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TragicSolitude

TragicSolitude

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TragicSolitude
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  • You obviosly dont play killer! SWF is why i loose every match! Take away there perks!! And comms!!! And hands!!!! 🤬

  • The devs actually tested exit gate regression and found it hurt solo survivors a lot more than SWF:

    @Peanits said:

    This was actually something that was tested earlier on when the End Game Collapse was created, for what it's worth. While it's nice, it did mean that coordinated groups had a noticeable advantage over solo players. You could communicate and have one guy wait on the gate keeping it prepped and ready to open while the other guy goes for the save. Meanwhile a solo player would have to cross their fingers and hope for the best, possibly coming back to a gate at 0%.

    Ultimately it was decided against. We don't want to widen that gap anymore than it already is.

    As far as the blocking the gate bit goes, that would be considered griefing and you can report them for that.


    Link to the thread: https://forum.deadbydaylight.com/en/discussion/133469/exit-gates-should-reset-or-regress/p1

  • 100% on PlayStation? Does that include Skilled Huntress or only the ones necessary to unlock the Platinum achievement?

    Skilled Huntress is just... I can't, man, I just can't. 😢

  • If survivors are grouped up, then slugging is the smart play. If the survivors split up, then slugging becomes much, much less viable as a strategy.

    At the end of the game, if the killer is frantically trying to stop gen progression, slugging is better than hooking. Hooking costs the killer time and saves time for the survivors, whereas with slugging it's the opposite.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1908837#Comment_1908837

    Better to be an "enlightened ignorant" than a nihilist that can only contribute with sarcastic remarks with no intention to change the game.

    I never called anyone ignorant. These threads are just a regular occurrence, and while the actual list of stages isn't the most accurate (maybe I should've looked at the stages of acceptance, oops), the sentiment is true. My over-the-top comment was a reply to a previous humorous comment about the pointlessness of this thread, which is true, it is pointless, but it's a result of that "eureka!" moment and is seen a lot amongst players.

    I do not share the OP's feelings that face-camping teabaggers is the way to go. Teabaggers want the killer to tunnel them, they want the attention. I ignore them, and they hate it. If/when they get hooked, I treat them like everyone else. I really don't think OP is interested in how other people handle survivors, though.

    I've posted plenty of serious comments about improving DbD, but this thread isn't about changing the game. This is the kind of thread where people post silly comments and let off steam.


    Step 1: Uninstall the game.

    Steps 2-7: Doesn't matter, none of us ever get past step 1.

  • When killers have disconnected against me, it's not because of the way I played. It's because of the crap matchmaking that put a rank 20 up against someone with more than 5 hours in the game.

    Seriously, I had a match against a Wraith. He camped the first survivor he caught to death, so when he came for me I knew I was only getting the one chase and then I was dead. Well... he never caught me, and after a couple gens popped he DC'd. He was a rank 20. I can't loop to save my life! (ha!) There's nothing I could've done aside from throw the chase.

    That's on matchmaking, which needs to be fixed a year ago, but here it is still making new players miserable and veteran players bored.

  • Of course. I'm not very good at survivor, and I don't do anything to provoke the killer, so when a killer DCs I feel bad because the terrible matchmaking is the only reason I could possibly have frustrated them, and the bad matchmaking isn't their fault.

  • Aesthetically, I don't like them. They're visually unappealing.

    They have possibilities, but the execution is poor. Victor is the killer's power, and... I dunno, a little gremlin running around jumping on people, it's kinda funny but as the killer's power it can feel pretty weak. The best way to use it is to slug, which a lot of players (both killer and survivor) don't find fun. They suck at earning BP. Victor is the power, you use him to chase survivors, but he doesn't get chase points? (Or did they fix that?) BP is an important part of the game, DbD is so godawfully grindy, so a killer that sucks at earning BP is not going to be popular.

    When the chapter released, it came with so many bugs that it practically broke the game. "Oh look, Victor is stuck in the ground, I have literally no power while the survivors finish the remaining gens. Awesome." Being able to injure/down survivors in lockers with Victor was great, though, I really enjoyed that.

    And I just hate the way DbD writes lore. Sometimes it's the writing, sometimes it's the story itself, but in general it's awful. I don't even read it anymore. That's unfortunate and it does detract from the game.

  • @Clevite said:

    Thank goodness you showed up here with your 12 posts to free us of the yoke of survivor expectations.

    We have all been anxiously awaiting your arrival.

    I , now, can play killer with a full arsenal!!

    He's on phase 2. Every killer goes through it.

    1. Care what survivors think.
    2. Survivors are mean! Fight back!
    3. Don't care what survivors think at all.
    4. Play for Bloodpoints.
    5. Wait, why am I still playing?
    6. I'm going to quit tomorrow, I swear it.
    7. None of this actually matters.

    When everyone reaches step 7 so the game is nothing but screwing around and all forms of giving a crap disappear because people realize how pointless it really is, we'll all ascend to nirvana and experience true bliss for eternity.

    Or something.

    But seriously, every player seems to go through stages, and each time it's like "wow, I'm enlightened! I must tell the world!" Hey man, welcome to stage ___, let me check my watch to see when your next insight will hit.

  • Yes. The mori animation exists, everyone should get more chances to see it. The current Cypress Mori is a waste of BP and a total crapshoot. I never burn one because the chances I'll get to use it are slim, so they just build up and collect dust in my inventory. Players need less stuff they don't want cluttering the Bloodwebs.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1908480#Comment_1908480

    I assume that most of the people saying that is is OP have around 100 hours of experience on survivor lol

    lol pretty much. Point out the multiple counters, and the response is just "I ain't got time for that, then I'd have to get off the gen!"

    ...

    ...

    ...

    -_-

    So... you don't want to play the game, basically? 'Cause god forbid the killer be any sort of threat and slow down gens without being in 4 places at once.

    Apparently, BHVR should make a gen-repair mode with no killer so survivors can get their zen on.

  • @Yords said:

    I have seen a few comments around the forums these past few days about how BBQ has no counterplay and is too good on any killer.

    BBQ is a great killer perk, and it is not OP. It gives the killer information as to where to go next and gives extra BP as a nice bonus.

    You can hide behind generators and in lockers to avoid the aura reading. However, most high-level players don't hide in lockers unless they are very vulnerable. You can also get inside a range of 40 meters where the killer hooks someone.

    Remember, that at the start of the match if the killer hooks one person they have 3 other survivors to go after. Chances are, that the killer will end up chasing someone who is not you. If the killer has BBQ, don't hide from it unless you have to.

    "these past few days"

    There's like a weekly thread about "nerf BBQ" on these forums. No matter how many times it's pointed out that it promotes a healthy playstyle (not guarantees it, people, promotes) and that it has half a dozen counters, the complaints don't stop. Maybe people think "OP" stands for "overplayed" rather than "overpowered," or maybe they just don't like rewarding killers to promote healthy play, they'd rather punish killers to prevent un-fun playstyles. (Wanting negative reinforcement in an already punishing video game, what a great way to build a lasting playerbase.)

    I've commented on a bunch of the threads in the past (though it's hardly worth bothering), the posts are there in my comment history. It's practically a weekly tradition at this point.

  • Go out to the park... get a bite to eat... fly a kite...

    Are you just trying to remind us of all the things we haven't been able to do for the past year? 😢

    I miss eating at restaurants and going to the movies 😭

  • @CountVampyr said:

    I’m on console and invariably when I try to keep tabs on the killer behind me I run into something. Just now for instance I was running away from Wraith through a corn field, looked behind me for one full second and ran smack dab into a gen, the only obstacle for like 50 paces in all directions! Egads.

    I have this same problem. For me, it's really difficult looking back in a chase. Controllers feel clumsy for it.

  • Last time I started up the game was well before the Christmas event ended.

    I'll probably start up again when the next Tome comes out. Maybe. The challenges are a nice change of pace, but in general the game's usually fun for a little bit and then I burn out.

  • @Kind_Lemon said:

    I read the first few pages of lore in the first rift and then gave up because it's all hot garbage.

    ^ This. I haven't even skimmed the newest lore.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1906658#Comment_1906658

    Discordance most certainly was nerfed.. and then they changed their minds a week or so later because it was not announced in the PTB nor was it was needed

    they put a range limit on it once the twins chapter went live, so it wasn't map wide

    Previously, Discordance was better at tier 1 than tier 3 because, when multiple survivors stopped working on a generator, in tier 1 the generator stayed highlighted for 8 seconds while in tier 3 it stayed highlighted for 12 seconds.

    In order to unarguably make tier 1 better than tier 3, they reduced the amount of time a generator stays highlighted to 4 seconds across all tiers and instead added a range limit. Their first range limit received a lot of pushback for yes, unnecessarily nerfing the perk, so they quickly changed it to max out at 128 meters.

    Back in the day, Empathy used to be unlimited, but that caused issues so it was also reduced to 128 meters.

    On the wiki for Empathy it says:

    It should be noted that changing Tier III's range from unlimited to 128 metres is not a nerf:

    With the rare exceptions of some corner-to-corner distances on the largest Maps, no two points are further apart than that distance and the 128 metres will suffice.

    https://deadbydaylight.fandom.com/wiki/Empathy

    So, Discordance is not nerfed from what it used to be. It's still pretty much map-wide, and the generator only remains highlighted for 4 seconds, a huge improvement from remaining highlighted for 8 to 12 seconds.

  • Borrowed Time got nerfed. Exhaustion perks got nerfed. Balanced Landing got a [needed] change beyond the exhaustion nerf.

    Mettle of Man broke the game and needed an immediate nerf, which it got, but for a short time after its release it was meta.

    DS got changed, and whether or not it was made stronger or weaker with the change is something players are still debating to this day.


    Discordance wasn't nerfed, but you did leave out the big nerf to BBQ which was changing lockers to block auras.

  • How about instead of nerfing Blight we make him less trash on console. That'd be nice.

    Aiming after bouncing off an object is not easy, and trying to hit someone while rushing is a fool's errand. On console his power is only good for mobility, but then you get put on a corn map and #########, he has no access to his power in large areas of the map, why even load a killer in at all.

  • Please, dear god, yes. Please. I haven't really touched Nurse since before they added her cooldown. And I'm on console.

  • I dodge Blendettes and bad pings.

  • As others have pointed out, NOED has been changed multiple times.

    Right now, NOED is the only thing that gives dull totems any sort of reason to be cleansed beyond empty points. If the devs change NOED, it would either still need to require cleansing dull totems or they would need another perk to take its place before changing it. Undying could've filled that role, but now Undying is being changed and will no longer use dull totems, leaving NOED once again as the only reason to cleanse dulls.

  • @The_Bootie_Gorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1898739#Comment_1898739

    If you ever get a drunk nurse using bam(booze)le and kicking pallets...that's probably me 😂😂😂😂😂

    lmao I've done that too! 🤣🤣🤣 (Well, not drunk, unfortunately. but the rest of it.)

  • If I'm not being super memey, I'll often ditch a lobby if two or more survivors are playing the same character. It's too difficult to keep track of during the match.

  • If you ever get a killer who refuses to break a safe pallet and somehow never catches up, keeping you there until the last gen pops (and then leaving you to open the gate), that's me. Hi!

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1898326#Comment_1898326

    I never stated the effect would completely nullify a power, let alone that it would stack. Spine Chill is easy to work around with.

    "I suck at survivor and even I can fill my coffers running Plunderer's Instinct and Ace in the Hole. Killers don't have chests to loot. And most killers don't have anything as powerful as a key."

    That requires 2 perks and you escaping the match, while there are only 3 per match. Let alone that it doesnt always give you an item. As for anything as powerful as a key? Noed and mori's fill that role. Sure, mori's were nerfed hardcore, but keys are not that powerful. The only REAL power a key has, is 1 gen left with 3 survivors alive. That still requires survivors to almost complete their objective, while mori's(before their nerf) required killers to do less than 1/3rd of their objective. Now, what seems more balanced? Survivors doing 2/3th of their objectives to have 3 survivors escaping, or a killer doing 1/3rd of his objective to kill 4 survivors? I am not arguing keys need a nerf(personally, all I would change is the hatch not appearing untill 2 survivors are left, that way all a key can do is make the game a draw, which is fine). But you cannot argue that, up untill 1 month ago, killers didnt have access to anything as close as powerful to a key. Ebony Mori's were universal. Add on to that, that most killers had access to addons that instadown survivors without requiring much skill.

    "Sure, but killers are designed to need add-ons to function decently."

    Just like survivors are designed to need items and addons to defend themselves against a good killer. Sure, loops and powerful pallets are a thing, but except for a handful of poor map decisions(backwater swamp having tiny bits that prevent a killer from optimally walking while survivors easily walk over it, or Leri's having 3 god pallets without having any breakable walls), loops arent that powerful anymore. It actually requires a survivor to loop and mindgame better than a killer can chase and mindgame to make a chase last longer than 40 seconds.

    "Some people can still win without add-ons, but some survivors can also win without a single perk or item."

    Irrelevant to the topic at hand. Just because some people can, doesnt indicate the game isnt balanced, just that those people are extremely good at the game. You have people good enough at a game to literally knife everyone to death, that doesnt make knives OP in that game.

    "But you cannot argue that, up untill 1 month ago, killers didnt have access to anything as close as powerful to a key."

    I wasn't talking about then, I'm talking about today. There are a few add-ons like Iri Head that have the potential to basically end a game early, but that's why I said "most killers."

    "That requires 2 perks and you escaping the match"

    Yes, it's a chest looting build. Like BBQ, Beast of Prey, and Distressing or WGLF, Prove Thyself, No One Left Behind are BP builds.

    "Irrelevant to the topic at hand."

    I was trying to make the point that killer powers are designed to be weak so that players will use add-ons, meanwhile the environment itself is designed to help survivors (pallets, loops, even chase music is loud to give injured survivors a chance to escape) to the point that a strong survivor chase perk (like old Balanced Landing) can really monkey wrench the whole thing.

    Killers need add-ons to make them viable. They were designed that way. That's why there are so many brown and yellow add-ons. The more powerful or niche add-ons usually have built-in drawbacks and often require a map offering to be useful, and survivors can cancel out map offerings.

    Survivors were not designed to require items to be viable. That's why toolboxes got so heavily nerfed after Ruin was changed.

    And if we're going to talk about Bloodpoint costs, every killer is different and requires BP put into them infinitely in order to get more add-ons. Meanwhile, a survivor only needs to have one main. Players can level up other survivors just to unlock perks, but only one survivor character needs BP put into them infinitely. And survivors can loot chests and keep add-ons by using a perk rather than an offering.

    If the killer doesn't have Franklin's, the survivor gets to keep their item, and if the survivor uses a ward or Ace in the Hole they get to keep their add-ons, too. Meanwhile, without an offering a killer's add-ons can be totally wasted due to disconnects or a bad map. Killers don't get to keep their add-ons just for winning the match, either, but a survivor does get to keep their item for escaping.

    There would be nothing fair about taking away a killer's add-ons, and a weak killer is boring to go against, just like inexperienced survivors who don't know how to use the map are boring to go against.

  • It's kind of random for me. Sometimes I look for the hatch, sometimes I do gens, and sometimes I make noise notifications in the hopes the killer will just end it quickly so I can move on. Depends on the match and my mood, really.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1896911#Comment_1896911

    There are no perks to counter killer addons. Any survivor perks that counter a specific killer power(which is equal to an item), has been nerfed into the ground.

    Let alone that Franklins bypasses White Ward too, while survivors do not have any perk to bypass Black Ward.

    I dont mind the concept of Franklins in the game, but you cannot argue that it's balanced right now. It can take 4 entire bloodwebs to get the item and addons you need for a build on survivor, having a single perk cost a survivor 100k bloodpoints is simply not fair when in the average game, survivors earn back 25k BP. Having an addon like White Ward not even protect against Franklins(which would be fair, you'd remove the item from 1 match, but the survivor keeps it for the next)

    Meanwhile a killer can play 1 game with survivor pudding+BBQ and easily gain 90k BP, returning all his investments into new addons and can protect his addons with a Black Ward and be guaranteed to not lose his addons.

    No matter how you spin it, that is unfair, unbalanced and needs fixing. I dont think the concept on Franklins is the issue, killers need a counter against items. But as long as Killers dont have any risk to lose their addons, it simply is unfair.

    And yes, I can make the argument that a lot of killers do not require addons to win a game. So the argument that items are not needed to win a game isnt a good argument. Items and addons are meant to make a game easier to win, it's the grind that's unfair. Heck, I sometimes play hours upon hours of killer just to refill my survivor items and addons because survivors dont have a viable grind to supply them with items.

    Survivors aren't meant to have a perk that completely nullifies a killer's power. That'd be busted if all four survivors ran it. It's bad enough playing a stealth killer vs Spine Chill, especially tier 1 Mikey. Might as well not exist on the same map as them at all.

    I suck at survivor and even I can fill my coffers running Plunderer's Instinct and Ace in the Hole. Killers don't have chests to loot. And most killers don't have anything as powerful as a key.

    You say killers don't require add-ons to win the game. Sure, but killers are designed to need add-ons to function decently. Their base powers are weaker than they should be so that players will use add-ons. Some people can still win without add-ons, but some survivors can also win without a single perk or item.

    Killers have powers. Survivors have resources on the map to help them, and pallets and loops used efficiently can be very powerful.

  • @Hyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1898274#Comment_1898274

    I understand your point. I guess I just don't play seriously enough for it to bother me personally. If I were playing seriously, ideally I'd be wearing headphones, or have my volume turned way up on my speakers to hear survivors better but instead, I don't wear headphones, and I have my speaker volume up a little but also have some intense metal music playing at about the same level lol.

    Nah, I ditched playing seriously a long time ago. The only time I play seriously now is when I'm doing a challenge. But part of the reason I gave up playing for real is because of things like the busted audio and the bugs and the poor console optimization and the absolutely broken matchmaking. There's rarely a sense of accomplishment in a win when you don't know if you won because of your own skill or because of the game's faults + its RNG, and losing feels like an inevitability when the frames drop constantly and the killer's controls are a clunky mess.

  • @Hyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1898225#Comment_1898225

    It's often overlooked but the chase music, the footsteps, etc...it's all part of the balance of the game as much as the powers and perks themselves. If you could turn off the music and footsteps and only hear Survivor sounds, OBVIOUSLY that'd be a huge Killer advantage, but in this pseudo realistic DbD realm, you're gonna hear your own noises. In some cases like Demo, we may think he's overly loud and should be turned down just a bit but again, devs may see this as a balancing factor for him.

    But it's a bad way to balance. For me, those killer sound effects make the audio completely useless to the point I mute the TV. The chase music I can understand to give survivors a chance to get away, but the killer audio goes on for the entire match.

    The killers don't see what they actually look like during the game, their self-viewed animations are different than what survivors see. The killer sound effects being audible to survivors to give them cues about what the killer is doing is fine, but killers having to hear it makes audio for those killers pointless.

  • I wish killers didn't have to hear their own sound effects. Clown's cough, Nurse's wheezing and shrieking, Demo's roars and footsteps, Huntress's lullaby. It's all loud as crap and I have to mute the entire damn game if I play as any of them because it's just so repetitive and annoying. That little noise the Twins make when Victor splits off his cool, but mostly the killer sound effects should be heard by survivors only.

    Freaking deafening to have the sound turned up to try to hear the little survivor audio cues, including even gen progress, and have coughing or roaring blasting in your ears.

  • The map tiles are randomly generated each time in part to force survivors to have to explore the map. The map layout is meant to be an unknown variable for both survivors and killers. Both sides have to sacrifice a perk slot (Windows of Opportunity/Deja Vu/Zanshin Tactics) to get a bit of extra help with map knowledge.

    Some maps are less random than others, but having a minimap on some maps and not others would be inconsistent and throw players off.

  • Removing the bubble notifications would absolutely devastate solo survivors while doing little to nothing against SWF. Solo survivors aren't great at rescuing each other as is.

    Removing status effects, hex effects, that kind of thing, that might be interesting. Not seeing in the HUD that Hex Lullaby is active or that Overwhelming Presence is consuming your item, that's potentially powerful without being devastating.

  • @Bwsted said:

    I did it with Power Struggle, Unbreakable, Tenacity, Flip-Flop.

    When you go down, try to be in a pallet. You need to be a little lucky, because you want the killer to slug you for long enough to recover 50%, and above all you need your teammates to not waste the pallet for no reason (they will).

    It's definitely easier to do in SWF.

    ^ This. Only, I used Windows of Opportunity to help me find pallets instead of Unbreakable.

  • @B_Deity said:

    Well I mean, you need 4x the amount of people to be playing survivor, so even if you find that line of thinking problematic, I think the devs do it to speed up que times.

    @Terro said:

    80% of all players in a dbd match are survivor so yeah the overwhelming majority of players will be playing survivor.

    OP is partly referring to how the long queues suggest that in many regions more than 80% of players want to play survivor. Some people are waiting 10+ minutes for a survivor match, meanwhile killers get instant queues, so it's possible more than 80% of people prefer waiting in a queue that's longer than most matches to playing killer.

    Playing as the killer is supposed to be the huge draw of DbD, yet in many regions it seems like fewer than 20% are willing to do so, choosing instead to wait in a long queue or play a different game entirely.

  • @OnryosTapeRentals said:

    Disable crossplay or, if you don't want to do that, simply don't play the game /hj

    He probably doesn't play anymore. It says he hasn't been on the forums since September.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1895401#Comment_1895401

    BT can be risky against stealth killers or Freddy who can nullify it. Aura perks can be countered by blindness. Healing perks can be countered be mangled or broken. Running DS without unbreakable can cause slugging nullifying the perk. Plagues existence makes healing perks risky

    I could go on

    You're listing counters. There's a difference between counters and a risk/downside.


    @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1895341#Comment_1895341

    Could you name survivor perks that have downsides or risks for their reward, please?

    Deliverance - the survivor is broken after unhooking themselves. (The risk can be negated with DS, but that requires a second perk.)

    For the People - the survivor becomes broken for a while to heal a teammate.

    Second Wind - the survivor is broken for a while before automatically healing.

    It seems the devs like to use the Broken status as their risk/downside for perks. And yeah, as a downside it's pretty unimpressive.

    Edit: Mettle of Man shows the survivor's aura next time he's healed after using the free health state. That's its built-in downside. Of course, the real downside to MoM is that you have to throw the match just to use it the one time.


    Edit 2: (Bringing counters into the equation, Corrupt Intervention does have a risk. On anyone other than Trapper or Hag, if the survivors just hide for those 120 seconds, the benefit of Corrupt Intervention is nullified and the killer is left with three perks. Corrupt Intervention also makes hexes more risky because survivors often use that downtime to go hunting for totems.)

  • Laura (creature) from The Evil Within.

    I would also like Kayako from the Grudge or Sadako from Ringu.

    Springtrap from FNAF or some other animatronic killer, or a killer wearing a mascot costume, would also be nice.

  • Dead by Daylight: the game where playing to win isn't necessarily fun.

    Want to win as survivor? Rush through those gens. The less you all see the killer the better your chances of escape.

    Is getting through the match as fast as possible fun? Is not interacting with the killer fun? I guess it depends on the players and what they consider fun. Everyone's different. Personally, I play solo, and the matches where the killer is too new to know how to pressure gens are very boring, and there's no thrill in escaping when all four survivors get out easy.

    As killer, I like playing tier 1 Mikey. If the survivors split up and those gens start popping fast, I usually just stand back and let them go for it so we can all move on to the next match. I always wonder if it bothers them that they didn't even earn enough BP to cover their offerings and add-ons. Eh, they probably value escaping over earning points.

  • 1611100706885.jpg

    You're of course not the first person to feel this way. I think this comic sums up the sentiment you're trying to convey with 12 words and an adorable Trapper.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1895175#Comment_1895175

    I diden't say that I have to survive to have fun. But atleast the Killer should outplay me with his Skill Not outperk me with no counterplay on my side.

    But there is counterplay. Just because people don't like the counters doesn't mean they don't exist.

    Survivors have options during a match. Focus on gens, risk the chance of NOED. Focus on gens but pay attention to totem placement; if NOED procs, try to go back and cleanse the lit totem. Slow down and do totems to stop NOED before it procs; it risks the killer being able to put more pressure on gens but makes the end game safer if you reach it.

    Both sides have perks that aren't fun for the opposition, giving each a chance to "outperk" the other. The difference is, I see NOED way less than I see survivors running DS, Dead Hard, and Unbreakable. DbD is full of out-perking and RNG that rewards luck over skill.

    Edit: I forgot to also mention that NOED is the counter to Adrenaline. It's an important thing to keep in mind. The only thing outside of NOED that counters Adrenaline is preventing survivors from finishing gens, which isn't really a counter. Killers can't cleanse anything to stop Adrenaline from activating, but survivors can cleanse NOED before it ever activates and still use Adrenaline to haul ass when the gens are done.

  • @ILoveDemo said:

    Ok how can you descripe Noed...

    It gives kills that the killer doesn't deserve. It rewards bad play. It's unfair against solos like undying. It makes the endgame boring because you have to leave immediately instand of save the poor person who got robbed of his earned escape.

    I don't have to say more...

    "robbed of his earned escape"

    The game doesn't suddenly end when five gens are done.

    "It makes the endgame boring because you have to leave immediately"

    That's one way to handle it, sure. And yeah, sometimes it's the only way to handle it. But I've also cleansed NOED after someone was hooked. And I've been the person who was hooked, and another teammate cleansed NOED and saved me. Clutch saves, way more exciting than the killer giving you a speed boost out the door as he chases you impotently into the gate.

    Killers without a one-hit down capability often aren't even a threat once an exit gate is open.

    If NOED didn't exist, dull totems would serve no purpose whatsoever. They'd be empty points. Totems are meant to be a second objective.

    I play solo. I've cleansed all five totems. I've cleansed NOED after it pops. And I've died to NOED after cleansing four totems. That's the game.


    Have fun during the match. If you base your enjoyment as survivor on escaping, DbD is nothing but frustration.

  • From what I've gathered, they're implementing a new HUD for two reasons. One, in preparation for adding new elements to it. Two, to get the game e-sports ready.

    I hate the new HUD. It's visually unappealing and it's difficult to use. In a game of hide and seek where you need as much of your screen as uncluttered as possible so you can catch glimpses of the enemy. they've decided to scatter distractions all around the edges. Keeping as much of it in the bottom corners as possible was the best. The majority of my screen was free so I could try to spot the killer or the Claudette stealthing in a bush, but the icons were large so I could see the information in my peripheral vision.

    While playing killer I've actually been annoyed by the Undetectable smokey edge effect that wavers on the sides of the screen, because it can be distracting and limits what I can discern along the edges of the screen. This HUD is along those same lines.

  • @Kees_T said:

    I understand you. It's not that we want be special just to flex, but to show that we were there when it happened.

    When I see a Legacy player, I will say "oh cool, legacy, he played the game back in 2016". Like, you are recognized for your efforts in the game, showing how much you played and devoted yourself for it.

    I really don't care about Rift skins coming to the store, but at least everyone who completed each Rift could keep something to show that they played that Rift, as a special rewarding for playing the game during that time.

    What you're describing are the charms. As far as I'm aware, the charms remain exclusive to each Rift and won't be going to the store.

  • This is actually a nice thread to get necro'd.

    Seeing Medusa in there, I'd like to also suggest a Siren or Banshee.

    No matter how unrealistic it is, I'm going to mention Laura (creature) from The Evil Within.

    Jorōgumo (spider woman)

    Hone-Onna (skeleton woman)

    a nun (could specifically be the nun from The Nun, or it could be original)

  • I have two modes in a chase. The first one is "Oh, you're gonna run that loop? Screw that." And I walk away, usually to return to patrolling gens.

    The second mode is, "Oh good, a loop!" And then I see if they will run around that one loop for all five generators. I don't get it, man, even with a killer chasing them I'd think running in circles would get boring, but if that's what they want... 🤷‍♀️

    The first mode is better gameplay and the second mode is memeing with three survivors never seeing the killer and the fourth one never seeing a generator or 9/10 of the map, but the only time looping feels fun is if I'm memeing, otherwise it's a boring waste of time and it means I'm only pressuring one survivor while the other three are free to work on gens.

  • Playing on a TV, I can't really be changing the settings constantly. So I just walk around half-blind on the darker maps. I'm sure it's fun for survivors when the killer walks right by them and doesn't see them for 90% of the match. Makes for boring chases, I imagine. I don't even bother trying with Claudettes, I just ignore them rather than try to track them.

    Sometimes survivors get frustrated enough they run over to me and start running in circles in front of me just to get some points.

    A lot of games have a brightness/contrast adjustment in the settings, you know. "Move the sliders until this symbol is just barely visible against the black background." Those are super helpful. I can adjust those as needed within the game without having to touch any settings on the TV, and it helps ensure players are experiencing the game as it's meant to be experienced. Every TV and computer monitor is different, so it's a total crapshoot what the game looks like to everyone.

    (edited for grammar)

  • They should do struggle mode like it is in Pyramid Head's cages, where the survivor gets skill checks.

  • Most of them?

    The ones complaining about people complaining about something... #########. "Stop complaining about ______." Well, now I just want to complain about it more, but at the same time I'd rather not bump obvious bait.

    The weekly "nerf BBQ" threads don't so much annoy me as baffle me. Perhaps some people think "OP" means "overplayed" rather than "overpowered"? Pretty sure the devs won't touch a perk that 1. sells Leatherface and 2. is mostly healthy for the game.

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