Avatar

TransverseCaster

TransverseCaster

About

Username
TransverseCaster
Joined
Visits
478
Last Active

Comments

  • @KRG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1381050#Comment_1381050

    I cant really talk with someone who thinks that the perk which awards bad killers at the end should be part of the base game, sorry. I mean, noed is not really present in the red rank killers, most of the time, so i can easily say it's used mostly by noobs.

    The end game is the easiest part. If a 4 stack has made it this far then the killer is rarely going to get anyone at the end unless they made a build for this. 4 people could stack up on gate and take body shots without it and still get out.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1377839#Comment_1377839

    But why would they do that? Sometimes people use clicky specifically to get the Killers attention and draw them away from someone/something...which is a legitimate strategy.

    No it's not. No idiot falls for that. It's just annoying and you're extremely rude for doing this.

  • @Mookywolf said:

    so, what, you want a cool down to crouching and using the flashlight? because i cant see any other way to take either of those out

    Survivors that crouch at exit games should instantly summon the entity for a killing blow. Bodyblocking should lead to exposure status.

  • @KRG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1380739#Comment_1380739

    Then get good and stop relying on BS perks that punish the survivors for doing the objective in an optimal way=N.O.E.D. Nothing wrong? Tunneling is nothing wrong huh?

    There are dozens of perks and add ons that help getting out of tunneling. You don't want DS so you can stop tunneling. You want it so you can superbone the killer in any given situation and single handedly flip games by passing one check. How many times do I have to let someone crawl out of gate because they have DS and I downed them but can't do ######### for 60 seconds? How many times do I have to watch 2-3 people get unhooked and escape right in front of me as a whiff every hit due to borrowed time because one guy got off my back using DS? DS is literally the survivor stabbing the killer and resetting a chase completely at best or being totally defeated in numerous scenarios at worst. It's not a fun perk. It doesn't take skill to use. It's stupid and you're a bad person if you run it. Even worse when 2-4 people in a group are running it and flaunting it in my face. Then survivors like you expect to just hop away and finish your gen and waltz right out and if I do any serious counter to it you whine and cry in the comments.

    Inb4 "that's not me" - that's totally you. I've never run across an exception to this.

    "but NOED"

    NOED should be a base part of the game. It shouldn't even be a totem. The fact you can crack a totem before it even lights off is broken. It's only a problem if you're teabagging scum and you're arrogant enough to let the killer get you at the very end.

  • @LALYTHIA said:

    DS.

    I suck big time at Dead Hard and constantly see people use it - get no effect from it - but still get exhausted. No thank you.

    Then get good and stop relying on BS perks that punish the killer for doing nothing wrong.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/160520/i-quit-and-you-should-too

    The epitome of killer entitlement right here. Take a photo.

    He's kinda right. I could definitely see his point. Just today I tried playing Ghostie and got 0 kills. The second game the gates were open, I knocked two, but I got bodyblocked so one got away and the I knew the other had DS but they were crawling to the gate so I had no choice so I picked her up and sure enough she had it so they all got away. Again. I've never been more viscerally frustrated by a recreation than playing this game- and the easy fixes that would prevent frustration could easily be arranged just by taking DS out and punishing bodyblocking. Aggressive survivors killed the game.

  • @Misann0830 said:

    It was an issue before, but it seems that, especially in the last week or so, it has gotten way out of hand. I main survivor but I play as a killer, too and no matter what, I try to play fair. Camping and tunneling isn't playing fair at all. In fact, I see it as cheating. If you cannot get sacrifices without playing fairly, then you shouldn't be playing at all. I've been saving screen shots and gameplay of anyone using these tactics and I'm seriously considering putting everyone on blast.

    Anyone trying to defend these tactics is just as guilty. I don't care what you say, it's unfair and uncalled for.

    As long as DS exists everything is fair and everything is called for.

  • Every one of them is running DS so none of them.

  • @Seiko300 said:

    I'm seeing a lot of threads crop up with a lot of comments frustrated about survivors killing themselves right away on the hook, and it confuses me because there's a pretty simple solution to solve this problem (which I'm not sure people have discussed because I'm not reading through a full 5 or 3 pages of comments on multiple threads)

    When a survivor gets hooked initiate a hidden timer that the system keeps track of how long a survivor has been hooked. If a survivor hits second state and stops struggling before 10 or 20 seconds have passed they get hit with some kind of punishment, say a subtraction of 5000 bloodpoints from your total earned that match or something.

    My first thought was hitting people in BP but the punishment for doing this could literally be anything, it could be treated exactly like DC penalties if the community requested in worked that way, preventing people from queuing and playing again until a certain period of time has passed.

    The timer itself is also subject to any kind of change I just suggested 10 or 20 seconds because it's a short time period meant to deter / discourage / stop players from letting go immediately as soon as possible. But it could be something longer like 30 seconds

    Hell, create a big penalty on letting go right away or quickly after, and a small penalty for letting go at any point before you would have died naturally. Survivors should be fighting to stay alive for as long as possible, providing more incentives like increased BP for doing so is also a good way to combat this issue.

    BPs are not an incentive. Idgaf and if I'm having a crap first ten seconds I'm not going to suffer it. Simple as.

  • @johnmwarner said:

    I mean to be fair we should be nice to everyone, but especially when it comes to new or low low rank players. As a red survivor if you get a rank 14-20 killer you know it almost immediately... just be chill with them. I’m not saying let them win, but don’t go so try hard that you need to pallet stun and chain blind them over and over. And when you’re done with gens just open the gate and leave, don’t draw the game out teabagging at the exit. I go so far if the killer gets maybe 0-3 hooks all game that I actually hang around and let him kill me without making it obvious.

    As a red killer if the survivors seem like they have no looping or basic fundamentals don’t slug and get the 5 gen 4k in like two minutes. Hook a couple and then wander off, let them desert and do it again. After you get some hooks and they get some altruism then shut it down.

    We need more players. The game is overwhelming at the starts now with 20 killers and almspst 100 perks on each side.

    You're right. I used to get toxic when people were toxic to me but that's childish. No reason to let them influence anyone else. As Ghostie I see people teabag at their gens all the time as a sort of way of waving, I just teabag back and leave them to it and go hunt someone else. Avoiding tunneling off hooks improves the mood more than anything else and I get happy survivors that way. Sometimes I come after who just unhooked though, and the survivors don't mind that pressure. Appreciation has affected me more than anything because I went through these stages:

    1) New to the game, just going for kills.

    2) Experienced at the game, going for point and a quick game shut down.

    3) Get toxic survivors, I turn mean. I'm playing the dirtiest tactics to rub them in the after action discussions.

    4) Realize this isn't right and it ain't me, start going for happy survivors. I notice in the discussions people were super nice. That made me want to play for what I thought the survivors thought was most fun.

    Now as killer I play for 2 or 4. I tried a stall build I thought survivors would HATE and instead the first time I tried it out they all said they had a great game despite all of them going down. One guy said something like "This game was oddly satisfying" and another agreed. All I did was chase, kick gens, and make sure I wasn't tunneling off of hook. If someone got slugged and their mates left them I picked them up and let them off. You kind of know after awhile when teammates aren't going to help their slugged mates. That way everybody is involved and that's what survivors seem to want. They like interaction even if they don't make it. The problem with tunneling off of hook is that there's no interaction for them there and that's why they hate it.

  • @dhealy646 said:

    To be honest to counter him is just to prevent getting in a 50 50 situation. That ranged attack is so dung that the only time it's good is when you can fake it or commit. By trying to stay out of those 50 50s you will never get hit.

    I do the opposite. I fake it like he can make it and juke his slow ranged attacks. It highlights a second before where it lands so in many cases it's an easy juke.

  • Reminds me of the first time I played Ghostface after buying costumes and getting rekt by a typical SWF. All escaped and the game was over in about 7 minutes. Then I played Nurse for the first time and got a 4k despite making horrible mistakes. It's always a gamble.

  • If they took out his aoe cast, gave him a 10% vault boost to his combat mode and a 10% pallet break to his track mode he'd be perfect.

  • @HamdaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1369101#Comment_1369101

    i love sub 1k hour andys thinking they know everything :)

    Let's think this through: You have 4,000hours on only survivor. I have just over 500 altogether, mostly playing killer. Probably only 200 as survivor. This means you have spent twenty times the amount of time as I have playing survivor. For every one hour of experience I have, you have twenty. You're having issues juking killers around killer's shacks, and I'm ruthlessly bullying them using one simple perk. Again: Get good.

  • @HamdaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1368816#Comment_1368816

    kid i have almost 4k hours in survivor alone and what youre stating absolutely means nothing. everyone goes down at some point to anything at a given time or circumstance. no ones perfect, that doesnt excuse lame and lazy game design for a single person and your bias is hilarious

    I have 500 hours and I routinely bully killers ranked much better than me using only sprint burst and mediocre knowledge of the maps and without a SWF. All I do is exploit these zones, which due to breakable walls, are finally fixed. It was lazy design back when the maps were static and killers could get ruthlessly bullied at their own shacks on every level.

    "everyone goes down at some point"

    Obviously. Or no one would bother playing killer.

    "kid"

    I'm a 28 year old Navy vet. Not sure what image you were picturing.

  • @Seiji212 said:

    I would love to see some obviously missing tropes in horror, especially more non-humans. I want a werewolf quite badly. But, overall, I would like to see more OCs, because they generally have a wider range of cosmetics and originality to them. A scarecrow would be cool, I know there's a couple of scarecrow-ish vanity items, but not an actual character. I think it would be neat if there were more than a few of them posted about the map near gens and survivors wouldn't be able to know which, exactly, was the killer's active one or whatever. I also think it would be very neat to have a killer who's power is hindering survivors when they're looking at them. I think it would shake up the chase scene.

    If it were me? I would release a triple classic pack. A werewolf that has a demogorgon type lunge and can use a type of frenzy like Legions in order to give him mobility across the map. He would undergo a slight TR increase(8meters), gain speed, and basically gain the bloodhound perk for free(stacking on top of bloodhound if used) instead of using the targeting for feral frenzy. Obv the cooldown on this is pretty big. He'd have pretty basic stats otherwise, but a good lunge. Add ons would boost the time and cooldown of frenzy and his leaping attack range and cooldown, and an iridescent that allows him to exhaust targets in his terror radius and another iridescent that causes the broken status for 15 seconds on any injured targets in his terror radius. His music is themed with tribal drums and growling(Ulfhednar anyone?).

    The vampire would have an activated ability that let's you target a survivor within 24 meters. When targeted a bat is sent over the head of the survivor- similar to how a crow flies over the head of a survivor. It pings echoes that allows them to be targeted every few seconds. A second bat can be sent on the same target 10 seconds later to increase the ping rate for the echoes. The bats will dissipate more quickly than crows however and survivors can stop to shoe them away. A secondary ability is mistform, that allows movement over vaults and pallets at slightly reduced speed, with a split second where he must reform before he can make an attack. It's just a way of making pallets and vaults easier to negotiate in regards to time expenditure. It's not like you'd be able to mist then attack for easy hits every time. It would probably have a two second cooldown because it's intended for the longer "god" loops. He'd have a TR of about 24 meters but otherwise fairly basic stats. His addons would focus on increasing bat hang time, decreasing the bat cooldown, increasing bat launch range, an iridescent that allows him to make attacks directly out of mistform, and another iridescent that allows him to enter lockers and gain knowledge of the area within 32 meters (Resting Coffin) including who is in other lockers. His music is themed as a Gothic sound that rises to a toccata when he's very close.

    The scarecrow is the final part. He can lay down stationary scare crows that emit terror radii out to 16 meters.He can assume the shape of a stationary scare crow that drops his terror radii down to 16 meters. I hesitated on this one being a good idea because he could drop someone in a basement, put a fake scarecrow down there, and no one would know if it was him or not(well, without those equipments that let you detect killers equipment). The way to balance this is to set a timer and cooldown for this ability. His other ability let's him teleport to portals created by cracked totems. This is to encourage full totem builds and let's him not suffer if his totems get bombed too quickly. His stats are basic, including a 32 meter terror radius. Add ons give him increased terror radii to his dropped scare crows and lengthen the time he is able to stay in stationary form. An iridescent removes his terror radius altogether for 20 seconds after dropping a stationary scare crow. His music is themed on the sounds of crows and rustic instrumentation.

    creepy.jpg


  • I disagree strongly with half this thread. The breakable walls balance the strongest survivor areas in the game. It gives the killer a chance at cutting them down- which is ABSOLUTELY vital against strong teams. Breaking the wall incurs a time penalty, so you basically lose a chase if you stop to do it. It's like breaking a pallet. In order to use it effectively you have to premeditate it and use it out of a chase. That should have an advantage that comes with it. And like SloppyKnockout(<3) mentioned, the killers shack should be the one place on the map that is killer dominant, yet it has always favored survivors(they actually improved it awhile ago, the original shack was stupid ridiculous).

  • To reduce perk creep each pack should only have one perk per killer:

    1) The Bisclavret: Your obsession has increased exhaustion,exposure, and broken timers applied to them (10/20/30 seconds). Once the obsession is dead a new obsession takes their place. (Bisclavret is a 12th century lay written by Marie de France about a werewolf who was betrayed by his wife).

    2) Magyar's Seething: Damaging a generator or pallet grants a 3/4/5% haste effect for 15 seconds. It is designed to pair with brutal strength,reward damaging gens, and allow the killer to recoup time spent on distractions. (Bram Stoker's Dracula was of Magyar heritage, the Huns originally had significant sway in what is today Romania).

    3) Oscillating Caw: Your terror radius decrease by 4/6/8 meters and increases back to its maximum amount by 2 meter/per second. In practice this means it's very difficult to gauge an exact terror radius' distance by the ears of skilled players. (The caw is merely a reference to crows).

    4) Sirenum Scopuli: Each time a generator is completed a token is granted. Press the activate ability to remove your red stain for 15/20/25 seconds. A token is removed. (Sirenum Scopuli were the islands the sirens were said to live on).

    5) Hex:Arcane Designs :This hex always spawns in the basement. It adds a 3/4/5% time to each generator. When survivors are working a gen they are notified with this and shown the highlight of the hex. With 80 seconds to solo a gen, the 5% stacks this up to 84 seconds. It's really only a counter to teams that spread out and individually attempt to knock gens. (the name of this hex implies that generators have been fitted with strange devices which take longer to figure out from normal machinery).

  • A double modern feature pack could include the siren. She has two modes. The first removes her terror radius and if there is an injured survivor, makes the sound of that injured survivor instead(an injured survivor may hear their own voice, which is a way to balance the fact that they're close to getting downed). She is slower in this state and still has a red stain. Her lunge is also like Myers tier I. Her second mode is like Myers tier II. She is faster, lunges further, and has a terror radius of 16 meters. Her stats otherwise are fairly comparable to Myers. Her add ons give her effects that grant bonuses for injuring survivors and keeping survivors from healing. An iridescent exposes those who heal other survivors for 60 seconds. Her music is themed on the Greek lyre,becoming more discordant as she draws nearer.

    The second is a cyborg horror having the appearance of a mutated starfish(an experiment designed to replicate the self healing processes of starfish has scarred this former person with a geometry that is more radial than symmetrical). It has a technology theme. It can sensors near hooks (up to 3) that give it sight out to 8 meters from the hook(does not let you see up stairs if planted in the basement). Hook sensors can be removed by survivors and recovered from the ground by the cyborg horror. It can tripwire generators: when a generator has progressed by 5% the tripwire is active, when a survivor tries to escape they must pass a skillcheck. Failing delays them leaving that gen. Succeeding has no effect. Each tripwire was two charges so multiple survivors can be trapped. This is for when the cyborg horror approaches a target the survivor must react calmly in order to make a break for it. It has a 32 meter terror radius and is basically standard. Its add ons increase the range of hook sensors up to 16 meters, gives an extra hook sensor, decreases the time it takes to tripwire a generator, and an iridescent that increases the tripwire charges from 2 to 4. The music for the cyborg horror is hard to describe. I envisioned something like Tycho or Washed Out, but with a sinister twist underneath it.

  • Yeah bro I'll post it. When you see it you will $h17 bricks. It turned this into a real horror game.

  • @BloodMoneyMerc said:

    The patch has made playing killer infuriating. Can't hear survivors. Can't hear generators. Survivor scratch marks are bugging out. Grabs are still not fixed. Every map is either the best RNG for survivors with strong loops all stacked together or every area ends up being a dead zone. The new map is god awful to play on. And when you get down to the last 2 survivors on the map they just hide & don't do crap. Pyramid Head is meh, with a crap ranged attack. Only good thing he does is offer you the ability to save time in hooking.

    I don't blame others for saying screw killer at the moment. It is not fun & almost every match is a gen rush at high ranks. Only way to win is to be a try hard, & I don't feel like investing all this energy into winning when survivors barely break a sweat & can make a plethora of mistakes yet still escape. And yeah I know steps have been made to try to balance out the game more recently, but every time one thing gets fixed it seems several other things break. Might play killer only for daily's, but as of right now I'm done with this mess until theres some fixes.

    If you're playing killer for daily's that kind of implies you're still going to be playing killer every day bud.

  • @HamdaN said:

    i still dont understand how the main issue flys over everyones head everytime this comes up. who cares about the 4v1 macro aspect... its UNFUN AND UNFAIR for the person ON THE HOOK. there is little to no counterplay on your own that you can do vs face camping

    The counterplay is using pallets, vaults, speed perks, every other perk in the game, stealth, blood scratch management, flashlights, bodyblocking, and actual skill to win the game instead of crying about it after you get caught. Honestly, get good. I mean that sincerely. There's no reason you should be able to fight the killer while on the hook. It's a justified position to be in if you can't make use of the enormous amount of assets already available to you.

  • This is very true. I do a gen, chase the killer and pallet them a few times making sure to teabag each time so they will camp me on hook. My kindred lights off and my team does the rest of the gens while the fool may get a single kill for doing such. Honestly camping is a horrible tactic. As killer the only way I could make it work is using a basement+NOED run, but I reserve that for teams that look like tedious SWFs.

  • @dhealy646 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1368674#Comment_1368674

    Healing has become less of an important task. Most survivors just do gens and are confident to loop while injured. Some medkits and perks heal too fast and there's more important perks to run such as pop corrupt or infectiuous

    This kinda. I run inner strength and I see more people running it now so I don't even use nurse's calling. It seems like mangling is easily countered enough by simply bringing a medkit or healing each other up. It's really only effective vs people self caring w/out medkits- but against them it is brutally effective, especially as a stealth killer. Overall I'd rather punish gens than track healing players.

  • LEWD! This has no place in civilized society.

  • Dying Light+Thanatophobia. I'll give you the hatch but I don't want the game over so quickly. Also overcharge+pop.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1344084#Comment_1344084

    I dont run DS, I hate it running it, but sometimes when I play survivor I understand why people run it so much, I get hook farmed, the killer goes for me and then I am #########, DS prevents that kind of situations.

    I see both killer and survivor mains complaining about everything they dont like here really, DS, BT, DH, Unbreakable, sabo, flashlights SWF, NOED, Legion, Oni, Huntress why solo sucks, why they didnt escape, why they didnt get 4k, why devs hate them so much, why they dont enjoy the game, why their family hates them, why their food today was horrible, it gets pretty tiresome really. Its not that I ignore them, no, there are problems that need to get addressed, but most of the problems they have, have already been discussed and so have been the ways there are to get around them.

    " I get hook farmed"

    I've already named over half a dozen other ways to prevent it. DS is toxic and it's for toxic "people".

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1343855#Comment_1343855

    Well, from what I get you are complaining about what survivors should and should not bring to the match, which is not any better than what those "evil entitled survivor mains" do in the post game chat

    "dont bring (perk i dont like) because its unfun!"

    "you run (perk i dont like) because you are bad, run (perk I like) instead!"

    "you need to git gud and stop running (perk I dont like)"

    The truth is, you just need to adapt and overcome, if a perk is annoying you, find ways around it, its that simple

    ""you run (perk i dont like) because you are bad, run (perk I like) instead!"

    You act like there aren't like 67 other perks you can run. The entire community really only has a problem with one of them. You'll notice that 99% of the killer mains are only talking about one thing. By ignoring this, yes, you are entitled and you even admitted survs get cocky with it.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1343740#Comment_1343740

    I dont understand what you mean when you say there is only one perk like NOED, we have a quite some perks that help in the end game like remember me and, we also have haunted ground which can potentially work as an early game NOED

    BT, while it helps a lot with campers, is not always run, plus, the killer can just go for the unhooker and call it a day, or just wait for the timer to run out if the survivor gets too cocky.

    Off the record is unreliable against campers and tunnelers, we already have Iron Will and breakout just reveals the aura of the killer and breaks the hook, which in most scenarios is not really helpful, the killer can still down you, pick you up and go for another nearby hook

    "I could say the same about DS, its only killers that complain about it because they are unable to tunnel freely without consequences"

    End game perks yes, but not nearly like NOED.

    "haunted ground"

    Very rarely breaks at that point in time and only lasts 60 seconds. More often than that it is broken early and maybe contributes one kill.

    "the killer can just go for the unhooker and call it a day"

    Yes. That's a semi-healthy anti-tunnel perk and good example of this already existing.

    "timer run out if the survivor gets too cocky"

    Exactly. Survivors shouldn't run around with no penalties knowing full well they're invincible for 60 seconds. No survivor should be allowed to be cocky. By bringing this up you've basically admitted you want a perk that let's survivors get cocky. That's not fair for killers at all.

    "Off the record is unreliable against campers and tunneler"

    Git gud. Honestly that's it. If you can't use this in conjunction with a speed perk- of which you could have lithe,sprint burst,balanced landing, or dead hard - then you honestly aren't relying on skill. You're relying on a hand out. A free give me at the expense of the person you're playing with.

    "breakout just reveals the aura of the killer and breaks the hook, which in most scenarios is not really helpful, the killer can still down you, pick you up and go for another nearby hook"

    Breakdown is what I meant to say and it is abusable on certain maps and it's up to you to know where to place your drop. Again, this perk actually requires skill to use which is GOOD. Not a free hand me out for cocky arrogant entitled survivors.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1343687#Comment_1343687

    I could say the same about DS, its only killers that complain about it because they are unable to tunnel freely without consequences, not saying that DS is fully anti tunnel perk, but you get the idea. it has counterplay and therefore does not really need to be nerfed besides some necessary stuff like disabling it when a survivor starts working on other stuff like gens or totems, or when he hides in a locker.

    "I could say the same about DS, its only killers that complain about it because they are unable to tunnel freely without consequences"

    No you can't. There's only one perk like NOED. There are like 4 speed perks that reset when getting off of hook, plus BT makes you indestructible, plus ADR if it activated, plus the perks already designed to help against this like Off the Record and Breakout. There's no excuse to run this perk which basically grants invincibility and viscerally punishes the killer.

    "counterplay"

    There's no reason anyone should have to sugg on a single one of these much less four. There's actually no reason this perk should exist. It's role is already filled by different types of other perks (speed, stealth off hook, sabo off hook, invincible of hook with BT,etc etc etc). It's a fundamentally terrible perk. I mean it simulates stabbing the killer in the face and resetting a chase. The only reason people use it is for the invincibility, not because they care about skillfully getting away from a tunnel attempt.

  • 1)Log into game

    2)Goes really well, too well

    3)Killer has only one guy on hook and both exit gates are 99%

    4)Decides to do the smart thing and camp the one kill they want

    5)After getting roflstomped by survivors for 10 straight minutes

    6)Survivors have the nerve to whine and cry about how this is camping and the killer is scum despite this being the most rational play to make in order to get a single kill.

    Why does this always happen? Why are survs so entitled? The killer already doesn't feel good about scraping away a single kill and this is the most logical and fair thing to do at this point.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1343559#Comment_1343559

    Annoying does not mean it needs a change, same reason why they haven't touched NOED since it came out. It is annoying, but it has counterplay, thing which old DS did not have.

    If you have been playing this game since release, you must be aware of the massive changes that have been made to it in order to make it more fun for both sides, and that it takes a lot for the devs to implement new changes. If you keep playing this game because you spent a lot of money on it and not because you enjoy it, then you are a victim of the sunken cost fallacy and should probably seek help.

    "same reason why they haven't touched NOED since it came out."

    Because it's perfectly balanced? It's only survivors complain about it because they get all smug and braggy at the end and have to choke on all the suck they hand out when the tables turn.

  • @Todgeweiht said:

    https://forum.deadbydaylight.com/en/discussion/comment/1343519#Comment_1343519

    Yes, you just need to adapt, sorry to break the news to you, this game is constantly changing and if you cant cope with new changes that may or will completely affect you current playstyle, then this game just isnt for you.

    Rank 1 demogorgon main, not sure if that matters.

    "this game is constantly changing"

    That's the problem: it isn't. The things that are most annoying are the things that aren't getting changed. In the case of DS and SWFs those things were made to go from bad to worse over time. SWFs naturally just got worse. DS was heavily buffed and marketed (somehow) as a nerf.

    "this game just isnt for you"

    That's not a solution, that's a reprisal, and not a very good one for someone who has been playing since release and spent upwards of 70$ on it.

    "Rank 1 demogorgon main, not sure if that matters."

    It doesn't.

  • @Dyeverse said:

    Lets face it, in he red ranks the Game is just heavily balanced towards Survivors. Most of the Killers are just a joke. I play survivor a lot and get out nearly all the f***** time. And when i play killer its just annoying. Each game 2 Generators pop until the first guy is being hooked. You get looped around a single pallet for far too long and when you break it you get blinded by a flashlight.

    Some would argue , that the killers need to learn how to apply pressure and thats right, BUT the game is just faaar to easy for survivors (again i play both for about 1000 hours). From the killers perspective you need to have a really good timemanagement, while the survivors are far more forgiving, especially while playing SWF.

    Its just not fun anymore. Playing Survivor is just underwhelming because its too easy just houlding left mouse button and pressing space from time to time. And killer is underwhelming because experienced survivors make a joke of most killers. Not unless you are a god nurse, which requires even more humiliation, in order to become that good.

    Im talking only about the red ranks. Maybe there are go(o)d killers and they have my respect, but i havent seen them the past 100 games. In conclusion making fun of killers and trashing them in 5 mins, because they are just extremely weak, isnt fun. And playing killer, well no need in explaining that any further. It goes to point where killers are just starting games not moving in order to derank. Seriously, how long are the Devs trying to ignore that?

    At least for me, i will not be coming back until they significantly improved the game, which i fairly enjoyed the past few years.

    You're right about so much. Survs that run SWF+builds+comms will tell me to just "stick with it" like I hadn't played since release thinking they actually needed nearly as much skill as to play with randoms. They get a big head about how easy it is and I'm not trying to be mean but I have to let them know anyone can get to red ranks as survivor if they dump enough time into it. It's really not that hard as survivor. I personally think it's easy mode and SWF is very easy mode. It's almost boring as survivor because like you said just stay on a gen and if they see you it's not that hard because after a while playing surv you know where all the pallets are going to spawn in any general direction. Just run a circuit across the map and it's guaranteed gen pressure meanwhile as killer it is extremely stressful because there's very little recovery given to you. Even small mistakes feel critical because you can't afford to make too many-especially in the early game.

  • @Todgeweiht said:

    Ruin wont and should not come back, get over it already. it was an unhealthy perk for the game that was messing with data recollection.

    Search for alternatives, Pop, corrupt, heck, even new ruin can still be very helpful on a bunch of killers, you just need to adapt.

    "you just need to adapt"

    I love how this has become the unofficial survivor main slogan. "Just get over it bro and deal with all the crap we throw your way. Wait dooon't quit keeep playing just git gud lol". Kinda sick of this mindset because it flies in the face of all the universal problems killers complain about. My way of adapting ended up pigeonholing me into using only a few builds designed to speed me up or stall them down. The entire game now is about number crunching seconds and reevaluating my percent chance of total failure every time a gen pops or I suspect a single person has DS.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1338349#Comment_1338349

    You CAN get cocky plays with DS. Hell I did them and was on the receiving end of those plays too. But these are only EGC cases for me since I do not tunnel early or mid game. I can understand Killer's who talk of an immunity, but you are also right that, as killer, you can always slap the person instead of grabbing them and slug. Except for the locker, but honestly... I'm so glad that you can't get around DS that way.

    "Except for the locker, but honestly... I'm so glad that you can't get around DS that way."

    This is one of the ways DS is most abusable. AHGHGHAIEAK I hate it so much

  • Other way around OoO should disable a players control inputs altogether and give stealth killers triple BPs.

  • @PrettyFaceKate said:

    Oni would make easy work of anyone else and then take Demodoggo as his pet.

    I'd love to see warrior boi and his doggo. I'm in favor of Oni because he's actually trained to fight and he has a very particularly adapted mindset for combat. MIkey would stand a chance I think, he's proven he can resist bullet wounds and his ability to find in and out of view without relying on supernatural abilities gives him an edge only the wraith has(if we include his conduct in the movies).

  • @Kaiju said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342333#Comment_1342333

    Just cuz he is playing a low tier killer doesn't mean he can't get kills lmao. It's better too since it gets bored to face the same killers over and over just cuz they are the ''only'' ones that can maintain pressure

    "It's better too since it gets bored to face the same killers over and over just cuz they are the ''only'' ones that can maintain pressure"

    I didn't even mention pressure but you already know the number one problem with Pig. It's like you already know what the reality is but refuse to accept it as such.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342381#Comment_1342381

    Ok?

    The thing about opportunity cost was about completing a gen in 17 seconds instead of 20 (where 4 Survivors at 100% efficiency being a 20 second gen is where I'm getting the 20 from).

    In a real game you'd get the hypothetical 20 second gen scenario by splitting up. You'd complete 4 gens in 80 seconds for 1 gen per 20 seconds.

    Since we are assuming a Survivors is interrupted, it instead becomes 3 gens in 80 seconds for about 27 seconds a gen. The question of balance can then be brought up with if the Killer has the tools to win using the pressure from the hook, among a few other relevant questions. And some Killers are fast enough to simply down them before that first set of gens pop in the first place.

    Either way that comes down to the specific Killer and is why I don't call every Killer viable.

    But moving on, that isn't quite what this is about. The question isn't if the initial 20 second gens are balanced, but if using toolboxes to reduce it by 3 seconds is balanced. To which the answer would be yes.

    Again that's effectively 12 seconds since it's 4 Survivors. 12 seconds for 4 toolboxes is balanced and covered by the opportunity cost of bringing 4 toolboxes.

    "12 seconds for 4 toolboxes is balanced"

    Quote of the day. I'm screencapping this lmao

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342439#Comment_1342439

    You are overreacting and what you described makes me believe your issue is SWF rather than perks. Your situation is no different than 4 casual solos all being slugged by a slugging meta killer with powerful meta perks and ultra rare addons.

    It happens on both sides.

    "Your situation is no different than 4 casual solos all being slugged by a slugging meta killer with powerful meta perks and ultra rare addons."

    "It happens on both sides."

    You're inspiring me in ways I should not be inspired. Tell me more about these addons and meta perks that you find so vexing. Which killer is the most painful with them?

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342462#Comment_1342462

    @TransverseCaster

    So you say “it grants invincibility” but never bother to explain what that means and expect others to just assume you mean something else?

    You said “it grants invincibility and rewards survivors for being trash” which is untrue.

    How is a survivor who just got unhooked without BT suppose to avoid a hit, when there is nothing around them 100% of the time?

    “Oops that Claudette unhooked me without BT and I’m in a dead zone, guess I’m just trash.”

    Your bias is showing.

    Also if you can’t distinguish between outfits there are survivor icons at the bottomwith names. When you down someone it shows you WHO is currently down. Just a little tip for ya.

    "So you say “it grants invincibility” but never bother to explain what that means and expect others to just assume you mean something else?"

    No. I expect for you to understand what a no-win scenario is and how being able to stab the killer and restart a chase if he knocks you in 60s would happen. Or the fact that survivors bully killers knowing full well the implications of running this perk, especially if more than one survivor has it activated.

    "You said “it grants invincibility and rewards survivors for being trash” which is untrue."

    It is completely true. You can play badly, on accident or purpose, and still the perk patches over that. It can flip games by itself. I've had scenarios where the stun alone allows all three survivors to get unhooked, comp a gen, cues an ADR on multiples, and they all get out because one guy hit his DS. I went from a 4k to being teabagged at an entrance for the countdown all because of one perk. Many such games.

    "How is a survivor who just got unhooked without BT suppose to avoid a hit, when there is nothing around them 100% of the time?"

    Now this is asinine because it ignores:

    A) pallets, vaults,windows

    B) Perks like Dead Hard, Lithe, Balanced Landing, and Sprint Burst all reset on unhook. Literally just run any one of these. Sprint Burst does enough for me alone.

    C) Bodyblocking tactics which are universal against good teams.

    D) Flashlights. These were intended to do what DS does but requires some courage and a little bit of placement to use. DS is just insurance for these.

    E) Ignores all of the other perks designed to help an unhooked survivor out even though you just mentioned BT, which is an insanely common perk. Other perks include breakout for auto-sabotaging the hook and off the record for stealthing away and letting the other survivor bait.

    There's so many things this one comment ignores.

    "“Oops that Claudette unhooked me without BT and I’m in a dead zone, guess I’m just trash.”"

    If you ignore all five of the things above? Yeah, you probably are trash in this case and it's very easy not to be trash by looking for these five things that can make that situation recoverable without DS. You don't need DS to get away from an unhook. At all. It's a coddling perk for people that like abuse any given situation as survivor.

    "Also if you can’t distinguish between outfits there are survivor icons at the bottomwith names. When you down someone it shows you WHO is currently down"

    Hold my hand: I was obviously talking about what happens when two people are injured and one person is unhooked. This means they are both in the injured state. This means it's impossible to distinguish if they're wearing the same outfit, which has happened to me quite a few times. Especially when the Feng Min costumes dropped. I've never been so frustrated at something so adorable.

  • @Zraith said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342406#Comment_1342406

    Yeah, but other survivors also cleanse totems even without Inner strength for points, and of course if the totem was active, then to get rid of it.

    The average number of heals I got out of it is maybe 1-2 heals per match.

    The game needs strong perks to shake up the meta, and make people compromise in their choices. Bringing inner strength might cause them to pick other items and perks to bring into a match trusting their luck to get some use out of IS. Which is a good thing.

    All the killer perks you mentioned have been out there well over two years ago, if we really approach the game with the sentiment not to ever add something that counteract or interact (even to the slightest degree) with some existing piece then they can stop developing the game right now.

    "The average number of heals I got out of it is maybe 1-2 heals per match."

    This is how many heals on average every should be getting at best. Any more and the hero is going to have to restart every chase with each villain and sacrifices too much time.

    "if we really approach the game with the sentiment not to ever add something that counteract or interact (even to the slightest degree) with some existing piece then they can stop developing the game right now."

    I'm just saying that this one perk not only counters four different perks designed for stalling AND tracking but also standard audio and on top of all of that adds the benefit of reducing the threat to heal time by a fourth(8 seconds of danger time vs 32, reducing threat time to only 1/4th). It's ridiculous if you think about all of its advantages and the only disadvantage it has is some other people might pop totems. Even so, like you said, it's common to get 1-2 heals a match, which is all you really needed to begin with.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342439#Comment_1342439

    @TransverseCaster

    No. I am answering directly to the assumption you pose that for some reason a survivor gains “invincibility” powers. They do not.

    If you Are getting hit with DS you are doing something wrong. Why is it that killers in the red rank lobbies I play in know what to do? Seriously it’s not rocket science.

    "No. I am answering directly to the assumption you pose that for some reason a survivor gains “invincibility” powers. They do not."

    First of all, you're not answering my post directly. You're pigeonholing a different meaning to "invincible". If someone has DS and Unbreakable, they are in fact invincible. They will get up. I never said they couldn't be dropped but that's irrelevant and actually even worse because the killer has to spend more time figuring this all out. You're still wrong because invincible is not the same thing as indestructible, which is what you're thinking of. And no, I assumed nothing and it's already apparent ipso facto how DS exerts invincible situations on the survivor side. If you've been coming to the forums then I know all of the situations have already been explained to you. DS is a broken perk, which does not even have a place in the game since tunneling off hook already has perks to help manage it.

    "If you Are getting hit with DS you are doing something wrong."

    This was just explained to you. Sometimes survivors are all injured but they're wearing the same costumes so it's impossible to figure out,coming from a corner, which is which. Many times survivors will use this and bait the killer into hitting them while they have this. It's not hard to do at all. Sometimes as a killer it's hard to keep up with how long 60 seconds is exactly. I'm not going to set an egg timer every time I drop a survivor. This statement is patently false, does not take into account the situations in which it is used, and blindly denies the fact that this perk is used incredibly often(I would wager more than any other) and is not so coincidentally the cause of much toxicity. In fact, if you can't hit a killer with DS and you really want to then you are doing something wrong.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342414#Comment_1342414

    @TransverseCaster

    Invincibility suggests that the survivor cannot go down. Which they can.

    No, invincibility means they have a hard reset button on the situation even if the killer plays well. Even if they play fairly. The invincibility you're talking about already exists with Borrowed Time, Adrenaline, etc etc. We don't need another form of it out there. It's painful, especially when you expect killers to suck on up to 4 of these. I played the other day in 8 games and EVERY SINGLE TEAM ran them. In most of those games, every single person ran them.

    Now, if they cared about not getting tunneled on hook, they could have run perks like Breakdown and Off the Record specifically designed for this. They didn't. They all ran this one perk. It's not because they care about fairness or just getting tunneled- everyone knows it's stupid powerful. It's extremely selfish to imply this kind of thing is fair. Especially when survivors are running at the killer or bodyblocking hoping to get to use it. It is an offensive perk and inspires offensive behaviour in the group that is supposed to be running defense.

    I'm just tired of getting into games where I see a team, some of them in the same clothes so I can't figure out who has just got off the hook and who does it, but then move into attack *whoops a dead hard!* but that's okay because I'm just going to hit them and *whoops a borrowed time!* and that's fine because I've hit them twice and now *whoops a decisive strike!* okay I'll just keep chasing and *whoops there goes two gens back to back* so it looks like I really need to catch this guy soon and *whoops a few pallet drops and another generator down!* but that's okay because I'm finally at him, hit him, drop him and boy oh boy does this feel good I'll just pick him up and *whoops a flashlight with odd bulb*.

  • @Mikeadatrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342355#Comment_1342355

    Well, considering what Huntress does to little girls, I could see them having a really sick and twisted rivalry. She's nearly as bad as he is.

    I thought she was just bad at taking care of them?

  • "Adapt" here means "suck my DS and like it". It sucks man. It's a fundamentally bad perk. There are already many,many other perks that help in tunnel-off-hook situations. This one is bad because it grants invincibility and rewards survivors for being trash. It also punishes the killer for being good, and often even if they're fair. The perk idea comes from the original Halloween movie where Laurie Strode stabs Mikey to get him away. Think about what this really feels like for the killer: you're basically stabbing in the face and resetting a chase right after they got through with a chase. It's even worse when survivors play in SWFs and have three buddies on standby to body block. It's the single thing that's ruining the game more than anything else. There's no excuse for running it.

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1342388#Comment_1342388

    No. It really doesn't. The absolute maximum number of times it can be used in an entire match is 5 times. And that is across all 4 survivors. It already has a built in balancing factor. If it ever became meta then it also becomes worse so that it won't be meta. And 8 second heal really isn't accurate either. It requires that you both find and cleanse a totem. Both of which take time. It's more like a 30-60 second heal with an upside of a cleansed totem.

    "The absolute maximum number of times it can be used in an entire match is 5 times. And that is across all 4 survivors."

    How many times has this really happened to you? Occasionally I would get in a random team and maybe one other person has it, and even then we don't run out of heals. And if we do we just do what we did before- go get a fren to help us out. It's not that hard.

    "And 8 second heal really isn't accurate either. It requires that you both find and cleanse a totem. Both of which take time"

    It takes 14 seconds iirc to cleanse a totem. That means:

    A) You have it ready when you need it so when you need a quick heal you only spend 8 seconds in danger time, not 32 seconds of self-caring. Even factoring the totem time and assuming a nearby locker it is much quicker to use and this is really 8 seconds of scary time vs 32 seconds, since you'll be cleansing totems at full health. You're in a safe position using this perk as healing vs any other method.

    B) It's quiet. Self-caring is extremely loud. When a killer gets near I would have to stop self caring because it is even louder than wounded sounds. Hiding in a locker is quiet even with muffled wounded sounds.

    C) It bypasses killer stall perks, even ones designed to counter healing like Sloppy Butcher and general perks like the aforementioned Dying Light and Thanatophobia perks. This stresses me out as killer because I run those perks.

    D) It makes Nurse's Calling useless. I took off Nurse's Calling because a few weeks ago everyone was either healing so fast or just running this perk instead. It was useless in 8/8 games and in 2 or 3 of those it was because of Inner Strength.

  • @Zeon_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1337333#Comment_1337333

    By "more bold plays" you mean unhooking in front of the killer or jumping on gens with little to no punishment(because lets be honest, we all know you're running unbreakable). DS is probably the best anti tunneling perk in the game but its mostly used as a "I can do whatever I want for 60 seconds and if you slug me I'll just pop my unbreakable".

    Exactly this. It's painful. There are so many other anti-tunneling perks. I mean Sprint Burst/Dead Hard/Lithe/Balanced Landing all reset on unhook anyways. Then throw Borrowed Time and Adrenaline in and you have invincible perks- and that's before we get to all of the full cornucopia of other perks meant specifically for this like Breakout, Off the Record, or so on and there's no real reason to keep Decisive Strike.

    But of course most players are survivor mains and they'll cry if they're not overpowered enough.

1 … 8 9 10 11