadoBoi
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  • I actually avoid playing Fridays and Saturdays for this exact reason. About 2 weeks ago I faced a facecamping basement Bubba and a combined 17k hour toxic SWF back to back. Really just stay away from the game on weekends.

  • @LuffyBlack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1616823#Comment_1616823

    I wouldn't be adversed to killer changes provided they don't break the killer, which I can't count on BH to do. I can't say I am that experienced enough with PH to voice an opinion as I purchased he and Cheryl cause I am a huge Silent Hill fan but I do know the person you're attempting to debate with is a bad faith actor. I'd just ignore him going forward. I don't mind opposition or disagreements, but this guy seems to only be interested in riling people up or trolling.

    Same! I actually commented on someone's idea to change Pyramid Head which I thought was very sensible and objective. I just find it funny how hypocritical some people on here can be. Think of it as a sociology experiment. I know I won't change this person's mind, but I'm still interested in why they're so blind to their own lackluster arguments when they're used against them.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1616823#Comment_1616823

    You havent addressed anything about why Spirit having no counterplay is good for the game, you just started talking about Trapper for no discernible reason, even though they are completely different topics. Traps can be FOUND EASILY, you can check grass, you can check windows and pallets. You guess if spirit is phasing or not. They are 100% different.

    also i tagged Scott since he posts offering to challenge people who feel Spirit has counterplay which you mentioned.

    Try again next time :)

    Not only did I tell you why, which I can gladly repeat because if you don't remember it's a 4v1 game. If every survivor has an equal chance to win a chase vs any killer then there might as well be 4 since there's absolutely no point to the game being asymmetrical at this point.

    I started talking about Trapper to (hopefully) make you realise why your argument is incredibly hypocritical and deluded. You keep missing the point over and over again because you cannot "check grass, windows and pallets" while in a chase, otherwise you get caught. You guess if Spirit is phasing, and she guesses if you're moving or not, it really isn't that deep.

    I don't need to entertain Scott or anyone else to give an argument. Does me saying she's in no way unfair make me the best survivor in the game? No right? Can we agree on that? Or do you wanna bring up some other excuse for why I'm "not addressing anything you've said?"

    I don't need to try again next time cause you haven't contributed a single coherent argument to the whole discussion.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1616712#Comment_1616712

    knowing how to argue topics = ben shapiro omegalul.

    Having to guess against a spirit is not meaningful gameplay, you can see and hear when a trapper places traps, you can use your eyes to avoid traps, you toss a coin against a spirit assuming she isnt awful.

    if you think spirit moving grass and her footsteps (which are bugged currently as well lmao) is how you can counter her, then i know of a certain person who will take you up on that challenge @ScottJund

    You can't have a debate. Like I said, you ran out of buzzwords to use and you literally become "kekw omegalul Scott come pls help"

    You can't see traps that have been set before, they can't be heard across the map, there are STILL spots where traps become invisible or are hidden under certain textures yet to you it's not a problem because Trapper's "guesses" are weak as #########.

    Killers have to guess all the time in this game. Mindgames are literally educated guesses, survivors have a third person view which allows them to cancel many tiles which killers just have to eat up because there's no way around them. You don't know how to change your playstyle and you don't want to because you want to loop your way endlessly through hordes and hordes of useless M1 killers and it shows so bad. You hate PH, you hate Spirit, you hate any killer that you can't loop and loop for 25 minutes effortlessly.

  • @Brhoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/1616508#Comment_1616508

    I'm not asking for equal speed here, I mean by 50/50 is when I get downed the reason could be either a bad play from me or a good play from the killer.

    Red rank Nurse, Spirit, Deathslinger, or Pyramid Head have a huge advantage while in a chase over the survivors that winning against them is the result of them screwing up and not us playing correctly.

    You didn't answer me,

    How is the Deathslinger having a instant shot fair? What can we do as survivors?

    How is Spirit with stridor fair? What can survivors do in that case?

    How is Pyramid Head with I'm all ears fair? How can we counter a killer that can shut most loops that survivors just go down in seconds?

    Okay so I'm gonna repeat myself since I think my point didn't really come across. You should NEVER have an equal chance against a killer for the simple fact that you're part of a team, and the killer is the entire opposing team; if you were able to 1v1 the killer then there would be absolutely no point to them playing, since any one survivor can just take all the aggro while the rest repair and all escape.

    Now since you want a specific answer about all your concerns regarding "unfair killers" I'll have to go one by one so bear with me here;

    -Did they instant shot you from a distance? Then in my book they deserve a hit, but since BHVR are not afraid to give survivors a myriad of resources and opportunities to escape then force them to break the chain. Trees, loops, hell even teammates. If you get hit because you were out in the open, then at least there we can agree he deserves that hit even more.

    -Stridor does not instantly pinpoint the location of a survivor. People think it just magically give you the location of survivors when it's actually a NECESSITY when a SINGLE survivor perk aka Iron Will counters her ENTIRE power. Stridor does not tell you what side of the pallet the survivor is on, if they slow vaulted or not, and it definitely does not make her impossible to trick.

    -And finally, both as survivor and killer it is your job to scout and try to figure out the other team's perks. If you suspect he has I'm all ears, run away so that he doesn't have enough range to hit you. If you allowed them to get that close then you're getting hit; killers have to let go of gens or people and literally just accept it, because they can't get there to stop them in time or they know they have BT/DS/whatever. Killers are always told to suck it up and move on but survivors seem incredibly hypocritical towards their own advice.

  • Being incapable of doing something doesn't make you incapable of judging someone else's work.

    If the game doesn't work it doesn't work who gives a ######### if OP is a programmer or not. The fact is they somehow manage to ######### up something new with every single update and there's absolutely no way to deny that. I've never seen a million dollar company break their game EVERY time they push a new build.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1616513#Comment_1616513

    Please point to me where I mentioned anything even tangentially related to that, omega logical extremes being used in arguments are a sign you have no argument at all imo.

    Spirit having a lack of feedback and counterplay is what I said, address that specifically or don't reply at all.

    I literally gave you an example of another situation in the game with no feedback and no counterplay. You can use your buzz words all you want if they make you feel better, I gave you a parallel comparison to the "problematic" nature of the Spirit and you suddenly became Ben Shapiro. I don't need you to mention my example for me to put it on the table.

    You get grass moving and footsteps when a Spirit is phasing, a hidden trap won't even do that for you.

    You claim I have no argument and not a single time have you addressed why you think all killers should have counterplay, once again, considering this game is an ASYMMETRICAL pvp.

  • @HP150 said:

    1) Make his Punishment of the Damned (ranged attack) only usable on Survivors suffering from Tormented (!!!) BUT

    2) Make Punishment of the Damned much, much faster and not clunky to control (IE, give it the same turn-speed / control scheme as when not using Rites of Judgement). Think charged hatchet fast, still dodgeable but not braindead easy.

    3) Make both hooking and caging remove tormented, but only for the one being unhooked / uncaged and not the unhooker / uncager

    4) Allow all hook related perks to work with cages, both killer and survivor

    My biggest issue with playing as PH is how clunky he feels. Seriously, no matter how good you get with him, Punishment of the Damned still controls like hot garbage. Because his ranged attack is so easy to dodge it's rarely used outside of locked animations, which makes his common playstyle feel very binary.

    This is the first part of his in-client description: "The Executioner is a map-manipulation Killer, able to torment Survivors with the hazards he creates." Yet he definitely does not feel like a "map-manipulation Killer". That's because at current being "Tormented" isn't very threatening; Cages are situational and Final Judgement... well, you're dead anyways if you get to that point, mini-mori or not. By tying his ranged attack to his trails you shift emphasis to the fabled "map-manipulation" playstyle he is meant to embody while freeing up some power budget to make Punishment of the Damned not feel terrible. This also gives a bit more counterplay in that Survivors can choose to avoid the Tormented status to not have to go through the animation-lock traps he currently relies on.

    The second part of his in-client description is much more straight-forward: "Affected Survivors will be vulnerable to his special Hook, the Cage of Atonement and his special mori, Final Judgement." It says it right there; SPECIAL HOOK. Keyword being HOOK. The cage is a hook for all intents and purposes. I get it, wanted to maybe shake up the meta with PH? Didn't really work, everyone is still taking the same builds. The difference is that survivors are getting frustrated by not being able to use the perks that they took and PH's builds are more limited as opposed to being able to come up with something creative cage-fueled builds such as Devour Hope / Make Your Choice / etc build.

    Not gonna lie, I love PH as he is now both as survivor and killer but your suggestions are perhaps the most sensible unbiased I've read regarding this topic. That way being tormented becomes a real threat and being able to get PGTW/BBQ from a cage sounds like a decent tradeoff for DS and BT.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1616494#Comment_1616494

    people went from saying spirit has consistent counterplay and to just "git gud" to now saying its okay she doesn't

    at least they wised up a bit, baby steps

    So a Trapper putting a trap on the other side of a wall you can't see is OP too? You can't see it and unless you saw him put it there it's a 50/50 chance every time you move to a different tile. We gonna go around screaming trapper is unfair now? Should there be counterplay to that? What about every time you're about to step on a trap a loud bell rings so you can avoid it.

  • @Brhoom said:

    Copy pasted from another thread

    Because a 50/50 is not a 50/50 with some killers.

    A Spirit with Stridor

    A Pyramid Head with I'm All Ears

    Death Slinger having a half second shoot time etc...

    In these situations you don't feel equal with the killer, both sides don't have the same chance …

    The PERFECT example of just how delusional some survivor mains are. It's literally an ASYMMETRICAL GAME, in what universe would it be okay for survivors to have the same chance in a chase as killers? That's the dumbest argument I've read today. There's a reason it's a 1v4, if there were 4 killers then OF COURSE, makes sense that survivors should have a chance to win every chase.

    Did this never cross your mind or are we playing different games? 4 survivors vs 1 killer? No?

  • @BigTimeGamer said:

    thinking being unable to spam his power (ala Deathslinger) for free zoning is good

    next you're going to tell me spirit has consistent counterplay

    It's insane how people like you think every killer should have "consistent counterplay" when there's 4 survivors vs 1 killer on every single match.

    Imagine thinking the team with more people not only have a right to, but SHOULD be able to 1v1 the killer over and over and over again.

    Counterplay should NOT be easy against ANY killer for the simple fact that they're an entire team, while survivors tanking are A PART of the team. Seriously I get the feeling people like you can't wait to get an offline mode where you only go against bots who only follow around every loop and break pallets.

  • He's a great killer.

    Only held back by the devs' stupid limitations which in this case is his flick potential. If they give him the ability to turn more similarly to Oni's he's easily Top 5.

  • @TWiXT said:

    The PTB version of Blight is the exact reason I'm gonna wait a couple of weeks before deciding to buy him or not. If he comes out better than the PTB, they'll likely nerf him or his perks. If he comes out the same as PTB, they'll likely buff him because of how frustrating his power is to control. Either way, I'm expecting changes within 2-3 weeks after his release, and I wouldn't want to buy him knowing that a change, whether nerf or buff, is highly probable.

    It reminds me of when they released Plague, GF, Spirit, and Oni. All of which were vastly different in their PTB incarnations, some better and some worse than their current versions, but all of them saw changes within a few weeks after their releases. Having learned this from previous experiences... I'ma sit on getting Blight until we know for sure how the community are going to react to him, and how the devs are going to "fix" him.

    I don't remember Plague being that different in PTB? I do agree 100% tho; it's incredibly frustrating getting used to a certain killer then having to re learn them 2 weeks later because they have to tweak them further.

    I'm probably still gonna buy him today because this week is the easiest time to get adept imo and I stress out when my 100% achievement completion becomes a 90.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603050#Comment_1603050

    You want something like an exhaustion perk for killers? Something that "once per chase" you get a speed boost with no "downside"? Something like Bloodlust? That doesnt even take up a perk slot?

    Or were you thinking of more like ANY of the mobility killers? Spirit, hillbilly, legion, etc?

    What do you actually want at this stage? Survivors to spawn on hooks?

    A 13% speed increase after FORTY seconds in a chase is absolutely negligible, considering 3 gens could be halfway done in this time. It's also quite mind boggling that this is the example you chose to prove killers have a comparable amount of resources, considering bloodlust is a band aid fix for poor design. (Even with bloodlust 3 all god pallets make you invincible unless you make a mistake)

    Now, about your second point if you think only a small amount of killers should be viable then let's apply the same logic to survivors. What if they all have different movement speeds? Would you have fun if everyone played ONLY Meg because she's clearly the fastest survivor? Would you be okay with Jeff being played in 1 out of 80 games because he would be slower?

    There needs to be a balance between pros and cons of playing a character. It's been said multiple times already: Deathslinger has. Zero. Map pressure. Zero. Information. Zero. Slowdown. I don't know how else to make people like you understand that losing a 1v1 vs a good Deathslinger is a FRACTION of the entire game. Spirit gets a bunch of resources but is still heavily countered if you're VERY cautious when healthy and very stealthy. Billy needs to get you somewhere out in the open and you can STILL dodge his chainsaw.

  • @FellowKillerMain said:

    If the killer makes the mistake of hitting the survivor while soul guard is active, then the survivor has 22s or 84m to escape (factoring in bloodlust and lunge speed). You might argue that the counterplay is waiting to hit the survivor until soul guard expires, but with tier 3 soul guard, the survivor is guaranteed 8 seconds, or 32m of travel time to escape.

    Combine all of this with DS or DH and it's just as bad as mettle of man or worse, considering it can be used multiple times.

    When old Ruin was changed, killers were encouraged to utilize the endgame to secure a win; slugging was also condoned as a fair tactic. However, soul guard is a direct counter to slugging during end game, contradicting that advice.

    I think that for survivors using Soul Guard, their healing speed while in the dying state should be reduced. Say, by 35%.

    For some reason the devs are happy to give survivors powerful perks with little to no downsides. The perfect example are exhaustion perks; you basically get one free escape every 40 seconds and the only "downside" is you can use them once per chase. Can you imagine the if killers had something like that? Like once per chase you may double the reach of your lunge, or break an unused pallet, then you become fatigued and have to wait a 40 second cooldown.

    If killer perks have strong effects you need to work for them (Pop, Thrilling, etc) and if even when they're "passive" like Thana, and Coulrophobia they're absolutely useless.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1599834#Comment_1599834

    Everytime a killer does something in order to get an advantage it is a mindgame, be it hiding the red light or standing still as spirit.

    Why do you declare hiding the red light is fine and spirit standing still isn't because at both scenarios you will have to guess and predict what is going to happen. So are guesses not fair at all or do you just want the game to be loops like haddonfield 50m white small fence?

    https://forum.deadbydaylight.com/en/discussion/comment/1599733#Comment_1599733

    Keep it up, when most people not agree with you it is not because they have another opinion based on experience and reaching a conclusion themselves it is due to all of them being biased killer mains. 😥

    I will never understand the rage towards the "standing still mindgame." I can't think of ONE time I thought "ohh she's standing still better run back at her."


    People act like it's not a fully 3d game; you can still change the direction you're walking in without making it easier for her to hit you.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1599747#Comment_1599747

    "Killers are forced to respect survivor builds (DS, DH, etc), run certain perks JUST to be effective, and play as perfectly as possible to have a chance vs decent survivors, while survivors are allowed to not just mess up but get rewarded for playing poorly. A save that risky should not equal a free escape."

    LOL.

    Regarding the other stuff you wrote:

    Well, it is the synergy. You cannot really do anything against synergy, except nerfing Perks, which are fine on their own. And yes, I also consider UB + DS fine, because ######### Killers playstyle.

    But it is whatever, I am slowly giving up on this forum. Like I said, you will be praised here for your Thread which is basically only about "whataboutism".

    Funny how that "LOL" is probably the most meaningful contribution you've written.

    And for some reason you keep missing the point over and over and over. Survivors are allowed to have synergy, while killers have cooldowns, special requirements and basically every resource available so that none of their perks synergise.

    Don't worry tho you really got your point across ending your statement with a bang, cause if your opinion is all "######### killers playstyle" then I'm sure most people won't miss your incredibly biased opinion around here.

  • @Aven_Fallen said:

    Well, this is a complete Perk Build dedicated to it and it only works if he gets Deliverance to work (like that, at least) or if he does not use up his Unbreakable or DS before Endgame.

    Let alone that there might have been more than enough matches were it did not work, which we dont see.

    But dont worry, you will get Upvotes en masse on this forum.

    There's thousands of hours of footage of boosted rank 1 Spirits getting no hooks, genrushed and ran around to death but people still cry about her.


    It's not the situational aspect of the build it's the fact that the hypocrisy is real. This build exists and in those scenarios is uncounterable. It's just not a problem because survivors are allowed to be strong and synergize their builds freely. Can you imagine if survivor perks got the same amount of restrictions as killer perks?

    "After repairing the last generator, if it's on the South side of the map, Adrenaline activates."

    "After getting hit by a basic attack while falling, press the active ability button to gain a short burst of speed."

    Killers are forced to respect survivor builds (DS, DH, etc), run certain perks JUST to be effective, and play as perfectly as possible to have a chance vs decent survivors, while survivors are allowed to not just mess up but get rewarded for playing poorly. A save that risky should not equal a free escape.

  • Literally no one, n o o n e, has ever said NOED is OP. It's boring and poorly designed.

    You made up your entire argument and somehow mixed it up with how Myers is STILL an M1 killer (hence why he can be looped easily) with no mobility who -oh surprise- underperforms greatly at high ranks.


    Nice.

  • As a Hex 100% useless.

    If it weren't a hex, or didn't have a cooldown it would be usable I think. It should remain a hex and the effect should follow you around. That way it would be comparable to Devour Hope or Haunted Grounds.

  • I'm not but there really isn't any other game like DBD sooooo yeah can't do much about it lol.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1547983#Comment_1547983

    Point still remains the same. If you do it fast enough, the one healing will run out and you can get your grab, worst happens and you get both down of they decide to tank or you get a trade.

    I am physically unable to "wipe my weapon" faster. They literally become invincible since the cooldown won't allow me to do anything, what I'm asking for is that this priority is reversed. How come healing has a "higher priority" than picking up? It makes literally no sense.

  • @PigMainClaudette said:

    Benevolence is a shared emblem, and depending on how well the killer did, they may not have enough to get a pip.

    Just run at them and force them out.

    You didn't get my point, someone's already been downed at the exit gates, if another surv starts healing them you cannot pick them up. Hit their friend and it's a free escape for both of them, which just happened to me 2 minutes ago.

  • Literally the one solution to all of this game's problems but people act like voice comms is the only way they could be implemented. A comms wheel like Overwatch and other more competitive games would be SO EASY to implement yet the devs will never admit SWF is stupidly powerful, and most people can't think outside their box of "euheue dOnt want to hEar kiDs sweAring at me."

    You don't need voice chat to make the game a more fair experience for solo survs.

  • Literally 90% of the player base wants both moris and keys nerfed, and since the devs said they're working on it no one has complained. It's a very requested adjustment to balance and you're just seeing one side of it.

    Moris are boring as hell because they tip the scales in the same way keys do, they end the game sooner than it should've and it kills the fun for both sides.

  • @BillyMain77 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1517371#Comment_1517371

    Killers are not to weak, maybe your just weak with them?

    Im a rank 1 killer and im getting 4ks 90% of the time on multiple killers.

    Lmaoooo

    So Otzdarva, Tru3 and Zubat get less than 50% 4Ks on stream in red ranks and they ######### do it for a living but this random dude is somehow the ultimate killer god. Good bait.

  • Although I agree with OldHunterLight that those are very good candidates, I'd be more concerned about how they're gonna get the art style working in the game. Would be a fun experiment definitely.

  • The 3 most important tips I'd give you would be:

    1. Play fair, but don't feel like you owe anyone a win. If you need to tunnel someone to win do it but don't be a jerk about it.

    2. Don't run NOED. It makes you a bad killer and forms bad habits. You won't learn how to pressure effectively or when to leave a chase.

    3. Play both sides equally. The key to being a good killer is understanding survivor, and the key to being a good survivor is understanding killer.


    Have fun and try not to get too frustrated with the unfair aspects of the game. Ignore toxic people and move on. :)

  • @mottigedel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510209#Comment_1510209

    nah this society is only criticizing because they can. it's called entitled. like all zoomers

    God why are boomers and wannabe boomers such bootlickers.

    It's a 1M dollar company they're not gonna give you a gold star and a pat in the back for defending their feelings.

    We paid for a game which should work but doesn't. Period. It's not entitlement it's asking for the product to work as advertised. And they've proven time and time again they do not listen unless we make a ######### uproar.

  • It's not super fun but it can be if loops are engaging. Autohaven or Red Forest tiles with absolutely no mindgame are stupid and annoying as hell.

  • Unused account, possibly alt. Check.

    Low quality bait. Check.

    Weak arguments. Check.

    Relies 100% on one or two perks to play. Check.


    What do you want me to say? He's fun to play against, get good. Easy as that.

  • @Nickeh said:

    https://forum.deadbydaylight.com/en/discussion/179445/can-you-show-the-true-ranks-so-we-can-provide-feedback

    From the news section of this very website:

    • "Why are we keeping the skill rating hidden? 

    For every player who gets really excited at the prospect of seeing their skill rating, there is another player who dreads it. For now, to encourage everyone to play the game the best they can, we are keeping the skill rating hidden. We have plans to expose it somewhat in the future, but nothing to announce at this time. 

    This is the laziest excuse for "we don't want people to realise this doesn't really work and we need time to fix it even though we said it was already up and running as intended."

  • I just think they're very reluctant to getting rid of people who have been on the game for some time but don't really do anything for the overall health of the game.

    The balance team should have been wiped entirely some time ago. They either take ages to implement meaningful changes or they are SO disconnected with what players want they don't even seem to understand how their own game works.

    There's always gonna be complaints from both sides and people who refuse to accept change, but if they listened to both sides' frustrations then the perceivable buffs would outweigh the nerfs.

  • I really don't understand how a box can activate.

    What happens when one does?

  • It's just an incredibly boring franchise. Even with all the extra lore and backstories it's just predictable and very clearly just meant to be a cashgrab targeted towards 13yo kids. Nothing about FNAF is innovative or interesting apart from the first game. Plus it would be such an awful joke having legends like PH and Myers sharing a universe with any character from FNAF.

  • @Stormhaven13 said:

    A post from a mod I saw said the data they gathered wasn't as good as they hoped, so most players are still effectively at 0.

    Lmfao. And they actually had the audacity to say "the system is able to predict the outcome of matches with extreme accuracy."

  • @ZFennecFox said:

    The only way I would consider adding comms is only if its proximity based. I.e the person talking gets louder the closer you get to them and so on. As well as making it so the Killer can hear as well.

    Other than that there isn't a whole lot you can do besides allowing each survivor in the lobby to see each others perk load out.

    Your suggestions leave the game exactly where it is. Having a proximity chat does absolutely nothing to solve the issue cause SWF can still chat and communicate across the map. There is zero need for the killer to hear surv comms cause as long as you keep giving solos drawbacks SWF will continue to DOMINATE the game.

    Give EVERY survivor the tools that SWF have and buff killers to be able to deal with this. Easy as that.

  • Yeah it's so hard to hit you'd think it at least gives you that. I wouldn't mind the addon idea either, but base kit would be neat.

  • @xenofon13 said:

    "MMR tracking skill, not ranks."

    This guy literally had his first few minutes on this game and he played against 3k hours survivors.

    Gimme more skill dbd!!!

    https://us.v-cdn.net/6030815/uploads/O7TGX43KJMRP/picsart-08-05-02-46-24.jpg

    Devs/MMR sheeple will defend this saying "Rank means nOthing!!!" and "give it a feW matches it wiLl work eventually!!!!!!!"

  • Yea no. If you purposely choose to limit yourself to only playing 50% of what the game has to offer, then you choose to limit the rewards you get from it too. Challenges are healthy for the game and change up the sometimes unbearable meta to be slightly more diverse.

    They're fun and they give most players a reason to play one more game.

  • Sounds strong but unengaging for both sides. I'm trying to think of ways to make it more dynamic but I don't think it's a concept you can work with too much.

    Maybe if the walls were more of a "secondary power" to zone survivors and make some places riskier, but 1 the killer cannot go through them and 2 they're only temporary.

  • @Xayrlen said:

    No need.

    DS is in good position atm and no nerfs/buffs required. If it irritates you so much that you can't chase another survivor or check generators, just immediately pick survivor up, rub your shoulder for 5 seconds and then again down the survivor. Easy.

    Sure, gotta have a timer at all times for every single time you hook someone, great idea.

    They shouldn't be able to proc DS if they went for an unsafe unhook, started repairing cause they know you can't touch them or got fully healed cause guess what, if they had time to do that then news flash that's not tunneling.

    Dozens of times a week you hook someone, hook someone else, down another survivor and oh surprise they STILL have DS.

    DS is not fine but you're so biased you can't imagine life without your one minute of invincibility. And if you think eating a DS can't be the difference between winning and losing then you only play low ranks.

  • "Now I'm not talking about all those DUMB, STOOPID reasons other players might have for feeling like the game could improve. I have the ONLY VALID COMPLAINT HERE!!!!! SO I'M OOUUUUT!!!!!!!!"


    Talk about entitled daaayum.

  • Because both Killer and Solo surv are stressful and unfair as #########. It's sometimes dreadful thinking of playing the game and watching someone else play removes that stress.

  • 100% agree.

    A bigger issue though is that killerscan no longer counter hackers who know what killer you'll play, so ideally they should not be able to change loadouts. However I doubt BHVR will address this as they've said a few times this exploit is gone (even though it isn't and a very quick google search will show it's still very much doable).

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503962#Comment_1503962

    But then it's not worth having..as a reduction to timer alone is nothing

    Bruh you're literally making it 10 times worse to face than it already is. People are giving you useful criticism as to why your perk is OP and poorly designed as hell but you brush everything off as it "makes no sense" or "is worthless" to you.

    Your perk literally does what you'd get out of a 3 perk combo with absolutely no downside and no counterplay.

  • I agree with the sentiment of your post but there are so many flawed arguments in your logic. For starters people don't hate the concept of NOED or DS. Giving you a chance against a hard tunneler and giving you more time as killer sound like amazing options, but you are not seeing how poorly designed these "band aid fixes" are.

    For starters the ability to snowball NOED and go from a 2 hook game to a 4k is boring, and it's even worse not getting hooked once, then going down thanks to NOED and getting camped and one hooked cause your team couldn't find the totem. The complaints are not unjustified and I can assure you many people would be down for a second objective that was actually fun and gave the killer more of a chance with their time management.

    And DS is the epitome of abusable perks. It is SO strong you don't even need to have it. If one person brings DS the killer has to respect an invisible code of conduct and assume ALL survivors have it. A penalty that is NEVER applied to survivors as they are free to rush all gens as fast as possible. DS gives you a minute of being COMPLETELY invincible. This is why survivors with DS can safely hop on gens, go for risky saves and generally do whatever the hell they want, cause the second the killer gets close bam locker and you can't touch me. And if we get into sweaty SWF territory it gets even worse as they might bring the same skin to make it impossible to keep track of hooks.

    I think you're the one lacking empathy and thus fail to see why many of these complaints are valid. Not because something sounds good in paper means it's working well or is a healthy addition to the game.


    Edit: typo

  • I think if we get rid of NOED, it would be fair for it to activate once gens are done.

    Being able to 99 doors with no downsides is the same as not having anything. SWF can still hold the game hostage 99ing the last 3 gens and ######### around for as long as they want. Sure doors can be opened by the killer but it's basically gg at that point. Survivors have way too many safety nets already.

  • You can't be serious... Right?

    Is this one of those hidden camera shows? I'm not falling for this you can't be for real.

  • I thought your idea was pretty great up until the mori part. Everything except that sounds like a decent rework (taking time from EGC instead of insta down) however I'd change the whole "uncleansable totem" part and just make it a token perk with a hard cap at say 5 tokens.

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