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WaveyTrey

WaveyTrey

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WaveyTrey
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  • @ThatOneDemoPlayer said:

    Why do you use Premonition over Spine Chill?

    Yes. I’ve used it, and I prefer it more. It’s highly ineffective on maps with multiple floors though like Midwich. It shoots a degree cone from where you aim your camera, and not where your body is facing. So you aim your camera left to right like a security cam (Haha). It works in the sense that you know which angle a killer is actually coming. This works incredibly well with Fixated. Once you know what direction a killer is surely coming from you can position yourself away from the killers camera line of sight. During cooldown you can play like you regularly would.

    Spine Chill is good for the passive buffs it gives, but I hate that it procs whenever a killer is facing you. Why? When killers realize you have it they will actually begin to moonwalk in your direction so that it doesn’t activate as quick.

    I’ve seen them do this with Premonition as they think I have Spine Chill. Nope. I see you coming every time, and from the general direction too.

  • It feels unfair to face a good Nurse because fighting a true paranormal being would be. True ghosts don’t/won’t care about the “physics”. That’s the point of mastering Nurse as everyone can’t take the time to learn her. Complaining about how unbalanced a ghost can be is like complaining about the amount of cheese on a grilled cheese sandwich. There can only be too less of the one good thing it has that makes it so good. That’s why even after the nerfs a Nurse can still be strong. Any more big nerfs would make her unrewarding to master, and ultimately undesirable.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982330#Comment_2982330

    Lets not pretend killers are not able to move insane distances that catch survivors off-guard easily. I don't think it is fair to expect survivors to "always" move at precisely the same movement speed all the time when almost every killer has different speeds, along with perks like NOED that increases the speed. When Blight, Nurse, Spirit, Oni exists, DH is really nothing.

    I play both killer and Solo Survivor. From my experience playing as killer I got to Iridescent as Doctor, or Clown often when I had the time to play consistently enough before the reset. The survivors often have their wits about them. They often have an idea on where to take me, what they’re doing, and they often coordinate with their teams fairly well. They typically use their DHs for increased distance as they should. Never to avoid an attack. Only when I’m the survivor am I stuck with sacks of potatoes and lemmings that will DH into a tree, or a garbage can.

    You must not play killer consistently enough to face competent players, if not play killer whatsoever. 🤭 🤭 🤭

  • @Sasorii19 said:

    no

    Yes. Hex cleansing is simply way too fast. So adding a hex to work against that by a means other than increased cleansing speeds would be quite fair. As the hex itself can be broken. Leaving a killer with less perks. ;)

  • That’s why I stopped using Dead Hard. With WoO chases as survivor is easy mode. Pitifully easy mode. Often times I got downed because a killer would tunnel me until BL T2-3. By the time I did get caught around 3 gens would be done. Then I’m getting smacked on the hook, and face camped. 😭 😭 😭

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2981885#Comment_2981885

    Dead hard requires some skill to pull off a successful dodge. The timing has to be perfect. You can't compare that to NOED which bypasses a health state and a huge boost in speed.

    No one uses DH to “dodge”. Anyone with a brain 🧠 uses DH to gain insane amounts of distance when they otherwise could not. Mind you this will happen every single chase after a survivor becomes injured 🙂🙃🙂. Waiting out a DH doesn’t work unless a survivor is chased to a wide open area (Smart survivors will never be). Heaven forbid it’s an indoor map like Lery’s.

    When combined with WoO the insight you get on loops can make you uncatchable in many cases. Since whenever you become injured you’ll use the adrenaline to run to those exact spots while keeping DH.

    You jest. You jest. Hehehe. 🤭

  • @Satelit said:

    Well your description doesn't mention booning sooooo

    As a killer I never had an issue with boons. Normally when activated the survivors scurry over to them no matter how far they are. This backfires when their objectives are across the map along with someone being on a hook. Now when there’s like 2-3 CoHs all around then it can be a problem.

  • Survivors always break totems when the killer decides to chase someone else. It takes around 14 seconds to cleanse a hex. Chases last around 30 seconds... Include hooking, and walking back. 3 totems could be cleansed… With the perk it would take approximately 28 seconds or so after successfully making it work. Depending on what tier killers want would determine the length of exposure. You want a low tier to stay close the exposure doesn’t last long. If you take them far, typically outside of TR, the exposure is in full effect.

  • Increase base cleansing speeds of Hex totems to 20 seconds…. 14 seconds to cleanse a hex is too **** short. A chase is around 30 seconds. Plus there’s pick up, and hooking. Then walking BACK to the totem. That’s over a minute of time. A single survivor can cleanse 2-3 totems in the time it takes to down, and hook one survivor before the killer can check on it. On top of obvious spawn locations.

    Something is VERY wrong with that. This would be mitigated easily if it took longer to cleanse hexes without wasting another perk slots to make cleansing take longer. Survivors have counter force now so there shouldn’t be a problem.

  • Second thing is... NOED is the killer’s version of a second chance, which only procs at the END. Meaning killers run around with 3 perks in hopes it even activates.

    Survivors have a load of second chance perks that all 4 of them can use during the entire trial, AND they be used repeatedly in some cases (cool downs)…

    Survivors have every right to use their perks to survive in the same way killers have every right to use theirs to get sacrifices… NOED can be countered. DH for distance cannot be. BT cannot be anymore. Waiting 60 seconds for DS to fade is not a real counter. Maybe instead of running BT, DH, DS, and Unbreakable to do a CJ you would run a totem hunting perk. Detective’s Hunch says hello. Since all survivor mains do are gens it’ll literally tell you where everything is. In the time it takes to activate a boon you could cleanse totems.

    Both sides of “mains” feel very entitled, but survivor mains take the cake when you have to choose between which side feels more entitled. Complaining about NOED is such an asinine argument when compared to the survivors resources. I solo Q and I never complain about NOED.

  • NOED is “good” when survivors were about to lose if one more big mistake were to cause a snowball. Say everyone is healthy at EGC, but were on death hook. NOED will let the killer slug/hook you all. Then there’s when it spawns by an exit gate, and a killer hooked someone next to it.

    If NOED doesn’t do something like that then it’s pointless. When I use NOED it never activates because the SWFs I face break all the totems. Even when it’s activated I chase down maybe 1 survivor, and if 3 are alive 1 of them will destroy it. Typically when I hook the survivor. They come in with a reckless BT save, and escape. I typically use NOED to get extra hooks with BBQ. I will be using it for the anniversary once I stack cakes. That’s for sure. 😂

  • The devs don’t necessarily NEED to make a drag queen survivor by default. The devs need to make a gay male survivor whose LORE is drag, and identifies as “nonbinary”. In the sense the character has regular clothes along with drag sets that can possibly be mixed/matched.

    The potential of drag in a video game is the magic of versatility that drags naturally have. They typically dress/live/work as an average person during the day. They only really dress in those extravagant ways during social gatherings with other queens. With some gay men you wouldn’t even know they were a queen unless he told you, or was already in that part of their social circle. You’d be surprised who was actually a queen where I live.

  • Mettle of Man. Object of Obsession. Head On. Resilience. Item: Emergency Med-Kit / Ranger Med Kit. Adds: Gel Dressing. Whatever you want.

    If you activate MoM you can always see the killer’s aura. Head On is there to save you from tunneling. They’ll always see you enter a locker as they approach. They’ll stall trying to bait, or get stunned. They often leave you alone when they see your aura enter a locker again after being stunned earlier. Resilience stacks with OoO. Keep yourself at 1 tap with the kit.

    Personal Build (Pharmacy Tech): Pharmacy. Ace in the Hole. Botany Knowledge. Built to Last.

    Become a healing machine. It’s lot more fun that it sounds. The emergency kit works wonders with Botany Knowledge. Basically We’ll Make It for the trial. If you get a Styptic Agent you can turn the match around. You walk in empty handed so killers won’t be quick to run Franklin’s.

    Personal Build (Track Runner): Head On. Deception. Lithe. Windows of Opportunity.

    Knowing where the pallets are is essential. Baiting killers to break a dropped pallet gives you the distance to trigger your deceptions more effectively. Head On is when you want to land a blow. Lithe is to dust killers at loops. Doing one before the other also psyches a killer out very often. Making them waste more time.

  • @Aven_Fallen said:

    You mean, Killers will move to the next Perks to complain?

    This was very funny because it kind of rhymes. Lmso 🤣

  • Solo Q is to have a whole different mentality. It isn’t about MMR. It’s about escaping the trial by any means. You play way the game was meant to be played. No comms to coordinate ridiculous/unrealistic plays that stall until objectives are done. The only issue with Solo Q imo is when 3 survivors were already together. Players spectate you after they die, and will tell their surviving teammate to kite killers directly toward you. Hoping their buddy will be spared. They’ll sit on the ground going “Nah nah nah boo boo! I got you caught too!”. I solo all the time, and THAT is the most annoying thing about solo Q. I can always abandon a potato/lemming.

    If you want “high MMR” find a SWF to play with… Hope you love the constant stink of sweat. Spirit/Blight mains with Pain Switch, or angry Nurse mains with Agi Star Struck Fright. Ruin/Undying. That’s all you will see. 🥱

  • As Solo Q you have to think for your own escape mostly. However, if you insist on team work to get out… You have to be FULLY responsible for your team as they’re lacking. This is because I noticed as a solo survivor if you’re too good at chases the killer will leave you for the easy prey. They get you later when the pallets are all gone.

    1.) Be the support. Either the medic, or the flashlight savior. If survivors keep getting hurt/caught you have to tend to them until the others finish the objective. If all you do is gens as solo you’ll lose.

    2.) Run Clairvoyance. Cleanse a totem. The moment the team fails you abandon them, and hide. Use that power, and find the hatch. You will escape most of the time. I know I always did using this perk as solo Q.

    3.) Run Plunderers and Appraisal. Find a key, and get out. Use the rituals to spawn the hatch somewhere purposely. The killer will likely close it, and walk off to check the exits. Not knowing you can find a key somewhere, and open it. You usually find a purple/red key this way. If you start the trial with a key the killer is aware. They will either slap it out your hands, stand on hatch, or worse. A survivor finds where you left it.

  • Buff Coup De Grace so killers get the extended lunging effect whenever a gen is completed, but it deactivates whenever a lunge hits someone. That would be fair because a killer could this around 5 times throughout a trial, and only when survivors get progress done. Like Fired Up.

    This would play well on slower killers like Huntress, and Trickster. Plus the lunge boost can possibly close the gap of Dead Hards. 😒

  • Have you tried replacing Dead Hard, or Decisive Strike with Detectives Hunch? That would solve the issue right there. There’s also Counter Force. Become a cleanse machine.

    Survivor mains just want to do gens, and use second chance perks. When I solo I’m not using those. I’m running fun builds. Like “Pharmacy Tech” build, Mettle of Man builds, etc. I still escape as killers THINK you have those perks, and fumble. I hate playing sweaty, and DBD isn’t the olympics. It’s a game you get high/drunk with, and play. Especially with friends.

    If you always play in an unsporting manner you’ll become upset when the unsporting behaviors happen to you.

  • The range of the aura detect should be farther. Like 24/28/32 meters away. 16 meters it’s not enough distance to outsmart a killer.

    When using MoM I feel that Head On is absolutely mandatory. That’s why I dislike MoM. You have to make a whole build around it. Then during some trials you never had to activate it. 😂

  • @RisingTron said:

    Ah, yes. I love running a perk that the killer can completely shut down with a mini game AND get rewarded extra BP for...

    Like is this a joke...?

    "If BOTH sides lose the KILLER automatically wins." Like I don't whether to laugh or cry.

    DS is perfect as is. A punishment for killers tunneling a survivor who just got off hook. This just seems like "Okay so how do we make so DS can be a good thing for the killers." Just- no. No.

    It’s not when a survivor is allowed to crawl out because the killer cannot pick them up for 60 seconds. Survivors never use DS to stop tunneling per se. They use it to buy time for gens (Adrenaline), or for another survivor to arrive on time for a flashlight save. Etc

    Nothing actually stops camping/tunneling… Other than suspending the killer on the hook through some animation WITH the survivor mains that the killer intended to camp. If survivors think the mini game is that bad the killers won’t be hasty to play it either. Which is also the point. If killers choose to force this anyway everyone can possibly get extra BPs. Cocky/Confident survivors will win, escape, and earn double BPs. Players often quit matches because they’re denied pips and BPs.

  • @foxsansbox said:

    Not every perk needs to be fun. Sometimes, perks just need to fill in a hole.

    Edit: I also don't agree with the suggestion regardless. Feels so extra.

    Well, I like how fun Merciless Storm is. It’s like the Yellow Glyph which I always enjoy playing.

    Perks should be more interactive, and fun imo. Not just filling a hole because the devs are poor at balancing. If DS offered interaction between both sides. Offered BPs in a way, and took away the denial of any BPs… Then people wouldn’t complain as much... I stress AS MUCH. DS literally denies the killer all their BPs even if they weren’t “toxic”, which is the biggest letdown to it.

  • @brokedownpalace said:

    Wish you got a screenshot of the skill check. But I might try this build, sounds kinda fun!

    Now that the Bloodhunt is up I’ll be doing this a lot more! I got the size of the skill check and the comparison!

    The top snapshot is without the kit, and without the perk (Healthy). The bottom snapshot is with the health-kit and while I was injured.

    DBA8175F-9023-4447-86E6-D040C14140A2.jpeg 813F2350-CDF6-4231-AADF-650F2A725599.jpeg


  • The only “buff” that comes to mind for Devour Hope imo is when you have all 5 tokens the entity will block the DH totem… The killer essentially earned a Mori spree. Since the survivors made all the wrong choices which lead to that situation in the first place. Getting 5 tokens as killer is actually hard to pull off, and when you do… You Mori maybe one survivor... During the kill animation the other survivors will certainly break it. You get more from the exposed snowball than the killing spree. Even if the entity blocked DH after 5 tokens the last survivor can always hide, and find the hatch if they’re lucky/crafty enough to survive the onslaught.

  • This stops survivors from crawling to a quiet corner of HECK until they fully bleed out. This robbed killers of their Mori’s, specifically the Yellow Mori, in the first place.

    Survivors simply have to be standing up if they want the hatch. They can’t be lying down. Killers can have them wiggle free, and survivors must expend their Unbreakable before the animation gets them.

    This buffs Rancor really well too. Just make sure 2 survivors are alive when all the gens are done. You will get 2 Mori’s if you play your cards right. The obsession, and the last survivor.

  • @DrDeepwound said:

    "why the finisher mori is an issue?"

    Because despite the survivor being in dying state on the ground, and the last one.... they still feel entitled to one more chance.

    Nothing else.

    YOUWIN!!

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958676#Comment_2958676

    Here's the core issues.

    1. Circle of Healing (and Shadowstep/Exponential, to a lesser extent) are probably too strong for something replaceable. These grant extremely powerful bonuses to the entire team, for the price of 1 slot.
    2. On some maps, a correctly sited boon can cover most of the map and be in such an awkward position that going there to check/snuff as a killer sets you behind, even taking blessing speed into account.

    Boons were a mistake. They simply can't be close to powerful with how impossible they can be to get rid of on certain maps, and how large their radii are.

    I don’t think boons were a huge mistake. They simply needed an ideal balance both sides. For example, if a killer had their totem destroyed instead of just stamping the boon out repeatedly the killer has a option to hex that blessed totem. Given that it takes maybe 5-10 seconds of their time to hex it again. So it’s now like a tug of war type of thing between both sides. If killers gain stacks on the totem that keeps switching back/forth the survivors will inevitably have to decide whether they want their boon, or to just break it. This also takes away from survivors free time since it takes longer to bless hexed totems if I can recall. I hardly boon, but I do remember blessing hexed totems taking a while.

  • @ThiccBudhha said:

    It was always survivor sided, it is just that without mmr, there were so many potatoes filling the "high ranks" that it was hard to tell. Even now survivors throw guaranteed 3 man escapes to help the one dude on his first hook. Lol.

    But to be honest, they have loosened mmr a lot from when it first appeared. They feed you plenty of cans now whereas before every game was difficult.

    THIS. 😭

  • @xEmoGirlxAlexisx said:

    At the Current State ist very Hard to get more than 1k against a good team as a killer that isnt blight or nurse if the team also have more than 1 DH ist mostly impossible to get even 1k

    Im pretty Sure the Devs want this Game be Balanced around 1k so Survivors can Escape the most Time andpay more Money for Feng Min Skins Survivor are allowed to have Fun the Killer doesnt

    That’s probably because you aren’t camping, tunneling, and slugging accordingly when you should’ve. As killer your job isn’t to make survivors have fun. It’s to torment/bully them. I usually camp the very first person I catch to second phase, or even death. Using Corrupt to keep a good amount of gens protected. If it’s Pyramid Head I’m using better believe if you’re cursed on second phase I’ll Mini Mori you immediately off the hook. THEN I proceed to play more fair/accordingly against the other 3 survivors. Since within 1-2 chases 3 gens get done. You may as well have one dead in the same amount of time.

    If you’re trying to play “sportingly” against 4 SWFs who already intend on tbagging and bullying you then you already lost the match. If you aren’t getting paid to play DBD who cares how you play as killer. They’re mad because they got caught. Plain and simple.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958695#Comment_2958695

    And until the power disparity between solo and swf is fixed Old Undying will forever remain a fundamentally broken perk.

    I Solo and I never had a problem with Old Undying/Ruin. If killer mains used it too much that day I’d opt out a perk for a totem hunting perk, or bring a Rainbow Map. It’s not hard with Detective’s. One generator would reveal 3 totems minimum depending on where you were. With Counterforce totems would be removed in no time. Unfortunately devs have a bad habit of introducing counters long after they aren’t necessary due to reworks and nerfs.

    The real issue with Solo is being on a team of lemmings/potatoes. Everyone gets caught in 20 seconds. So I’m forced to run Clairvoyance so I can find the hatch. 😂

  • I think the devs should really undo undying. It gave survivors another objective which is to break all the totems. Survivor mains complained that they couldn’t find every totem, but really it’s because all they want to do is rush gens and bully killers during EGC.

    Any arguing against old Undying is shot down by maps that see killer belongings. Counterforce. Detective’s Hunch. Small Game. The devs nerf everything good/different until all that’s left is meta. 🥱

  • Best add ons for console trickster imo are the ones that increase the time it takes for lacerations to fade. It’s because aiming is harder so you need more time to properly hit them, and lure them into vulnerable areas before they can take more knives.

    That, and camp. Trickster is good at that. Play cheap. There are no rules to DBD unless you make money doing it. That’s what I tell players that complain about camping/tunneling. 😂

  • DH needs to apply hindered for like 5-10 seconds after successfully doing it. That way a survivor can still use DH to extend the chase to the loop that they reached, but now they cannot simply hold W until they reach another set of loops. They’ll surely get caught at the spot that they reached to stall a little bit more. Probably being forced to use any pallets right away to prevent the downs. Not around the pallets because they now have a speed penalty.

    The problem with DH is being able to extend a chase that would’ve ended. Say Point A is where you got the 1st hit, and Point B is the second hit (Down). With DH survivors can avoid the would be down. Then go as far as a point C, D, and E depending on the map. Every single time exhaustion goes away, and there’s nothing killers can do to stop it. You see this at Lery’s all the time.

    Hindered would put an end to that.

  • @HPhoenix said:

    Not going to lie, that seems like a fun build. I'll give it a try later today :).

    That's not beating my main BP farm build, in my opinion.

    WGLF

    Prove Thyself

    Sabo (500 Devious point per minute. 1,500 devious if a totem and a hook are next to each other. Note: Don't use Sabo at the start of the game unless you want to get chased)

    For the people: Guarantees to be the obsession and get 1000 (dead) or 1,500 (if you escape, which maximize survival).

    With a good med-kit and extra BP add-ons, of course.

    @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2943423#Comment_2943423

    So, you basically farm BP by hitting greats?

    Nice, unique indeed.

    I usually use a Commodious with Gloves and charges for free Boldness.

    Boons for free 1.500 in Boldness.

    Prove Thyself to maximise Objective asap.

    For the People to get 500 BP and potential 1.000 or 1.500 depending on if you die or escape as the Obsession.

    And Wglf obviously.

    Yup! Each Great Skill Check from healing would give me roughly 500+ BPs.

    I might try that sabo strat. I was thinking of running Prove Thyself over Street Wise, but I was feeling like being the medic yesterdayday. I’ll try Prove Thyself the next time I play.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2943417#Comment_2943417

    How do you get 63k with 2 stacks?

    Lets say you get 32k, 2 stacks (50 %) would make it 48k.

    Not being required to use offerings would be nice.

    I had used an offering for additional BPs. I think a Primrose for Altruism because that’s where the biggest of the BPs come from, but I can’t remember exactly which one. Maybe I had gotten 3 stacks before I died, and I didn’t realize it. I do know I wasn’t offering Streamers that time.

    The round I posted is one where I did use Bloody Streamers because I wanted to see how much I could bag if I nearly max out all my objectives.

  • @MrDardon said:

    I can't believe this happened.

    The silliest meme build I made so far, but this one is quite rewarding to win with.

    I was like “I want a lot of Bloodpoints, but I also want the BP to be really EZ to get. Even when I lose bc of a meme.”

    Those post game BPs are tasty though. Last match I was abandoned during EGC (Solo Q), and I still got 63k BPs with 2 stacks of WGLF.

  • You fix BT by making BT fail if the hit you take during 8 seconds of endurance was a protection hit. You fall down. You’re supposed to use those extra seconds of endurance to stop “tunneling” right off the hook, or to escape the basement. Players hardly do this. We always use those 8 seconds to body block another player, especially when the player unhooking is injured. Dive bombing into attacks… Enduring players block the chase path of killer mid chase knowing they can’t get struck down… If the player with endurance is struck everyone gets away. If not the survivor stall for about 5 of those 8 seconds and find a pallet/vault to reach before it lapses. Scenario 3? You down them, but they have DS. So they crawl to safety.

    It’s a free invincibility that survivor players can (WILL) take full advantage of (Especially when stacked). Killer players can’t counter it for the next 8 seconds on top of any advantages those extra seconds give to survivors. Meaning a killer loses time every time it happens (Unless they have STBFL).

  • @AngyKiller said:

    So you basically want Survivors to get hand-held a win while completely screwing over Killers?

    I've seen some pepega takes on this forum but 'Auto-complete every generator' is a new low in entitlement.

    It’s not a hand-held win. With this change survivors can no longer double up on gens with their toolkits, and then leave whenever they want. It’s like killer having to constantly kick gens to make it regress. They kick it one time, and it slowly regresses. So for survivors it should be this way too in regards of progression. A steady progression over time that survivors can no longer directly control. They can influence gens slightly with certain add ons and certain perks. Then this is only when a generator starts regressing by any means. Survivors must now work together to survive long enough so they can finally leave during “dawn”. Dead by Daylight.

    Killers have more influence over this concept than you all think they do because many killer perks regress/stop gen progress. From the start of a match with Corrupt. While carrying with Thrilling. Ruin which reverses all progress FOR the killer. Does this make Ruin OP for survivors now? Nope. Killers can’t sit on top of their Ruin totem the entire match because constant regression means that the survivors can now “tick” the gens that are affected until completion by getting great skill checks..! Even after all that killers can still kick the progressing gens to start regression. Twins “Oppression” makes 3 gens regress… Onryo’s new perk doubles the regression rate during a kick every 60 seconds.

    🤔 🤔 🤔

  • 1.) You can’t nerf SWF unless you remove SWF from the game.

    2.) Reducing map sizes makes killers that are insanely mobile even more threatening. Blight can zip across the entirety of Ormond with Rat/Crow. So lets make Ormond smaller… So killers like Nurse can REALLY blink on top of you in a matter of moments.

    3.) Nurse/Blight doesn’t need a nerf because they’re actually the most well implemented characters in the entire game. Both have a high learning curve (Blight is slightly lower and console friendly). So if you’re losing to these killers it’s because that person is really good with them. There is no in the middle Nurses. They’re either really bad, or really good. What needs to be nerfed is the add ons that enhance their base powers. Blink distance add ons, and Blight’s rush speed add ons. Those things makes the killer busted.

    4.) DH is annoying, but it’s only as good as the players awareness of their terrain. If they get a map like Lery’s where there’s jungle gyms everywhere then DH is a living nightmare. DH does almost nothing on maps where generators are in a cornfield, or in the middle of a street. Spots where survivors have nowhere to “DH” towards that would extend a chase.

    5.) Map offerings?

  • @VirtuaTyKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917124#Comment_2917124

    So you would like survivors to have nothing else to do other than bully. I'm done talking.

    Survivors actually double pip from doing all those things to the killer. They’re not supposed to let you hook their teammates. Watch any SWF stream. The persons are barely on the generators. They’re flashlight/pallet saving, body blocking, etc. Stalling the killer objective (Hooking) is how they actually win. As killer you’re supposed to eliminate the weakest runners first because that’s one less player on gens. Even if it means “tunneling” to get rid of them. You don’t chase the best runners until later/last. If not you’ll lose. If they’re stopping you from hooking consistently you’ll also lose. Tunnel, Camp, and Slug when necessary. You’ll likely win as killer. Sometimes you won’t even kick a gen more than 4 times that round…

  • @VirtuaTyKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917059#Comment_2917059

    That's some serious potatoes.

    https://forum.deadbydaylight.com/en/discussion/comment/2917084#Comment_2917084

    If that's what they want to do then they get slugged,camped and tunneled. So a solution is free sabo and gens that do themselves. Wow!

    You wouldn’t even be able to slug, camp, and tunnel one person all day because the gens would start progressing. You’d still have to go kick the gens to start their regression. The survivors still need to perform skill checks to restart their progress, and if they fail it blows up. Perks like Corrupt, DMS, Ruin, Thrilling, etc would continue to halt this progress.

    I had already posted ages ago that old DMS should work exactly the way it does now. People here said “Uuuh that way still wouldn’t be good”. “It’s a bad idea”. Now it’s working exactly the way I suggested it should, and it’s great! So please! 🤣

    The problem has never been killer. It’s survivor and their braindead objective. Gens “progressing themselves” doesn’t make it easier for survivors because the progress would be a steady rate that survivors mains can’t dictate by rushing the gens anymore... Forcing the survivors objective to become bold and altruistic (Interactive)! Sitting on a gen is the dumbest objective that has possibly ever existed in any game. You sit there. Clicking. Sometimes. It’s same way killer mains say Trapper/Hag have boring powers that doesn’t interact with survivors. Well, that’s because it’s true! 😭

  • @VirtuaTyKing said:

    lol You don't play killer do you!

    If you honestly think survivors job should be to sit in one spot all day then you can’t complain why this game is so horribly balanced. Survivor can’t do anything other than gens. Which killers complain that that they’re doing this too fast, but that’s ONLY because that’s all they can really do to escape. You see where this is going..?

    That means doing that shouldn’t be their main objective to escape. Survivors job should preventing deaths altogether until they’re allowed to escape...! They had hope as they fought the killer back! I’ve played killer first before survivor. When SWFS do exactly that, and do it well, they will escape. Guaranteed. Flashlight saves, pallet stunning on pick ups, sabotaging etc. This is because 2-3 players focused on halting the killer objective, which is to hook, while maybe 1 person did gens the entire time. Watch any legitimate SWF streams. You won’t ever see everyone simply rushing the gens yet they’re all escaping!

  • @VirtuaTyKing said:

    lol You don't play killer do you!

    I do, and sometimes I catch everyone before 3 minutes are over!

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916830#Comment_2916830

    Hooking survivors are inevitable. If it is guaranteed to happen, why should the other side be prevented from doing their objective?

    Boil Over is being nerfed because it makes hooking survivors "a little too difficult". This balancing is not considered or applied to survivor side. Survivors have to finish gens just like killers have to hook in order to do their objective.

    Hahaha! There are FOUR of us running around, and killer can only pursue one at a time! Leaving 3 others to do whatever… If survivors can run killers away from the gen for over 30 seconds each time they will likely win. Killers wouldn’t need new DMS if the devs left old Ruin/Undying alone. It wasn’t like we could use a myriad of perks, or a map to crush totems. Then Counterforce came which ****s on totems… Then BOONS?? Lordy 😂.

    This is off topic, but the genuine “Change” to balance survivor side is to enable sabotaging as basekit. In exchange it takes a while to perform. Gens, totems, and hooks are the only things survivors can interact with. So they should be able to do so without needing items/perks… That way survivors have something “to do” other than gens since totems are more of a hit/miss. If survivors could potentially work together to prevent death hooks that would always take them from gens. Toolboxes would speed up sabotaging. Buff Saboteur to let players see hook auras of where someone is downed as opposed to being carried.

  • I run the **** out of killers with Lithe and Head On. Lithe for distance, or to dodge. Head On when killers try to catch me with their powers like Billy, Bubba, Nurse, and Blight. Whenever I use one the killer never expects the other. I burn a lot of killers time, and escaped chases because of this combo.

    Dead Hard is the most reliable exhaustion because it’s the tap of a button. So killers must work more to prevent critical moments where DH can turn the tide of a match, which can be neigh impossible on vault/pallet filled maps. Like Lery’s, Pallet Town, and Haddonfield.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916730#Comment_2916730

    Killers get massive advantage with Ruin. When it is gone, they fall back to Call of Brine. Constant barrage of gen slowdown.

    All of these slowdowns added but survivors haven't been given anything to get gens done quicker or stay alive longer.

    Developers forgot that these perks are broken if 4 survivors can't all be at the end of the game. With only 2 or 3 survivors, there is no way to finish gens when killers are constantly notified of survivor whereabouts.

    Ruin? Gets destroyed… Survivor decides when totems stay. Players remember the spawns and go straight to them. Brine is okay, but it’s like ToT. You gotta look around before leaving it alone to regress. Wasting more time. The only good perk gen slow down is new Dead Man’s Switch, and I suggested this change many times! It’s balanced because it requires catching AND hooking survivors. Saying DMS is broken is like saying Pop is too. It’s simple to prevent. Stop getting caught so fast! 🤣

    I played both sides enough to know that survivor is about as hard as playing killer IF YOU SOLO. Find a competent group to survive with, and you’ll stop losing altogether. The devs have to always work around the later because that’s what the community wants to do.

  • Let’s talk about The Doctor with Merciless Storm. 🤣

  • Territorial Imperative: Whenever a survivor enters the basement (Stairway) when a killer is 32 meters away a sound notification is given to the killer (Aura is dumb because you have to keep looking at the basement, and away from what you’re actually doing). The killer will hear The Entity (Like Whispers) for as long as unhooked survivors are hiding in the basement. Whenever a survivor is unhooked all vaults and pallets within 32 meters of the basement is blocked for the next 30 seconds.

    The Entity tells you that they’re in it’s space, but not on the hook. Go get them! Survivors must RUN out the basement right away. Potentially bumping into the killer with The Entity backing them up. Like a real horror flick. Not sit down there, double healing. Yada dada.

    Monstrous Shrine: Keep same powers. Maybe rework the hook progress to be based on how far away the killer is from the basement. 9% when they’re camping 32 meters. 15% when they’re more than 32 meters away. Reward double BP whenever survivors are hooked and then triple when sacrificed.

    That way killers can make a full BP farming build with BBQ. Then they’re rewarded for basement plays. A big reason killers want their 4K + Hatch is because it rewards the most points in the end. If there were ways to capitalize on BP without having to “win” the killer players would do that. Sometimes I want BP, and the sweat squads will deny that too.

  • @GoshJosh said:

    Welp, back to never seeing Boil Over again. Bwahahaha. And have they released any pending changes for DMS?

    DMS is only busted on killers that are already powerful or highly mobile like Blight, Nurse, or Freddy. Artist too bc of her crows. Then you have to build around it. Like Pain Resonance and Corrupt. It literally requires you to catch, and hook people. It rewards the killer. Like PGTW. All of which can be stopped with flashlight saves, sabo, and body blocking. With PR it cuts only 15%. Then it stops progress not regress. 15% is minimal unless the killer kicks it with Pop after DMS is gone. So it’s actually quite fair by itself.

    That’s why I couldn’t stand killer anymore. Matches were literally 5 mins. 1 good chase against a competent survivor is 2 gens. No matter how fast you caught a single person the others just did gens and left. 2 man escape was very common. Unless you carried NOED or DH for a snowball. Now survivors can’t just rush gens as the killer comes from hooking someone that purposely ran them across the map to give their mates time to gen rush. A braindead tactic. Now we have to engage with the trial as we should, or bring items like toolboxes to actually gen rush.

    If you’re mad about new DMS it’s because you probably like gen rushing while the killer is chasing someone else (meaning it’s impossible to protect gens as killer). Just hide, bless, or loop longer until DMS is gone.

  • Blight is fun to play as and against. Especially when the skill level is even. Ion what you’re posting about.

    Blight is identical to Nurse. In the sense that if they far outskill you it’s no fun. Except Blight is actually more fair since he doesn’t negate objects.

    Blight is the “perfect” killer in the entire game imo. As in a healthy balanced character. Takes knowledge to play him, but less dispiriting as Nurse.

  • @Norhc said:

    You're asking way too much for their brains here. If they ever buff Clown it's gonna be +0.50s yellow buff duration while leaving Pinky Finger gutted.

    Clown definitely needs a rework. Having both his tonics change from White to the respective color would fix him imo. He must be able to deceive players into stumbling into his reach. He can’t do that if the purple clouds are always a color. It’s too easy for survivors to predict Clown with his speed manipulations that way. They’ll just run to wherever it’s safest no matter what color bottle is thrown at them. If survivors had to guess which bottles Clown threw at them every time the survivors could guess wrong, and get hit as a consequence.

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