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The_C12H15NO2

The_C12H15NO2

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The_C12H15NO2
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  • I'm on PS4 too and this event has been meaningless for me. I try to play killer/survivor equally but i lean towards survivor b/c killer is so bad right now with the issues. Even survivor i can't use DH without the game skipping time or w/e it's doing.

    Every game has issues but after this screw up I feel done. Even if i manage to find a PS5 in stock somewhere to purchase, just the lack of care BHVR has put into their issues over the years has finally soured me. Personally I'm looking forward to Back 4 Blood coming in October. I loved Left 4 Dead and DBD has been the closest i could find to this same style of gameplay.

  • Yeah it happened to me too on PS4. Game crashed and I get a DC penalty. All sorts of other performance issues too sadly.

  • @Fantasy said:

    Which console?

    I'm on PS4

  • @bm33 said:

    I was playing as survivor and the freezes are so bad right now. Game is pretty much unplayable if on console.

    I'll try out survivor later tonight. Smh, not looking forward to it if this is an ongoing issue.

  • Awe, the trapper even gave everyone bloody party streamers. Also, now it makes sense why killers run noed so often now.

  • I've said it before, if you hook suicide or DC b/c you're facing a killer you don't like, you need to uninstall the game. All you're doing is screwing over your teammates. We all have a killer or 3 that we hate to go against. But when our team just ditches we don't have a chance figure out better counter play. Uninstall if you're too afraid to play.

  • I remember the OG ruin/undying there was very little camping/tunneling going on. Killers had good incentive to move away from the hook to chase survivors off of gens. Also i see killers run noed more often now too b/c dull totems are generally ignored. Personally i can't stand a camping/tunneling killer b/c it ruins the game for that survivor. But i do understand why they do.

  • I 100% agree key/hatch escapes before gens are done means the killer won, the problem is that isn't how BP or emblems are scored. The killer gets punished for the key escapes & survivors rewarded. It never feels like a win in this scenario as killer.

  • @CantDeadHarder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2149508#Comment_2149508

    The Lucky Break buff is nutty, but there is no way it's making it to live.

    I would think so too. But the dev have history of minor (if any) changes from PTB to live. Then making the changes 8-12 months down the road that should've been made in PTB. We'll see

  • The upcoming lucky break changes will really mess Spirits up. besides sound they depend on the blood & scratch marks. You can muffle your sound in a couple different ways(even without iron will) to help misdirect a Spirit. I've been mildly successful with this. I don't usually escape but am able to extend these chases so the team can get gens progressed.

  • Basically, this is the type of streamer you're referring to:


    https://www.youtube.com/watch?v=iK7XFwmFFD8


  • @ShinobuSK said:

    I would also prefer if they made Iri Head distance requirement, but what can you do.

    I mean like hitting survivors 16+m away would instadown, anything closer would not.

    100% agree. the Clown insta-down add on required you to actually hit the survivor with a bottle. The huntress just needs to hit. Either a distance requirement or a full wind-up (i forget what it's called) to get the insta-down.

  • This looks like latency plus maybe the hitbox issue when survivors drop pallets. I believe your character hitbox is actually closer to the middle of the pallet when you drop it no matter where you are on the screen. So the killer gets the hit here b/c your hitbox was closer than you see on your screen. The lack of stun i feel is the recent known issue.

  • We are better off not having any lore that inserts the sexual orientation of any character in this game. Games should be entertaining. All this will do is cause drama within the game community. There's already plenty of that to be had

  • Unless as a killer you can down and hook someone every 30 sec or so, you're going to lose gens. slugging is a band aid (as mentioned above) to the lack of gen regression available to killers. if a killer wants to rank up they need to stop gens. If ruin goes due to bad RNG and you can't get pop in time then it becomes a slug fest. imo a killer kicking the gen as base kit should have more regression. it's pointless without pop or at least overcharge.

  • I really do hope this is just a sick test the devs are doing. The number of key escapes I've been able to pull off when the entire team was decimated this past week is insane. It's demoralizing to killers. I've said this before but as much as i would like to play killer, i only do for challenges. I won't play again until the official MMR starts. All the problems with average skill killers like myself being matched against top rank survivors and now they give you a key or two each match? Smh shame.

  • Yeah, out of like 12 games i played yesterday i found 7 or so keys(purple or pink). Totally unfair given how keys currently work. Also I'd rather get a med kit or toolbox to help me during the match.

  • Haddonfield & the Game. Both are insanely full of safe loops/pallets

  • This is a tough one imo. BT already had minimal counter play and now it has none except for the bubba tantrum hitting mentioned above. Now in end game it gives guaranteed escapes(assuming the unhooked player knows to body block for the person who unhooked them). I'm all for discouraging camping/tunneling. Personally idc what the devs say this "strategy" is unsportsmanlike behavior b/c it ruins the game experience for the survivor they target. But it's easy to see how BT will be abused in the end game. I'm not sure what but I do think killers should be given some form of counter play option that isn't exclusive to one killer.

  • I would agree gen speed is pretty fast now, even for solo i feel. the change i feel the devs could make is to decrease action speeds for swf based on number in the group. however, let's be honest they probably won't. so agreeing with a few other comments here already, as killer you just gotta change your strategy. find the weak looper, don't get pulled into a long chase, choose 3-4 gens from the start which are close and easy to defend at end game. A lot of solo games still get 2-3 gens done before the 1st or 2nd hook. unless you're a main spirit or nurse it's all about end game for killers who aren't 5k hours+ in game.

  • I agree with you. The additional pallets plus breakable walls which create infinite loops until the killer spends time to break them tilt the balance on those maps. Holding W has kinda always been a thing though. it's just getting attention b/c streamers are calling it out now. Depending on the situation your best move is to let them run & spend time healing so you can go pressure gens.

    As survivor, i've been seeing 4/5 games lately being spirit or nurse in red ranks. I think it's b/c of this issue exactly. When the devs buff survivors (on purpose or by accident) so much that only killers who are anti-loop can get it done, that's all we'll see.

  • I 100% understand how you feel. After having probably half my killer games go this way, i only play killer now to complete challenges. for me getting these swf that bully me as killer became normal at rank 10. This is probably why as survivor lately i've been seeing mainly spirit and nurse mains 8/10 games. if survivor swf bully squards have become the norm, this game will be dominated by S tier killers only meaning longer queue times for survivors, then eventually the game will die if this trend continues. IMO the devs need to nerf swf action speeds based on number of survivors in the group. Instead the devs have focused on trying to strengthen average solo Q players which just makes these swf bully squads stronger. shame

  • @jester20k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025334#Comment_2025334

    It's such a huge nerf that Noone will use it anymore. Is that not nerfing it in to the ground?

    I'll still use it lol it's a strong perk. I honestly don't see its use dropping just b/c it deactivates after you are not in chase and able to heal and start doing gen work again.

  • @jester20k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025258#Comment_2025258

    They are nerfing ds into the ground also. If you couldn't see that ruin undying was utterly ridiculous and completely overpowered, you were getting carried by it far too much. I played a few games with it, and I'm like this is stupid mode, I couldn't do it I felt guilty.

    Nerfing DS into the ground, how so? the change i saw coming only says if you heal or repair DS deactivates. That makes enough sense to me

  • If you suicide on hook, uninstall the game. You ruin the game for other survivors' who waited several minutes to load a game & actually want to play no matter who the killer is or how good they are.

  • Yeah but for haunted grounds they could've updated that perk so it only spawned 1 additional totem not both again. imo it was either lazy dev work or b/c they meant to nerf ruin too. most other hex skills worth a damn have tokens they need. those went away on the old undying when broken so no harm really. my fear is now since gen defense relies only on pop, we'll see spirit/nurse mains 8/10 times at high rank games.

  • Ruin/Undying was not oppressive the way it was before. As a survivor, totems are a secondary objective. Personally I ignored ruin/undying unless the killer was getting substantial pressure and the team wasn't getting gens done. I treat devour hope the same, once I see it activate i stop gens and hunt for the totem. The original undying design was not oppressive it just increased the priority of totems. Now survivors ignore all dull totems and do gens.

    The nerf I thought made sense was getting rid entirely of the aura around totems. If you want to know when a survivor is cleansing a totem then run thrill of the hunt.

    But imo they need to nerf swf. One of the ideas i like best is -% action speed based on number of ppl in the group. Since they nerfed undying the gens have been flying. I've noticed this on both killer and survivor sides. I play survivor at red ranks and killer at purple. honestly, i won't play killer except to get challenges done though just b/c survivors are generally ######### in swf since i hit like rank 10. Ruin is usually gone in the first minute and 2-3 gens get done before i get my first hook. sometimes i can get 2 hooks in. This is probably why as a red rank survivor i'm seeing mainly nurse and spirit killers only the last couple weeks. every so often i see a billy, bubba, or freddy.

  • Red ranks do DC more in my experience too. The other category is bully swf teams. I got wrecked the other night by a 4 person swf group. I only had 1 hook the whole game. They popped the exit gates, at this point i was just putting down portals for some points (playing demo). All 4 of them come running over to me to harass me again. I end up downing one of them and chase the others away. Before i go back to pickup the downed one he DCs.

  • Desync has 100% gotten worse since the update last week and isn't any better after today's update. I haven't played killer enough to notice the issue. I'm waiting for MMR to dive back into killer for more than just challenges. As survivor I have been seeing swings from 2-3 meters away land. I'm on console and am plugged directly into my router so it isn't an issue with my ping.

    The other thing i've noticed is specifically Freddy. Does he have a sound bug atm? When i'm in the dream state he can be right next to me and his terror radius sounds like it's 10+ meters away. I've been caught out a few times because the sound is definitely deceiving. He has his red stain so he wasn't undetectable and i wasn't oblivious.

  • Lightweight:

    Scratch marks stay visible for 1/2/3 seconds fewer than normal plus your footsteps make 25/50/75% less noise.

  • @thesuicidefox said:

    Impose limits on SWF. For example, any size SWF can only have 1 instance of a perk. Therefore only 1 DS, 1 UB, 1 Dead Hard, etc. If you solo this wouldn't effect you. What this does is encourage team builds over everyone just running the best meta.

    IMO you guys should try playing in a DBD tournament or at least watching one. If you did you'd learn that at the highest level, SWF is completely overpowered. Bringing solo survivors up to that point is literal insanity and would kill the game. It makes a hell of a lot more sense to bring down SWF to solos wherever possible. A top tier SWF with no perks will still steamroll nearly anything you can throw at them. Nurse and Spirit are the only ones that might stand a chance, and only if they run very oppressive builds (and no I don't mean Undying/Ruin because that is worthless against a SWF that just does all the totems in the first minute of the game). Yet in the normal game, these teams will actually be running full meta, which makes them even more overpowered. Yes, imposing a perk limit won't be the end all fix, but those are the kinds of things that need to be done to balance the game.

    Anyone that says "buff solo to SWF then balance the game" is delusional. You won't be able to balance the game at this point, survivors already have the advantage, however slight, and in a SWF it's much bigger. You're saying you want a totally busted game? You want a game where every game is like the hardest SWF you ever played? You're ######### crazy.

    Nerf SWF, but do it in a way that doesn't make people hate the game. Besides the 1 instance of a perk rule, maybe also you can't be the same survivor. Maybe also your offerings become more limited (eg. no map offerings). Maybe your luck greatly decreases in a SWF (or rather the chance of finding good items is decreased so no more keys or maps). Stuff that doesn't directly impact gameplay (so nothing like less time on a hook) just stuff that evens the playing field a bit.

    One of the best ideas I've ever read on balancing. Buffing solo up to swf will 100% crush the available pool of killers and you'll just have 30 minutes or longer wait times to get into a game as survivor. Hardly any killers will want to remain if all survivors run like swf. And those killers will most likely be OP Nurse mains. Additionally I'd suggest decreasing repair time for swf for each survivor in the group. swf are known for knocking gens out with or without ruin/undying due to the high degree of coordination.

  • The nerf should've been removing the aura reading ability. Making the cleansed hex move to undying reduces it's value tremendously. RIP undying. Back to pop

  • Love it. Add the ability to pass through obstacles so those pesky walls and trees don't stand in the way.

  • In solo i've had better luck running slippery meat with luck offerings. It is more luck based but you don't need to risk being hooked before you can unhook someone else. Even with kindred i usually see solo survivors roam around aimlessly not in chase or doing anything ignore me on the hook.

  • I don't mind the basement hooks offering. That makes enough sense to me as a surv or killer to want to know from the start where the basement is. But the hatch offering needs to go. It's been abused from the start by survivors. It takes what amounts to a participation award in the form of an escape from RNG to full on skill free escape in those situations.

  • The main problem I see is swf. an average killer will do so much better against solo survivors over swf. swf needs nerf to gen/healing speeds for each survivor in the group. that way when it takes you 60 seconds to down a rank 1 surv who knows where all the god loops are and how to abuse them, 3 gens aren't done. Changing targets doesn't help much in swf b/c that first surv i let go usually books it to the priority gens that the other surv are on instead of starting a fresh one. Super smart move don't get me wrong. My point is swf has such a large advantage over solo Q that they need to be nerfed in some way instead of the devs buffing solo Q. if they buff solo Q to swf level then the killer population will drop.

  • @Rydog said:

    Now that moris have been dealt with (in the exact way I have been hoping they would), let's talk keys! Here is my suggestion for how to change the keys:

    • Broken Key: 10 seconds of use.
    • Dull Key: 20 seconds of use. Charge can be consumed to fill the unlocking meter and open black locks; the killer sees your aura and receives a loud noise notification during this time, and canceling or being interrupted will reset the lock-opening meter.
    • Skeleton Key: 30 seconds of use. Charge can be consumed to fill the unlocking meter and open black locks; the killer sees your aura and receives a loud noise notification during this time, and canceling or being interrupted will reset the lock-opening meter.

    To be clear, this would add an unlocking meter to the hatch, similar to the door.

    This adds an element of risk and planning to opening the hatch, instead of just making it a one-button escape. The killer has time to respond, and now knows exactly where the hatch is; it forces you to make sure the killer is distracted first, and you must commit to the hatch-opening once you've started, or lose your chance. It would definitely make keys a lot weaker on small maps. I definitely think -- especially with the new hatch offerings -- that there needs to be some sort of delayed-open addition to the key, to give the killer a chance to stop you.

    Key add-ons, I think, could mostly stand as-is. This would make the key itself a trade-off, in terms of deciding how you want to use it -- do you spend charge for the various aura-reading abilities, or do you save it for the hatch? There would need to be some careful balancing around how much charge is needed to open the hatch, etc. so this becomes a real choice.

    Love the idea. The only change I'd suggest is the killer can't see your aura plus the noise notification. Maybe make the aura reading being near the hatch a new killer teachable down the road.

  • I def understand your frustration. Survivor perks shouldn't be meant to bully the killer. I'm all for second chance perks but the way these survivors abuse DS with UB or other combos is just ridiculous. I'm honestly not sure how i'd want to see it fixed though. If the killer is tunneling you off the hook and you don't want to be slugged, jumping into a locker is a legit strategy for me. Just hope the killer isn't a trapper and lays a trap right in front of the locker lol

  • Ruin/Undying is only a problem for solo Q where survivors forget to do gens. high level games the killer is almost required to run it b/c even if the killer has 30 s or less chase, gens get done by efficient teams. Hook 1, find another 1 to chase, still have 2 out there to finish the first gen they each work on. once is done 1 can go to another gen and 1 can unhook. rinse, repeat. solo Q with uncoordinated teams is where there are issues with this build.

    I personally try to find a totem first thing in solo Q match before i start a gen. Dull or not b/c it helps in any situation now. I totally agree the aura reading should have been part of Thrill of the Hunt and remove the notification when a survivor starts a totem to balance it. That's the change I'd like to see the devs make.

  • My second favorite is when the person being chased runs the killer back to the hooked survivor...

  • I like this idea. I wouldn't apply the overheat mechanic to a gen being worked by a lone survivor. I'd only apply it to gens with multiple survivors working on the same gen. Also I wouldn't spread the overheat to other gens upon completion. Other than that, I do like this idea overall. Since the best killer regression perks are gone by the end game, this would help the killer.

  • Totally agree with other comments on here. If i see multiple flashlights i will bring franklins or lightborn. If they are obviously trying to get me to chase them, I'll pretend to start chasing then veer off towards someone else. It's kinda fun to see that player waste 5-10 seconds before they realize i'm not chasing them.

  • I bought the first couple rift passes when they first dropped. Now I either roll my auric cells into the new ones or wait until i hit 70. I spend my auric cells only on discounted characters. I'm still trying to get all the survivors. Generally the cosmetics are meh to me. Sure some look awesome but generally i look for function. So no, i'm not going to wear the bright shiny outfits just to be seen across the map.

  • It's a strat that works when survivors choose to run around the hooked survivor instead of doing gens. Sadly I see this work enough times and I'm at rank 4/5 survivor. It won't work on a well coordinated team of course. But in solo Q, it def has a high success rate in my survivor experience.

  • PS4 player, on for survivor. Off for killer.

  • I agree, pallets seem to lock your position when you drop them. I also feel like vaulting does the same until you are x meters clear. The other day i vaulted a window and dropped down to a stairwell on Haddonfield. Got hit as i was halfway down through the window.

  • I play on PS4, same for me with my killer match making. I am rank 13 after the reset and still see a lot of red/purple ranks whether i have crossplay on or not. I generally play killer without crossplay since I see less swf during hours I'm able to play. I'm looking forward to whenever the devs are able to launch a functional MMR for less sweaty games.

  • In that situation where you have 2 remaining survivors and one is downed, DC'ing means you lose all your points for that match plus the penalty just to give the last remaining survivor a chance at escape points? Not a good trade off imo. It's just another toxic move by salty survivors. Personally i see that as a slap in the face to the killer b/c it hurts the killer emblems. Killers have a much harder time ranking up than survivors already and salty survivors DC'ing prevent killer pips. I play survivor more than killer. As survivor if i'm one of the last two I play it out. If i get hooked and the final gen isn't done, I will let go in that situation. But I'd never DC.

  • Personally I see proxy camping more often than straight up face camping. Proxy camping isn't too difficult to work around with a competent team. I usually play solo Q so that's 50/50. I agree with some comments above, i usually only see hard camping only after the survivor acts toxic towards the killer. Or recently it's been b/c of the rift challenges. I think the challenge to kill the obsession really caused an uptick in camping/tunneling. But we should be past that now since it's been a couple weeks when that challenge dropped.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1606445#Comment_1606445

    Well for your key nerf if there's 2 people left and they both at the hatch then it let's them both go. Since one goes through with they key. And the other makes it through because they are the last survivor

    Good point lol I saw someone else say add a timer to opening the hatch with a key. That could be good plus perhaps new killer perks at the same time which extend the hatch opening time and/or give the killer notification that someone is opening the hatch.

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