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Warlock_2020

Warlock_2020

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Warlock_2020
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  • @Predated said:

    As a survivor main, who enjoys playing killer, there are only upsides to this, as the only downside can be countered:

    1. Bloodwarden recieves an indirect buff, and quite a strong one at that without being game breaking.
    2. Someone bodyblocking an injured survivor doesnt become a free escape for a survivor who doesnt exactly deserve an escape.
    3. little to no room for BM as a killer can infact instadown you in the gate.

    The only downside?

    1. if you as a survivor would otherwise have escaped and earned it, or if you have a teammate that has been tunneled, you have less room to tank the hit.

    Which is totally fine, considering the speedboost you gain from tanking a hit outside the exitgate area is more than enough to actually escape. So you should start body blocking earlier on, but body block too much while running to the exit and you're in danger of being instadowned.

    As a survivor main, I dont see any real issues this could show up by implementing this:

    1. if im injured and inside without NOED, I would be hit anyway - no difference
    2. if im healthy and hit outside with NOED, I would very likely have been hit anyway - no difference
    3. If im healthy and hit outside without NOED, I would escape either way - no difference
    4. If im healthy and inside without NOED, I would be downed, which would be my fault for being greedy, as I can otherwise gain some distance. - not exactly an issue

    Stop it, get some help. No. First of all, the concept of tanking the hit for the escape is perfectly in line with the heroic ending to some horror movies. That said, why should survivors be punished for succeeding?

    This would like causing the killer to move 10% slower once the 3rd survivor dies. Punished for success is not the right way to go about it.

    I hate getting blocked at the exit gate, but I just face facts, I lost and don't deserve a freebie.

  • If I play survivor and I see .ttv I will likely leave that match. I have no wish to be part of someone else's broadcast entertainment. If I'm killer and see .ttv and the que is fast, I'll bail. If the que was long, I'll load a Mori. Again, I'm not playing to be part of someone else's attempt at profit/entertainment. I've seen enough streamers to know how they love to try and make other player's look bad. I'll help you get to the next batch of players by killing you off quickly. I have tons of mori's stored up because I absolutely hate using them. I only break them out for streamers.

    Don't like it? Don't advertise your stream with .ttv in your name. I will usually check out your stream after the match and if you were a cool person, I might even apologize and make sure to get your name down so I don't do that to you again. That has happened only three times in my many years of playing.

  • @Leonardo1ita said:

    You main survivors never surrender. Nearly 4 years bullying killers gen rushing and pallet looping when it's not nurse.

    No, this is not correct at all. As someone who has mained killer for three years now, the whole "gen rush" thing kills me. Many of us warned the whiner side of the killer community to beware what nerfs you ask for because it will cause a situation where survivors will figure out that focusing on gens will win more than not. The healing nerf was the big one. Survivors stopped healing and focused on gens. THAT is when the "gen rush" term started. Before that, there were a thousand other things, but gen rushing was not an issue. Getting DS'ed 4 times before getting the first hook was. Self caring on the other side of the pallet was. Instant blind was. Pallet vacuum was. True infinite loops were. But gen rush was not. It was not until we started taking away key aspects of survivor play that we saw the focus on gens happen.

    All we should have done is nerfed self-care (healing on the other side of the pallet....). We wanted the survivors seeing healing as a worthwhile endeavor. Having them run to a corner together to heal meant 2-3 were not on gens. 2 healing, 1 being chased. Then we nerf all healing times and wonder why they decide it is not worth the time to run off and heal, just hit the gen and run Adrenaline.

    In some ways, we made this bed. In others, the developers have failed miserably. There is only one way out of this mess now. Stop nerfing and start buffing. Buff solo survivors so people are willing to que solo more, thus having less 4 man SWF groups. Buff killers based on SWF capabilities. If Solo survivor is brought up to SWF strength, then you balance killers around SWF, you might just get closer to a real balanced game.

    Nerfs have done nothing but make the game worse and worse for both sides. It's time to look at how to buff your way to balance.

  • @BlueFang said:

    I follow my own rulebook and that is to just simply be

    Respectful. Every player whether they are killer or survivor just wants to have fun and play the game. Despite any differences we all do share this interest in playing this game, so I treat others how I would want to be treated.

    Is the survivor team struggling and having a rough time? I'll loosen up and give them additional time and chances if just to get some more blood-points, don't camp, don't tunnel it is both obnoxious and will cause you to lose and it just gets everyone tilted, don't bm the survivors in any way other then a cheeky spin if the situation is appropriate just be decent

    Now if I run into a survivor pointing at me and being obnoxious, and its not because hes trying to divert my attention away from his team (Which is something I quite respect and don't have any problem with)

    Ohohohohoho, all bets are off for him, the Trapper's basement is his FUTURE!

    I do wish we got better emotes because some things are not translating well. Had a match where the killer gave me a jump scare and I took a hit to hop through a window. I pointed at him while laughing and saying "you are one scary killer. You almost gave me a heart attack!" Of course he took it as toxic and tunneled me, ruining the lighthearted nature I meant it in. After game chat cleared it up and he felt bad because he would have rather enjoyed a lighthearted match.

    I've had a Claudette that kept pointing after pallets and figured she was just toxic, but she was just trying to point out that she knew who I was as a player and enjoyed matches with me. I guess she recognized my Trapper outfit and play style. Thankfully I did not camp or tunnel and ruin the fun of it all. Was a good match and I gave the 4th the hatch.

    We need more emotes.

  • @HelloThere said:

    Hello!

    Can we give t-bagging a new meaning. Like a friendly hello, thank you or something like that, instead of mocking and making fun of some one. Like survivor at another a survivor.

    Since i think that would make the game more fun for everyone.

    You have to read the situation. Many times it is hello, thank you, etc. Just saw the survivor that was unhooked 3 seconds ago and shook your head no while slashing at the air and they crouch rapidly, that is acknowledgement and thanks.

    If you take every crouch sequence as an offense, you will be miserable. Heck, when they do it after a pallet drop I assume they are saying they desire a beating and don't want to leave. I'm happy to oblige.

  • It is because solo play is so miserable. Ever wonder why you can get an ez 4k in one match and get destroyed in the next? Solo vs SWF. This game needs to start balancing around SWF. Buff killer. Buff solo survivor. Balance around comms and coordination of SWF. The game would become much more balanced.

  • @Dzeikor said:

    https://forum.deadbydaylight.com/en/discussion/145966/i-think-im-done-with-this-game

    4 ds,sure looks like its not a broken crutch perk at all

    DS is not a broken crutch perk at all. There is only one aspect of that perk that annoys me. If I've not tunneled all game and have pressured gens, I could face punishment for not being a toxic azzhat. I get down to 2 survivors, the 5th gen pops. I down one of the 2 remaining survivors near a door. Hook them, they get rescued and I have a choice of hitting the injured survivor in hopes of getting one more kill, or going for the fresh one who will be out the door before I can catch up again. Hit the injured, get DS'ed. DS should be disabled once the 5th gen is done. At that point, it is no longer a tunnel situation, all bets are off.

    As for the BS crying about it being a crutch perk, I say get over it. If killers tunneled less, there would be no DS issue. I rarely play survivor and don't run DS. I get tunneled non-stop. I should run it, but I hate one-time-use perks. If DS is a broken crutch perk, so is NOED, Ruin, Chili, NC, and M&B (especially on Deathslinger). Sorry, but none of them are. The closest thing to a clutch perk is NOED when used by a player who sucks at chasing and relies on easy downs in the end. Most of the time NOED is a great end-game-build perk. I've seen plenty of killers finally drop it as a normal part of their build only to get much better at chasing and gen pressure. Even then, I don't consider it a crutch perk. No such thing in this game.

  • @SurviveByDaylight said:

    depends on the map too

    I've mained Trapper for almost three years. He is NOT anti-loop. He is pure hit and miss on map, gen and pallet layout. If you don't have a bag, you are hosed many times. Typical trapper match is spawn, set trap within 8m of spawn point at a loop/vault. Move to grab nearest trap. Move to nearest loop/vault/gen set trap. POP! Gen done! Look for nearest trap, retrieve trap POP! Gen done! SNAP! First trap disarmed.

    Yeah, Trapper is completely hosed unless he gets a group that does not know hot to handle him. Trapper needs 2 things: 1. To carry an extra trap without the bag addon while being able to retrieve unset traps from lockers; 2 Darken the traps a bit. They are too easy to see unless buried in grass. Unfortunately, all decent survivors know to avoid or check out grass in your area before doing anything. Trapper is mostly an M1 killer and way too dependent on builds.

  • It's not you, it's the horrible servers and coding in this game. I run a top tier Alienware gaming system and have zero issues with any other games I play. I play MMO's, online shooters, online strategy games with massive numbers/graphic requirements involved and I rarely have any form of lag, dragging, or latency issues. I play DBD and it is an absolute mess! Lag, yo-yo, latency, and outright disconnects galore. Heck, when I close the game out, I have to CTRL+Alt+Del and end the game process half the time because it won't fully close out.

    This game is the weirdest thing to me. Amazing core concept that keeps you wanting to play. Absolute crap development, joke for balance, and a community that makes you lose hope in humanity. I actually find more encouragement dealing with the gang-bangers, pimps, and domestic terror-wanna-be's at work than I do in this community. lol

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1229451#Comment_1229451

    Eh? If the survivors are doing their objective then try to leave, the equivilent thought process here is that killer should be free to dc when a game goes bad.

    That's not an option for killer.

    They dc, they flip the game board. Now why is that absolutely an option for four other people? And at that, an acceptable variable?

    I'm not debating the fairness of a game with so many variables like map design or perks. I'm debating the unspoken agreement between players that they play within the rules of the game. Suddenly shooting yourself in the ######### head to win bingo isn't acceptable in real life. Why is that just another day in this game for some people? Take the L. Respect the 5th player.

    I've absolutely dc'd out of frustration but I'm not making up excuses for it or justifying it. That's the difference.

    My response was not about DC'ing. It was about the slugging for the 4k comment you made. Trust me, I've been a killer main for going on three years now and I get that some killers care deeply about that 4k. I'm not one of them. I don't sweat when I play because I sweat over work life, not games. That is my choice and I don't expect others to follow it. I also don't complain about the last person DC'ing to give hatch. The game is essentially over. You are choosing to risk losing that 3rd person for the 4k. If they have Unbreakable, or are able to crawl off and die by bleedout, you lose that 4k anyways because you don't get sacrifice points for a bleed out. If that person wants to give up all their points to let the 4th go, that is on them. You, as the killer, chose to risk it to begin with and now lose the gamble. Personally, I hook the third and head to hatch. If I don't know where hatch is, I take my chances on finding the 4th or them getting out. Don't really sweat myself because I have a solid 3k already.

    Many find the slug for the 4k to be annoying. You belittle that frustration and said "...next they'll call it kill rushing". I merely found that to be a bit hypocritical unless you also find the "gen rush" argument to be as silly as the 4k slug frustration. Both are frustrating to one side or the other, but most can't see the forest through the trees and are too biased to admit that both sides have very frustrating aspects about them.

  • @Tactless_Ninja said:

    Slugging to 4k is....playing the game. Next are we going to say they were kill rushing? Lmao. Keep trying to justify your own ######### behaviour.

    So I assume you never mention "gen rush" and believe it to be a made up excuse for bad killers? You also have no problem with 4 man SWF that coordinate 2 flashlight runners to harass the killer all game while the other 2 do gens. Not toxic at all.

    As long as you are applying this rule across the board. Would hate to have another hypocrite on our hands.

  • @[Deleted User] said:

    My guess is so you can't just spam traps everywhere immediately at the start of the match. Gotta be willing to put in the work to find the traps if you want to do that lol

    Let's see, by the time I place my first trap, which I do within 8 meters of spawn, and find my second trap, a gen is often done. 30 to 45 seconds is all it takes if the survivors start near the same gen. Spending a minute trying to find 3 traps and place 2 is nearly game over.

    The high focus on gens com ined with larger maps is automatically a loss for many Trapper matches.

    I main Trapper and typically pick an area to defend and won't get pulled out. 4 gens get trapped up and I try to hold there. Considering SWF communications there is little chance of success as they tell each other where each trap is.

    Trapper needs the ability to carry extra traps and recover traps from lockers. Limit how many are set on the field, sure, but let him get the new ones from lockers.

  • The Trapper still hears the trap go off. Calm Spirit has nothing to do with it. It's about the trap itself. If you so much as disarm the trap he'll be notified by the large snapping sound. Step in it and he'll be notified no matter what perk you run.

    Trapper main, so I hear snapping all the time. Thing is, even Distortion does not help because an astute killer knows where his traps are. If he gets the notification and suddenly can't see one of his traps or only sees the newly disarmed trap, he knows where you are.

  • It would balance around SWF.

    It would give solo que survivor a set of tools to be on par with SWF

    It's killers would not be a joke for SWF to toy with.

    It would require an entirely different dev team with an actual quality control process.

  • Nerfs are not the answer. Buff solo survivor to SWF level, and buff killers around SWF capabilities. Stop nerfing survivors because it creates more SWF play. I used to rarely run into 4 man teams, now they are the norm. Why? Ever survivor nerf hammers solo play while barely mitigating SWF. Enough with the nerfs. Time to buff 2 aspects of the game in order to create a balanced game around SWF.

  • Ever since switching to killer over 2 years ago, I've come to realize one thing; killer's are their own worst enemies. This community cries and whines about survivor aspects they want nerfed, then when it happens, it makes things worse. Think about healing. I kept trying to tell you that if you nerf healing times then they will just rush gens worse. What happened? Exactly that. If you keep pushing aspects of survivor gameplay where it hurts the solo survivor significantly worse than SWF, you will soon only face SWF. That is where we are at. Two years ago, the dreaded 4 man hit squad was a one in 20 matches. Now, 80 percent of my matches are vs 4 man SWF.

    I don't buy into the killer "anguish" over the years. It is so much better now than it was years ago. The problem now is that we pushed survivor gameplay into a corner and face 4 man teams every match. This game was foolishly balanced originally around 4 solo SWF - guess the developers never heard of Discord, cell phones, or any chat service out there for communication at the time. Now, solo survivor is the worst experience in this game, even worse than killer. I see it all the time. I can easily tell when I face a solo team. I can literally go AFK for 3 minutes and come back to a 4k. Then you get the 4-man SWF where before I see the first person there is a gen popping.

    Quit whining about killer play and start thinking of ways of buffing both solo survivor and killer to the SWF level. Nerfing survivors across the board is NOT the answer. It has made killer play worse due to the meta it creates.

  • @Mistikus said:

    well japanise women dont have thick bootys

    Lived in Osaka for many years. Japanese women are not "thicc", but are shapely. They have more booty than Yui does. Kinda sad they misrepresent Japanese women so poorly.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220359#Comment_1220359

    I meant gamewise, not lore wise but ok XD

    At the end of all tho, your job is for them to die right? UwU

    Sure, but if we are talking about just the act of playing a game then we are talking about a measure of your personality. It's a game, if you are a survivor or killer playing this, a casual game, in ways you know are toxic then just admit that you just might suck as a person.

    Seriously, it's a game. I've both gone easy on survivors that I clearly could dominate and allowed a killer who is clearly not very good to kill me. Why? It does not matter. It's a game and I don't need to 4k or escape to have fun. That is just me though. Some take it seriously and that's fine too.

    But, if you play to be toxic and use all toxic tactics, just admit it, you are an azzhole and are part of the community that is at the core of the problem in this game.

    When I say "you", I'm referring to anyone the description fits, not any one person.

  • If you think your job is to just kill the survivor then you clearly don't know this game. The entity is my boss as killer. The Entity wants the survivor to feel hope before having it obliterated at the end of a hook. The killer is the Entity's bitchboy is all he is.

    This is a repeated process. The Entity wants a survivor or 2 to escape and tell the other survivors there is hope, then crush that hope.

    If you tunnel and camp and get the message that The Entity was displeased, you failed.

  • @JamesBondIGuess said:

    I get it, the game is impossible to balance due to the disparity of the skill of the players, that is why they dont buff killers or nerf survs or gens. In high ranks(20-10) the game is easier for killers because there are killers that have deranked to farm new players and also some of them just went back to the game. There are some good survs that just came back to the game in these ranks too but since u play with other 3 survs that are usually new to the game the matches are in killer favour most of the time but if u are good surv u can obviously rank up very easily.

    The point is that, due to the previously said, the devs can´t buff killers anymore or any new player would have a terrible time playing and probably would stop playing so they lose a potential skin/DLC customer. But keep in mind that this is exactly what happens to red rank killers playing againts a coordinated SWF which happens a lot of the times.

    So the only reason to fix this is to remove SWF in red ranks or give some kind of adventage when playing againts SWF as killer: maybe having a mori by default, depending how big is the SWF could be green or iridiscent, for example.

    At this moment the game is completly broken in red ranks vs coordinated SWF: there are a lot of pallets, a lot of OP perks in survivor side, a lot of windows and a gen is done in 80 secs by a single survivor. So its impossible to get more than 1 kill if the SWF is good at the game and are tryharding, doesnt matter how good u are as killer.

    I dont understand why there isnt even an icon showing the ppl that are in premade on the lobby. We dont want to be checking profiles all the time to avoid getting SWFd.

    I never DC like many survs do and did in the past (actually insane how many DCs after getting caught). Keep in mind that killers cant suicide into the hook if they are not having fun like survs can do. They have to deal with the ocasional SWF bullies and waste their time until they decided to stop pressing CTRL in the gate and leave.

    If u are not gona remove the SWF abuse, then make it visible and clear what we are exposing ourselves to.

    Say they gave you what you want. They remove SWF. What would have to happen next would not be something you want to experience.

    1. Killers destroy solo teams. That would become the norm and developers would either have to nerf the tar out of killers, or buff the tar out of survivors. This would put you right back where you are now.
    2. Survivors want to play with their friends in a way that matters. Custom game (KYF) is not the answer. They will lobby hop until they get in a game with each other. Wait times for killers would be a nightmare! You would see people in and out of your lobby until they got the one they wanted. You would still be facing SWF, but the game likely had to rebalance as mentioned above.
    3. The number of survivors who would quit playing the game all together would likely cause a disaster of the que times. I don't feel like sitting in que for 30 plus minutes to play a game just to destroy a solo que group. No thanks.

    SWF is not going anywhere. They need to buff killers and solo players and balance around comms/SWF play. That is the only way to fix the situation. It was completely idiotic to try and balance the game around solo play to begin with. A 9 year old could foresee that players would find a way to play with friends using comms.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1213224#Comment_1213224

    And you think my method is not the same as having a "crap match"?

    Disarming toxic players, not allowing them to be toxic by simply going afk and throwing the match entirely is kinda what a crap match for them is.

    Thing is though, lets be real about this, plenty of jaded characters on both sides, I am playing survivor games with 3 of my friends (so yes full squad SWF) with no perks used by any of us just for fun, its kinda liberating (not that I ever used the meta to begin with).

    We had a killer DC on us after the first gen claiming we were cheating by which they meant Discord SWF, now this is not about wether or not that is cheating, the point is nothing at that point was even done due to discord, teh game barely started, 1 gen was done and the killer claimed that through discord a other survivor went back on the gen....if you arent being followed you do gens...

    Point is, killers like survivors dying on the hook will just choose to dip out if it goes poorly as they have no faith it will change even though it often does and because of that very few games will ever reach the end I would expect which is not healthy for the game.

    I know its unfair but killers just have to suffer through it.

    Though I am in favor of the EGC simply starting (with some timer tweaking obviously) once the last gen is popped, leaves some interesting endgame gameplay.

    I'm not disagreeing with you. I play mostly killer and see the common toxic survivor all the time. I'm desensitized to the creature at this point. I can deal with the toxic 4 man that just wants to get under my skin. I just think about the ton of BP I'll still get.

    But when I play survivor and get the hardcore tunneling or camping axxhole who later admits he just wants to get salt, he does not care about playing the game, that makes me shake my head.

    This game has little hope if it can't reign in its toxicity.

  • @ZoneDymo said:

    it would ruin the game entirely, not going your way? ez leave.

    That said just hide in the basement and alt tab out, gg ez

    Maybe, just maybe, if toxic players started having crap matches because others don't want to be involved in it, then they may learn to play as if they are in the same room with the others. Sure, there are those that would "quit" just because they are losing, but by and large the bigger problem is azzhats who enjoy ruining other's fun. This game has zero repercussions for toxic players. The more toxic you are, the more success you seem to have. It is a disease that will ultimately kill the game. If the developers really want to breath life into the game and give it a chance to grow, they have to figure out how to start directing players to a more civilized format.

    Yes, I get that this game is all about hunting and killing, but it is based on a jump-scare, casual party style of a game. Unfortunately, the developers have long protected toxic play styles as "strategies" on both sides and it has a stifling affect on the player base, keeping it from growing as it should.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211599#Comment_1211599

    But wouldn't it change the game a huge amount? The post wasn't referring to their match BP, but to their overall account BP. So suicides would never, ever have BP and literally be forced to keep playing just so they can get perks/add-ons. I don't know if it's the good solution for the health of the game, but surely it would reduce the amount of suicides considerably. Especially if their account could drop into negative numbers.

    So, if we start penalizing total BP count, it is fair to extend the current camping BP penalty to the killer's total BP count? Use the same 25k penalty?

    No, this is all dumb. I see 1 suicide every 6 or so matches. Usually it is if I down someone in the first 30 seconds. The most suicides I see are when I play survivor and we get a crap team combined with a tunneling or camping killer. Example, killer hooks 1, then tunnels them down immediately and hooks them again seconds after rescue. That player suicides. The next player gets hooked and does not want to be tunneled, so they suicide. The third does the same and killer whines after the match.

    I'm pissed at both the lazy killer who feels entitled to multiple tunnel hooks and the survivor who screwed us over. Tough crap. Next game.

    Nobody should be forced to play in what they feel is a toxic atmosphere. It's a game, not a job.

  • @Thatsmartguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198730#Comment_1198730

    https://forum.deadbydaylight.com/en/discussion/comment/1198729#Comment_1198729

    First this game in its earlier stages was so survivor sided that it was just stupid but now they getting there crap together and finally nerfing some of the things that needed to be done. Killers r finally starting to see the light and now survivors r complaing I don't understand y people complain about noed when survivors have adrenaline that's gets them full HP off hook and its instant PLUS u get basically sprint burst cuz yea that's ok. But complain about a one hit totem perk that helps against adrenaline.

    I've been around long enough to know how survivor sided it was. I remember eating 4 DD before you can get the first hook sometimes.

    That said, I think the NOED discussion is usually too extreme on both sides. I think it is a great perk for an end game build, but it is also a horrible crutch that can often aid lazy campers/tunnelers and punish solo survivors.

    I've seen matches where the killer is face camping and the solo survivors play the recommended solution, rush gens. I hit every totem I could during it. Counted 4. Last gen pops. Killer has lost 3 chases since the 1 face camp death. He comes around the corner and scores a hit on me with NOED. Nobody is running BT, one player gets me off the hook, but we both gets dropped. Lazy killer gets 3 kills due to a crutch use of NOED.

    That's why I do favor a hook limit to activate NOED and a totem counter for solo que.

    Would like to see some protection capabilities for totems though. TotH is not enough.

  • Ruin is not dead. I prefer the new ruin as it saves me a TON of time. No need to kick gens, just keep pressuring them and I get rewarded. Seriously, it disappears no faster than old ruin, but it heavily rewards me for choosing to pressure a gen as opposed to focusing on one survivor.

    As for the new changes, I think they are pretty healthy for the game.

  • Most survivors I face really are not about just escaping. I get more enjoyable conversations out of 4k matches where I was unpredictable. If it was Trapper I ran, I'd figure out the routes being used and place traps in the middle of nowhere, seemingly. They were placed there because I knew they would travel there if I interrupted the route they normally use. The window is not trapped, but the obvious path to the next loop is. Then I'd peel off a chase when the survivor broke LoS near a gen that is near 50%. Quick grab or hit on another survivor and nobody feels safe anymore because they can't predict what I'll do.

    I almost always get comments about how fun it was.

  • @SaltedSnow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190425#Comment_1190425

    Tbh the fix I like the most would be to remove keys and reduce the power of Moris so that pink has the power of current green. If the killer has a Mori it sucks, but at least you can requeue quickly. A key just saps all the fun from the game.

    I don't think keys should be removed. They are a great last hope item, especially in EGC. 90 percent of my EGC, the survivor has little to no chance unless I struggle to find hatch. Most of the time I know where it is before the 2nd to last is on the hook. I don't mind a key escape at this point. It's not a cheap item and they are barely covering the cost of it with escape points. If they had a pink or addons, they either lost value or broke even. No sweat off my back.

  • @Angelicus23 said:

    So if we take a look into gens, we think that the only problem is the repair speed, but there is something before that, we have to FIND THE GEN, which is the only problem that doesn't matter, because you can see them from the other side of the map.

    Let's take a look into this picture I found in google:

    https://us.v-cdn.net/6030815/uploads/875/VKST1BFHWDDC.png

    I know this is an old screenshot, but it shows what I want to explain.

    Here we can see a survivor placed next to a generator, which after finished, we can see no problem to find the next one. Without even moving from the original position, this survivor knows where two more gens are, so if the gen wasn't even repaired, and 3 gens are left, this survivor, and other two in swf called to be positioned in the other two gens, can finish all the gens while the 4th survivor is gettin chased in other parts of the map, he has available in this map three more infinites, the shack, the garage with basement and the 2 floors house.

    This is one of the reasons why the meat plant, lery's and hawkings are the maps with most kill rates, because you have walls blocking the view of the gen lights of the top.

    There are just 2 ways this match can end like:

    -The 4th guy can perfectly get tunneled while in around 100 seconds the other survivors finish the last gens and 99 both doors for him. Two people waiting in the exit gates, and another one helping for a bodyblock if needed. The survivors waiting in the gates can help for another bodyblock.

    -The killer can change the target and chase another survivor repairing, but the other two survivors will still repair, and because self care is bad and the first chased survivor wont use it, he will easily find a third generator. Changing targets just saved a few seconds for the killer. The match will end like in the first case.

    MY IDEA

    As I told you in the screenshot, it's perfectly easy to find the last gens while repairing one, and it's not hard to see why:

    https://us.v-cdn.net/6030815/uploads/200/QZU30RK0DOM1.png

    Exactly. That stick with light on the top, that are even shining a little biit even if the gen is not repaired. That's how you find the generatos without problem. Here's my suggestion to fix it:

    My model ideas:

    -Non repaired generator (0%-99%):

    https://us.v-cdn.net/6030815/uploads/578/UTLDY1O7Z65G.png

    -Fully repaired generator (the stick starts an animation to elevate only just after it's fully repaired and passed 100%):

    https://us.v-cdn.net/6030815/uploads/263/ZUHZMQL9NCAL.png

    So this was my idea to collaborate with the devs work to reduce genrush by not making a big impact to the survivor gameplay or gen gen speed.

    Tell me what do you think about this idea, if you agree or not and why. Also it's great if devs end reading this, and you have the chance to leave a comment with your idea.

    This would not have the impact you think it would.

    1. If gens are close enough to see 4 while standing next to one, that is a huge boon for the killer. That means you have 4 gens nearby each other. No need to patrol the whole map. Hold that area and keep them off the gens. Catch them out of position and down them. EZ game vs 90% of the groups out there.
    2. Most survivors past rank 14 know where to look for gens. Does not matter how small the light pole on them is.
    3. Perks like Detectives Hunch are quite popular lately. I see almost one person in each match running it. Personally, when I play survivor you can almost bet that DH is in my build. I like seeing the totem layout and gen layout to plan my next move. A map can fulfill the same purpose.

    This would have little to no impact on the game. Pallet numbers, placement, infinite loops, etc are much more important factors.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190853#Comment_1190853

    The 5 second stun is also a relic from Enduring affecting the DS stun duration. And Clown exhaustion addons came after the exhaustion recovery change. Don't see the red line here :P

    That would be an idea of a nerf, or let's say balance approach. Another one I suggested before would be to make hatchet count addons not stackable. A single deadly hatchet is ok. Hard punish on a miss and removes the snowballing on hook camping

    Keep in mind that when DS got reworked, they lowered the stun time. The stun proved to be too short and negated the point of using DS to begin with. Survivors would not even have time to land and hop through the window in front of them before the killer recovered and grabbed them. The 5 second stun with no Enduring affecting DS is intentional and came along months after the DS change due to the fact that a shorter stun completely negated the point of the perk to begin with.

    I do think that pallet stuns are too long at their base and an accumulating "rage" factor should set in for the killer. Almost like a built-in form of spirit fury without the shattering of the pallet. Each pallet after the first lowers the killer's stun time by a small percentage to the point that they become immune to the stun, but still have to break the pallet. This would help a lot with shortening chase times and applying gen pressure.

    But, that has nothing to do with the Huntress cheat mode :) I love using Iridescent Head, but fully admit it is way OP and I like the proposed change ideas.

  • It is a great perk to use in combination with others. Nurse's and Spies works quite well together. You are approaching the area but LoS is broken. You see the healing aura, but they stop before you can get around the LoS blocker. Nobody is there, you start to move left, but a crow explosion happens to the right. You move over and they start running.

    The match starts and you are heading for generator 5, but an explosion happens to your right, somewhat near generator 2. Heading that way now. Get closer, another explosion happens showing the survivor moved more towards gen 2. You engage in a chase that much sooner.

    If you know how to use the information, Spies is a great perk and very underrated. I would not put an aura read to it, though it would be ez mode, it would become too powerful and ultimately get nerfed back. Personally, I have severe colorblindness and BHVR has zero colorblind mode. Their anti-cheat often flags NVIDIA's colorblind mode, so I stopped using it. I have to hunt by motion and information. I can't see scratch marks, blood trails, or most survivors when they stand still in corners where they blend. So tracking information and anticipating the next move is huge for me. Spies is very helpful with that at times.

    In Hawkins, Spies is pure crap and more annoying than anything.

  • @TheCoolDBDGamer said:

    It only hurt low rank survivors or survivors that couldn’t hit skillchecks well. You devs need to revert ruin back to the way it was originally (affecting skill checks but other slowdown perks should not apply while ruin is active e.g pop,corrupt,surveillance,discordance,etc) old ruin was perfectly balanced and old ruin wasn’t a problem as as survivors reached red ranks and practiced in kyf they would know that ruin was fine.

    please devs fix the game :) and stop catering to bad survivors and let them have to git gud just like we have to.

    It was the same for killers as well. Many killers rose through the ranks camping and tunneling with Ruin only to get curb stomped and be boosted killers when they hit higher ranks.

    Frankly, I like new Ruin over old. No more gen tapping, and it actually has an effect when I push survivors off of gens at high rank. Old Ruin was a joke in red ranks. New Ruin can at least do something helpful.

    Ruin was nothing more than a bandaid to hide the gen issues in mid ranks. Now it is obvious to all. That aside, new Ruin is helping the killers who want to get better learn to not depend upon one tired tactic to get them through.

    In all, it is way better in my opinion. If I get good placement and team it with a solid build, I can see the difference.

  • @SaltedSnow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189714#Comment_1189714

    I think that ultimately, keys and Moris have different problems. Keys can ######### over a killer who was winning, and that never feels good. Moris just send a survivor back to matchmaking. Both are trash for different reasons

    Keys are an easy fix. One escape per key. Only one survivor gets out before the hatch closes.

  • @Deadman316 said:

    Yep, here's another debate about this, but I want to add a bit more insight from my point of view. I want to first say that all Mori's are not bad, the Cypress and Ivory are awesome in my opinion. The Ebony is the one that's a bit broken. The Ebony Mori is way more powerful than keys, but again, the rest of them are fine. Here's why the Ebony is way stronger in my opinion (I'm talking about the console versions)...

    A survivor gets hooked, then freed. They immediately get hooked again and it's Ebony time, they're done and the rest of the group is at a disadvantage. Now, survivors have to be very skilled at chases and looping to avoid being caught after being hooked, which is not easy to do. Gen rushing is really the only counter to it, but with Toolboxes being nerfed, it's not that easy anymore.

    With the key, you have to repair a certain number of gens to even see the hatch, which if all survivors are alive, 4 gens would have to be repaired (correct if I'm wrong please). Then, you have to find the hatch, so on top of being hunted and anything else that you want to do, you have to risk being chased by the killer to find it. There's no guarantee that a survivor will even find it in time, but just the amount of overall time to get to that point is a much difficult feat to accomplish.

    In summary, Ebony Mori - hook, kill again, Mori. Key - repair required number of gens, easter egg hunt for hatch, leave. Which seems easier to you? Killers can play pretty much a whole trial to kill survivors until (if) the hatch becomes an option, whereas the survivor's match can end in 3 minutes with the use of an Ebony Mori. The key is not guaranteed nor does it break the game, where the Ebony is and does unless the last survivor hasn't been hooked.

    Would like to hear you guy's feedback on this. Let's have a rational debate.

    One correction: In order for all 4 survivors to escape via a key, all of the gens have to be done and they have to be together. The hatch only spawns when the number of survivors equal the gens completed plus 1. So if 2 survivors are left, 3 gens have to be completed.

    That said, I feel the mori is way stronger than the key. The key requires a certain amount of gens to get done, or the team around you to suck so bad that you are the only one left and the killer shut the hatch. Without those conditions, the key is powerless. The Green Mori can turn the game into a 3v1 in less than a minute with a tunnel. That is pretty strong in itself, not including the Eboni Mori, which is way broken. Mori's should require 2 hooks. I hate running them because they feel like cheating, just like I don't like playing in a full SWF. I don't see an Ebony Mori as an equalizer to SWF because it is way too strong for even that.

    Why 2 hooks? At that point, you are done anyways. The only hope you have is for a flashlight stun, pallet stun, or a rare wiggle free. The killer gets the advantage of removing all possibility of escape by finishing you then and there. In many cases, it takes about as long as it would to bring you to the hook anyways. If this were the way mori's worked, I'd use them much more often.

    As a side, I think removing yellow and green mori and giving the killer a built-in mori if he meets a certain number of hooks is the best way to go. Then make the ebony mori require 2 hooks to use, or at least require that you hook everyone once in order to use it. That removes tunneling as a focus when using an ebony mori. Frankly, I like that way the best. I tend to spread out the damage anyways, but hardcore tunnelers might not like that they have to spread out the damage in order to trigger a mori.

  • I'm one of the few killers on this forum who constantly trails against the camping and tunneling mechanics as it has a huge negative impact on the game. That said, once gens are done, all bets are off. If a killer face camps me after gens are done, I don't blame them. At this point it is the killers role to guarantee this one dies. The survivor decides whether to leave or try to be a hero.

    Anyone complaining about camping after gens are done is disingenuous at best, or just whiney.

  • The perk is fine as is. No need to add yet another speed burst perk into the chase mechanic. The last thing we need is another way to elongate chases.

  • Why would I want to change your mind? It is a waste of resources.

  • Not an exploit. Just poor design.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180551#Comment_1180551

    🤣🤣🤣 @ this. Why don't we just make the entire ground on every map a conveyor belt that funnels the survivors right into your weapon.

    How much killer do you play and at what rank? If you play any amount of killer above rank 6 then you know gens get done insanely fast and one mistake is too many by a killer. The reason so many feel they have to tunnel the first survivor down asap is due to the issues above.

    As I have said in other posts, solo survivor would need to buffed before any of the changes to killer happen. They would need to be able to gather and disseminate information similar to SWF without comms. Built in Dark Sense, Alert, maybe totem counters.

    The game should be balanced around SWF which requires buffing solo survivor and killer.

  • Considering 75% of the posts on this forum fit this criteria, it is hard to ignore.

  • These threads are so dumb. It's a game, none of it is hard. Life is hard. DbD is all Ez mode.

    Can we put a verified age limit on making posts? Would love to see more maturity here.

  • If there is a DC or suicide on hook early then I will either take foot off the pedal or farm. If one of the remaining survivors is one of those annoying flashlight clickers, they die fast.

  • @Kwikwitted said:

    The issue isn't generator speed. The issue is map size. Hex: Ruin was a band-aid on the problem for a while but after it's rework the issue has become more prominent. Also when you remove Ruin, you remove really any incentive to directly hunt for totems, so survivors really have nothing to do now except get right on a generator. Add in on some maps it can take upwards of 50-60 seconds for a killer to walk from one corner of a map to another it's not shocking to imagine generators popping VERY quickly.

    As a killer, your best bet is to make sure your perk builds maximize your killer's strengths. If you are high mobility and can utilize direct generator regression better than most killers, so for example Freddy or Hillbilly it may be worth it to run things like Thrilling Tremors and Pop goes the Weasel, as you can hit the priority generator before it pops more often than other killers. Killers who need setup time should be running Corrupt Intervention to force survivors closer to them and also protecting three generators furthest away for 2 minutes.

    The best pressure a killer can exert right now is kill and hook pressure, you need to be downing and hooking as often as possible and maximizing your chase times to the best of your ability. It's very much a race in the current meta to get your hooks before they get all the generators and you should be approaching it as such, some targeted generator regression can help but don't let it distract you from your primary mission which is to get people on hooks, early, often, and always.

    Another thing is don't immediately go for a pickup after a down, take a second, look for another survivor nearby, getting two survivors on hooks simultaneously is GLORIOUSLY powerful against a survivor team as the team is basically forced to attempt rescues at that point. Anytime you can turn one down into multiple, even if it's only having an extra person on the ground for a while, you're still forcing someone to go pick them up or burn their unbreakable.

    This. If map sizes, mega loops and stun times were tweaked, chases would be more reasonable allowing for more map pressure.

  • I don't know if altering gen times is the best route. I think shortened chases are a better option. Lower pallet numbers, fix double window gym loops, and I think pallet stubs as well as recovery fro missed hit should be reduced by 30%. These thing will help lower chase times without upending lower levels by nerfing gen times.

    I'd also buff solo survivor play. Give them a form of dark sense, alert or some other way to gather and share info.

  • @ppo8820 said:

    I get they need to be faster to end chases but do they need to be as fast as they are? 4.6 with a huge lunge seems very unfair. Survivors should be 4.2 and killers 4.5. Thoughts?

    Have you tried playing killer to the point of facing good survivors? It is not fast enough.

  • @hellbeast said:

    Since the game can’t be balanced for SWF since it would destroy the game even more for soloq, why not give the option for killers to just dodge the Que when they don’t feel like playing against seal team 6 or something like that?

    Though this sounds good in theory, killers would be overly tempted to dodge the lobby. This would make it harder and harder to play the game with friends, and since KYF has zero progression, it would have one of two negative results.

    1. Players would que up individually and lobby dodge until they got the lobby together, just like the old days.
    2. Players would leave. That impacts overall community base and hits que times. More importantly, it would have a massive negative impact on BHVRs bottom line. Face it, an active population is needed to keep this game going forward.

    They need to stop toying around and buff both solo survivor play and killers. Balance around SWF more than they do now. Enough with the nerfs. Buffs are the answer more so than nerfs. Sure, a few things could stand a nerf, but most of what is needed is an increase in a solo survivor's ability to communicate in game (emotes, etc), gather information (build in Dark Sense/Alert?) and perhaps a totem counter. In conjunction with that, maps need to have god loops/pallets removed. No more multi-window jungle gyms. Reduce pallet numbers and spread them out. Make chases shorter, thus giving the killer better ability to pressure the map. It would also encourage killers to break away from the tunnel/camp mode if they felt they would get better results by engaging the map as a whole. Buff low-tier killers and start taking into consideration the ability of survivors to gather and share information. This will help in identifying ways to buff killers as a whole. And for goodness sake, shrink some of the giant maps! Red Forest is and Groaning Storehouse are maps I almost instantly want to go AFK in as Trapper!

  • The killer type does not create the fear factor at all. It is the player behind the killer. Faced a Hag last week that actually had my heart racing. She was unpredictable! She did not trap hooks, she used them all over the map. She controlled the map the whole match. We got 3 gens done, but it was tense doing that. I actually found myself not wanting to approach the gen after sneaking off because you had no idea if she would just randomly return immediately. M&A plus corn made it hard to know she was coming.

    It was the most fun match I've had in months! Got owned with a 4k and 2 gens left, but was worth it!

  • @Arbmos1998 said:

    Just go take a look at the Facebook Post made by the Dead by Daylight page. All you will see is entitled survivor mains blaming Killers for ruining their 1.5x BP experience. At least 90% of the comments will be extremely biased meanwhile this issue is happening both sides.

    Played 4 games today just messing around with BP Perks and Addons and still survivors are rushing gens in less than 4 mins with strong toolboxes and meta perks. The hypocrisy is insane and when you even try to have a civilised debate with these people calling them out on their hypocrisy you just get attacked for it.

    Survivor Mains you honestly need to be extremely careful i have said this so many times. If you keep treating Killer mains as absolute garbage you will have no game i am sorry to say or your queue times (which people already complain about) will be much much longer.

    Please ask yourself why would anyone want to play a role where no matter what they do you will just abuse and harass them? They are individuals just like you and you are not nor will you ever be above them especially when you resort to petty insults or abuse. You don't know anything on their life outside of this game so please just think about the way you are treating people.

    If you ever go against a Killer that brings in full tryhard + Mori etc just think why? Maybe they have played so many games that they just want to dominate for once but no you just see them as a sweaty tryhard who are ruining the game. No they are not they just want to attempt to have fun.

    Guys there are bigger things happening the world right now that we should all know about. Let's get off our ego stool and start treating people how you would want to be treated, we should all know this from school years. If you play fair then others will to.

    Though I understand your frustration and point of view, I think you should take a breather and look at the big picture.

    Chicken or the egg?

    Survivors blame killers and killers blame survivors. Both have toxic players and we can argue all day as to who was toxic first. Does not matter because all the toxic players suck azz no matter their preference of play.

    The problem is when regular players get caught up in their bs and get frustrated by it. After being tunneled, camped or slugged 5 matches in a row you get one killer who seems to not be so good and you want to get as much BP and go before it goes to crap. You might get 20k in that match which is better than the past 4 combined!

    From that 6th killer's perspective, he tried to play nice and got hosed for it. Bow he's loading up Ebo I Mori and the cycle continues.

    Don't blame all the players on the other side. Sometimes it's crap luck, bad day or misunderstanding. Not all of them are toxic.

  • @Ledgy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176541#Comment_1176541

    The system punishes camping and slugging also tunneling is a legit tactic, not a good tactic and you will stay stuck in low ranks as a killer doing it but a legit tactic non the less.

    I agree. The point was merely to say that using the argument that farming might upset some players is a fallacy of logic at best. Considering there are many other forms of playe that deny participation in the full game experience that are significantly more frustrating to many more of the player base. Would rather them just say shut up and enjoy 20 days of 50 percent bonus. Wht complain about 20 days of 50 percent bonus anyways?!

  • @Karkadann said:

    https://forum.deadbydaylight.com/en/discussion/comment/1177015#Comment_1177015

    You do realize that we have two sides of a medal, right? Somehow people have to win and it will frustrate the one or the other, some will find this and that cheap. Especially amusing when it comes to such fiction like "camping" and "tunneling", whose alleged definitions are not only nonsensical, they are also as diverse as there are heads.

    So, where in your response was your argument again?

    I can discern so far out of your writing that you want a single player mode or a code of conduct that players would have to adhere to a certain pattern you favor most.

    Your reading comprehension is lacking at best. This was never an argument, it is opinion. Overall census of most posts from one side or the other consider certain things to be overly toxic or frustrating. Winning and losing is not the issue at all. If you are overly frustrated from losing a video game than maybe you should live on a secluded isle. There is a huge difference in losing and not being able to participate, or from a killer side there is the rediculous aspect of having 4 man SWF aggressively harass the killer all game.

    The problem is that you can't even acknowledge that some of these things are overly frustrating to the average player and not always aimed at trying to win. Such as the guy that runs Bubba with the name Face Camper and he openly admits he does not play to win, he just wants to upset other players by denying the any BP or ability to play.

    Your efforts in this conversation are weak and non inspiring, I'll let you get back to your homework bow.

  • Pig used to be the best end game killer. The RBT change destroyed that. Now she is a meme killer :(

    Not sure why anyone is saying Hillbilly needs a rework. He is still one of the strongest killers in the game and does not need a nerf or a buff. I still argue that the fastest killer in the game should not have a one-hit down, but at least it takes a certain level of skill to use it. Honestly, leave him alone. He's in a good place compared to all other killers.

    Bubba, yeah, he needs help, but nowhere near as bad as Clown.

    Top killers in need of help:

    Clown - Clown is sad clown right now. Strangely enough, I've seen some amazing Clown players, but they are few and far between. I saw my first clown killer since December on Tuesday night. I ran up to him and gave him a hug. He got a hit in, then I looped him for 3 gens. Poor clown. I did run back in after everyone left and died crouching beside him. He was lonely.

    Bubba - If you live for camping, this is your guy.

    Pig - I love Pig. I absolutely love facing Pig because I just want to boop the snoot. She's so cute with that lil mask and trench coat. Unfortunately, she is not scary. There are some great players that make the matches lots of fun, but many just try to camp/tunnel and get destroyed. RNG is always on the extreme ends, where the average should be in the middle. You either get the darn RBT off on the 1st or last box. Don't highlight boxes until the trap activates. Pig can get a notification of which box was just used if the survivor did not get the trap off. It highlights for 3 seconds AFTER the survivor leaves it. It is a tracking mechanism of sorts. Revert the RBT end game status. Oh, and give extra BP for booping the snoot!!!

    Trapper (give the man a second trap and let him go! No more spending 2 minutes just moving towards a random trap at the edge of the map. Put them in the lockers like Huntress' hatches and limit how many can be set. BOOM! That is all he needs.)

    Wraith - He is not as bad off as Clown, Bubba and Pig, but he needs help. He is unfun to play and to play against. Only tunnelers seem to enjoy playing him. That's a first sign indicator your killer needs help.

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