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Xerge

Xerge

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Xerge
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  • I agree they shouldn't spawn too close to each other, but being that far away from each other is too much. If you know how to mind game the exit gates that's a guaranteed escape if you aren't playing against trapper or the killers isn't runnin whispers.

  • I've noticed that everytime I've brought a Mori and someone unhooks before I leave the hook, the unhooker doesn't have the decency to take a hit to protect the survivor he just unhooked. As a survivor I take a hit if I have to even when there's no secret offering. Survivors seem to rely on BT and DS too much, but they aren't going to save you from moris... unless you find a locker.

  • I noticed that the stacks are gone when the obsession gets sacrificed?

  • DS also has a similar effect to noed; while survivors do bones just in case you may be running noed, killers may slug a survivor in case they may have ds, even if the survivor isn't using it. Dead hard has a similar effect, like when you wait to hit an injured survivor in case he has dead hard.

  • @Souless said:

    Do we have any confirmation from devs that matchmaking is broken ? I dont think so, seen nothing from administration about broken matchmaking system. So if it works as supose and they claim 6 rank diference should be max then i rather be safe and repor exploit if any exist right ?

    They have said it's a bug, but I personally do not believe them. It may be a bug and it may get fixed soon, so we'll see.

  • @The_Second_Coming said:

    https://forum.deadbydaylight.com/en/discussion/comment/963568#Comment_963568

    It's not supposed to be. It demonstrates the lack of shits the devs actually give about the killer experience. Or at least MCote.

    It may also be a marketing or ego thing. I mean It's not easy to admit you made a pretty bad job, because that would be admitting that the product is flawed or that you aren't that good as a game designer.

  • I agree it's better to run something else that can help you through the match. When I started playing the game and using noed I noticed that I wouldn't even reach the endgame before I got a 4k, so I completely stopped using it for a very long time.

    Now I still use it ocassionally to keep survivors paranoid doing bones. I am almost convinced that the mere existence of that perk may have an impact even if you aren't using it, but it's hard to tell; I say this mainly as a survivor, because I always do bones just in case.

  • Use map offerings, that's what I've started to use to make playing killer more fun and less stressful. I'm not planning on touching killer unless I have map offerings or moris.

    If you are playing trapper swamp maps and macmillan maps are the best in my opinion.

  • I posted this on another thread:

    "I bought this game expecting a horror game. I wanted to feel scared, immersed, confused and feel like the odds are against me. I can only get that feeling when I play solo and that's why I only play solo. I dislike SWF from both perspectives.

    I really never felt or feel frustrated, maybe because I always get the experience I want. I don't know what other players expected, but I always thought playing against the killer was supposed to be harder than playing against survivors."

    Another thing; I think SWF is like playing in the easiest difficulty setting if you are playing with other good survivors (assuming you are decent too). It's boring.

    Also, most SWF team that have invited me to their discord channels tend to be toxic towards the killer. I don't wanna be a part of that either.

  • I don't think some killers realize how noed can be helpful just by existing even if you aren't running that perk. Yeah, cleansing all the totems doesn't take much time, but at least they are wasting some time looking for totems and cleansing them instead of just doing gens because they can get paranoid about it. The truth is it's hard to tell how much impact noed had in your game even if you didn't run it.

  • Even a perfectly executed noed can make you depip, so in terms of rank it doesn't do anything good to you.

    From my survivor point of view; sometimes noed makes the game more interesting, because gens pop too fast.

    On the other hand I think noed combined with an ebony memento mori makes me raise an eyebrow and wonder about the killer's level of frustration with this game.

    From my killer point of view; it's funny if you manage to down all survivors when noed is active:

    https://www.youtube.com/watch?v=yPC3aT5ex-4


  • Oh yeah, I would avoid the add ons that increase Trap range.

  • I don't know about streamers, but I can tell you what build is good on her;

    Monitor and abuse (she already has a small terror radius) + sloppy butcher + nurse's calling.

    Sometimes I switch from nurse's calling to predator. The idea is getting a free hit with the small terror radius; once they're injured and run to a loop just place a trap at the right spot to make the survivor runs away from that loop; he'll probably mess up or run into a trap you placed somwhere else. I think the idea is to get a free hit with M&A and keep them injured with sloppy, lead them to your web or wait until they run to it themselves.

    Anyway, I think M&A and SB are really strong on her.

  • Bored, because I just get to press M1 at gens and if I'm on hook I just struggle till death.

  • It's hard if you start playing as a survivor. Matchmaking is messed up right now. Before these matchmaking issues playing killer was very easy because low rank survivors don't know whay they're doing.

  • I think the problem aren't the abilities. I think the problem is the current state of matchmaking (they say it's a bug, but I have my doubts). I think that you'd find the abilities more useful and less annoying if you played against survivors closer to your ranks.

    However I do agree that some killers need some buffs; like Trapper, Pig and Clown.

  • Real men who only play clown in red ranks sending red forest, ormond, haddonfield and farm map offerings know the game is truly killer sided.

  • Making the hatch appear when there's just one survivor left would also be a nerf to keys. I like the idea.

  • Not a fan of stranger things, so I don't know if he can jump really high, like the Predator does or crawl through walls like a xenomorph does.

  • Looping Darth Vader around a Pallet... seriously? I also don't get the people who want a xenomorph and a predator in the game, a xenomorph and a predator that can get looped around TL's, jungle gyms and pallets would be the worst and most pathetic of their species.

  • Rank 1 solo survivor here, and I would say we do not need any buffs at all. However, I might have been playing along with 3 or 2 man SWF teams without being aware of it, so it's really hard to tell.

  • I camped Jane to death once; I'll explain why.

    It wasn't really my intention to camp anyone to death, but this is what was happening through my mind:

    1:40 I pick up jane to hook her.

    1:49 I see Kate working on a gen while I'm heading to a hook, so now I know a survivor is near the hook.

    1:59 I hook Jane between two gens that were being worked on.

    2:02 Another gen that is nearby explodes, so I thought that maybe not only Kate was around.

    2:13 I proceed to do a quick patrol on the gens to damage them and to see if they were tapped in order to know if someone is still around.

    2:27 Ruin gets cleansed (it was nearby), so now I know someone is still around.

    2:33 I decide to do a last quick patrol on gens to make sure nobody taps them.

    2:55 I realize that by this time Jane is about to enter the second stage of the sacrifice, so I stay there to make sure she does; I also see stratch marks so I know someone is trying to go for the save, but I'm not planning on letting her go until she enters the second stage of the sacrifice.

    3:05 She enters the second stage of the sacrifice.

    3:07 I see David and attempt to chase him; I have this rule; if I don't get a hit or a pallet drop I stop the chase. So I drop the chase with him, because he vaults through a window.

    3:11 I return to the hook to check if someone else goes for the save to get a free hit.

    3:16 I listen someone tap the gen, so I know someone is still around. I decide to bait the unhook to get a free hit, but the survivor doesn't fall for it.

    3:32 I see Jake and decide to chase him, I hit him.

    3:37 I notice Jane is about to get sacrificed, so I decide to camp the hook until she is dead.

    3:43 Jane dies.

    Everyone else died on that match.

    So, I guess I only camp when I hook someone near gens that are being worked on and when I have a clear indication that survivors are still around the hook; tapping the gens, leaving sratchmarks.

  • Stack on map offerings and moris on all my killers because there's no way in hell I'm playing on bad maps again until they get fixed.

  • Ormond is probably the worst map in the game; besides the long loops and weird structures, I'm pretty sure I've seen two god loops spawn in the main building.

  • Yesterday I did a gen in 30 seconds with two other survivors, with PT and a toolbox (I think it was brown) right at the beginning of the game. That's definetly not slow. Too fast? Maybe. I don't know, but a gen in 30 seconds makes me raise and eyebrow.

  • @ArtGamer_J said:

    why is the find a match killer version soooo long and survivor so fast i dont get it it should be the same speed before yesterday my killer match finding was 10 secconds and then yesterday it was 2mins and today its 3 mins and i dont know why

    Really? I'm on PC and it's the opposite.

    in killer Comment by Xerge
  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/957916#Comment_957916

    Noed i can somehow understand, but the killer has been playing with 3 perks the entire game.

    Blood warden - the killer needs to open a gate and to hook someone, which isnt a mistake.

    Cruel limits, fire up, lightborn, nemesis, rancor, tinkerer and unrelenting are never seen to be used and in the slight chance of being used they do almost nothing. Meanwhile, second chance perks are the survivors meta builds.

    Remember me isnt a second chance perk too. You need to work for it and it gives almost no value.

    Meanwhile dead hard you just need to get hit for it to activate, or decisive that you juat need to be hooked, or borrowed time that you just need for someone else to screw up.

    All the perks that you mentioned (with the exception of enduring, mad grit and noed+-) or are really bad, or you need to do something GOOD for them to proc.

    Now, survivora just need to FAIL at something for the perks to activate

    I was thinking something similar. I don't see most of those perks becoming meta; I personally don't consider them as strong as the survivor perks. Noed+bloodwarden is strong, but I still wouldn't consider that combo as strong as the ds, dead hard, unbreakable, adrenaline combo, because the benefits of noed can be denied or deactivated by the survivors; the killer can't deny or deactivate the benefits of ds (unless he has a mori and you don't jump into a locker), unbreakable, dead hard and adrenaline.

    Another thing I'd question is the idea of getting stunned by a pallet being a mistake, because the mistake usually is respecting the pallet, specially at safe loops.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/957388#Comment_957388

    Yeah I’ve already started noticing certain maps are much easier. Damn cornfields are a nightmare and the asylum loops, which I love as survivor....not so much as killer.

    Yeah, it has recently reached the point in which I don't touch killer unless I have map offerings, daily rituals or moris.

  • I'm rank 1 survivor (solo survivor btw, I don't play SWF), rank 5 killer and I find survivor much more easier and relaxing than killer; much more easier to pip, lots of second chances; decisive strike, dead hard, unbreakable and I always know I might get the hatch or the exit gates.

    Playing survivor is more fun and relaxing, but I I think playing killer is more interesting. I would probably be a killer main if the game had better map design.

  • I've finally been convinced that Ormond is much worse than Haddonfield, it's way too big and two good loops can spawn on the main building. I wouldn't know which one to rework first, but they should look at Ormond too.

  • Some advice;

    Respect the secret offering: do not bodyblock the killer when he is going to hook someone.

    Do not attempt flashlight saves.

    Do not leave alone the person you just unhooked.

    Do not run to the killer to bait BT.

    That's all for now. You can't play like a cocky survivor when you see a secret offering. I mean, you could but expect to be moried.

  • I find him to be more unplayable without the extra hindered penalty and the exhaustion add ons, I use both of them if I have them.

  • I think that the reverse bear traps should instantly pop when the last gen is finished. That would be interesting.

  • Deliverance + decisive strike can save you after the save if you haven't been hooked during the match.

  • I think the newer maps have less safe pallets. I think they are supposed to rework other maps, but nobody know when that will happen.

  • I seriously don't think that nerfing killers again is good for the game's health, I mean look at the waiting times and the broken matchmaking. Yeah, I know they say it's a bug, but I have my doubts.

    I'm okay with the nerf, but now it's not the right time to do it. Also I'd rather they fix the maps before they nerf killers again.

  • I only show mercy to the killer by not abusing god loops and I've decided not to use ds unless I'm being tunneled.

  • I think It's survivor sided basically due to the bad map design; the god loops, the cow loops, the big maps, the very long and safe loops like the ones in Ormond. Also perks that give you second chances; decisive strike, dead hard, adrenaline, unbreakable.

    I pretty much play both sides equally, maybe more as survivor; I am currently a rank 2 survivor (solo survivor, I don't play SWF) and a rank 5 killer, so I know all the issues killers have to deal with from both perspectives.

  • Yeah, that's the idea. I'd rather have that than press m1 mindlessly at a gen for 80 seconds, because quite frankly hitting good skill checks doesn't require any skill.

  • They are good because they don't make the gen explode.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/954014#Comment_954014

    Then they aren't actually good skill checks. They are bad. No, this is terrible.

    No, they are good. It would be bad if you miss one.

  • Instead of making ruin basekit I think they should tweak gens progression; remove progression bonus from great skill checks and regress the gen 2% if you hit a good skill check. In my opinion this would make doing the gens more interesting and also not as frustrating as ruin, because it would actually take some skill to finish them in 80 seconds or less.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/953829#Comment_953829

    Kinda boring playstyle tho, I prefer to chase many survivors a lot instead of proxy camping

    After you patrol all the nearest gens and the hook and you don't find anyone you can run to the gens that are further away and in case you don't find anyone there either return to the hook. You will most likely catch someone off guard or going for the save. I don't get bored because I always find someone; mostly someone going for the save, but I've also caught some survivors off guard.

  • @ImmortalReaver said:

    Oni is such a huge disappointment. I was so excited when they announced him but honestly he sucks so bad. Survivors get an audible cue that his power is fully charged, which is bullshit. Not only that but they get a second cue when he activates it that can be heard from anywhere in the map, forcing them to just hide. Looping him is super easy and it's difficult to catch someone with his power hit if they are a decent player.

    Activate his power after you hook someone. That's what I do and it always works. I run around patrolling the nearrst gens and the hook. If they hide for too long the hooked survivor will die or enter the second stage of the sacrifice, most survivors will be forced to go for the save.

  • You need one survivor on each gen, the killer won't be able to pressure all of them at the same time. It will take a while to finish one of them because you will have to run away, then return and repeat until one of them is done.

  • Big farm maps with god loops, cow loops, jungle gyms, lots of safe pallets... And the corn, yeah. In my opinion farm maps are the worst.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/951267#Comment_951267

    Ruin doesn't decrease gen speed against skilled survivors. Unskilled irrelevant scrub killers think ruin will carry their terrible gameplay.

    The truth is that Ruin will in fact slow down the game in some cases, because not every survivor can hit hex skill checks everytime and it's not precisely because they are unskilled. I've played longer matches against survivors that were much better at looping.

  • Wihout ruin all gens can be done in about 6 minutes even if you are efficient at finding survivors and ending chases. Today I got 2 kills as Plague in a 7 minute game but got a depip. Ruin didn't last more than a minute. Even with pop and ending chases quickly, because survivors didn't cleanse, all gens were done in 6 minutes.

  • @ThisGuuy83 said:

    Once all the gens are powered, 1 hit downs SHOULD be basekit. No speed burst, but the killer should go into some kind of rage mode or something. Let's face it: Most are running adrin,ds,and DH. Your chances are still good. Make the killers scary again man. Where's there horror and scare factor at anymore? Afraid of a lil challenge??

    In F13 Jason enters rage mode late in game, which allows him to instantly break through doors and some walls.

  • @Ratatosk said:

    https://forum.deadbydaylight.com/en/discussion/comment/946191#Comment_946191

    Sure, but the survivors working on separate gens isn't "gen-rushing", it's playing smart.

    Different people have different definitions fo the term genrush; to me genrush is simply a thing that the game allows you to do, which is being able to finish 3 gens in 90 seconds or so. If you don't like calling that genrush and prefer calling it "playing smart" then go ahead, but in my opinion genrush is not playing smart, because as a solo survivor you have no way to tell if there are others working on two separate gens, you are simply doing what you are supposed to do.

    I can only speak for myself here, but when I play a game I do it because I want to have fun. In someone wants to coordiante a genrush on comms I wouldn't consider it smart either, because it's boring, the game will most likely end in 7 minutes, I will most likely safety pip and escape with 15k bloodpoints or even less. As a survivor main I find those matches really boring and not worth my time.

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