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Warlock_2020

Warlock_2020

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Warlock_2020
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  • Unfortunately the lower ranks are filled with griefing killers who avoid ranking up. Many of these love to camp and tunnel to the extreme and exploit new players. They can't hang at the higher ranks and they prefer to bully lower ranks. This lasts until around rank 10, then you just get the boosted killers until around rank 2-3. (I'm one of the boosted killers as I'm colorblind and can't see a Jane in her rainbow shirt on half the maps unless she moves.)

    Honestly, if you want to get more BP, have a little bit more control, and mitigate the horrible grind that is DbD, I'd recommend switching to killer. Yes, many survivors and SWF are toxic turds, but you still get lots of BP chasing them around. Unlike survivor where you get one toxic azzhat with a chainsaw nodding his head at you and you leave the match with 1-2k if your lucky. Trust me, killer is a thousand times better. Made the switch two years ago and have not questioned it once.

  • @Dolls said:

    It's so easy and quick to die on the hook, why bothering DC at all...?

    Some matches are quite frustrating I think and you can't die on hook. Had one last night where killer worked with the survivor. He would down you, the survivor healed and he downs you again. I started moving so I could not be healed and killer picked me up and kept dropping me in basement corner with survivor blocking me in. Did that till I was free, trapped all exits and downed me again. I step in the trap and the survivor helps me out just to get downed immediately.

    3 DC'S in that match. I just went afk and reported afterwards. No video though, so the azzhats will do it again.

    In short, can't die on hook if your not hooked.

  • Don't get me wrong, I find it as boring as all the other things I listed, but it was still a lame excuse. As I said though, I'm glad we get the 50%. He should have just said they felt it better considering the length and left it at that.

  • My friends and family were talking about this. If they put a progression on KYF, we would never play online with this toxic community again and would likely but more of the cosmetics. Of my 20 or so friends and family I recruited to the game, less than 3 still play. The toxic play is by far the #1 reason with all of them followed by the distant #2, the grind.

    Make KYF just like normal, but no achievements and no crossover. Let friends play and progress. All that will be left in regular mode is the toxic azzhats. Let them have it.

    Edit: @emptyCups , just don't let the BP and characters cross over into the regular servers. Let the data be saved on their computer and it is like a private server. Heck, let people pay for private servers!

  • @Cable2486 said:

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

    Quit whining. Those are tactics adopted because Survivors haven't been curbed appropriately. Toolboxes are still a problem, as is synergy with repair speed perks. Combined with the inability for what should be a terrifying, overwhelmingly powerful Killer to effectively stop/punish three to four ostensibly normal human 20 somethings from acting like smug fools, it's a lousy experience for we Killers to feel powerless the way we do now.

    Their trying to give us something because of what's happening outside, so stop complaining.

    I don't care what they are, they are still very frustrating for players, especially at lower ranks. Farming hurts nobody. Huge difference.

    Those "tactics" cause more frustration than any farming. So my comment is that Peanits explanation holds no water. As for your childish response about whining, you may want to take a look around as I'm known to play killer and advocate for changes to help equalize SWF. The difference is I'm a mature person who realizes this is a game and toxic tactics are not healthy in any game.

    Kids these days, they don't know how to discuss things, nor have any sense of sportsmanship.

  • No reason to be offended. It's free BP. Granted, I snarked towards Peanits at his explanation as to why no double, but that does not diminish the appreciation for 50%. I think anyone complaining should be excluded.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176643#Comment_1176643

    You took that the wrong way.

    At the moment, let's say you bring a green mori. Usually you'll have to hook a survivor once to be able to mori that survivor.

    What I want is that is that you have to hook EVERY survivor to be able to mori that single survivor.

    Ahh, ok. That may be a bit much, especially vs SWF. I think 2 hooks is fine. It won't help much with tunneling, but is better than 1.

  • @Oshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176643#Comment_1176643

    If mori would require two hooks there will be no difference between last third hook or get moried. Keys should work for one person, not for all. Maybe nerf red mori to two kills not all, also with keys. 

    There would be a difference in that you don't have to worry about being interrupted stunned, body blocked or DS.

    Keys should be 1 escape per key.

  • @Cheers said:

    Keep Swf, nerf keys and moris

    Keys should produce a loud noise notification and take 10-20 seconds

    Moris should require you to hook everyone at least once.

    Moris do require 1 hook. Should require 2. Keys taking 10 to 20 is too long. Keys should be limited to user only. 1 key, one escapee. If you let someone else out that is your choice.

    SWF.....I don't know what the answer is there. The just for fun SWF seems to be fading and replaced with the bully the killer SWF. It is quite frustrating when you try to not be toxic just to have 4 jerks harass you all game.

  • @savobeast said:

    I've had this game a while and I play alot of killer I will admit im not the best but I used to play fairly as Myers and have tuff but fun games when i got matched up with people my skill level but recently ive been getting ranked up against red Ranks SWF who are super Toxic Gen Rushing Looping and all that stuff and it's made it so unfun because after the matches they would give me crap. So I was tired of it as i said im good but not red rank so getting matched up against red ranks drove me Insane. So I thought How do i counter this well stoop to their level. So I started maining Doctor Running NoEd and camping because it works its honestly one of the best counters against SWF After that i realised just how toxic the community is and its a shame cause since matchmaking is broken i just have to be Toxic and sadly it works I know i dont help the situation at all but this feels like the only way to play when im skill capped at rank 12 and get put against rank 1s and because of my strats im rank 8

    I understand your frustration, but would caution you not to fall victim to the toxicity. I have long tried to view the game from both sides even though I play killer 80 percent of the time. Lately it has been difficult as killer because all I face are 4 man SWF that just want to bully the killer. I already struggle with the maps due to no colorblind mode, but facing 15 SWF out of 18 matches makes it that much more frustrating.

    I thought I'd take a break and play survivor. HUGE mistake. I was slugged for the entire game 4 matches in a row. Tunneled to death in the 5th game. Face camped in the 7th, and slugged 2 more times.

    I loaded killer with the sweatiest build possible and ebony mori for 3 matches before realizing I was not enjoying being part of the problem.

    Don't let them ruin the game for you.

  • Prime example of bad design. I'm sitting here now for 10 minutes in a locked up game. I dare not Ctrl-Alt-Del or I face a 5 minute ban. This happens multiple times a day sometimes, so I could quickly get upwards of an hour ban. This does not happen with any other PvP game or online game I play and I'm running an Alienware gaming machine that handles all other games just fine.

    This game punishes you for their failure. I sit in killer que for 15 minutes just to sit at a loading screen for 15 more.

    Pretty good job so far dev team.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176509#Comment_1176509

    That's a good question. 2x BP is great and all, but a lot of people jump on that and farm as much as possible. Farming matches are fine if you're just after the points, but they really ruin the game for people who want to play the game normally. It's normally not a big deal since they're only four days long, but since this one is three weeks long, we don't want it to get in the way of normal gameplay for that long.

    So does camping, tunneling and slugging as an overall plan, but you're ok with that.

    Look, glad we got 1.5, but don't use such a lame excuse for not going 2. Just say that you don't want to ruin the fun of the grind.

  • @Mandy said:

    With people in quarantine and probably bored and playing more games than before - it's definitely important NOT to ruin the game for the 4 other players in the match. DC bans are not going anywhere!

    Though I have yet to DC, I have forbade all survivor play on my part. Why? The massive toxicity of the camping and slugging out there. After about your fifth match in a row of being slugged for the whole game, you get tired of it happening. Give these players a surrender option that is not a DC. Let the killer get sacrifice points and the player can move on. I have never seen the level of camping/tunneling/slugging that I've seen lately. Played 9 games as survivor last night and only one of them was void of an overabundance of those three things. No wonder they are DC'ing. I was so frustrated at the end of those 9 games that I loaded up all pink addons, the most toxic build I could on Doc and Eboni Mori for three matches in a row. Yep, I became part of the problem and mori'd 12 players before I realized I was falling victim to the toxicity of this game's community and the developers...yep, they are just as much to blame.

    Seriously, any human being can only take so much of a frustrating thing before they have had enough. Telling them to go play another game is dumb. You want them to play YOUR game. This is why I play killer, well, that and it is much more rewarding in the BP department. I can't fathom why anyone would ever want to play solo survivor in this crap show.

  • The problem is this, they have not grown the game population to the point it can support multiple game modes. They are chasing their tale trying to fix everything they break (MoM is a great example!). I have no doubt that the people who are developers for this game are good hard working people. But, the development team as a whole is barely competent enough to keep the game stabilized. They rush things out without looking at how a new power/perk will impact every aspect of the game, or how it might be exploited. Then they ignore it until they can't anymore. Again, MoM is a fantastic example. Even with the new killer, they created the perfect proxy camper with a tiny TR and ranged attack that actually pulls you closer to the killer. WTH are you thinking?! As cool as it sounds, that just lost more people over time.

    People get tired of the balance issues, and massive toxicity on both sides and they leave the game. Hard to build your player base when you feed the imbalance and toxicity as a development team.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175455#Comment_1175455

    I know you can't argue your way out of a wet paper bag, which is why no one in this thread has agreed with you.

    Didn't make an assumption, I made an inference based on your terrible ability to argue a point, and your blatantly lying about something you said you didn't say that I was able to literally quote.

    I had sufficient evidence to make an educated guess.

    "Magical expertise you claim to have". It's not magical to learn how to actually argue a point and not come off as a blithering idiot. Read the article, it'll help.

    I said plenty that was meaningful, read the article, it'll help later in life when you have to actually do something with actual consequences like argue for a raise at your job, or pitch a project to your company's executives. But I guess you'll just resort to referencing stuff that isn't there and storming out like you won the argument lol.

    Just had to cut in and say that was some nice passive aggressive language :) You accused me of it a few days ago, so I found it funny. Keep it up, makes me proud.

    Oh, and I agree with everything you said here.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175435#Comment_1175435

    It wont magically make non viable killers viable..the new maps prove that much..nothing has changed due to the new maps existing..dont get me wrong I'll take it over rotten fields just for the quality of gameplay alone however the gen speeds dont falter..if it doesnt do that then theres little point...I'm saying people are putting too much faith in something that has shown very little effectiveness at helping the issue

    Not sure what made you think I was inferring it would. It would help good killers deal with coordinated groups that know how to exploit the maps. Nobody is saying it will suddenly make Ttapper great, but it would help me not waste so much time running in circles at pallets .

    Maps being reworked will limit loops and wasted time. That give more opportunity to pressure gens.

  • Map changes would do wonders. I had a ormond match today vs SWF. Next to the killer shack were 3 good loops all with pallets. They were perfectly staggered so one could run them and be at the central building to run those loops.

    I tried trapping it up but that only hindered me as I watched them DH iver the traps or disarm while I chased another one.

    Yeah, map tweaking would go a long way in helping pressure gens.

  • I think the NOED meta is really starting to backfire. It is not the only reason, but I've seen way more SWF lately. 9 matches in a row.

  • @toxcitynacl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1175275#Comment_1175275

    I'd support that but I go after gens with reckless abandon and have the perks to find them. I do 3 and 4 totems a match...wish my other 3s (and it is worse when I am solo) could do just one or two of them so NOED is moot.

    When I play survivor, which is less and less lately, I hit totems hard. Sucks when I hit 4 totems and NOED still goes off.

  • NOED does not need a nerf, it needs a prerequisite. I've seen enough crap killers get 3k because they face camp hook 1, then score two hits after gens pop.

    We tell these survivors to hit gens during a camp, but that just feeds NOED at the end. Would like to see a 3 gook minimum (as in 3 different survivors) and NORD spawns even if no dull totem is left after 5 gens.

    You guarantee its use and reward the work.

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1173289#Comment_1173289

    lol The perks are built to counter different things. You do not NEED perks to counter killers but they certainly help. I mean I use Spine Chill Pretty much 100% and it lets me know when stealth killers and well any killer is looking at me including a spirit in phase mode. It helps me a ton so honestly every killer can be countered but some or much harder than others. Personally my most annoying killer to deal with is the Doctor.

    My only problem with perks being able to counter certain killers/tools are that survivors don't see what killer it is before the match. Lotta good it is to load Calm Spirit vs anything but Clown or Doc. At least killers get to see the four toolboxes and load Franklin's. Problem with that is if you let survivors see the killer, it would neuter many killers. I don't think that's the answer. The reason I state this is because I don't think perks are a solid way to counter any killer. It is a crap shoot as to what killer you get. Therefore I disregard anyone who says to load up a specific perk to counter a killer's power. That is a fail.

    As for IW countering Spirit, it only counters the bad ones. I can still hear you breath, rustle through the grass, etc. I have caught many an IW-using survivors by following the sound of their moving or breathing. If I load Stridor, it is even easier. Spirit is quite powerful in the hands of anyone that knows how to use her. Unfortunately, most Spirits I've run into, or seen in vids are proxy campers who waste her abilities, similar to many Hag players. Good Spirit and Hag players are chaos incarnate and impossible to predict.

  • Haha. If not reasonable, it's at least funny.

  • @xGodSendDeath said:

    I can't go outside due to the China Virus

    Don't think it would help if you could. You are clearly very salty. :(

  • @xGodSendDeath said:

    It's Monday, the start of another week, and it's time to celebrate with mori centered builds. Tonight I'll be rolling into every match with a mori, NOED, franklin's, and the strongest add ons for every killer. This is a great way to have a lot of fun as killer in this game. I think you all should give it a shot too

    You need to get out and make some friends. The angst is strong with this kid.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/1173340#Comment_1173340

    So is teabagging, flashlight clicking and emote-taunting. Should those things be bannable?

    In conjunction with others above who stated these are not the same, these can also be misconstrued. I've had survivors buttdance (hard to teabag when there is nobody below you...), but they were doing so trying to interact in non-toxic manners. Like when I started a match, took 2 steps to round the corner and Lery's and there's Jake standing in the hall having only taken a couple steps himself. I nodded, slashed at the air and he buttdanced in response. I moved on, and killed him at a later point in time. I've had survivors point at me after a pallet only to find out that they were trying to inform me of a survivor who was trying to sandbag and sabotage other players by throwing down nearby pallets, blowing up gens, hopping through windows near them, etc.

    With limited communication capabilities, it is hard to say all of these things are toxic. It all depends on the situation.

  • Legion, by far. Legion is a prime example of lack of creativity. So many possibilities and instead we got some angsty youngsters running around with knives stabbing people. Yep, great - good call. I still don't know how any of them pick up a survivor with one hand. They should have a drag emote where they have to drag them to a hook and ask them to jump up on it.

  • @asimplelegion said:

    Before all go off I didn't face camp, but I didn't let the others lead me off while they got free unhooks, I hooked one in the basement and was just sticking around for a daily ritual for blood points to level up my main, legion. And I managed to down one that was trying to unhook the other and just stuck around and let two get hooked by the time the others escaped. This was my first time EVER playing him and trust me I had only gotten a couple hooks before all generators were completed, this wasn't a great game on my part.

    So, you proxy camped the basement. Congrats. We'll get that out in the evening issue of 'Who Gives a S*it Weekly Edition'.

  • I rarely get his with DS, when I do, it is in end game when there are only 1-2 survivors left. The only thing I'd like to see done with DS is have it deactivate once gens are done. At that point, you can't complain that you did not get to play the game, or were tunneled out immediately. No, all that perk does at end game is penalize killers who did not tunnel you down to exhaust it.

    Seriously, I think it should be deactivated when the 5th gen is done. It has no real place that late in the game. It would be like having NOED activate after the 3rd gen. Way off kilter.

  • I usually disregard when someone talks about the other side being "easy" or their side being "hard". Neither is true. Killer is not hard, it can be unforgiving vs good groups, but by no means hard. I follow you, I hit you, I hook you. Or, I get hit with 32,000 pallets and everyone runs out. The closest to "hard" comes in with the learning how to maneuver killers like Billy, Oni, and Nurse. Survivor is not hard. It is not as easy as "hold M1", but it is not hard either. Not everyone loops like a champion, I've seen some survivors that I thought were trying to mind game with me with way they "ran" from me. Nope, they just were not good, poor souls. To be honest, I've found the "hardest" thing as a survivor is playing stealth. No, not immersed. I'm talking playing stealth. When I see a survivor score 28k plus and I only saw them a couple times in the match because they were good at losing/evading me, yet were impactful, I have a lot of respect for them. Especially vs a killer like Doc. Still, not hard.

    Let's not act like we are exuding skill because we squashed 4 solo survivors, or we escaped Clown on Ormond. Seriously, not hard.


    I'd like to caveat all of this by saying.....poor Clown. I have a lot of respect for Clown mains, especially those that can make him look effective! I suck with him.

  • I hate the challenges as both killer and survivor. It is often an action that requires you to do things the other side hates or shines a light on the worse aspects of this game. For instance, dropping a pallet on the killer 4 times in one match. You first have to get the killer to tunnel you long enough to do that. I prefer to peel off chases if I get a hit on someone who is clearly good at looping. I'll peel off to a nearby gen being worked on and try to catch that survivor in a dead zone/bad spot later. I see survivors all the time trying to get me to chase them, or trying to get the killer to tunnel them so they can drop pallets. Completely not helpful.

    Or, escape via the hatch using a key - keys trigger many killers. I saw several matches where 2 or more have keys. Well crap, were'd I leave my Franklin's at? Wait, is that a Blendette with a key? Better figure out where I left my Ebony Mori as well. Yeah, thanks for that challenge. When I do play survivor, the last thing I want in my hand in the lobby is a freaking key! Might as well put a sign on my head, MORI ME FIRST!

    The skilled challenges were ok, like hitting X amount of difficult checks in a match. But how many skill challenges can their be? Not like survivors have much they can do. How about a challenge that rewards them for evading detection while within the killer's radius for X seconds/minutes? That takes a little bit of skill. Or for the killer, downing a survivor within X seconds of chase starting/scoring first hit?

    I just wish we would think about the activity we are asking the players to do. Getting 5 basement hooks in one game requires me to run my basement Trapper build (I know, other killers can do, but come on) and to be honest, I'll see more suicide on hook in that build than any other I put on Trapper. Heck, I can run Eboni Mori and all pink addons, tunnel like a attention-deprived teenager and still get less DC/suicide than I will with basement Trapper. Thanks for having me run that toxic build (I know - a build is just a build, but you have to admit that some builds are very, very frustrating - looking at you Doctor, with your Unnerving Presence, Distressing, Lullaby, Ruin, Calm and Iridescent King addons).

    Still waiting for the Boop the Snoot challenge. I hate playing survivor, but I'll do it all day to complete that challenge! Not sure why I find that so funny. I die vs every single Pig because I gotta boop the snoot!

  • Though many things on this "list" are skewed, at best, the OP does have a point. Taking away the argument that "the nerf was needed", there are significant survivor nerfs over the past two years. I take away the argument about whether it was needed or not for a reason; the nerf happened and it negatively impacted the survivor play. I'm not saying they were not needed, I'm saying it happened and the impact is clear. One of the biggest ones that was left off the OP's list was the overall healing nerf. There was a huge hit that started the "gen-rush" meta when they nerfed healing and self-care times across the board. Survivors stopped healing and focused on gens with Adrenaline as their back-up heal.

    I think killer mains and survivor mains tend to become overly biased about the game and the changes in it. I've seen pretty big moves on both sides over the past couple of years and it is by no means a favoritism issue. EGC changed how the game is played and made it a thousand times better for killers. Yet, killer cried that the hatch will spawn even if no gens are done. That was extremely frivolous considering every aspect of EGC is killer-sided, except the fact that a survivor who happens to have a rare item can re-open the hatch and escape. I can count on my two hands how many times someone got the hatch when I did not want them, or escaped EGC over the past year on me. At the same time, survivors screamed about MoM nerf, regardless of the fact we all knew it would have to happen before Ash was even officially released. This forum was filled with survivors and killers discussing how the perk could be abused. If it were a perk limited to only 1-2 people having it a match, maybe not so bad, but 4 survivors running MoM was a nightmare. It had to be nerfed and survivor mains on this forum cried when it happened. Ok, how about a perk that offers NOED after the first gen is done? Wait, that would break the game? Ok.

    Seriously, though I think the devs often work themselves into corners because their quality control process is completely broken or non-existent (the process by which you look at how a perk/power/change will impact all aspects of the game and brainstorm possibilities), they are clearly not sided one way or the other. They have been whooping everything with a nerf stick. I think perhaps it's time we start looking buffs now. Buff solo survivor to SWF level, then buff killers around SWF. That is the only path I see for actual balance. All these other tweaks keep doing more harm than good (see healing nerf above - thanks for the gen-rush meta).

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167628#Comment_1167628

    You do realize that buffing killers and solo players is the exact same as punishing SWF right?

    No, it's not. It merely brings everyone else to their level.

  • Has nothing to do with breaking the map. It has more to do with the limitations of the killer vs a coordinated team. Buffs are needed to equal it out. Some map sizes are an issue for slow killers as well.

  • @CrispyChestnuts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1171491#Comment_1171491

    You said those maps when played by four man swf groups are enough to prevent the 4k. If this is only true for some maps, then that is what is meant by the term "survivor sided map".

    It's true for all maps (vs SWF), larger ones more than others. Survivor sided would mean the survivor has more chance than the killer, at least to me. Vs no SWF I don't think any map is that way. I 4I on all maps pretty regularly unless it's 4 man swf.

  • I'd say learn how succeed without NOED, then use it as you wish. The negative thing about it is you develop bad habits when you start to depend on it. If you can establish good habits and then work it back in, you will be that much better.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1171072#Comment_1171072

    Basically, what you're saying is that Survivors need to know how to break the maps. That still puts the problem at the maps being unbalanced in the first place.

    Not at all what I'm saying. I'm saying SWF combined with the game being balanced around solo play is the problem. Though large maps are a pain for some killers, it is exacerbated by coordinated groups of survivors. If you are facing the average group of solo survivors on Fractured Cowshed and getting owned, it's not due to the map. That map becomes a problem when it's a SWF.

    Furthermore, if you actually read my post you would see I am calling for buffs to killers and solo survivor as well as tweaks to those loops in order to balance them.

    I don't get the blind emotional bias that affects the reading comprehension of so many on this forum.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1171006#Comment_1171006

    By this logic, no map is Survivor-sided according to those statistics. That simply ain't true.

    Well, considering I played over 20 matches tonight and the only time the map became the issue is when I faced 4 man SWFs. These maps are not bad when facing a 2 man and 2 solos, or 4 solos. No map is an issue in those matches. When you face a 4 man SWF, maps can be an issue. I think that is where we get confused and obfuscate the map issue with all survivors as opposed to SWF. I had about 5 matches on that map tonight. In all but one I had a 4k. The one I did not, you got it, 4 man SWF. The map is a pain when dealing with a coordinated group. I also struggled pretty bad vs SWF on Badham. That school loop is a pita when you have 4 coordinated survivors. I had the same map with 4 solos and 4k'ed with 4 gens left.

    It is not so much the map as it is the groups that know how to use every corner of every map. That goes into a question of overall balance. Buff Solos, buff killers, tweak larger maps/strong loops.

  • Kill rate is still over 50%. I would not count that as survivor sided. Pig tree is all in how you play it. There are a lot if unsafe loops on that map and 2 strong loops. I like when the pig tree is in the middle because it's easier to peel off and hit unsuspecting survivors on a nearby gen.

    Think like a survivor on that map and you'll find yourself liking it more.

  • @Aztreonam78 said:

    https://us.v-cdn.net/6030815/uploads/056/RD5XZVX2G11W.jpg

    I guess the Pig is overpowered, unfun and frustrating to go against even for rank 1 Survivors because she has got crouching, ambush and head traps. TOO MUCH THINGS FOR JUST 1 POWER, this should be nerfed!

    I did expect a comment with "tunnel killer" though I didn't really tunnel because they were being downed so quickly. But "slug pig"...

    So, If I have momentum which is extremely hard to get in Red ranks especially as Pig with no snowball potential - I should just hook all you and lose it?

    We played on farm, Fractured Cowshed - one of the most Survivor favored maps in the game. They were greedy at pallets, picking items in front of my face (franklins demise). They had a key and Brand New Part with commodious toolbox.

    My perks were Bloodhound, Franklin, Nemesis and Play With Your Food. No gen defence - only two gens done. But no, I was just not playing nicely for cocky Survivor mains and should eat some #########..

    You lost me at fractured cow shed being one of the most survivor sided maps. That is by no means survivor sided. Especially compared to Haddonfield and Ormont. Cow shed is actually quite favorable unless you get too many pallets by the one loop.

    Pig is anything but OP. Unfortunately, many run her as a camper or tunneling killer and her strength comes from keeping numbers off of gens. Sometimes that means slugging. Traps plays slugging is a good way to slow a gen rush down.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1170541#Comment_1170541

    I'm not going to delve into your post history, it was the language you used that I pointed out, which clearly came from a place of bias. Survivors should have the "right" to kill themselves on first hook and screw the killer, nuff said. You don't look at things from a "balanced perspective" you just claim you do for some kind of nonsensical legitimacy. And again your ignorance is obvious, killer queues are already instant because nobody wants to play killer, particularly at high ranks which is why green killers end up against 4 red rank survivors. Anyone with a brain would know this.

    You claim to want a change to help gen speeds on low mobility killers, when in my linked post I specifically address this with changes to gatekeeper, if you had read the post you would have realized this.

    And thanks for the passive aggressive ending "you're biased so I'm going home and pretending I won". Bye felicia.

    So your argument is to repeat mine? Ok, nowhere left to go here. lol

  • @NoShinyPony said:

    DS is used a lot more than Lithe at red ranks. From my experience, Lithe is also the least used exhaustion perk at red ranks.

    I'd agree with this. I rarely see Lithe at red ranks. DS I see all the time. I like that though. I tend to be a pressure killer who does not like wasting time rushing back to the hook unless it is already on my path. I rarely get hit with DS, so it is a wasted perk slot. I like facing 4 survivors with 3 perks.

    I see DH and BL more than Lithe. Heck, Head On is more used than Lithe. Have seen more QQ and DWM lately.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1169890#Comment_1169890

    Wow, could you be more of an obvious survivor main with the nonsense pouring out of this response.

    So let's break this bullshit down piece by piece.

    "Survivors have a right to die on the first hook"

    I never said they shouldn't be able to, I said that if they choose to do that, the other two hooks of value should be given to the killer automatically, so they aren't now immediately screwed out of iridescent devout just cause someone either failed to kobe or decided to ragequit.

    "I have had only one do it in over 20 matches"

    Anecdotal evidence is anecdotal, I've had it happen in at least 5 of my matches today out of 15, one time it was directly linked to a safety pip instead of an actual pip. Your experience is not fact, and does nothing for this argument.

    "But almost always in matches where this is some serious tunneling or camping going on"

    How can someone tunnel or camp ON THE FIRST HOOK . By definition, no one can camp or tunnel you to down you and put you on the hook for the first time. What are you talking about here?

    "If the survivor wants out of a match vs. a camper/tunneler, they have every right to die on the first hook"

    Refer to above response, you're such an obvious survivor main it's actually painful, to be tunneled, you would have to be downed TWICE at least, herp a derp, and to camp you in my solution would take over 4 mins of the killer sitting there which would be an auto-forfeit for the killer and rightly so. If anything this solution makes camping completely useless.

    "If anything, give killers a way to forfeit the game if they have less than 2 hooks and 1 gen left. Boom, slow down the gen rush or risk a very short game with crap bp."

    This is so stupid I think you actually gave me a migraine, we are talking about how survivor actions screw a killer out of a rightful pip because they clearly dominated the match and you're talking about a surrender option for killer? Yeah I'll go with stupid statements that have nothing to do with the conversation for 500 Alex.

    "Slow down the gen rush"

    Seriously you're just spouting cliches at this point. Seek medical attention for that brain injury you have clearly suffered.

    If you ever paid attention to the posts I've made on this forum, you would know how silly your "survivor main" stupidity is. Just because I tend to look at things from a balance standpoint and you are clearly overly biased does not make you right. Honestly, I want lots and lots of survivors attracted to the game so my killer ques are instant. I know that happens only if there is balance. I don't want it overly survivor sided, and seriously want to see something to assist with the insane gen speeds when using low mobility killers - such as my choice of killer, Trapper.

    The fact you can't see how your complaint is biased when you take the full picture into account says all I need to know about you. You are blinded by bias.

  • @Kwikwitted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1169889#Comment_1169889

    So we're just gonna pretend that DS isn't a thing? If you haven't actually looked into options to prevent tunneling you shouldn't be spouting off in forums about tunnelers/campers. It's so painfully obvious you're not only a survivor main but one who plays at low ranks where some killers will do this kind of behavior. Sit down junior we're talking about pipping at high ranks where emblem requirements are way higher and killers have ot play almost perfectly to pip. Meanwhile survivors can do 1.5 gens, get chased for 30 seconds, unhook 1-2 times and easily pip, even at red ranks.

    1. DS is not run all the time. Some people don't want to be stuck running one perk at all times.
    2. DS is avoidable easily. You can slug them and leave them while proxy camping them. Still a crap match for that person.
    3. I don't care what you think I am. I've been playing killer for more than 2 years now. I would rather see the game balanced through proper buffs than listen to the constant crying of the communities on this forum though. Killers are the biggest whiners on this forum while survivors tend to rule the Steam forum.
  • @Kwikwitted said:

    I made a thread detailing this same issue.

    https://forum.deadbydaylight.com/en/discussion/134887/survivors-intentionally-disconnecting-or-dying-on-hook-and-the-ridiculously-bad-emblem-system

    basically TL:DR the easiest fix would be a disconnect or survivor dies on the first hook for any reason the game should award three hooks to the killer automatically. That way regardless of survivor action your devout score doesn't go into the tank. I also proposed fixes to gatekeeper and malicious.

    No. That just encourages camping more. Survivors have the right to die on first hook. I have had only one do it in over 20 matches. When I play survivor, I see it happen a lot, but almost always in matches where there is some serious tunneling or camping going on. If the survivor wants out of a match vs a camper/tunneler, they have every right to die on first hook. If anything, give killers a way to forfeit the game if they have less than 2 hooks and 1 gen left. Boom, slow down the gen rush or risk a very short game with crap bp.

  • @Duskk said:

    So, had a game as legion. I started off strong and hit all 4 survivors who were grouped up. I chased one, downed them. They gave up on first hook, downed another one, they gave up on first hook, then downed another one AND THEY gave up on first hook. Found the hatch and closed it. Guessed wrong on exit gate and last survivor escaped. I was like, “I got a 3K. I should pip.. right?” But no, because I didn’t get enough hooks because they all gave up. I saved pip. What can I do about this? When survivors can literally dictate wether I can pip or not? It feels wrong to me.

    https://us.v-cdn.net/6030815/uploads/890/LHM6HP5ZKYAP.jpeg

    https://us.v-cdn.net/6030815/uploads/807/F9NY1YYXZFL1.jpeg

    As much as that sucks, it is no different for a survivor. Survivor enters match, takes 2 steps and hears TR. After a 30 second chase, they get downed and camped. Non-BT survivor farms them, they get downed right after getting off hook and no time to move. Hooked and dead. Less than 3k BP and a depip. Nothing they could do. But wait, they can not get downed. Wrong. Even the best survivors get downed.

    It sucks, but it is still 1000X better than being camped/tunneled from the start and getting crap BP and a depip. At least as killer, I get to rake in some decent BP in even the most annoying matches.

  • @NICK714 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1167204#Comment_1167204

    swf, 10% repair penalty + 2.5% per extra person

    Swf 2 = 10%

    swf 3 = 12.5%

    swf4 = 15%

    could it?

    This is way too harsh. Punishing people is not the right path. They need to buff solo players, then buff killers around SWF. The only thing I'd add to SWF is if you are experienced (red ranks - or whatever new system that rates them as experienced) then an additional step is added to gen repair. Finding a took/piece, or an additional gen requirement.

    Honestly, I think adjusting some of the map sizes, buffing solo play to bridge the gap with SWF, and then buffing killers around SWF will solve the issue much better than debuffs of any kind. Nerfing only compounds the issue. I mean come on, if you are struggling vs a 2-man SWF, you need to get better. Why punish friends for playing a game? Pure nuts.

  • I must play on different maps. I have not found an unwinnable map yet. I do struggle on larger maps, Red Forest, and Shelter Woods come to mind. I main Trapper, so movement becomes a concern on those maps. That said, they are still winnable. Facing a 4 man SWF, most maps are tough, larger ones are toss-ups. I have to choose a side of the map and stick to it unless I run a mobile killer.

    Half the maps the OP mentioned are not that bad, even as a colorblind killer. Sure, corn sucks, but the corn is more representative of how the game should be than pallets are. I'd rather see more ability to duck out and break LoS than loop around a stupid pallet and window. If they got rid of 50% of the pallets and windows, but gave us corn-like objects on every map, I'd be all for that. It becomes more about your ability to track as a predator than their ability to time pallet drops.

  • @switch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1166959#Comment_1166959

    Ohh sorry, didn't realize you must be new to the game, welcome.

    You may not realize that around 90%+ of player at rank 1 are playing atleast 2-man swf, the stats are out there, soo slugging isn't really doing much, and yes people run moris all games cause they are infinite.

    Oni can't even get his power up (if you have more than 3 braincells) before 3 gens are done.

    I'm talking about survivors ending the game in 5 mins not killer.

    welcome to my TEDTALK.

    You can't go and invoke stats out there and then ignore the over 50% kill rate in all ranks. Those stats are very loose at best. Two man SWF is not a problem. I'll face those all day long. It is 4 man groups of high rank survivors that know what they are doing. Those are the problem. With that problem comes the very real difference between SWF and solo. This is a whole other can of worms. Many layers to crap that can't be fixed with any one wave of a wand.

  • Everyone thinks gen speeds are the answer across the board, but they are wrong. If you looked at the stats I'd be willing to bet that low rank kill rates are quite high. Mid to low ranks are a killer's domain. It is bot until purple or red ranks where you start to see the gen speed issue come to the forefront.

    If you tweak gen speeds, you will utterly destroy mid to low rank survivor population. The newer players will almost guarantee quit the game. That is DbDs death warrant.

    Balance on this issue is not a simple flat fix. It is a combo of finding a real match making system, then you can tweak by skill level. This game has always been in need of a progressive difficulty for survivors.

    You also have to fix solo vs 4 man SWF. Solo play is way off in comparison. You alter gen times and you will make that even worse.

    Not so easy.

  • This game is too easy to rank on both sides to be honest. I'm colorblind to the point that most maps blend together. I can only see a survivor if they are moving. I'll pass by Jane in her rainbow shirt if she is hiding in next to the combine because the colors all clash and become a bland blend. I can only see scratch marks in The Game and Hawkins because they appear as black streaks on the floor and wall. Yet, I rank easily. I kill easily.

    As survivor, I often can't see the pallets until the prompt is up on my screen. The pallets blend in. I am mediocre at running the killer unless I have windows nearby (DWM is my go to). My strength is in breaking LoS and vanishing. Though I don't play immersed, I do play stealth. I'll work to evade instead of loop. Unfortunately, the devs hate stealth and it gets harder and harder with each new perk/ability. Yet, I rank up easily.

    The ranks are a total joke. They have zero to do with the player's skills and abilities.

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