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Warlock_2020

Warlock_2020

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Warlock_2020
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  • @ermsy said:

    Nearly every community is toxic, I don't think you can find any multiplayer game community that isn't toxic. Sure dbd is near the top with it's toxicity but that's due to the killer/survivor divide.

    It's a shame but it's not surprising sadly. Best thing to do is to kill them with kindness, you'd be surprised how often people change their tune.

    There are actually several mature communities out there. Almost all of them tie to older games from early 2000s with community members who grew up playing games where you had do sit face to face and act like a decent human being or potentially get punched in the mouth. I dare not mention the games for fear azzhats from this community will go there just to show their immaturity and lack of decorum.

    I think players like @CrassardStreams and @ApeOfMazor are examples of the core problem here. Their first response is to attack a portion of the game community based purely on a misguided idea that their side is either on a moral high ground or a victim. The level of bias and vitriol throughout this game is sad because it could be a much better game experience for all if people treated the other players like they were human.

    I think that is why I get so frustrated with things in this game, the total lack of human empathy towards other players. Treating everyone like you are the only one that matters. It does not bode well for the future. Kids have grown up behind the anonymous protection of a computer screen and never learned the true ramifications of bad sportsmanship.

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096507#Comment_1096507

    swf are too busy running the latest greatest meta perks to bother with an old solo staple like bond. If you run bond you dont need a medkit and you can avoid bringing the killer to the one guy who might be working on a gen.

    They need to release themselves of their shackles and lose the training wheels. I barely take self care now cos i run bond. With bond you will see crap that will make your head spin.

    People hiding in lockers at the start of the game till somebody gets hit then they start looking for gens a minute into the game. people hiding in lockers cos they dont want to get caught and dont want to do gens but would love to get the hatch. As if that 7k points is going to do you any good.

    I cant loop well but i can keep one at bay 1 min or so. Maybe a minute 30 if i am lucky. But even i know that this is not a horror hide and seek game anymore. If i am chased i have to do my bit to by us, as a team, time for you to do gens. So if you are not doign gens while i am gettign chased i am not goign to be a happy bunny. I had to learn how to get better at keepign the killer at bay. Some find this easy and pick it up right away. Not me. Took many hours. I am 1500 hours in now and still can only do my little bit to buy time.

    The game has changed into a i am in your face and can loop you as long as i am able to kind of game where they get the most points and gen jockets like me end up with measly points for doing a lot of work.

    I am happy to see that the MM does take roles into account it seems. I, as a solo, have been placed with team that are able to loop and give me time to do 2,3 or even 4 gens at times. I am great on gens and am stacking up the greats. Well, i was till i took a break.

    Anyway...this rant more or less was not aimed at you directly ...sorry. First sentence only applies...rest is just a monologue i guess :)

    Well, if it helps, when my sons, wife and I play we usually run the worst perk combos around. My son loves meme builds like No Mither, Self Care, Adrenaline, and Botany Knowledge with a med kit. We usually end up with pretty toxic killers though and my sons quit playing. Nothing being camped to death with a meme build on over and over.

    This game has a way of pushing out the players that just want to goof off and have fun.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096414#Comment_1096414

    I agree that the more time Survivors are off of generators the better, but it shouldn't be with a totem counter- that would just make things easier for them, which they definitely don't need. I'd rather they offer triple blood points for totems instead but increase the time to cleanse them.

    As for balancing, it the maps that need to be reworked more than anything. Yea, some Killers need some fixing, but most of the problems Killers face is the lack of ability to pressure gens due to how large (stupid corn fields) the maps are.

    If we are being honest with ourselves, some of the biggest barriers to balance is the whiney community. There are many killers I see with really bad habits and lazy play styles that complain about gen run but zero in on one survivor the whole time. Then there are survivors who complain about killer's being OP but they run to dead zones, blow up gens, sandbag, train the killer onto nearly completed gens and otherwise play like potatoes.

    Until the forums get over the us vs them mentality and starts pushing for true balancing for both sides of the game, it will continue to languish. All anyone here wants to see is the other side get nerfed, which only opens up a new can of worms.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096212#Comment_1096212

    You sir can't comprehend the fact that a totem counter isn't just a nerf to NoEd, it is a nerf to all Hex perks. Part of the reason that Hex Perks are effective is that they are an uncertainty and will make Survivors question whether or not they should cleanse totems- even if the Killer doesn't bring in a Hex. Take that uncertainty away and give Survivors an easy way to keep track of totems will all but guarantee that Killers will never be able to get any use from totems.

    There is no reason to give a totem counter other than to make the game easier for survivors. Until the Devs completely overhaul the mechanics of the game and balance everything around top tire killers and swfs, there is no reason to include one.

    Also, most complaints about NoEd aren't about the difficulty to find its totem, they're complaints because they don't want to be bothered with spending time looking for it or even thinking about it.

    Again, if they spend more time on totems, that is better for killers at large. Every bit of time not spent on a gen is good for us. If you rely on NOED, it might be a nerf to you. The threat of NOED and the carrot a counter perk gives to survivors to get off the gen and hunt totems is a good thing.

    In all likelihood they would still ignore totems and would have absolutely no Avenue of crying.

    I'm always looking at things to get survivors off of gens. The answer is not in nerfing survivor or killer, but in incentivizing new behavior. If they offered double BP for totems, I'd be good with that. It helps me as a killer.

  • Another whining post about this? No, suicides don't need to be dealt with. If someone suicides out of my match, so be it. Personally, I don't see that very often. one in 10 matches have suicides. I also avoid tunneling, don't camp (unless I immediately chase someone I see when hooking another...can't help if they won't leave the hook area). Usually, if I get a suicide on hook, it is in relation to crappy teammates, or someone feeling butthurt that they got downed right after teabagging by a pallet. :)

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095916#Comment_1095916

    My reading comprehension is fine, I have read everything you wrote, all it is is just you whining about doing totems and not wanting to sacrifice the perk slot to counter NoEd while wanting to be buffed to swf levels. You just have an honesty problem. It is not about balance, it is about making the game easier for survivors. Why not ask to buff killers to counter swf first, and then buff solo survivors? Its because you want an easier time as a survivor.

    A totem counter is a nerf to NoEd because it completely removes it's uncertainty. You are not supposed to be sure if you got all the totems until after it activates. You want to increase your odds of finding the totems, ask your teammates in chat to equip totem finding perks or maps - that would drastically increase your odds in finding all the totems.

    You say Killers don't have to do anything to get kills with NoEd, but you are wrong. They have to chase Survivors and to hook them three times in order to kill them, but they have to do it with only three perks if they bring in NoEd. You getting caught and camped before NoEd activates doesn't make NoEd unbalanced or OP, it just means you are bad at looping or you made a bad mistake.

    You shouldn't be getting caught before 2 gens are completed with how fast gens are repaired these days. Heck, by the time the Killer walks across the map, one generator should pop, unless they have corrupt intervention. By the time the first person is caught, your team should already be halfway through the third generator. At the very minimum, they should be starting the third generator while one looks for totems. So if a Killer catches you, your time on the hook should give your team enough time to finish the gens if they decide to camp you.

    You as a Survivor are not entitled to have a Killer play the game they way you want them to. If they choose to camp and use NoEd, then all you have to do is improve your looping skills and bring in perks that discourage camping. You can also bring in keys to make sure you can escape with immersive game play.

    Instead of asking the Devs to make the game easier for Survivors, ask the players to get better at the game.

    You sir, clearly can't read. I've said a thousand times that NOED is fine. I've also said that a perk that gives survivors a totem counter will solve all solo survivor complaints about NOED.

    You seem to think I'm a f'ing survivor, but I'm not. I even talk about using NOED in my builds.

    Please, go slap your teacher for failing you.

  • I hate how much I have to defend survivor aspects on these forums. There are a ton of legit issues that we face that I'd love to hammer on, but these dumb posts about DS and NOED are too much.

    1. NOED has a counter - But, I think a survivor perk with a totem counter would solve a lot of the issue for solo players.
    2. DS has a counter - Either avoid tunneling, or down them and move on to the unhooker - that way you have 2 off the gens and a 3rd that comes to pick up the downed victim. 3 Off of gens is a really nice thing, and much better than a simple tunnel with one off the gens. - But, I would like to see DS deactivate once a survivor jumps into a locker and reactivate once they fully leave. The locker DS thing is plain dumb.

    If you don't see the counter to DS, you are likely not a very good killer and fully rely on tunneling your victim down in order to win. Try to get better.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095320#Comment_1095320

    Because it should be a challenge for survivors to find the totems that could completely shut down a Killers perk. Giving survivors a totem counter would just make it too easy. You’re not meant to be “sure” if you got all the totems, you’re supposed to be weary of them until you have confirmed that 5 totems have been destroyed.

    Adding a totem counter would just make the already easy role in Dbd even easier. Should survivors glow a bright hot pink in order to let the killer know that they have DS or BT? All you really need to counter Hex Totems is Small Game or Detectives Hunch. You can also discuss cleansing totems in the pregame chat. You and your teammates can also equip Inner Strength.

    Asking for a totem counter is just asking the Devs to nerf killers even more and to make the game easier for Survivors. You just don’t want to counter a Killers perk with one of your own perks.

    Would not make it easy at all. Still have to find the totems. If anything, it might benefit the average killer who does not care about NOED when survivors are running around ignoring the final gens in order to get that counter to zero.

    Are we not wanting gen speed lowered and survivors to do other objectives? This feeds right into that!

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095327#Comment_1095327

    I play on PC and I get near instant matches when I play after 7PM central time. I instantly get matched on weekend nights.

    I have to wait when I play survivor, but it’s not as long as the people on the forums make it out to be.

    I've talked to several killers over the past couple of months. We've come to a conclusion that it depends on what region you are in, and how messed up match making has been. I am in the Midwest NA region and tend to wait 10-15 minutes in peak times, sometimes as low as 5 minutes (I love those!). I also have either instant or as long as 3 minute survivor ques when playing 2 man SWF with the wife. I know a few other killers in the NW NA region who have instant ques, but long survivor ques. NE NA region also had longer ques at times, but had longer survivor ques too. Whereas my buddy in Texas has upwards of 10 minute killer ques and 5 minute survivor ques, but it lowers to 5 for each on weekend at peak time.

    In short, it is all over the place. I still run into a lot of the same survivors over and over, whereas I rarely run into the same killers. Could mean my region does not have enough survivors, or matchmaking is a mess. I'll lean towards matchmaking as the issue.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095346#Comment_1095346

    You act as if the Killer just stands in place for the whole match and does nothing until NoEd activates. They don’t, they have to play the match with only 3 active perks vs 16 active Survivor perks. If the Killer didn’t work throughout the match, the Survivors would be able to open the gates and safely unhook any teammates that may have fallen to NoEd. The killer would still have had to hook people throughout the match in order to be able to kill everyone in endgame with NoEd.

    Even if the Killer camped one survivor for the whole game, the remaining 3 should have no problem escaping when the gens are done. All they have to do is run DS and BT.

    Killers use NoEd because games go by too fast for Devour Hope. A lit totem stands out more than a dull one. They usually get cleansed at the start of the match. When I run Devour Hope and get enough tokens to one hit down a player, it gets cleansed within 30 seconds to a minute.

    And no, I am not over reacting in regards to the totem counter. Part of the risk of Hex Totems is the uncertainty of them for both roles. The Killer can’t be certain that NoEd could even last long enough to get one person. Survivors aren’t certain that they got all the totems, and have to risk spending a little time making sure they got them.

    You say you want to close the gap between SWF and Solo, but if you were honest with yourself you would admit that it’s just a cop out. You just want NoEd nerfed because you feel entitled to survive if you managed to get all the generators completed. News flash, you’re not. The games not over until you cross the threshold. You’re not entitled to walking out risk free because you held M1 for most of the match.

    Stop being lazy and entitled. All you have to do is sacrifice a perk slot for the same perk slot that Killers give up for most of the match. You also have the option for immersive play during endgame to make sure NoEd isn’t active or to find the totem. You just don’t want to.

    You clearly have not read anything I've written, or you have horrible reading comprehension. I never said that killers just stand there, unless they are face camping. I've never said NOED should be nerfed. I've actually argued against nerfing it. I've said that there should be a perk for survivors that let them have a totem count, just like we have with TotH.

    What I also said is that I think basic use of NOED can develop a crutch mentality. If you are using it as a safety net vs fast gens, you are using it as a crutch. I'm not a great killer, and severely colorblind to where I have to hunt by movement on most maps, but I 4k in red ranks with no NOED just fine with Trapper. If I'm mediocre as killer and have no problem getting 3-4k without NOED, then it is clearly not needed to stop gen speeds. If you are using it for that, it is a crutch and you'll never get better at killer while using it. (I know, I used it as that in the beginning and eventually let it go...took the training wheels off.)

    That said, NOED is a crucial part of end game builds. I do enjoy using it as is in those builds. I have several builds where NOED is a key part and I do enjoy running them from time to time.

    So, recap:

    1. NO NOED nerf
    2. Solo survivors having a perk that gives a totem counter would be a good step for them and not unbalancing at all
    3. If you depend on NOED to counter gen speed, quit using it and get better
    4. NOED is a key part of many end game builds.


  • Considering my killer que times on PC still suck, I don't think there has been a mass exodus of killers. I run into the same survivors over and over in matches, and wait way too long for matches, which tells me the ratio is still out of whack and there is proportionately more killers than survivors.

    Killer is still the best way to grind BP and is waaaaay easier than it was 2 years ago. Heck, even a year ago.

    There is lots of biased whining about a perceived survivor bias, but those whiners ignore the significant survivor nerfs over the past 2 years. It's nice not getting DS'd 4 times before your first hook. Or watching the survivor self care on the other side of the pallet because by the third one they are healed.

    Yeah, killer is harder than survivor, but not that hard at all. 3I is still the average, possibly closer to 3.5k.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094661#Comment_1094661

    That’s the point. It’s all exaggerated in every rant about nerfs.

    I guess I'm more of the mindset that a sensible response goes further than adding to the stupidity. We struggle to get sensible ideas on this forum due to the constant immaturity.

  • So, two perks and an ultra rare item in every match is the answer? Nice try.

    Any of those alone can help, but you don't know how many are left out there. That is the point I'm making. Merely from a solo player's perspective. I run TotH for extra BP and I constantly see 1 to 2 totems left in groups of solos. Even if they run those perks. If we get a totem counter just to track the BP bonus, why not a perk that does the same but with larger implications for survivors.

    Besides, anything that encourages survivors to get off gens and find the last totem or two is great. Slows the game down that much more. I only run NOED in end game builds, so it is pure benefit for most killers who don't run NOED.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094664#Comment_1094664

    You really need someone in addition to what you already have...to help you count to 5?

    You can keep your childish insults to the playground at school considering you are ignoring the fact that a solo survivor has no idea how many other players have found. Add in the fact that running around looking specifically for totems and ignoring hens will greatly increase your chances of being seen by the killer.

    Lastly, I am speaking from a solo balance standpoint only. Mainly because I play killer 90% of the time and I actually listen to survivors that have sensible ideas. The idea of a counter added to a perk makes sense. By your "logic", BHVR believes us killers can't count to 5 because they gave us a counter on TotH.

    Try adding something useful to the conversation or just stay on the playground with the other kiddies.

  • I've seen some pretty rediculous stuff since the DC penalty was added. Not saying I want it removed, because I don't. But wow, the toxicity is at new levels.

    Watched my wife play a game (I told her I've had enough survivor for the month) and the killers are mori spamming, face camping, hardcore tunneling, even working with survivors to harass another one. Watched won lure a survivor into rescuing her off the hook, just so he could slug her, and down the rescuer. Hooked the rescuer and mori spammed my wife on and off for around a minute before killing her.

    No, my wife did not teabag, have an item, or loop him all that well. He was just doing it. Said afterwards that she could have DC'd if she did not like it. Wow.....

  • @Mandy said:

    I think NOED is completely fair as it is, it's easy to remove from the game by getting all the totems and if the killer is camping one person then there's plenty of time to do that.

    Could still use a totem counter for survivors. Or a perk similar to TotH that has a totem counter built in. Solo survivors have a much harder time with ensuring totems have been done. A simple perk, or addon to an existing perk, would do wonders. Would truly be no Avenue of complaint then.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093788#Comment_1093788

    Far from biased as I play both sides equally and I don’t whine about nerfs on either side. Though I don’t agree with some Perks or Maps, I’m not screaming for nerfs.

    NoED doesn’t need a nerf, as we’ve both said. Neither do any of the perks listed. The point is, it’s very easy to scream that the majority of survivor perks give a reward despite lack of skill, but that’s ok it gives players a chance to prolong gameplay.

    NoED is a very simple perk to counter, find either 5 totems during gameplay or 1 lit post-gens. There’s nothing “OP” about it nor needing to be changed. The problem I’ve realized with this community is any time someone fails at “winning” whatever caused that loss, needs to be “nerfed.”

    In this case, meta has changed (especially in low-skilled ranks) so players are getting hit by NoED because they choose to rush through the game via “gen-rush.” It’s very simple, cleanse totems or just leave. Not every survivor needs to escape and not every survivor needs to die. If NoED activates and you can safely find the Totem, do so. If not, leave. Don’t cry because your friend went down to NoED and scream for a nerf. For all we know, that killer could’ve been DS’d by each survivor. That’s 4 additional chances. Just saying, not a real example.

    Though I agree with most of what you said, most survivor perks don't come close to the "reward for failure" status you were assigning them.

    The problem on this forum is the extreme exaggeration that goes on. Someone makes a great point and it gets lost because they follow it up with exaggerated "facts".

  • @FogLurker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093709#Comment_1093709

    Losing 100% of defense objectives is the cost the skilled killer must pay. Nothing else in the game requires this much sacrifice. With great power comes great cost. Only the most skilled killers can take advantage of a perk like this that can only be made use of in the very few last minutes of the match.

    I love this guy. So funny.

  • @LustForBP said:

    There’s a thread about NoED being fine and the amount of comments opposing NoED is ridiculous.

    NoED activates after all generators are completed and can be countered by:

    • Cleansing Totems during Gameplay (5 total)
    • Cleansing the Hex Totem after generators are completed.
    • Run out of the Exit Gates before being Hit.

    How exactly do you oppose a perk that is has a higher chance of being a wasted perk, especially at higher skilled gameplay?

    It’s pretty much a wasted slot.

    Excuses:

    • It gives free kills
    • nobody wants to cleanse totems
    • it rewards failure

    how does it give “free” kills?

    whats so difficult about cleansing Totems? Oh, it extends your 5 minutes of gameplay and forces you to do something else.

    It rewards failure? Hmm? Doesn’t:

    • decisive strike? You got caught, caught again = failed
    • Adrenaline? you’re injured when gens are finished = failed but are rewarded a health slot
    • Unbreakable? You got downed, failed but here’s your pass to get up without help
    • Borrowed time? The killer spotted your teammate coming to rescue you, failed but here’s a free pass to get away
    • spine chill? oh, you don’t want to look at your surroundings, failed here’s a warning the killers otw
    • sprint burst? killers close, here’s Usain Bolts legs.
    • Dead hard? You’re injured, here’s a chance at lunging a football field forward to get you away.
    • Balanced Landing? Yeah, drop 30ft, no injury but a speed boost 😂
    • self-care? Teammates won’t heal you, here you can heal yourself with air!
    • Boil over? Yeah, you’re 1/4 the killers size but outmuscle them, sure.
    • Iron will? Hole through your chest, don’t worry you won’t make a sound.
    • Breakdown?
    • Deliverance?
    • Hope?
    • Inner strength?
    • Flip flop?

    Literally of the 70+ survivor perks, the MAJORITY of them reward failure.

    Though you make some fine points about NOED, your list is pure comedy. NOED's closest comparison is DS. Both are backing up a failure by the player. NOED backs up the killer if he fails to protect the gens and gives him a second chance at stopping the survivors before they get out. DS gives the survivor a second chance if they are downed within 60 seconds of being unhooked. Both are reward for failure type perks.

    Adrenaline is a reward for getting the gens done

    Hope is a reward for getting the gens done

    Unbreakable is not a reward as much as a punishment on the killer for taking his eyes off of the victim after downing them. Killer's fault

    Borrowed Time is a shield, nothing less than light born is. Both protect against an action in the game. Wait 15 seconds, follow said survivor and down them. Problem solved.

    Spine Chill has nothing to do with not looking at surroundings, it is nothing more than a piece in a style of play. No different than Spies from the Shadows, Chili, I'm All Ears, Bitter Murmur, or any other aura perk/addon killers have. Heck, it's significantly weaker than those.

    Sprint Burst - I don't even know where you are trying to go with this. Pretty dumb to be on this list. It's an exhaustion perk. Maybe we should consider Enduring or Brutal Strength reward perks for shortening stun so you can close distance faster? What about Bloodlust? By no means a reward perk.

    Dead Hard - Likely one of the most realistic perks in the game. Yes, I said realistic. The idea of dodging a hit is completely missing in this game aside from the ridiculous 360 or Dead Hard. The fact you can only do it when injured is dumb when you think about it. But, as someone who prefers killer, I'm glad it's set up that way. Not a reward perk, especially since it takes timing to use it right.

    Balanced Landing - Yeah, now you're just stretching too far. The killer can fall 30 ft without missing a beat, yet he is wearing gawd knows what and in some cases has physical features that would be catastrophic with that kind of impact (Looking at you Billy and that spine curvature). Furthest thing from a reward perk.

    Self-Care - You open a can of worms that hurts killers as much as survivors on this one. How does anyone fix a mortal wound from a chainsaw with a bandage kit? Or better yet, without one. For that matter, HTF does a chainsaw make you run super fast? Self-care is a basic perk needed for game function. I love it because I am quite happy to have some idiot self-care for 45 seconds in a corner while I'm chasing their buddy and hooking him. That's a lot of gen work not being done. Still not a reward perk.

    Boil Over - 1/4 the killer's size?! Have you seen the ridiculousness of Pig or Legion picking up Jane or Jeff? Please, spare me. If we want to talk physics, Legion, Pig and Billy should never be able to pick up any of the survivors except maybe Feng and the new one. (Billy's back issue means he can't support any extra weight). Still not a reward perk.

    Iron Will - This one is another that makes sense. If you have ever been in a life or death situation, you would know that one can muffle cries of pain or fear pretty quick. Especially if you have ever practiced any form of meditation. Still, not a reward perk. Just a perk.

    Deliverance - You are right, it is a reward perk, but at least it is a reward for doing something positive instead of just existing in the game. You have to rescue someone in a safe unhook before your first hook. Otherwise you wasted a perk slot.

    Hope - You have to finish all of the gens for this to work for a few seconds. Not sure why this is even close to the list, not even on it.

    Inner Strength - Requires you to find and destroy a totem, then find a locker and hide. Not a free reward, it actually requires a proactive prerequisite.

    Flip Flop - Refer back to Unbreakable. This one is more of a punishment on the killer for taking his eye off the prize again. If you use this on its own, it is nearly useless. Combine it with Tenacity and Boil Over, it might work vs a slugging killer. But you require a slugging killer for it to do anything....not a reward perk.

    NOED needs no nerf, but your list shows you are completely biased and have no understanding of game balance at all.

  • Look, I think NOED is pretty powerful vs solo players. The ONLY thing I'd like to see done is to give survivors a counter of how many totems are left. I played a few matches with the wife over the past week and we would count off 3-4 totems, amongst all the other activity, and BOOM, NOED still pops. If 2 players hit 4 totems and are not sure if either other player destroyed 1 totem, it is a huge disadvantage. Especially facing a hardcore camper where the prescribed counter is gen rush (according to the killer community on this forum).

    I have no problem with NOED. I don't use it much unless I run an end game build, but I also don't want to establish a crutch with it. I see no problem with both the killer and survivors having a totem counter that lets them know if any are left. That way, the killer knows whether his end game build is going to still have NOED, which is a perk he has zero benefit from until the end game....

    Besides, if there was a counter, even solo survivors would have zero excuse as to why NOED is a problem for them. Yes, survivors might start cleansing totems more, but that is a win/win for me because it means they are not on the gens.

  • @FogLurker said:

    NOED requires a massive amount of skill and sacrifice. You need to defend all 5 totems from getting destroyed that are all hidden in plain sight in various parts of the map. All while willing to sacrifice all 5 gens. Only then will the perk activate.

    That was good. I enjoy the humor. NOED requires skill to get and use? Truly funny. Face campers, tunnelers and proxy campers work hard at making NOED work for them. lol

  • @fozzy_ozborn said:

    Tracking Hex totems is a breeze with Detectives Hunch or a Rainbow Map or a map with addons

    Very true, but even the limited survivor play that I've had results in me destroying 3-4 totems while doing gens and engaging in chases only to have NOED pop because other idiots don't do totems. That's not the killer's fault, but unless there is a way for survivors to communicate the totem situation, there is little chance solos will get all 5 totems. Or, maybe if I ignore all else, but then the group suffers because I'm not doing gens.

    The point I'm making is that NOED is fine on its own, but I feel many killers use it as a crutch to cover sloppy play. I know I did when I first started playing killer. After some good advice from another killer, I stopped using it and got better. Now I only use it as part of a build. Many killers feel they NEED NOED and in truth, they just suck and won't get better until they throw the crutch away.

  • @ImmortalReaver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088658#Comment_1088658

    Please tell me how getting hooked is a skill, being in the killers terror radius is a skill, or being injured is a skill.

    Nobody said it was a skill. As I mentioned before, there is no perk that requires skillful play to activate. All I said was that it was a prerequisite to activation. Reading comprehension is a lost art on these forums.

  • Had a match where 2 survivor ms started out sabotaging the other 2. Would blow up gens, throw down pallets and block 3red survivor from the hook. Turned out to be 2 azzhats that claimed to be killer mains intentionally sabotaging survivor games.

    WTH is that all about?! This is why I hate all the survivor vs killer bs. Even if we prefer different sides, we want a healthy game and that requires constructive conversation from both sides.

  • Here's a scenario for you.

    Match starts and someone used a shroud so we will start together. We start in the killer shack. Survivor 1 runs to the pallet and throws it down, then crouches in front of it. Survivor 2 blocks the other door. Both teabagging. Survivor 3 and 4 move to leave through the window. Legion shows up as survivor 4 is making his way through the window and survivor 1 and 2 are using the point emote at 4. Killer thinks 4 did something wrong and goes for him. After he is hooked 1 and 2 run up and take turns engaging the unhook animation. They do this into struggle and block survivor 3 from the hook. Survivor 4 gives up and dies.

    Survivor 3 goes to gen and starts working. Survivor 1 and 2 run over and throw down pallets nearby. Survivor 3 ends up in a chase with Legion and is ultimately caught. Survivor 3 does not give the other 2 a chance to repeat their earlier actions and suicides on hook. Tell me why he should be punished?

    This happened to my wife and I last night. After the match, in which 1 and 2 hppoed in and out of lockers until caught, they laughed claiming to be killer mains who are sabotaging whiney survivors.

    And this is yet another reason I prefer the killer role. You don't have to depend on idiotic strangers for success.

    No, between that experience and toxic killers, I don't agree with penalizing hook suicide.

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091852#Comment_1091852

    Might be because of its size. It is a failry small map to be honest. Not a lot of places to hide and a lot of wide open places. Not many run urban these days so gettign around on that map without urban and being seen is a slow affair. In todays gen rush era being slow and not able to juke killers in open spaces is a death sentence for me.

    But i dont mind that map to be honest. I like the way it looks. I stopped caring about living or dying. I want fun. But todays games are just way to quick for my liking. so sadly not playing. Lurking here instead.

    It's a shame that like-minded players are not able to play vs each other in the normal game. I really enjoy playing fun matches where the killer is engaged and it requires the survivors to really be on their toes. I don't care about 4k, I merely want to have chases, hooks, and a good 10 minute match with lots of BP. As survivor, I want to engage in chases, get some gens done, knock out some totems, rescue a player, heal some and who cares if I live or die? To me, it's fun either way.

    Unfortunately, most of my matches as killer feels like an exercise in pinball as I'm jumping from gen to gen trying to catch survivors out of position so I can down them in a quick chase and keep pressure. Even when I go out of my way to not tunnel, I get toxic responses or I get that BT/DS survivor who just got off the hook, runs up and wants to body block even if I was not near the hook when they got off.

    Oh well. KYF is fun for one or two matches, but I'd rather be getting BP.

    Sorry, this conversation went way off topic.

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091519#Comment_1091519

    People seem to forget that all killers and all survs with all their perk variations, strengths and weaknesses have to play on the swamp. What is good for one might be a weakness for another.

    You might get nothing but immersed urban and spine chill players as a myers and never seen them. Its happened to me on that map. That was the first time i never saw anybody and all 4 got out. Quite a shock that was. Seriously. I was brown myers at the time. But to never see anybody?

    Swamp has the lowest rate of survival while Haddonfield is the highest rate. Even at the highest rate, it is less than 50%.

    I believe that is what creates the stereo types on maps.

    Personally, I love Haddonfield as Trapper. Trap up the upstairs windows, narrow grass corridors and listen to the screams of trapped victims. It's a great map for Trapper

  • @Peanits said:

    Just to clarify, we aren't trying to push this as a buff. This is just a quality of life change that's been asked for by the community for a long time. We are aware that this isn't necessarily going to make him stronger, it'll only make him feel a little better to play.

    As someone that has mained Trapper for 2 years, I don't get why your poster killer is so neglected. His fix would be so very simple. Give him an extra trap, the ability to carry 2 traps as base kit and it will do him wonders. Maybe take a look at a few of his addons, but they would be minor tweaks at most.

    But no. We act like Trapper is not even there.

    Please, for the love of ....well...of Trapper, GIVE HIM A TRAP!

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1091567#Comment_1091567

    They do it specifically because killers will either have to deal with the worst killer map in the game and the best survivor item in the game or DC and suffer the penalty.

    Still, not really toxic. That is more of a strategy than anything. Actually, if you want to survive, or have a quest to do so, that is a good plan. That said, I've seen a lot more toxicity from both all day.

  • Well, it is hard to tell overall. I have seen a lot more toxicity from survivors and killers since yesterday. I have only gotten a couple suicide on hooks, both are when I downed someone within the first minute of the match.

    On the flip side, I've noticed a ton as survivor. Played 7 matches with the wife today and all 7 had suicide on hook or more. They were also all with killers who hardcore tunneled and one outright face camper.

    I think if we let things calm down, we will get a true look at the impact. Right now, toxicity on both sides are sky high and it is hard to tell. I'm glad they put the DC penalty in, but I can VERY SLIGHTLY understand the suicide vs toxic killers. I don't get the suicide just because you are hooked.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/129404/killers-are-more-toxic-now-with-the-dc-penalty

    Seems to be that way on both ends.

    Survivors whipping out the Haddonfield and commodius toolboxes

    Killers whipping out the OP addons and Mori's

    Welcome to the great DBD Wars of 2020

    I don't understand how a map and an box are toxic. I can see if they all run flashlights and ignore the objectives just to mess with the killer. Yeah, that's toxic. But not just running a map and a toolbox. That's like calling someone toxic for running a purple or pink addon on killer.

    But yes, I've noticed a significant spike in toxicity since the DC penalty, on both sides. Ran 12 kiler matches and had lots of toxic survivors. Ran 7 survivor matches and had nothing but tunnel, camp, slug.

  • @huntressmain03 said:

    I have a passion against Haddonfield. It is by far the worst map to play killer on, there are too many loops, the indoors are completely based for survivor (such as the window to balcony vaults), and I feel like it should be completely reworked to a different map, or removed entirely from matchmaking. Thoughts?

    Wait, let me get this straight. The map you deem favorable to survivors should be removed because you don't like it? Most maps are very much killer sided, and as a killer, I appreciate it, but in no way do I dread the one map survivors have an advantage in. I think it is pretty pretentious to want it deleted.

    Heck, I usually feel bad for survivors on any swamp map. Those are horrible for survivors. I can usually stand on the boat or boathouse and see everything. I stalked with Shape like nuts up there. Should survivors ask for it to be removed? No

  • About time. Now, can we start carrying one extra trap at a time? Maybe even step over our trap? Tired of watching people DH over my trap, and I have to go around like a lumbering idiot. lol

    Furthermore, could we get a rare addon that lets us change the type of trap he has? Perhaps trap gens to blow up, or boxes, totems, etc. I think that would be rather fun.

    Pipe dream, I know....but setting a trip wire to cause survivors to become exhausted when they stumble over it would be kind of fun.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1090945#Comment_1090945

    Macro and micro are literally antonyms. That does not make sense.

    Ok, you obviously are completely lost. I'm done with this one. You should look up the difference between Macro and Micro, then continue to educate yourself. Not trying to be rude, just saying that if you don't know the difference, this conversation can't move forward. lol

  • Those who doubt those prices should look up ISP prices in parts of NY, LA, SF and even parts of Chicago. Yeah, good net speed is not cheap.

    I would not call it poor shaming, just ignorance. Most of us can get good net speed at reasonable prices, even in smaller cities.

    EDIT:

    I would add in that rural areas can be expensive. My cousin lives in a rural area of southern Alabama where there is only one net company and she pays $70 for 4mb net speed. She can barely afford that because the average income is only $30k. So, yeah, telling someone to buy better internet is just ignorant.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1090936#Comment_1090936

    "Plan" and "strategy" are straight-up synonyms, so I'm not sure how a plan is not a strategy.

    You've obviously never had military or tactical training then. One is Macro, one is Micro.

  • Exactly. It's a plan, but not a strategy. There is a difference. Strategies take multiple factors, including opponents strength and weakness as well as terrain into consideration. Plans are singularly focused on one idea no matter what.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088474#Comment_1088474

    By this definition, Insidious Bubba Basement Camping is a strategy because it is a formulated plan to win by taking advantage of your ability to stealth in the basement and preying on Survivors' blind altruism while at the same time taking into account the possibility of SWF comms or Kindred. ;)

    The plan still depends on the stupidity of the opponent. The first time someone goes down there and is attacked, the survivors should just hit gens and go unless they have BT and Steptic addons.

    If you depend on stupidity in the plan, it is not an actual strategy. Its8a hope and a prayer. I've seen many basement Bubbas with Insid destroyed with 1k and less than 10k BP. I've seen stupider teams destroyed because they can't seem to figure out that Bubba is hiding down there and they keep going in. Duh.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088731#Comment_1088731

    I don't believe I said you want to ban people but if that is what you thought I said, then I apologise for not being clear.

    The whole reason I started arguing with you is because you said camoingb from the start isn't a strategy and is only toxic. This is false. If I build bubba to camp hooks I'm basing my play off of common survivor instinct to unhook. It's no different then a hunter in a tree stand with bait. However unethical it might seem, it gets the job done

    I stick by my statement about camping as a pure action from the start is not a strategy, as a strategy is meant to win without counting on the stupidity of the enemy. As in entering a gun fight with a stick and hoping the opponent won't shoot.

    Any decent survivor group is going to avoid the camping Bubba and hit gens. Had a match like that with the wife and 2 solos the other night. Bubba in the basement with the hooked survivor, I never saw him leave so I waited ed off the other solo and we hit gens. 3 escaped and Bubba bitched about us letting the guy die. He go a whopping 8k BP.

    Camping from the start depends on foolish survivors to succeed. That is not strategy. It's hope.

    I did not say all campers are toxic, I said many pure campers do it to harass and bully, and I've seen it enough to know I'm right.

    Situation camping makes sense. I main Trapper and if camping the hook while doors are open makes sense, I'll incorporate it into my strategy. If it does not, then I won't.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088632#Comment_1088632

    That's a 10 ply attitude bud. Kill is in the word killer. If someone wants to camp to kill, good on them. Just because it is different then your desired play style doesn't mean it is harassment.

    Let's go with your definition though for a second. Flashlights and crouching need to be banned then along with sfw. All these promote "bullying."

    YOu are trying to generalize the point I made. The point I made was that many people who focus on camping don't care about punishments. They are only there to harass. I've seen enough of them talk in post chat to know. They enjoy harassing other players. There are also survivors that like to do the same thing. No amount of punishing will stop them.

    My point is that punishments do nothing. There is no point to it. How you get from my post that I'm for banning everyone is quite a reach. The best thing to do is ignore them and move on because this game is built in a way that feeds these types of players.

  • Bud, I've been playing killer for two years and I know well how NOED works. The fact that you are crying about it needing to wait until end of match and only having three active perks is an absolute joke. Anyone running an end game build likely runs most of the match with 1 perk, since most end game builds require 3 perks to build it up.

    Heck, run a hex perk and have it destroyed in the first 2 minutes and you run the whole game with 3 perks. Run a shaman build with 3-4 hex perks and you might face the whole match with no perks.

    Getting to end game is not a matter of skill, heck, NOED is a punishment perk, sure, but it is also a reward perk. If you are just running random NOED, you are being rewarded for the survivors getting their gens done. Rather odd when you think of it that way. YOu failed to keep enough pressure to stop them, but now you get to one-hit-down them.

    Seriously, NOED is a powerful perk and helps as a fail safe for a match. It has zero, I mean zero to do with skill. Running the match with 3 active perks is no different than someone running Blood Warden, Hex:I've been destroyed in 30 seconds or even Remember Me. Again, no skill required. If you fail to stop the gens from being done (not a skill requirement), then you get the reward afterwards.

    Nice try though.

  • @Warlock_2020 said:

    Need to black out the names man.

    Personally, if I'm survivor and it is clearly a low rank killer, I give them the kill. I'm not about punishing them just because I can. I'll let them chase me and down me and earn the kill. No sweat of my back.

  • Need to black out the names man.

  • ?? Did I miss something? All you gotta do for NOED is wait for gens to be done. No skill required. What are you talking about?

    As for DS, you have to be hooked once before you can use it. Already has a pre-req.

    As for BT, you have to be in the killer's TR. Already has a pre-req.

    As for DH, you have to be injured for it to work, and cannot be exhausted already. Already has a pre-req.

    There is not a single perk in this game that requires a "skillful" play. Please explain.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088517#Comment_1088517

    Bullying? Really? How about it's just a game and you shouldn't take it personally. It cheapens the word when it is thrown around so recklessly.

    No, it does not. Someone who enters the game just for the purpose of harassing others is exactly that, harassment. Bullying is a form of harassment. I've seen it plenty of times in this game. Just like depip'ed SWF groups that purposely lower to rank 18 so they can bully new killers. You can call it whatever you want, but it does not change what it is.

  • If survivor DCs, all other players should get a cumulative 10% bp bonus to actions.

    I don't want the game to end, but there should be more than a lousy 600bp boost out of it. Survivors are more hosed than the killer is. Now they have to compensate for the loss of manpower, and they get less BP because the killer will likely kill them faster.

    As for the killer side, sure, they get a whopping 625? bp for a DC, but they lose out on chase points, hit points, etc, etc.

  • @CandyBard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088554#Comment_1088554

    Again, if that's your experience, record your gameplay, so you can prove it wasn't your end when you file a support ticket. You have a number of posts on this website, so I can at least have a foundation for trusting your word, however the OP does not. They have 5 posts on this site, and all 5 of them are part of this thread, which means they literally made their account to bellyache, and that makes it much harder to take their word for anything, especially with their claims of having 1500 hours on record, but having no evidence.

    Been there, done that, got the F'ing T-Shirt. They still say they can't prove it was the servers. I could have sabotaged my victory by puling the plug....

    I don't care about other people making accounts to complain, it does not change the fact that they are punishing those on dedicated servers when the server drops them. It's BS. I've recorded and gotten a ticket, but it did nothing.

    The fact that there are those here that cheer it, and ignore it is plain stupid. When it is them that get hosed over due to a game crash, they won't think it funny then.

  • @CandyBard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088485#Comment_1088485

    You're being dismissive. We have no basis to believe you're lying OR telling the truth, which is why the people who have suggested you take video recordings of your gameplay have done such. It would help your case, and put you in a better light for getting your situation fixed by developers, because they could actually see what's going on in your gameplay to cause the crashes.

    People are able to assume many things from the fact you're saying your issues aren't only recent, because you claim you never complained before because it didn't bother you. I understand that the new penalty would cause it to be more frustrating, but after 1500 hours, you would think that someone who experiences crashes as regularly as you claim, that it's an issue, would have more evidence than just "You can't assume I'm a liar because you don't know me".

    If it is a problem that you are having, you need to look at your own device, before pointing fingers.

    https://forum.deadbydaylight.com/en/discussion/comment/1088491#Comment_1088491

    I don't know where you pulled those bullet points, pal, but OP didn't even give examples of who they might be playing when the game crashes, in the original post. If that's your experience, maybe make a recording and try to recreate the same circumstances that happened during the crash in a private game.

    My experience may be different from yours, as I play on XBOX, but I have only managed to crash the game once, and it was because I was trying to do one of those exploits that I saw in a youtube video, during a match of Kill Your Friends, and the game didn't react accordingly. At least, I can assume that's what caused the crash, because I didn't try it again, and the game ran perfectly fine afterwards.

    I play PC, and this has been an issue all along. The bullet points are my experiences. I've reported them in the past, as have others. If the game crashes, you get penalized as having DC'd, that is how it works. You get a time out penalty to go with it. It's BS, and I know darn well they can figure out if it was their side our mine, but they claimed they could not. If they can't, then they are seriously running some backwards crap, because even Everquest and their old servers can tell when it was them or you.

    I play killer, and I don't DC because I don't want to lose my BP. So all the bs about blaming survivors is just that, bs. THe game treats crashing like DC, plain and simple.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1088460#Comment_1088460

    And loses emblem points, for those who cares about pips (apparently a lot of people do)

    Problem is, camping players don't care about BP or pips. They only care about griefing other players. They want to make you upset. It is nothing more than a form of bullying. There are times where it is a legitimate part of a strategy, such as when the gates are open, but camping from the beginning is nothing more than griefing.

  • @Slaughterhouse3 said:

    No. We live in 2020....P2P should not exist anymore.

    And yet P2P is better than the garbage servers BHVR have put together. So, yeah, your point is pointless in comparison to the current situation.

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