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  • No decent Survivor is going to be saving their tokens, that would be stupid.

    It's a terrible perk that grants 3% of a gen per hook state.

  • @Okaythenn said:

    Honestly the amount of times waiting in lobby for over 5 mins because killers spawn in and think a group of solo survs are a SWF.

    I just don't get it. fine you don't want to play a group of SWF but you don't know if it is before you play, sick of waiting to get into a lobby and then having to wait a extra 5/10 mins because killers keep leaving because they think it could be a SWF. its stupid the game has them but dodging one you think could be might put you in another where it actually is a SWF💆‍♀️

    I just find it pointless

    Be glad you aren't booted out of the lobby and have to look for another game.

    Waiting over an hour to play with multiple Killer's dodging was the worst before dedicated servers.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1981078#Comment_1981078

    This is very survivor sided thinking from you. Imagine, the killer performs bad. All 4 survivors are about to escape and the gate closes behind the third one and has to be reopened by the last survivor. Because well... the killer needs a chance to catch at least one. Even when he performed bad. Does this sound fair? Of course not. Same goes for the whole hatch thing we have.

    Using your stupid example:

    What if the last Survivor played well?

    They shouldn't have any chance to escape?

    Insert stupid argument about it's a team game and they don't deserve to escape blah blah blah

  • @SonicOffline said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965509#Comment_1965509

    I have less than a thousand hours and have most perks unlocked for everyone. I don't know what you're doing different :o

    Either this guy is earning over 500k per hour or he doesn't understand what Prestige 3 means.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1971017#Comment_1971017

    That's half the problem: the survivor hitbox is deceptive. You have to aim at their feet to have the most accurate chance of hitting them, especially with Hillbilly's chainsaw, but that will cause you to lose them as soon as they pass out of your fov. Despite people complaining about the new animations, they were leagues more accurate as to where the survivor actually was. I simply didn't get 360d while they were in the game.

    The hitbox isn't deceptive, it's literally a box around the Survivor and it's the exact same for each one.

    You didn't get 360'd and basically got free hits because the Survivors were desynced before 4.5.2.

    In the original post the video is a montage of 360's during the desync issues WITHOUT THE CHANGES TO THE ANIMATIONS.

    Using that as an example shows how incredibly bad both you and the OP must be at Killer.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1967284#Comment_1967284

    Well it was kinda ridiculous how many survivors quit during this time. It wasn´t really that bad and you got instant lobbies.

    How can you blame anyone for not wanting to play because of broken desync?

    Imagine if this were the opposite where the Killer couldn't hit anyone because of this.

    Ask yourself how many Killers wouldn't play until it was fixed if this were the case before you make another stupid statement like that.

  • Pro tip.

    You should be finishing out the Tier III perks as soon as they become available in the bloodweb.

    Tier II to Tier III if no Tier III available.

    It took me roughly 70 bloodwebs each doing this to get DS/BT/PT/WGLF Tier III on two different Survivors a few days ago.

  • @FogLurker said:

    The more times you get smacked on the hook, the better the killer thinks you are. Think of each smack as the killer praising you for your survivor chase and loop skills and each smack is a gold star.

    This, lol.

  • That was an attempt at a shack pallet save to prevent someone from being hooked in the basement.

    Worth the try (even though it was slighty too far).

    Probably not as good as you think you are if this is the example you're using to blame your teamates.

  • @milwaukee354 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1957428#Comment_1957428

    I know it's not perfect but is it really hard to read or you just don't have the attention span to read it

    Yes, it's hard to read.

    There's a thing called grammar and punctuation.

  • @crixus006 said:

    The last games put me with good teammates, survivors that were previously red ranks are now green and cannot advance from there, I like the idea that blood points are awarded but do not rise in rank if you do not play a good game.

    I'm sure it's a bug but I would like him to stay that way.

    what do u think?

    Rank means nothing but....

    Imagine how long it would be before the complaints started rolling in about newer Killers getting bullied just because Survivors cannot pip?

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1957759#Comment_1957759

    And why not? doing all objectives like save unhooks, gens, but not going into a chase (but still wasting the killers time, because he is searching around that gen you´ve been working on) should be punished because you dont like it?

    Let me guess: Spirit has no counterplay?

    This is stupid.

    If you aren't getting into a chase, 99% of the time you are not doing generators or saving nor wasting the Killer's time.

    Your teamates are the ones doing all the work just so you can walk out the exit gate and get your precious pip (Rank means nothing FYI).

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1947407#Comment_1947407

    firstly I have played survivor. The hits are the least of the problems, check my post the other day raging about the matchamking. rank 1 meta tryhardss and the game gives me rank 18 survivors to work with. Fun.

    secondly you obviously havent played killer. If only it was a whiff and a few seconds lost. Those whiffs allow survivors to make pallets/vaults and that can really drag out the chase

    The hits are in fact the worst problem, it completely ruins the game for the Survivors, nothing even remotely compares to it.

    Stop being delusional comparing this to auto aim and grabs.

    R1 pairing with rainbow Rank Survivors has happened for a long time now, it's nothing new.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1945728#Comment_1945728

    but the killers objective is to actively hinder survivors from doing theirs.

    do you really think a perk that allows survivors to work on their objective for 60 seconds after being unhooked without it being interruptable by the killer is fair?

    for reference, thats 60 out of the needed 80 charges on a generator. on each survivor, twice a match - that has the potential to get very overpowering and very unfair for the killer very quickly.

    not to mention that it would basically be a perk that punishes killers for doing their objective. its very similar to NOED in a way, if NOED hadnt gotten that Dull Totem requirement that allows survivors to get rid of it.

    also, whether you're being tunneled or not, you asked why slugging wasnt seen as counterplay - and jumping in a locker hardcounters the slug counter, as it wont let the killer down you in the foist place. either they let you go or they eat the DS, slugging isnt an option in a lot of cases.

    What exactly are you doing when this happens?

    Standing there and watching them do the generator in your face?

    LMFAO

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940746#Comment_1940746

    Yes, its niche. No, i don´t see it very often. Yes, i adapted my playstyle accordingly. But thats not the point. The point was, how is body blocking still a thing? It shouldn´t work for killers nor for survivors. Why was the swivel hook only introduced for survivors but not for killers? Why make a mechanic, that works around the same object, completely one sided?

    Swivel hook was implemented at the same time as Killer's suctioning into the hook animation from a distance.

    Your arguments wreak of bias.

  • @UMCorian said:

    I can't even imagine a situation where the current DS/OoO nerfs would be enough to derank someone.

    For all those Survivors who get unhooked, immediately tap a gen... then chase the killer trying to get his attention? Yep, guess that would do it... if the killer saw you tap that gen. lol

    The DS and OOO changes aren't even in the game.

    It's mostly because of the broken hitboxes.

  • @Asssblasster625 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1924642#Comment_1924642

    That’s the consequence of bringing something that most of the killer community hates. If you go in with OoO or a key you know that your gonna have a target on your back the whole game. Deal with it.

    Yeah, because no one camps or tunnels for other stupid reasons.

    Get a clue.

  • Add a small cooldown for placing snares, pallets are fine

    Remove passive sleep, bring back beam to place Survivor in sleep (hit is fine too)

    Allow BT to work based on Killer radius to hook, not status effects

  • @crowbarman said:

    I have advocated for DS not activating during endgame collapse for this very reason. It encourages hook swapping at the very end, and combined with BT can ensure that all the survivors get away. There is no tunneling during end game so everyone should be fine with it.

    Or, deactivate when you are the last survivor in the match.

    You DO NOT deserve a free kill by deactivating perks solely because all gens are powered and the exit gates are opened.

    Even if this were the case you'd be left standing in front of the hook while the other Survivor's escape because there is no way to rescue.

  • @Zeus said:

    https://forum.deadbydaylight.com/en/discussion/224606/is-the-ds-change-real

    Being able to work on gens with DS IS the problem. Not the perk being anti tunnel. DS is easily weaponized and this change makes it less of a weapon and more of a shield.

    The second someone baits you into a chase around a gen that is almost completed then hits you with DS you'll be right back here wanting another change.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1924478#Comment_1924478

    Fair enough, yeah I guess camping/tunnelling the first person you see at 5 gens is a different case. Unless its an OoO user lol

    Only if the person does this or that blah blah blah I camp and tunnel.

    Then Killer's wonder why people suicide on first hook, it's exactly the same.

    Stupid.

  • @Akito said:

    You mean these super exploitable BT into DS into BT into DS into BT into DS into BT into DS and Unbreakable? Yea no that was busted af. And and its highest not very fair or for some killer not even winnable. And the thing is, the community, the people who are playing this perk always called it a "anti tunnel perk". If you have time to heal or do gens. I'm not very sure and correct me if I am wrong. But if you have time for this, you're not getting actually tunneled, right? So if the Killer is still on you after you got unhooked, nothing has changed.

    The abusable part of it got changed. It still has its passive effect. It still works the same. BUT if you can sit on gens, there is NO reason to protect you anymore.

    Same as BT. It's there for you so you can leave a basement and find sth you can work with (pallets/windows) and once you got so far it shouldnt be active anymore. Because people love to abuse invincibility. When BT got released people spammed the hell out of it. The farming was real. So they made it more risky and you have to use it at the right time.

    When Borrowed Time was first implemented, it was a one time use perk.

    How exactly is someone spamming a one time use perk?

    Forehead.

  • @Slickstyles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917503#Comment_1917503

    It becomes an annoyance. It can extend the game by 5-10 minutes with the survivors playing unhook simulator even when it's clear the game is over.

    An annoyance?

    Everyone, INCLUDING THE KILLER get more points in this situation.

    But yet, how dare anyone else be able to play the game just because I'm annoyed??????

    Wreaks of entitlement, GTFO.

  • @Slickstyles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917424#Comment_1917424

    No... That's what you're assuming. In the process of snowballing, you inadvertently tunnel. There are times when I hook 2 other survivors and still get hit by DS. Sometimes even 3. It's not that I'm an amazing killer. Snowballing comes from survivors making mistakes the majority of the time.

    If you're hooking two or three Survivors in less than a minute, why would DS make any difference whatsoever?

    This sounds more like I'm snowballing (tunneling), stop DS'ing me!!!!!!

  • Just reduce the Bleedout timer to two minutes.

    Same length as both hook states.

    Four minutes is way too long in the current state of the game.

  • Found the dope that stands in front of the locker waiting out a DS for 60 seconds.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917104#Comment_1917104

    They did read it. You don't have to bring OoO. You just need to be the obsession.

    Aura isn't revealed UNLESS you have the perk equipped.

    How hard is that to understand?

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917171#Comment_1917171

    Let me get this straight. I want to ensure you can actually heal after an unhook. With the reasonable idea that once healed you're fair game. And your take away is to complain that you couldn't stack a heal, and 5 second sprint burst with DS? Really?

    With this change deactivating DS relies on the Survivor PERFORMING ACTIONS, as you can see in the description.

    Let that sink in.

  • @thrawn3054 said:

    My only issue is if it deactivates if you start to heal. If it deactivates when you've fully healed I'd say it's perfect.

    Let me get this straight.

    You want DS deactivated too after being unhooked with adrenaline?

    Yikes, some changes are just never enough.

  • You were obviously doing something wrong then.

    DS was never disabled if the skill check was not attempted.

    Your OP makes no sense.

  • @crowbarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916670#Comment_1916670

    Never saw a Mori that let me kill 3 survivors instantly with 1 gen remaining. I seem to remember having to catch them, down them, and hook them at least once. Maybe I am misremembering and there was an instant "Kill all" button that I forgot to push.

    You obviously didn't play before 2017 were it didn't require a hook.

    Stop comparing Keys to Mori's they are not the same.

  • @Chilli_man2400 said:

    You didn’t read what they said they said they wanted to keep it to get more feedback from Xbox and PS4 users then change it.

    This is yet another example of how stupid their decisions are.

    The feedback is not going to magically change solely because of a different platform, it's going to be pretty much the same.

    Thinking they know what's best when the majority of the community does not want this then pushing it live anyway is completely asinine.

    Their incompetence just keeps getting worse and worse every year.

  • @DemonDaddy said:

    Bad survivors should not be rewarded with free help to the detriment of the killer. Punishing the killer for doing well regardless of tactic is just granting an advantage to players for incompetence. New Killers get stomped by seasoned survivors and swf, but I don't see devs making adjustments for them.

    The Killer isn't doing well by camping a Survivor, they are benefiting from incompetence by doing absolutely NOTHING.

    Bloodlust is even worse.

  • Only run BBQ for the extra Bloodpoints.

    There are too many ways for Survivors to obscure their aura, don't rely on it helping you in a match.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1906863#Comment_1906863

    You are talking about framerate.

    The OP is talking about "Fluidity" and talks about lowering mouse sensitivity and raising analogue stick sensitivity.

    See this? It's called a clue. Take it. Because you don't have one.

    You literally said "You just have a crappy controller on consoles. Deal with it. Don't like it, buy a PC."

    Controller IS NOT THE REASON CONSOLE NURSES STRUGGLE SO MUCH.

    I'm not agreeing with the OP's post or advocating changes, I'm explaining WHY Nurse is so bad on console.

    Forehead.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/223015/against-pc-nurses-from-ps4-at-high-ranks

    You have the same fluidity as Nurse on any platform. There are no restrictions or advantages to Nurse from platform to platform. You just have a crappy controller on consoles. Deal with it. Don't like it, buy a PC.

    Sorry not sorry, PC Master Race.

    If it's a big issue for you turn off crossplay.

    This is completely false.

    The last gen consoles have some pretty severe framerate problems.

    This affects gameplay whether you like it or not.

    I've played both PS4 and PC.

    Since crossplay was implemented the second you are in a chase versus a Nurse you can tell if she is on PC or console, it's that much of a difference.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1887394#Comment_1887394

    Exhaustion perks are still among the strongest perks. So that nerf wasn't exactly hard.

    Double pallets were removed. Correct

    Pallets require now a minimum of skill, instead of being absolute save zones.

    What happened to SC? Do you mean the general healing nerf? Strange how it's still meta, don't you think?

    BT was buffed. Not nerfed. Before it could be used only once, but protected the unhooking survivor. Now it only protects the unhooked survivor, but can be used 6 times.

    What narrative?

    Look at what you just posted.

    They aren't considered nerfs to you just as I said.

  • @Negi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886465#Comment_1886465

    That's funny because I'm pretty sure multiple killer things have been nerfed out of annoyance and not effectiveness. Best example? Legion.

    Yeah, infinite Legion mend timer was simply just annoying.

    Looking away while chasing a Survivor depleting their mend timer, again just annoying.

    Didn't break the game at all whatsoever.

    Forehead.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1886988#Comment_1886988

    Could you name some of those hard nerfs, survivors received in that period, please?

    Exhaustion added

    Double Pallets removed

    Suction Pallets removed

    Pallet spawn decreased

    Self Care

    Borrowed Time

    I'm sure you don't consider these nerfs though because I doubt they fit your narrative.

  • @Sunbreaker7 said:

    I am glad that they asked us about horror games, it means they are thinking about experimenting with something that can improve the game. I for one would love to see Dead by Daylight have a massive overhaul in its design, make it more scary and horrific like a real horror game, but keep the concept of the gameplay the same. Imagine traversing through Ishimura from Dead Space and running away from a Necromorph killer, playing Isaac as a survivor. I am not talking about just acquiring the license to do that, I am talking about the authentic atmosphere of Dead Space rather than what we are used to seeing in Dead by Daylight. Imagine the horror tied to that! The possibilities are endless to scare the players while fixing gens, running through scary claustrophobic hallways with grotesque environmental decorations and jumpscares, all while looking out for vents from where the killer can jump.

    As much as I love Silent Hills and am happy to see Pyramid Head as a playable killer, he and his map does not scream scary. His map is just a place like any other, with more stuff crammed into it but it does not raise any emotions in me simply because what I am looking at is not horror despite Silent Hill is all about horror. Do you get what I mean or am I just throwing a ball without a catcher here?

    Based on the questions presented to us, I feel like the devs think that Dead by Daylight is a scary game to many when in fact it is not at all, it is just playing with a horror theme, but it is not horror. If they are just now starting to realize the potential in shifting to a more horror-based atmosphere and gameplay, I am all up for it and have been wishing this for a very long time! I think the game would attract a larger audience if they went for it.

    Honest question here.

    Would you still be scared with that scenario in Dead Space after playing it for thousands of hours?

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1882027#Comment_1882027

    All the gens are completed, the only thing the trapped survivor can do is escape if the killer didn't block them. I'd like to know if killers are obligated to let the survivor go in situations like this.

    People in this thread have put the whole blame for OPs poor experience on the killer and refuse to acknowledge the fact that their teammates were also at fault for not leaving. I'd like to know the devs stance on this as well. Is it only killers who can hold the game hostage now?

    Killers can hold Survivor(s) hostage, not the game.

    By your logic four Survivors could hide for an hour completing zero gens and it would be the Killer's fault for not finding them (This is Survivors holding the game hostage FYI).

  • @joerispekkie said:

    The problem, in my opinion, with the Mori nerf is that if the survivor has had 2 hooks already... you can throw them on a hook for the sacrifice. The mori is completely useless this way. Sure it looks cool but the mori (before nerf) was an effective way to level the playing field a bit versus SWF halfway in the game; making it a 3v1. But at the current state it's just a 3rd hook without the carrying.. sure this way you can dodge a DS or maybe dodge a sneaky flashlight save, but it completely useless now. If you are an average good killer versus a good SWF team, you will probably have someone on their 3rd hook when there is only 1 gen left. You run into more SWF groups than 4 randoms. And then you have the following endgame:

    1. they rush the gate by distracting/taking hits and escape
    2. you are forced to tunnel 1 person in order to get 2 sacrifices
    3. you are forced to pick NOED as one of your perks if you want more than 2 kills

    The survivors need to stop complaining about unfair games, such as a killer using a mori, because in every single game the survivors are in an advantage. Especially versus a 4 man SWF with communication, even a very good killer struggle. I can't believe survivors can have perks such as DS, Borrowed Time, Iron Will and Adrenaline but still manage to scream "Killers are unbalanced because they can kill someone after they've hooked the player!!!" and the devs actually listen to that.

    But this is just my opinion.

    If you're an average good Killer vs four good solo players this exact same scenario is going to happen.

    Using an offering shouldn't allow you to negate two hooks (halfway through the game I assume because you're hard proxying the hook and ready to mori them instantly after the unhook).

    Mori's will be used regardless if the Survivors are SWF or solo, or have a key.

  • @Rizzo said:

    When situations like this happen, usually the best thing to do is recording the fact and reporting it, however in this specific situation the long wait was mostly due to the teammates not opening the gates and not starting EGC.

    Don't get me wrong, blocking you in a building is definitely not a nice behavior and if done for the entirety of the match, it can definitely lead to a punishment, but in the situation you described, they kept you there for a long time because no one opened the gates and didn't trigger EGC, so in conclusion this wasn't holding the game hostage.

    The long wait was mostly due to teammates not opening the gates and starting the EGC?

    That's absolutely ridiculous.

    When the EGC was implemented Killers were given no collision on the steps of the basement to specifically prevent this type of behavior from happening regardless if the EGC was active or not.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1881259#Comment_1881259

    I am not defending anything. People need to stop lashing out with their emotions and look at things logically. Nothing we say matters anyways, since we aren't devs.

    Thank god you aren't, that's for sure.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1881202#Comment_1881202

    I wasn't arguing that, just the body blocking. Even then, I doubt anything would happen to the killer. They were trying to secure a kill, they had no objectives to go for, the sister blocked one exit, and the gremlin the other. If they switched to the sister, they could have crushed victor and gotten away, if they attacked with victor and missed, they would have gotten away. Their only option was to move and lose or not move and get a kill. The fault isn't on the killer but on the devs and their bad design.

    Defending this behavior is pathetic.

    Griefing is reportable.

  • @CANxOFxCORN said:

    You would think the entity would disregard being close to a hook, when a survivor is literally running me around the killer shack with one in the basement. I see another survivor crouching waiting for "the moment" but the one im chasing has already been hit once, but just wont run me to another T/L... So I only get one pip on a 4k match instead of what should be a double pip.

    Granted I know this is a system to "prevent" face campers, just ranting here.

    If you are a survivor, and your teammate is on the hook, loop me literally anywhere besides, right next to the hook. I get more emblem points, and your teammate gets a safe rescue. Its a win-win.

    If another Survivor is within 16m of the hook this doesn't apply.

    Stop proxying within 16m of the hook waiting for Survivors coming to save and you won't get this penalty.

  • Jump in the locker.

    Three seconds later Head On activates.

    Head On is then active until you are out of the locker or get crows.

  • @TheeclumsyNinja said:

    Ive never understood this opinion that Undying or any hex perk is strong.

    A) Totems are in the easiest spots to see

    B) if you have everyone getting totems you can have all 5 gone in the first minute, stop sending 1 guy to find them. He gets into a chase and you have no idea where he’s looked. If everyone takes a corner you can have 4 gone in less then 40 seconds, and the 5th one has to be ruin or undying.

    These are the words of a bad Survivor, no one cares what Rank you are.

    Four good players aren't going to a corner of the map at the beginning of the game to do totems because they know it's a waste of time.

    They're doing generators.

    Undying was too strong respawning Ruin multiple times coupled with the ability to see the aura of the player doing the totem.

    Terrible teamates doing totems instead of generators is the exact reason why it was too strong.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866634#Comment_1866634

    I'm much the same way. Often getting DS'd for me means they better b e VERY good because if they make any mistake I WILL kill them for it. However if I am not DS'd I'll probably give them some leeway so they stay in the game longer- if you have DS you had your chance and I will use all of mine to make sure you die.

    Especially if you are doing that locker nonsense or such.

    Let me get this straight.

    You're tunneling to eat a DS and then tunneling again?

    I seriously doubt you're giving anyone any leeway regardless if they have DS or not.

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