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WRussoW

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  • @Infinity_Bored said:

    https://forum.deadbydaylight.com/en/discussion/comment/1050904#Comment_1050904

    How do you call someone that leaves a match just because someone else used something that is in the game (i dont talk about holding games hostage or bug abusing)?

    I'm not talking about legit game mechanics which were are totally fine to use because if they become too strong, nerf hammer will come soon after them.

  • @Infinity_Bored said:

    Interesting how many of you guys justify this behaviour with game mechanics.

    If the game is so bad for you, why do u even play it?

    Survs are screwed by dedicated servers as well.

    If i depip because someone else is a snowflake, i have a valid point to be annoyed.

    Toolboxes, DS,Loops - These are game mechanics

    Just like camping and tunneling. How about you guys grow up instead of justifying such childish behaviour...

    Sorry but you really sound like a person who teabags and expects people to be okay with your toxic attitude, calling someone a "snowflake" only proves my theory.

  • @brokedownpalace said:

    It's okay if you need NOED to 4k. There's nothing wrong with not being good at a video game.

    Now, how can you tell if a killer is good or not if you don't have time to properly play against them because of some maps and the gen speed?

  • @brokedownpalace said:

    Because people don't want to take the time to learn her.

    You put it as if it was an easy thing to do.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1044246#Comment_1044246

    I agree that she is (almost) impossible to learn, but her ability to end chases in 20 seconds still works. She just cant afford to miss anymore.

    If someone really was a Nurse veteran then he would be (almost) unaffected by the nerf.

    My friend who has been playing as the Nurse for more than a year and a half says she's fine. Heck, he even says that her cooldown helps him to plan his actions ahead without rushing and missing because of that! I believe that people do not believe that the Nurse is still hella strong because they haven't really played against her god-level players after the nerf cuz these are rare nowadays.

  • I think killers wouldn't have issues with loosing if survivors weren't so toxic. Seeing them teabagging near the exit and writing mean stuff in the post-game chat aren't good reasons to keep on playing.

    I know, killers can be toxic as well but I believe only new killers or killers who had to deal with a lot of toxicity are like that.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1050683#Comment_1050683

    No, it's the complete opposite. If you tamper with the files, you're running a serious risk of being banned.

    Can you do something to provide players an opportunity to custom their game a little bit without triggering the anti-cheat?

  • Am I the only person who likes the hat? Probably because i don't really like the rest of the skin, the head is just... Oof. Anyways, have you tried putting on straight blond hair and this top? It looks amazing for me. But I can't really tell what leg skin would match it...

  • I like running the Endgame Build because it gives me back my time I should have had during an early game.

  • If you mean which one of the surivors would escape lorewise, I put my money on Laurie. She has brains made for survival in such conditions.

  • Are you complaining about that free camp survivors allow you to do? Hook tech is awesome!

  • Her top looks good.

  • @Springey said:

    Fine in what sense? Lorewise everything seems fine to me.

    In THE sense.

  • @TommyFredo said:

    Spirit. She doesn't take any skill to play. Nurse at least takes hours on hours of practice, Spirit can be picked up by a 3 legged dog and still manage a 4k.

    • Remember, this is an opinion.
    • Tell me what killer you believe is most overpowered and why.
    • I understand killers as a whole are at a disadvantage, but there are many killer mechanics that are overpowered, tell me your opinion.

    Spirit haters are a whole new breed, I'm telling you. If you easily deal with survivors when you play as the Spirit, I'm sorry, you'd probably played against potatoes.

    All people who hate the Spirit talk about her skillcap. Well, it seems Freddy is a whole new level of gameplay!


  • @Almo said:

    I am confident given the data we have that Pig does not need a buff. As stated before, there are a few weird things to fix, but not specifically to make her more powerful.

    We can't go into huge detail about the information we have on this because it becomes too large a discussion.

    Recall I am a Pig main... I promise I am not trying to keep her down just for the hell of it. :D

    Why would you hesitate to buff her when you have the Ghostface? He has better stealth, better ability to hit survivors in pallets, better ability to grab survivors off gens, even the bonus ability to one-shot people! Instead of one-shots the Pig has RBTs which are purely based on luck. A good Ghostface would have much better match results. The only possible way for a good Pig to have a higher killrate is having luck on her bright side.

  • I like how we all agree on the Pig and the Legion but at the same time we all ignore Bubba, like, we've got so many campers that we dislike him so much despite him being the weakest killer.

  • I swear all killers changed it with NOED!

  • I just FEEL devs were thinking people would use this combo. But we have DS and Borrowed Time here, so...


  • @shootaman777 said:

    Head On = annoying 4-SWF, generally.

    Some killers either don't have the patience to deal with them, or aren't masochistic enough to want to play against them.

    Plus, Head On is more of a threat than most people realise.

    -It makes basement hookings off-limits, since dedicated servers let survivors Head-On save at the bottom of the basement staircase, no matter how the killer hugs the staircase wall.

    -It makes the routes to hooks longer, as passing by any locker can result in a Head On save, forcing the killer to take a roundabout route with no lockers. This makes bodyblocks more effective, too.

    -Most main buildings become a danger zone... for killers... because the impending threat of Head On at every and any locker.

    Why did weaponised lockers have to be a thing...

    Wait, about the basement one, can you tell more about it?

  • The Legion. Julie. She has THE skin. I rest my case.

  • Sound bugs + Post-Phase speedboost bug. It's kinda a reason to take a break from the Spirit and play the other killers until the next patch.

  • @Murcielago said:

    Boi what do you mean they're nerfing ruin soon it's going to be a dead perk soon

    I know but still.

  • @Leachy_Jr said:

    It means you want a fun viable killer with a high skill cap where you feel in control of your chases.

    And no, nurse doesn't count as the 3 second CD makes her incredibly unfun.

    Be careful, people here are gonna come for you after saying about the Spirit's high skillcap.

  • @Hag.is.Dtier said:

    https://forum.deadbydaylight.com/en/discussion/121734/what-does-it-mean-to-be-a-spirit-main

    Spirit mains each fall into one of these groups:

    1)Weebs

    2)players who think every survivor team is a toxic bully squad

    3)players who think old Freddy was the worst killer, "seven seconds fedora man bad!" and think new Freddy is a god, "60 seconds fedora man good!".

    Spirit mains probably play Freddy until the bugs are fixed.

    4)players who think Spirit has a high skill cap.

    Spirit mains: "Spirit is very hard and takes alot of skill to play effectively"

    Huntress: "Am I a joke to you"

    You could've just tagged me.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007417#Comment_1007417

    Holy hell.

    Shut up about "Double Standards" please. I see you saying it everywhere.

    There isn't a double standard. The devs will nerf what they feel is problematic. The "Survivor flick" is not problematic at all. It's easy to counter, they're not gonna make any distance, if they try to 360 just stand there and smack them as they're on your camera.

    It's that simple

    If you attack too early, you'll miss because of the auto-aim. If you come too close, you'll struggle because of the killer's POV. It's often not hard to hit survivors when they do that but it's kinda unnecessary problematic.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008287#Comment_1008287

    I don't have any issues with stridor and directional with her, maybe your sound programs or headsrt?

    Well, if you don't rely on sounds that much, good for you.

  • Sound directions are really important when you play as the Spirit. That's part of a reason why Stridor actually hurts her, sounds become so loud you can't determine the direction of it. It's so loud you can't even hear clearly footsteps! If you want to test your change, equip Stridor and play.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007463#Comment_1007463

    I used to struggle with that as well - I assume you're playing on console. Try to look slightly towards the ground - at c.a. 60 degrees (90 degrees is looking straight ahead)

    I'll try to use it, thanks!

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007422#Comment_1007422

    If they keep spinning continuously and you can't track them for some reason, be it sensitivity or something else, you can always side-step and block their rotation. If you do that they'll just run into you and then you can just smack them

    They point is, it works only with opened-space areas without pallets. If I take a few steps to see where they're spinning, they can see that and rush immedietly to a nearby pallet because now they can go to it safely. Yeah, sometimes you still manage to hit them in that case but as devs stated, pallets now are allowing too many hits going through them, so the amount of those lucky moments will decrease drastically. It's okay to miss a few attack but it is not okay when it costs you a whole chase.

  • @Accullla said:

    Survivors do this as a 'last line of defence' sort of thing when they have no other resources around them. The easiest way to counter it is to pay attention to their movement and where they're looking. If they keep looking backwards towards you, you know that 99%of the time they either have the perk dead hard or they'll try to spin you. In either case just don't lunge - wait to see if they dead hard or try to spin - once they're done with their juke just smack them.

    The point is good survivors will spin as long as they can, it's not a one-time thing. Plus, they're aware that you can't see around much, so not only they use the flick but also you inability to determine where to land a hit when they come close to you, like, really close. It may take a few tries at max to hit them but sometimes that one missed attack may cause you a whole new world of looping. Killers' mistakes are REALLY punishing.

  • Colorful Dwight, god, I hate Dwights with all my heart. You say Claudette mainers are toxic? Look at that Dweet with flashlight who is dressed up as if it was a circus. Well, this game is actually kinda a circus, so enjoy the show of butt-dancing and laser-beams shining right at you face no matter what!

  • Let's be honest, I can already see a meta build here:

    DS, BT, IW and

    A) For solo - Kindred

    B) For SWF - Adrenaline

    Self-care is straight up bad, it wastes too much time. Deliverance doesn't work well that often.

  • "Your struggling effects on the Killer are increased by 25/50/75 %.You obscure the Killer's ability to see Hook Auras within 10/12/14 metres.

    When within 8 metres of a carried Survivor, their struggling effects on the Killer are increased by 25/50/75 %. As long as you are within required range, you obscure the Killer's ability to see Hook Auras within 10/12/14 metres."

    Still isn't all that useful but would make a good combo with Breakout.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/120184/can-the-devs-just-rework-boil-over

    OP and @LordGlint

    I was thinking Boil Over should be a perk that makes the killer take longer to hook you (which can waste valuable time).

    Boil Over

    You wiggle 30%/25%/20% slower than normal.

    When in the killer's grasp, all hooks within 32 meters from where you was picked up at are blocked by the Entity and their auras cannot be seen by the killer.

    This will guarantee it takes the killer approximately 9 seconds to reach a hook, but to balance this out, it also takes you 20 seconds to wiggle free. Combine this with Flip-flop to give you 50% free wiggle progress (fully recovered), and this can be very nasty (the killer has 1 second of leeway.

    I can already see that Yui coming...

  • @Daddy_Ding_Dong said:

    https://forum.deadbydaylight.com/en/discussion/comment/990359#Comment_990359

    The most simple concept of balance that could possibly exist in a game - the one-time-use item...and you want to negate it.

    Buddy - this was a horrible idea. Stop trying to justify it. There is no alternate universe where this is ever a good idea.

    So this idea is horrible just because killers can't restore their add-ons?

  • @GaunterODimm said:

    https://forum.deadbydaylight.com/en/discussion/comment/990020#Comment_990020

    Sorry man you're acting as if Plunderer was an unknown perk when people still use it frequently because they could afford to. Game can be finished if they wanted. People would stick to gen regardless if they know the match is in a difficult spot. And baffling why you're pretending as if people use plunderer's to use it as a game changer when people use it to get good items. Because in your mind a Survivor has to deliberately create these situations where the Flashlight he found has to be used lol. When I could just go "Cool a flashlight" then stick to a gen? I don't have to follow the killer to make use of it. All the killer has to do is go for me and I can use it when he initiates a chase.

    Yes, wasting time bringing items to the exit gates as if that actually matters for the killer. Game is over if the gates are opened lmfao. Only thing you did was prevent a third item from going out. Truly a tragedy. the high risk high reward of losing nothing and playing another game because rank is a joke.

    All your suggestion does is give more weapons to survivor in the long run, Farm for a whole day and bully killers for a whole week. Best idea from you now that Ruin will be gone soon.

    Your reply complains more about survivors in general. If you stick to one item and don't wanna go for anything else to not waste time, well that's how the game works right now, the change wouldn't effect you in any way.

    I don't really see an issue with option to farm more items during a match because, as I've said, you can get them in the bloodweb much easier and faster.

    You really sound like a dedicated killer main and it shows. You don't appreciate extra time greedy survivors may give you.

  • @GaunterODimm said:

    https://forum.deadbydaylight.com/en/discussion/comment/989750#Comment_989750

    Yes and you do know you actually don't need perks to survive, ya? Survivors are stacked enough as it is. You only really need decisive strike to avoid getting tunneled. Or the fact that it doesn't take skill to hold M1?

    Even if I don't escape with monkey team mates. Oh no the tragedy! My self-esteem! I lost nothing at all since I brought nothing into the game but a coin offering while the killer lost his add ons. I could just jump into another game and go for Plunderer's ace build again? And have a good chance of taking multiple high tier tools with me? All over again.

    Survivors with minimum equipment only win against good killers when they stick to the gens. If you cleanse totems or search up chests, you waste time. If you don't have perks that can compensate it during a chase, a killer gets more time to kill everyone. Find a chest, go to it, open it for 10 seconds, take an item, find gates, go to them, leave item next to them, repeat the process as many times as many chests are left there. And don't forget to go to those gates where you left you items. You may pull out a toolbox but it won't compensate the whole time you wasted on chests, you may pull out a medkit but it would probably be faster to heal up when you come across your teammate, you may pull out a flashlight but flashlight saves effective only when a killer picks up a survivor when they are nearby, otherwise it takes too much preparation to go and follow a killer and an injured survivor, you may pull out a purple/pink key but at the moment if you escape through the closed hatch, you automatically jump without anything else, you may pull out a map or a green key and it would totally be just sad. You can take Pharmacy to waste less time but that takes the third perk. Items save you time for the most part only when you take them before a match. And noone guarantees you that your whole farming will even be rewarded by the end. It's high risk, high reward thing for survivors.

  • @GaunterODimm said:

    https://forum.deadbydaylight.com/en/discussion/comment/988632#Comment_988632

    You do realize I only need two perks to survive, ya? Plunderer's ace in the hole is all you need then slap some coin offerings.You don't need Pharmacy. Decisive strike or Adrenaline and then dead hard. That's literally all you need if you're a good survivor.

    Good job you solved the balance issue by giving more weapons to survivors.

    You know what your survival depends a lot on your teammates, right? If noone does gens or goes down too quickly, boom, you all are dead no matter how good you are.

    As a killer I'd rather play against someone with Adrenaline and Dead Hard only rather than Adrenaline, Dead Hard, DS and Borrowed Time. Why don't you consider perks as so called "weapons"?

  • I mean, it's harder than just obtaining it in the bloodweb, you know?

  • Yeah, it's one of those threads which gets a lot of views but not so many good replies...


  • @Aura_babyy said:

    You should probably try and and appease the Killer mains when making a thread like this.

    I did this with Moris and Keys, it seemed to do the result I wanted it to do. Both sides seemed to have found the idea interesting

    The only two things killer mains are unhappy about are:

    1) Oh no, survivors get more items, nooo, not allowed.

    2) Well, if survivors decide to stealth during the endgame, it'll be boring.

    I even edited the post because people weren't catching the idea (some of them assumed for some reason I wanted to give survivors an option to HOLD multiple items, that's completely wrong). The whole concept would give killers some time before gens are done and nice kills if survivors become too greedy. Isn't that what killers want? And nobody has said something against that point, only "ugh, survivors and MORE items? No thanks".

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/987151#Comment_987151

    People would still focus on the idea of survivors wasting time to go back and grab items during end game. It's just dragging out the match, which is what end game was supposed to prevent.

    Most survivors still drag out a match by sitting near the gates and waiting for a killer just to teabag and tease them.


  • @Watery said:

    They need an open hand to vault, repair, throw down pallets, and open the exit gate. You can’t do that being weighed down by more than your normal body weight, or not having an open hand.

    Carrying 2 items at once would save too much time if we make leaving with multiple items a thing, in my opinion. Survivors should be able to take multiple items from a match by bringing them to the exit gates one by one.

  • @Tarvesh said:

    Yeah. No.

    Killers are already forced to wait for when the survivors want to leave. If anything, the End Game Timer needs to be a quarter of what it currently is with no slow down. They opened the doors, time for the game to be over. Not time for the survivors to drag out more time.

    If anything, I'd be all for a 30 second timer. Open the gates and leave in 30 seconds or die. Spend more than 5 seconds within 10 yeards of the exit gate and be sacrificed automatically.

    Get out or die.

    I feel like I shouldn't have posted my idea like that, people really only see the first two paragraphs and ignore the rest.

  • @WhiteRangerMM said:

    Yeah cause we just need the game more on survivor side after them complaining about, Doc and ruin, no they shouldn't get to leave with 2 items that's dumb considering the game is based on survivor lets not make it more survivor sided.

    But I brought up reasons why that can benefit killers as well! Plus, when people waste less bloodpoints on survivors' items, killers may have more points to level up, meaning they can have better stuff as well.

    But I have to agree, it would be good to see the game having some kind of mechanic that would give killer add-ons after the match is complete.

    I think I need to sum up all the reasoning behind the whole idea because not so many people bother reading through the comments. It's much easier to say "no" without thinking much for a lot of people here.

  • K, I see your point. Using items can already be strong and survivors would actually have even more tools to use during a match.

    But! I can't really see the problem here when we already have bloodweb which can give you as many rare items as you want. Farming them during a match would actually be harder and more time and skill requiring.

    Having more items in case you escape also helps with leveling characters up. Because, let's be honest, we waste bloodpoints to prestige and get all perks on survivors and killers we like. And once we obtain all of that from now on we have to level up just to get items and add-ons. This game is already grindy enough, I think it would be better for leveled characters to obtain items during a match and let the bloodpoints go to other less leveled characters.

  • @Accullla said:

    https://forum.deadbydaylight.com/en/discussion/comment/985725#Comment_985725

    From a killer perspective my personal preference is that once the game is over, it's over. I don't care about getting an extra kill just because a survivor wanted to search a chest. I'd prefer to move on to the next game and play an actual match.

    With that said, I really don't care if survivors take 1,2 or 7 items, since it doesn't impact me.

    If that were ever a thing farming builds could become meta 😁

    I guarantee it may impact you as a killer during a middle of a match because MOST survivors will bring items near the gates before gens are done. People out here complain about the lack of secondary objectives and genrushing (RIP Ruin). The whole endgame concept will rarely happen and mostly will be fun for survivors. But more often you as a killer will get more time during a match so idk why you're not catching it.

  • @Accullla said:

    Sounds a bit too greedy if you ask me. It might also cause survivors to stealth around the map after the game is practically over, which some killers might find annoying, as at that point I think most people just want to move on to the next game.

    Otherwise I don't see an issue with it

    That's the whole point. You can be too greedy and that might be the reason why you die or why you get an extra item in you room.

    Searching for survivors may be boring but is it better just seeing them teabagging in the exit gates? Wouldn't that encourage killers to use specific perks to help them find those potential sneaking survivors? Stealth countering perks for killers may be even more useful during the endgame. Frankling would be a thing against those who bring whole builds to get goodies from chests. And yeah, more survivors would start using chest related perks to get better items since they can now get most of them instead of a single one.

    And again, you can't really say that survivors won't search chests and bring items closer to the gates before the endgame begins. It would buy some time for killers before gens are done.

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