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Volfawott

Volfawott

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Volfawott
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  • I agree can we please get some confirmation on this.

    We've been waiting for these cosmetics for a long ass time

  • I think End Game is a really good idea but the way 1v1 situations happen is often too one sided for the killer so I had a couple ideas to fix this and Im not gonna say anything about the key because you shouldn't have to rely on a item to escape the game Idea 1:

    Wake up : am I a joke to you

  • Well Freddy is obvious

    However Amanda should be next after how power got nerfed and she lost a lot of her potential I feel like they need to do a good overlook on her touch up some of her useless addons and make the crouching ambush side of her power lot more viable

  • @MegsAreEvil said:

    EGC needs to be balanced around mobility killers. Atm its just a save easy kill. Exit gate spawn wont solve anything.

    Well the problem is if you balance it around mobility based Killers. They'll just be average when it comes to it whilst any killer who is not based against the mobility will have an extremely difficult time.

    For example Hag if her traps are not by the exit and get triggered she will have a very difficult time if it's based around mobility.

    Huntress can also fall into that category however her range does slightly help compensated.

    @MegsAreEvil

  • @SlinkyJinky

    Yes like I stated above the problem with those two perks was that they waste time that the killer just doesn't have.

    Against the competent group of survivors time that you burn in a chase can severely impact how well you doing the game.

    Those two perks by design wasted time with very little effort put in on the survivors part.

    Compare this with no one escapes death to counter if you have the constant totems however unlike killer's survivors don't have such a time crunch simply because they have the numbers whilst you are cleansing totems somebody can very easily be pulling up the slack and completing generators.

    If I have a competent team I can spend the entire game looking for totems whilst they do generators and we could still effectively escape.

    As a killer the time you waste you don't have anybody to pull up the slack for you.

  • @Tensor said:

    https://forum.deadbydaylight.com/en/discussion/comment/474437#Comment_474437

    As hard as hitting someone a second time after a DS or MoM don't ya know

    The fact is with perks like that you waste time that the killer just outright doesn't have.

    Due to survive is having numbers it's a lot easier for them to cleanse totems and still get objectives done if a killer wastes time then there's no one else to pick up the Slack

  • @Aven_Fallen

    Agreed no one escapes death or not if you get found your pretty much dead.

    Considering the killer doesn't even have to hit you they could basically just follow you around nodding yeah I'm not sure disabling no way it would have any impact whatsoever in fact with no one escapes death you probably might just get it over with quicker.

  • @TheBean said:

    @Aari_Piggy66 depends.... if the survivor has one gen left to do.. camp the hatch and wait for the survivor to reveal themselves too you.

    Survivors can camp the gate all they want.. if the killer is patient... then they camp the hatch.. and wait. If it goes on too long then go look for the survivor to find out which gate they are near.

    Remember....

    https://us.v-cdn.net/6030815/uploads/967/AG5OB6SV8KXM.jpg

    @TheBean keep forgetting quoting doesn't notify the person anymore.

    Honestly I'm seriously questioning why perks like Wake up and Hope haven't gotten serious buffs to compensate for the endgame especially for survivors who are by themselves but what are ya going to do.

  • I love ghostface but he is probably the most least coordinated slasher killer out of them all.


    Hell he almost loses to Tatum hell the only reason he even manages to kill her is because she had a moment of stupidity and instead of curb stomping his ass she tried to go through a cat flap

  • It's after we get Bunny Min so basically that means never

  • Instead of looking for Hatch just wait at the switch for the exit gate. So you can open it immediately when they hatch is shut.

    If the killer chooses the wrong exit gate after closing Hatch you're practically guaranteed an escape

  • The most common reply I see from Killer mains on these forums to the clearly killer-biased EGC is to communicate better with your team and adapt.

    If you want someone to pull statistics into this it also shows that the escape factor for solo survivors is not dramatically different form the escape factors from a group.

    It says you would think more players equals a higher chance of escaping but it's not like soul survivors are massively outweighed by swf

  • @liquidlight said:

    Again, it wouldn't be a free escape because the timer exists. Meaning the survivor HAS to do something. They can't wait there.

    Also, the hatch race isn't a race. Killers are inherently faster than survivors and will almost always find and get to the hatch first to close it.

    I think you forget that they remove the ability to grab a survivor out of the hatch hence why it would be a free escape

  • @TheGameZpro3 said:

    How about this, it only takes 10 seconds to open them, when the hatch is closed and the timer starts. On every other occasion, it's 20 seconds.

    It doesn't fix the solution you're pretty much just have survivors camping hatch until the killer leaves

  • @Mashtyx1 said:

    @MasonMyers69 Moon walking Legion was considered a exploit even though it was game mechanics. Yet Pig can do the same thing and you don't see people crying about that. The point is that @Orion has no idea what is classified as an exploit when it comes to this as he stated in the fact that it was his own opinion.

    Considering I main both Amanda and legion and there is a huge difference between waiting about 30 seconds or less for the timer of deep wounds to check down and waiting 2 minutes and 30 seconds for someone to die.

    Especially when you consider you will have to down a survivor put a bear trap on them and then wait for a generator to pop to activate the trap on top of that the two minutes 30 that you have to wait is you practically throwing the game for one kill hence why no one really complained about it.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/470818#Comment_470818

    @Free_Hugs

    Oh, it's not a big deal. It's just ***2 survivors in that scenario***

    As somebody who runs aa injured gen jockey build something as simple as the 9% can actually be very impactful.

    If all 4 survivors were to say to equip it then somebody dies that's a 25% boost to all those actions for three survivors call it what you will but that is huge.

    If you've ever heard someone talk about James being done fast and now survivors can speed through them with 25% boost.

    The perk's main benefit is supposed to be to help you when you're the last person left if you give that potential boost to multiple survivors then you make it a very overpowered perk

  • Though this is a good suggestion you have to realise that it would be very easily abused.

    If 4 survivors have left behind the second one person dies that's 3 people have a 25% boost the level of gen Rush will be ridiculous.

    And it still doesn't fit the theme of the park which is meant to be last one standing means you gain a lot of power.

    You're not the last one standing and high levels of power are dished out it's kind of ridiculous

  • I think it's more that the entity is just getting more frustrated and impatient.

    Remember the red stain itself is The Entity watching the trial through The Killers' eyes.

    Which is why with perks like beast of prey the bloodlust breaks the connection with The Entity removing the red stain.

    When trials enter a standstill it means The Entity has a lot less opportunity to feed.

    So it's more of a this is taking too long I'll finish the job myself.

    Remember for the most part while The Entity will occasionally benefit the killer it doesn't necessarily have a specific side.

  • Spine-chill and premonition for stealth Killers

    (Myers Wraith Amanda)

    For Legion.

    All of the injured perks work great. resilience, this isn't happening, iron will and so on.

    Lithe is really helpful as they now vault pallets and windows slower so you could get a lot of distance on them whilst they're doing it.

    Doctor

    Calm spirit hands down

    Technician is moderately ok if you have trouble hitting Madness skill checks

    Hag

    urban evasion

    Small games can help but only find her traps but help you because she's totem based

    Nurse

    Any stealth base perk

    Iron will, quick and quiet, dance with me, lightweight basically anything that makes you harder to track

    Dead hard does a really good against her as unlike any other killer she can't beat it out effectively.

    Ambush killers

    These are typically Killers who go for sneak attacks sprint burst is usually your best friend.

    Mainly wraith and Amanda as they could attack the very quickly from stealth.

    Freddy

    Spine chill you know when he's coming for you and the increased chance of skill checks helps you when waking up.

    Clown

    Doesn't necessarily really have a counter based perk

    Nea

    Bonds you gotta know when she's coming

    And if you want to be a real scumbag any M1 killer is susceptible to MoM

  • @drekin7979

    Susie is a sophomore meaning she's around 15 or 16

    We don't know that much about Joey

    And Julie is a senior so she is 17 or 18

  • @Gopher said:

    https://forum.deadbydaylight.com/en/discussion/comment/469402#Comment_469402

    The thing is though is that the killer doesn't have to walk right up to the gate to see if it's being opened. There is red light indicators on the doors that show any progress. The killer only needs to walk halfway between doors to see this. He doesn't have to walk the entire length of the map. They should have a minimum distance, such as 64 meters. The killers chance was closing the hatch. He shouldn't have a cakewalk catching the survivor because the doors were an arms length away from each other. I feel like the developers fixed one issue just to bring on a more frustrating issue. I hated hatch standoffs, but this just doesn't work either. Instead of hatch standoffs, they should have had the hatch respawn in a new location every 30 seconds, so both killer and survivor are constantly trying to find it first. That would be fun.

    I'm going to see this again I have said this on numerous posts but the survivor has lost the match.

    It should be very difficult to escape and can we please stop using the word impossible because I've seen multiple people escape against nurses and Billy boi two Killers who have the prime advantage even if the gates are across map.

    This is an asymmetric game the survivors true power lies in their numbers the second you take that away it is going to be very difficult to win that's the point.

    Before the killer was stuck in a situation where they didn't have much power hatch standoff was always in the survivors favour this was ludicrous especially when it came to a situation where the killer had done their job successfully whilst the survivor had not.


    Now compare this to what would have happened if all 4 survivors well live when the exit were powered and they were opened if the killer didn't have any game perks like noed blood warden or remember me their jobs were incredibly difficult.

    Now the field is more balanced whoever finds the hatch first wins but even if the killer closes it does survivors still have a chance.

    However of course it's going to be difficult because you've already messed up two escape opportunities.

    It seems like if survivors don't have a super easy chance of escaping it's a bad system

  • @Supertramp said:

    @Yuhg Well I guess that's where our opinions differ. I think the EGC could be made to be even more interesting and tense then it is. I personally think that finding the hatch and jumping in it/closing it is totally uninteresting and is completely based on RNG. Having more options to escape requiring you to find a key, as I mentioned above, would be much more interesting. It would put some pressure on the killer to find the survivor quick, and pressure on the survivor to find the key and get to an exit location and open it without being found before the 2 minute timer runs out.

    This way the survivor wouldn't be completely screwed like they are currently in the EGC if the hatch gets closed. And the killer would still stand a fair chance to find the survivor before the survivor can get the objective done in time.

    @Supertramp

    As a survivor you have practically already lost the game.

    It is meant to be a last ditch effort to escape and yes it is supposed to be extremely difficult this is an asymmetric game when playing with the role of the numerous once you've lost your numbers your at major disadvantage.

  • Ok if you were the solo Survivor then maybe you should consider bringing perks like wake up to make it more easier to open the exit Gate.

    However if you were a whole team of survivors and for some reason with an open exit Gate none of you decided to leave so you all got trapped by Bubba you deserve it

  • I would be perfectly fine with this perk if it actually required you to do something most significant to activate it. For example Deliverance

    Or if it came more when you were add a losing position not as a complete bailout but an extra push. Fire up would be a great example of this.

    Hell I would even be ok if it had more "counterplay" other than play a specific killer or camp the person and be scummy both of which are not counter plays

    At the current stage this perk doesn't require you to do anything of note to activate it sorry to say this but getting hit 3 times is not something of note.

    Then it doesn't have counter play for the majority of The Killers and the only thing that could be called you "universal counterplay" is a very scummy tactic.

    Also just like decisive strike before it it's seriously punishes the killer for doing their jobs and the bonus it gives to survivors is very big. ( for example take something like fire up again you gain a bonus for generators being popped but the bonus is not massive or detrimental to the opposite team)

    Honestly I would be fine with this if it requires you to actually do more to activate it.

  • @AntiJelly

    If a survivor in this situation complained I would laugh at them it was the nea own dsmn fault that she got caught.

    As I've stated above the second she realised the killer would have reached the Hatch first she should have immediately just waited by exit

    It was close enough to the hatch that it wouldn't have been The Killers main patrol target. He should have simply just waited until the killer started to leave and then open the exit

  • @GodDamn_Angela said:

    "Blood warden. Blood warden was not nerfed and there's literally nothing we can do once someone has been hooked. 60 minutes is half the timer and makes no gameplay for helping people escape. Nerf the [BAD WORD] out of remember me but completely forget about blood warden? I know it slows it down when someone is hooked or downed but not by much."

    No. Stop.

    You're wrong.

    The only time blood warden would be effective in completely stopping your chances of escaping would be if the Killer literally hooked the survivor with 30 seconds on the clock or something.

    Does slowdown of the timer itself is already enough to eat into the blood warden.

    And let's be honest if you was still in the game with only 30 seconds left on the clock you were messing about too much and you kind of deserve that death.

    Hell the second the timer gets to half I'm already making my way out of there regardless of who's still left in that match

  • Hi there. I played the Endgame collapse during the PTB and gave my feedback. I must do it again as nothing has changed.

    Dude you're complaining but in situation with that nurse example you gave you would have been stuck doing two gens alone with the old system .

    It seems like if the chance to escape isn't super easy survivors complain

  • As I stated above it could very easily be a two-way street and the killer could be screwed if the exit gate spawn too far away from each other.

    The only way I could even possibly see this being fixed is if they had a minimum and a maximum spawn distance however some killers with hypermobility will still be able to very easily which both ends whilst Killers without will still have a lot of trouble.

    Infect as a survivor I've pretty much realise that simply when I the last one left just camping an exit until he gets powers is a lot more efficient than going to look for hatch then trying to open an exit gate when The Killers already patrolling

  • @Gopher said:

    Nobody is crying and complaining. If everyone is going to accuse others of crying and complaining, there wouldn't be any constructive criticism. So stop with the nonsense crutch of just accusing people of crying and start working with people on solutions. It is absolutely an issue. I've even heard it from killers in matches. Our last trapper killer even made a note that the match was way too easy in the EGC becase the doors were right next to each other, he was even kind enough to apologize for it, haha. To hell with RNG. Let's give everyone a chance. The killers chance in the endgame is closing the hatch, after that, the survivor should have a shot at getting out. Can't be one-sided.

    The issue he's trying to bring up it is that it's a two-way street

    As a killer I've had games where the exit Gates were on the opposite side of the map basically meaning I had to travel on long distance to check them making the survivor's escape easy.

    To mention if you get the treatment centre or the game the gates are going to be guaranteed to be on opposite sides meaning if the survivor manages to pick the one that you're currently not searching their escape is pretty much guaranteed.

  • I do think there needs to be something to replace fuming mixtape as it is now it's a really bad add-on especially considering now you can't use feral frenzy as frequently as used to be able to.

  • @brokedownpalace said:

    Congrats on catching a survivor out in the open with 19% faster speed and a one hit down. Impressive.

    @AntiJelly said:

    That's not a standoff.

    @se05239 said:

    Such proof. Wow. Much exploit. Very abuse. Wow.

    @NuclearBurrito said:

    Looks like someone forgot what the problem actually was. Because if that's what we call a hatch standoff now then hatch standoffs aren't so bad after all

    @NuclearBurrito @se05239 @AntiJelly @brokedownpalace

    Congratulations all four of you win a big fat whoosh for not being able to notice the joke

  • Honestly that Nea was pretty stupid.

    The second she realised the killer got to the hatch first she should have immediately ran to an exit gate.

    Hell she could have even just went by the exit gate that was right by the hatch and waited until you went to go look at the other one

  • @Chaotic_Riddle said:

    @Aari_Piggy66

    Latency and/or bad connection can lead to accusations of 'lag switching' from people. I would suggest looking into your service and seeing if that might be the issue. While I'd rather you not go through all the work to see if you might need a new router/service provider, I would also look into seeing if your computer might need some upgrades if that's the case. :)

    @Chaotic_Riddle

    I'm on console Xbox specifically but honestly have never had any problems like this before.

    It only happened this one time during the match and it never happened in any matches after.

  • @moonlunn said:

    https://forum.deadbydaylight.com/en/discussion/comment/468085#Comment_468085

    I don’t think he’s overpowered I just think now with endgame him being able to constantly chainsaw around the map over and over it’s kinda ridiculous

    He talks about elements throughout the game not just end game

  • Like it or not hillbilly is the most balanced killer in the game.

    If you think he's overpowered and can't beat the Billy no matter what then maybe it's just because you're a bad Survivor

  • It's probably going to be this way for about a week or so

    A lot of Killers didn't either have a chance to tested out on the ptb or were on console so they couldn't do it.

    So because of all this you're going to see a couple of people wanting to see the mechanic honestly after about a week the hype of it is going to wear off.

    Especially considering regular hooking gives you a lot more blood points during the endgame phase then letting The Entity do it

  • @FSB75 said:

    https://forum.deadbydaylight.com/en/discussion/comment/467455#Comment_467455

    I got out after EGC last night. Being a killer main (Billy), I knew I just had to wait until the killer (Bunny Mom) came to check my side. The gates were completely across the map...so I knew NOT to touch it until she checked it. When she saw no progress, she did, just what I would do...go check the other one. She didn't have enough time to make it back once out of heartbeat range. She got about 20m away when the gates opened, threw a hatchet and missed.

    *edit I thoroughly admit that if it were a Billy or Nurse killer...I'd be dead. In a perfect world, the devs would implement a speed boost to the gate ONLY WHEN in the killers terror radius.

    Or you know they could just use wake up

  • @Salty_Pearl said:

    https://forum.deadbydaylight.com/en/discussion/comment/467742#Comment_467742

    Mmm, that's what I thought. It still sucks though, they should change it so that it activates when the Exit Gates are powered.

    Yeah it's simply based on how it activates no one escapes death activates when the exit gates are powered so it will always work but rancor is based on generators

  • As a survivor you have lost one of your biggest advantage this is an asymmetric game.

    Survivors have the advantage of numbers once you lose that of course you're going to be at a disadvantage in a 1v1 you want situation.

    I find it incredible that now you have to put in the extra mile to escape people are legitimately complaining.

  • @ygnea said:

    https://forum.deadbydaylight.com/en/discussion/comment/466326#Comment_466326

    If you bring a key it goes back to square 1, it's just a hatch stand off now.

    The killer cannot pull you out of the hatch so no it doesn't.

    If you have a key you could let you jump in at any time even if the killers are right behind you

  • @moonlunn said:

    It’s kinda ridiculous like no one cares about being killed or not thats not the problem the problem is that there’s so many scenarios where you feel like there’s literally nothing you can do so you just have to sit there and be bored for however long while the killer just nods at you or stabs the air

    Sorry to be the bearer of bad news but in those situations the killer would have downed you anyway.

    Right now people just want to see how the entity kill thing works it's a new toy.

    Give it about a week and Killers won't give a crap anymore

  • @SlinkyJinky said:

    I just had a match where the Killer did absolutely nothing while we did all the gens. Once the last gen popped he then went straight to the exit gate, downed one of us with Noed and proceeded to face camp for the remainder of the match.

    In the end he got like 4k BP and more than likely de-pipped / de-ranked.

    EGC is just a terrible mechanic that rewards bad sportsmanship and no effort application. It's just bad. It needs to go.

    Ok don't blame that on endgame when they could very easily have just happened in any other match.

    For the love of God will people stop using endgame as they're scapegoat for not having the best match

  • Play with your food:

    I'm not too sure about play with your food, it's effectiveness is very killer specific.

    As Killers like wraith can take real advantage of it because they could constantly trigger it.

    And Killers like Amanda could get a lot what you said of it due to having such a slow crouch speed.

    Otherwise it's very underwhelming.

    Surveillance.

    I'd move surveillance up higher it should be at the same level discordance as or better as it's a lot more consistent and it can give you a lot more vital information

  • Honestly the only time I have ever really gone out of my way to do this not counting end game yeah I'm just trying to secure a Kill.


    Is when I get those really annoying survivors who intend on clicking flashlights and repeatedly vaulting over pallets and windows to get my attention.

    I'm fine with you doing that now just realise that the second I down you and put you wanna hook I intend to give you all my attention but trust me you're not going to like the attention

  • @Taelance said:

    @MystiKasT

    Even the dev agrees with me.

    Plus having to 2 doors does not take dc.

    About survivors running around. I will refer to my previous answer about catch them. If they are immersed then, find them. Was how this game was intended.

    The same where you tell people to just find them is the same way you could just simply wait until you bleed out or die by endgame

  • @Endorb said:

    With the whole endgame thing, definitely Left Behind needs love. I'm thinking that when you're the last survivor you gain a movement speed buff and a gate opening buff

    Wake up and hope are still things

  • @AshleyWB said:

    There's a difference between another chance and getting lucky.

    I'm sick of second chances I want to risk everything and either win or lose sometimes.

    Dbd is kinda like you lose try again you lose you lose yay you win.

    The system we have currently already feels that even if you got destroyed as a survivor team and completed no generators

    You still have a chance to escape through Hatch if Hatch gets closed you still have a chance to escape through one of two exit gates.


    You are given three chances after a loss with the final two getting more progressively harder

  • There are two exit Gates if the killer has already found you on his just blocking the exit gates to see The Entity kill

    You were already dead to begin with.

  • @Groxiverde said:

    Guys why is it hard to understand, I'm a killer main myself but the suggestion I'm explaining to you is very logical. In end game collapse would almost never be a real "safe rescue" because the killer will always be camping the hooked guy. The brave survivor who dares to go and unhook his hooked teammate doesn't deserve to be depipped just for that. It is unfair... At least reduce the -% of emblem he gets.

    And you're not understanding what we are trying to explain to you.

    It's meant to be a panicked rush situation if you want to go for a risky save you could get punished.

    Why do you think they doubled was all the blood points received for doing an actions

    It's a high risk high reward situation if it's so troubling then leave you will lose a lot less of your emblem score

    However if you don't want to leave just run borrowed time if that is still too much for you you're going to have to risk the emblem punishment.

  • @Groxiverde said:

    https://forum.deadbydaylight.com/en/discussion/comment/465783#Comment_465783

    Nope sorry, I'm not the type of person who leaves people behind

    Then risk losing the emblem score.

    Or just start running borrowed time

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