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Xernoton

Xernoton

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Xernoton
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  • Hag gets new music? If it's anything like Spirit's I am super hyped. Though more for the music than the killer.

  • The problem is not really boons but only Circle of Healing.

  • The best advice I can give you is to switch to meme builds on killers you don't play too often when you get frustrated. It softens the blow of losing a bit and sometimes you get unexpected value out of weak perks while also finding a new appreciation for different killers. For example you can try to get the most value out of every addon on a killer by dedicating your build and play style to it.

    Something else that can help is stop trying to win the match when you know you won't make a comeback anyway and instead see if you can learn a new trick on your killer. Maybe a new mind game, an animation fake, anything.

  • @dugman said:

    Back in January the devs reported Midwich had the highest overall kill rate of all the maps. That map hasn’t changed since then so there’s no reason to think it’s still not a good map for killers.

    I'm not sure if it happened in january or february but there was actually a change to Midwich. Some hooks were removed which now sometimes makes survivors impossible to hook. Luckily it doesn't happen too often.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223700#Comment_3223700

    I see you adopted certain killer main's stupid "tunnel gen" argument. Well the same person also said that patch 6.1 was survivor-sided so you are in very good company...

    To the point - no. Most killers I meet would camp and tunnel no matter the situation. Because it's easy to do and because it brings most results. They don't need to chase, they don't need to think. They just stay near the hook and wait for easy pray. Once the person is unhooked, you smack him immediately to get rid of possible OTR. Now you just chase him. And it does not matter if you are bad in chase. If other survivors bodyblock. If they go down just so that you stop tunnel. No. Actually all you need to do is to catch him after several failed attempts and you are just handed your win.

    And now you wonder why killer queue is so long. Why so many soloQ survivor DC. Makes no sense. The game is good the way it is. DS nerf was justified. The game can be finally played right. Waiting next to hook is fun for everyone. Why do those pesky survivors even complain all the time now that the game is finally so much fun and so easy?

    Funny how you try to put words in my mouth. 6.1.0 was heavily killer sided. No argument there. And SoloQ changes were definitely first on my list of priorities but it was obvious that some changes were needed for killers as well. 6.1.0 was not perfect. It did not solve the biggest issues killers have. It instead showed us exactly how killers are meant to play. They are meant to tunnel and camp. Perks to counter it are implemented so these stategies don't guarantee a win but there are no incentives to play different.

    OTR is designed in a way that FORCES killers to tunnel. If they don't tunnel they'll have to deal with an invincible survivor tanking 2 hits for their teammate later. That's almost as bad as DS was with survivors running up to the killer and klick, bodyblock jump in lockers etc. I would love OTR if it would make you lose collision so you can't get hit but you also can't bodyblock. I didn't actually adopt that whole tunnel gen argument. It's only logical. It's exactly the same. It's ugly if a killer does it, I know. I hate it and I'd rather lose a match than start tunneling at 5 gens because I know exactly how bad it feels, but why WOULDN'T the killer do it? Do I get any reward, any incentive, anything really out of NOT tunneling? Watching survivors teabag in the exit gate for 2 minutes and throwing the game in the process is not really something I would consider a reward. It's like going to work being nice and helping a colleague and getting a punch in the face as a thank you. Camping is the same. It works and survivors do it too because it is the logical thing to do. Do you always leave an area as soon as the killer comes closer? Survivors want to finish a gen they started working on. Staying there is the best way to guarantee it get's done. Why would a killer ever leave an area where they can protect gens and a hook? It doesn't make sense. Again it's ugly and definitely not fun. But it's understandable.

    It simply works. You know what doesn't work? Wasting time on walking across the map while 3 survivors are slamming gens. It's not like you can get consistent downs every 30 seconds either. The killer's objective takes much longer than the survivors's. That didn't change with 6.1.0. How does a killer prevent 3 gens from getting done in the first 60 seconds thanks to toolboxes? I haven't found the key to down multiple survivors simultaneously yet. Have you?

    I wish it wasn't like this. But it is. How do you suggest we change that? Even if DS was 15 seconds you would see killers tunnel. It's the only possible way to deal with it. DS and OTR do not discourage tunneling at all because they are used aggressively. Which is also logical. You bring a perk and you want to use it. I get it. But think about the consequences before you pretend killers are all just bad sports and don't want to play normally.

    I play SoloQ. I see how unfun this can get. But it's not like every killer tunnels and camps and it's not like killers 4k every match (thank god). I'm a killer main and I pretty much always use BBQ (except on Hag) because it's one of the few things to incentivise and reward actually leaving the hook. But it's a pretty mediocre perk that is locked behind a paywall.

  • @neb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223580#Comment_3223580

    OTR is garbage, killers just insta hit you off hook now.

    OTR is garbage by design. Why do you think killers hit survivors off hook? Because no one wants get bodyblocked by an invincible survivor. And after you got OTR out of the way why would you not tunnel? OTR would be perfectly fine if survivors lost collision with the killer and other survivors but right now it really works as a tunnel perk instead of an anti-tunnel perk.

  • That would be pretty cool, though I'm not sure about Doctor. Photosensitivity is a thing that needs to be considered when adding visual effects to his kit and making Doc temporarily invisible might be a bit over the top. He already is quite an oppressive chaser if played right.

    I love the idea of a perk with unique effects for every killer.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224637#Comment_3224637

    Honestly she is way,way easier to play now for the average player now which is also a huge pain point. Not only do good nurses insta win matches,but average players can just use her pretty easy to use now kit (especially with 3 blinks and recharge) to ludicrously strong effect.

    Oh I know. I think calling Nurse the hardest killer in the game is just an insult at this point. Build up some muscly memory, play a few games learning survivors's patterns and suddenly there is very little that can stop you. Some say it takes hundreds or thousands of hours but that is just not true. The reason Nurse is not that hard is because she has the power to actually correct mistakes and do things in the most direct and easy way you can imagine. She does not need to mindgame. She does not need to play perfect. She does not need to micro manage. She does not even have to learn tiles.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224108#Comment_3224108

    One of the small streamers who has very good game sense is SethDbD. Go to his YT and watch how he plays sadako in a way most killer mains didn't even think off or totally fail. He also plays myers and bubba a lot.

    I think watching him alone will teach many many players game sense.

    If you want to see pure domination with the minimum amount of gens completed before all Survivors die go watch hexy when he plays wraith.

    I cant give you advice in text form. These would be to general and it would cost me to much time and dedication to type it out (yes I'm that lazy)

    I did watch Hexy, though not as Wraith, and also Seth before. Both are good players. But what makes them good is not their gamesense. It's their strategies, experience and skill on certain killers. Have you ever seen Hexy play Trapper? Or Deathslinger? He is good in doing certain things but when it comes down to using the killer's power to the max he crumbles with a lot of them. Both these killers rely on gamesense btw.

    Seth is different from him. What makes him stand out, especially when playing Bubba, is his experience, tile knowledge and mechanical skill. The guy knows exactly how close he can take loops without bumping. It looks like he is already halfway through the wall with his chainsaw before he stops without going into tantrum, real impressive. Definitely one of the best Bubba players out there. His Sadako gameplay is impressive as well but again it's not his gamesense that is so special. It's him knowing exactly when Sadako phases and how long it takes. It's a form of mechanical skill heavily dependent on addons. His gamesense / macro gameplay is not as impressive. If he wasn't as good in chase there would be nothing special about it. He is also not the inventor of this playstyle and by far not the only one using it.

    However both of these guys don't have 99% win rates. Not even close. I'll concede I didn't see Hexy play Wraith before but it still doesn't change the fact that he has no 99% win rate on other, often stronger, killers. You do see Seth losing regularly. He is a great player but he doesn't win every match because there are other players out there that are just as good. The reason their YTs are full of wins is obviously they are very proud of some of these matches and think they might be fun to watch. After all, why would you show a video of yourself getting absolutely demolished?

  • Nurse is outdated. She is a relic of a completely different time. She got nerfed quite hard if you compare her now to when she was on her peak but she is still too strong. The problem is that BHVR seem to like Nurse's design, which is ok because she is a fun and engaging killer, and don't know how to handle her. They removed omega blink so I recon they know how strong she is but nerfing her without changing her base kit too much is not an easy task. If the second blink worked as a M2 she would be a bit less problematic but even more boring to face, since you would only see 4 slowdown perks then. But even that would not be enough for Nurse to not hold the game's balance back. We literally had to nerf Awakened Awareness just because of her.

  • I like that. I'm just not sure I wanna relive the days when people would constantly run to the killer trying to DS them. Especially with the Unbreakable changes coming. I think a better solution for tunneling would be if OTR let you completely lose collision with the killer (granting you immunity) for the time it's active.

  • I'm not exactly sure how chat bans work. I wasn't even sure if BHVR still did those. I don't think it will be permanent though. But I'm pretty sure bans are issued regardless of how much money went into an account.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224225#Comment_3224225

    https://twitter.com/deadbybhvr/status/1578497417443700736?s=46&t=XmvZ-ndt-59VB0u504Qo-A

    this was the message.

    so maybe your Hag had been actually missing those prestige levels from the previous prestige overhaul?

    That might be it! The only thing that is weird then is that there are prestiges missing on my Feng and Ace. 😂 Thanks for looking it up again.

  • I mean it can't hurt to be reminded that this is a game every now and again but teabagging in the gates is not really what I consider doing that. I mostly start nodding when they teabag me because it makes the situation a bit silly and often makes survivors be a bit more friendly. Also I know it sounds stupid but for your own sake, don't go anywhere near the exit gates after they got opened. You don't need to torture yourself by letting them show you how much they "dominated".

  • @Mooks said:

    I think the 2 prestige levels for characters on lvl 50 should come with the next update. Though there has been some kind of bug regarding prestige levels recently that got fixed? Don’t know the exact specifics and mechanics though

    Ahh thanks. That explains a bit. I noticed 2 extra prestige levels on my Hag but no one else even though she wasn't on level 50.

  • @woodenEnthusiasm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224109#Comment_3224109

    Okay, but why would a person who wants to win use a cosmetic or survivor that actively hurts them. Conversly why does that justify telling a new killer player "you lost because they have Ada and you never heard them"

    Well, Feng is among the most played survivors and Neon outfits are overall very popular. Ace on the other hand is not. It seems players don't really care if they get an advantage due to their skins. Ada is still bugged. You can expect to see that fixed soon.

  • There are far greater issues with balance than this but actually BHVR is planning to bring all grunts of pain to the same volume. Quieter footsteps is not a survivor issue. It only depends on the ground they are walking on, which makes sense to me. Darker cosmetics are not that big of a deal. The only situations where those come in clutch is on Garden of Joy, Midwich and Saloon and that is more of a problem with these maps as they are too dark in some places to see anything. On other maps, yeah it can be a bit harder to make out a survivor in the distance but you still see movements very well. You can also see crows fly in the distance and know someone is around there.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224086#Comment_3224086

    Wdym learn from me? You want me to personally coach you to become a better player? Gamesense is hard to teach.

    You either have it in your blood early on or you gain gamesense with more and more experience (which means playing both sides equally).

    The best I can do is suggest you to watch educational killer gameplay on youtube. Videos where decisions are explained side by side while playing. That helps a lot.

    I meant advice on how to tackle these things. What players should we watch that would teach something like this? Otzdarva teaches a lot of things but even he does not have all the answers. And of course his win rate is not 99% so his advice clearly wouldn't suffice. The same goes for any other DBD content creator I know of.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223919#Comment_3223919

    Well, "lucky" that these 99% are accepting they lack gamesense and not post constant nerf suggestions for Survivors, right? Oh wait..

    I would love to learn from you, then. I'll be honest. There are a lot of situations that I just don't know how to handle with certain killers. Is that the kind of gamesense you are talking about?

    I don't know a mind game that works on every survivor at shack or any other loop. I don't know where survivors are every second of a match. I don't know every single possibility on the survivors's spawns. I don't know who is coming for a safe from what direction at exactly what point in time. I don't know how to outplay a survivor that reads every mind game perfectly and doesn't make any mistakes in order to down them in a moderate time. I don't know every single possible version of the maps and therefore can only guess which pallets spawned and which didn't (with some expceptions). I don't know always what gen survivors are gonna do next. I don't know all the depths on every killer. I don't have a lot of experience with every single killer. I don't know how to make up for every killer's weaknesses. I don't know how to break 30 pallets (i. e. on The Game) and still end chases quick enough to win. I don't know how to use every killer's power on every loop perfectly. I don't know how to deal with survivors that heal in mere seconds because of medkits and CoH and don't lose any time on their objective.

    Lastly, I don't know how to win 99% of my matches. Perks can help with some of these things but you can never fix them all with only 4 perk slots.

    If you know all these things, then you really have a completely different kind of gamesense from the rest of us and I (and probably a lot of other people as well) would be grateful for any advice you can give on them.

  • I agree with most of what you stated. Only I think Dead Lock is not too strong in any situation but it's not really good designed. You don't need to do anything for it. It will activate regardless. That is fine for Coup de Grace but Dead Lock is on another level. Eruption is not too strong either I think. It's just one of those things that completely destroys SoloQ and has little to no effect on SWFs. Again a desígn flaw. Circle of Healing needs some kind of clause that does prevent survivors from getting too efficient. Otherwise there is no use in playing hit and run as survivors still slam out gens without the killer being able to build pressure by hitting someone.

  • It sounds like you were on Rotten Fields. Tunneling is definitely not a healthy and fun strategy but it's logical. Some killers tunnel because they want to win and it's the best option you have. The only thing that can really go wrong is picking a survivor that can run you for a long time. Tunneling exists for survivors and for killers. Survivors don't stop on a gen when it's 33% done and go to another, do they? The only differences are the effectiveness and their impact on the other side's morale. Overall tunneling is an ugly thing but ultimately you can't really blame anyone for doing something logic.

  • I'm glad they are dealing with the problem. It's the biggest threat to a game to be infested with cheaters because people stop playing if there are too many of them.

  • @Zaika7182 said:

    Some killers go into the game and afk hit the air

    Makes those games a time waste

    Are you sure it's afk killers and not bots? I can't really imagine killers standing still hitting the air again and again. It would make more sense to run the game in the background.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223802#Comment_3223802

    Pro Vengeance is a Killer main on youtube and he goes on 50-game win streaks on Killers like Clown and Doctor, currently. Prior to SBMM, he won something like 1096 out of 1103 matches. He's hardly the most mechanically skilled Killer, either; he just has gamesense and plays to win. You have those two things, you're going to win 70-90% of your matches. Against solo queue, you'll win upwards of 95% of your matches.

    How lucky for survivors then that 99% of the killer players don't "have gamesense and play to win". There is only ONE single statistic we can rely on and that is the kill rate stated by BHVR themselves. Everything else is completely invalid as it could be made up, falsified or straight up wrong. A 90% win rate can definitely not be the case in general as it would mean a kill rate of at least 67.5% on the hypothesis that every win is a 3k (no 4ks whatsoever) and everything else a 0k (no 1ks or 2ks at all). It's obvious that the actual kill rate would be much higher than this. 70% of the games considered a win for killers would be possible but any argument about how horrible that would be would not change the known 61% kill rate. No matter how you look at it win rates don't show exactly how balanced the game is. Saying killers win 70% of their matches sounds hugely unbalanced and way worse than a 61% kill rate even though it's a weaker point and 60% kill rates are not as horrible as some make it out to be.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223680#Comment_3223680

    Experience + watching better players and implementing their knowledge. Somewhat strong perks and addons depending on the team and that's it. I really don't think I do anything impressive.

    Experience is a bit of a whacky argument, don't you think? No matter how much experience you have the survivor could be just as experienced. Many players watch streamers and try to learn from them as well but it's not an easy task to outplay shack or jungle gyms because there are survivors that have have brains and will adapt to the killer's movement. Strong perks and addons do impact the game hugely but survivors have the ability to bring strong perks, items and addons as well. Many killers don't have a combination of addons that allows them to balance out 4 somewhat good items or even 2 very strong items. Like for example how do Billy, Doctor, Sadako, Demo, Bubba and I could go on deal with green med kits and comodious toolboxes with extra charges or purple and iridescent addons? It's rough. Then there is largely survivor sided maps like Eyrie, Garden of Joy and Badham that are also hard to play on with many killers. This does not even consider rng as factor that is mostly in the survivors's favor as well. Combine that and say you have 2 or 3 survivors that really play good and suddenly you lose without even knowing what went wrong. Killers overall have a 61% kill rate including people killing themselves on hook. With a win rate of about 99% your's would be somewhere near 75% or higher so clearly you must be doing something different from the rest of us.

  • In my oppinion the only generally killer sided maps are Midwich and Saloon. All the other maps are either still manageable for survivors or too rng dependent to really call them killer sided. Shelter Woods for example can be a huge dead zone or a very hard map to play on against the Shift + W play style. I genuinely don't see how RPD is killer sided. There are just too many pallets and strong pallets at that and the one advantage killers used to have on that map (it was hard to see where they were coming from) is gone. It's better than before since the library's second floor is no longer a thing but calling it killer sided seems a bit exaggerated to me.

  • @Aven_Fallen said:

    Another example that you really struggle as Killer. If you have problems with Ironworks, which is one of the most balanced Maps in DBD, I dont really know what should help you.

    And you are not even doing bad in this game, you probably won this one with a 4K. It cannot be easy enough for you, eh? At least you used the buzzword "SWF", because as we all know, playing in an SWF makes the weak Pallet next to the Main Build a God Pallet.

    I don't think Ironworks is a map you can really consider as "balanced". Some killers can deal with it no matter what (like Nurse and Blight) but there can spawn atrocious combinations of tiles with filler pallets everywhere connecting to the main building. And then there is that totem on second floor of main building. Set up a boon there and watch the killer mald. The point is that it hurts killers without both map mobility and chasing powers.

  • And so by the power vested in me by our great leader and best killer I sacrifice Yun-Jin Lee. May it please them as it pleased me to do my duty may their wisdom be known amongst us unworthy. All hail @CoDismylife!

  • I'll play a game of Plague. We'll see who will be the unlucky soul to be sacrificed first to our new object of worship.

  • The META has shifted considerably. It still exists of course but the devs where quite successful in shaking it up. Sadly the brought back DMS + Pain Res but other than that it definitely worked.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223715#Comment_3223715

    im saying it because i won so many times without stressing or with joke builds but sometimes it gets really hot...

    But isn't that only natural? When the other side plays better you should lose, shouldn't you? When that happens you can decide to either concentrate and give it your all or keep it casual and risk losing.

  • Maybe if we start worshipping them they'll tell us how it works. I say we start a cult!

  • @indieeden7 said:

    If you are somehow letting someone chain THAT pallet into a jungle gym, you aren't playing very well. The treads next to it are like 2 metres long in total. A survivor using that pallet is pretty much a guaranteed hit.

    The problem with those pallets is that they are immensely weak when the survivor has to loop them but they are pretty much god like when it comes to maintaining distance (once they are dropped). Imagine the whole map plastered with strong tiles and this kind of pallet everywhere between them. That get's kinda gross especially for weaker killers. It get's to a point where you have to go and break pallets every few seconds instead of chasing.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223580#Comment_3223580

    Did being silent stopped killers going for iw survs pre nerf?

    Neither does now if they have otr. If they want you out you are out.

    The difference was that EVERYONE was silent because of IW all the time. It was like Dead Hard. There was no option not to go after that person because everyone else would have had the same stuff. OTR and BT both work fantastic as anti-tunnel perks when used as such. But people actually prefer to use OTR by bodyblocking the killer and then wonder why the killer would chase after them instead of anyone else. If you REALLY want to make it pretty much impossible to tunnel you try OTR, Lightweight and Overcome. It works and it's strong enough to help in any game really. Also to your last point: Yeah. That is how the game works. A killer should be able on average to get to a certain amount of hooks with pretty much no conditions other than playing good enough in chases. If a killer decides to do the logical thing and spend them on 1 survivor of course they are gonna die. Do you stop working on a gen and go to another once you hit 33% on it for no reason? No? How dare you tunnel that gen, then?

  • That is impressive. Would you mind telling the less talented people like myself and pretty much every other killer your secret? I'm legitimately curious.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222475#Comment_3222475

    A throw kill is when a survivor immediately dies after getting thrown in a wall or another survivor. It's kind of like the same as a bear trap kill or hatchet kill where they die immediately from being downed

    It's a pretty rare occurrence as not many killers go for those types of kills so I understand your confusion

    Ahh so you mean like when you slugged them for 3:59 seconds and they die as soon as they hit the ground. Thanks. I was a bit confused because I've never seen anyone do that before.

  • It's 0.5 seconds. Sometimes DH ends right as a hit connects. I see it working fine pretty much every match. The old distance part is gone and it will never return thankfully. That was the most problematic thing about the perk. It was uncounterable, unfair, frustrating and undeserved. Also in case you didn't know: You can only activate DH while running now. If you're standing still it won't work.

  • It's an asymmetrical game. If in a 1v4 the 1 is not significantly stronger you have a real problem. Where would the fun be in knowing that it's unlikely you're gonna die in a match? Wouldn't that make the game feel stale and unimpressive from survivor's perspective? Who would even play killer if they knew they would get bullied every match with little to no chance of winning? A 60% kill rate is not a bad thing necessarily since it gives the survivors a feeling that there are some stakes in a match. Obviously you want to win so there is a thrill in knowing that you're fighting the odds. For killers the thrill comes in every second because you have to make decisions constantly. There is no break where you can just hold M1 on a gen for a bit. Also a 60% kill rate overall does not consider the disparity between SoloQ and SWF. If it was more like 50% SFWs would be wreaking havoc to the overall experience of the game way more than they do now. Right now killers are the power role as long as there isn't too much stacked against them in terms of maps, perks, items, addons and individual player skill. The balance is definitely not perfect but it's more healthy than it has been over the last 2 years.

  • The reason people do it is because they feel strength in numbers and know that they can get away with a lot. If it was a 1v1 that would not happen in this form. Pretty much everyone sometimes feels like they have to absolutely dominate to make themselves feel better. For some folks bullying is just that. Asserting dominance. I don't like it and I try to just play good with a weak build instead to make myself feel like I really played well. Maybe we should all be a little more calm and considerate towards others. We can have fun without going out of our way to bully someone, can't we?

  • I know it's an unpopular oppinion but I despise going against the Oni. I can't even explain why. I just hate it. Still, respect for all the good Oni players out there.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222475#Comment_3222475

    I agree that killing one survivor is not considered a win due to skill. I mean, the whole point in a match as a killer in the DBD is to get 4k, right? Of course, condemn kills are difficult, and we can't exclude the merit to get one, but we must use two weighs and two measures to calculate what is considered skill in these two different scenarios.

    I agree 100%. A killer will always try to get as many kills as possible except maybe when they give someone hatch. But even then most killers prefer to get into a position where they would be able to kill all 4 survivors on command.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220839#Comment_3220839

    Ironic given how so many killers sweat for "4ks" so much

    Like a hook kill isn't even impressive. If you wanna try something impressive do a wesker throw kill or condemn kill

    I'm not sure many people go into a game thinking of killing a survivor as impressive. Winning a hard game by keeping a level head and making the right decisions and plays is impressive. But simply killing one survivor is not really something I would consider impressive. I think the reason killers want the 4k instead of a 3k is because they feel like they had to work for it and now earned their 4 kills. It's a bit like survivors not focusing on getting 1 person out alive but as many as possible. If you simply meant killers trying to win however I can't really follow you. Why would that be a bad thing? Both sides should try to win. It doesn't mean you have to go out of your way and stack everything in your favor but winning is the goal of the game. Also what exactly is a Wesker throw kill? He can't kill survivors by throwing them and he can't down a second survivor by hitting them with another so I genuinely don't know what you mean.

  • There are, like, three killers in the game can that actually set up Pentimento five times. The others literally have to waste their time to get to a distant part of the map while 4 survivors are doing gens. Plaything also only activates after you get hooked. So it's not like you get free value out of it. It is very predictable that a killer with Plaything will also run Pentimento though. That's because the killer has no other way of getting survivors to break totems to get value out of Pentimento. Adding 10 seconds to gens did not help killers as much as you think. So many people seem to think that gens now take forever and a killer can just take their sweet time doing things with no stress at all. That is not the case. The real problems still remain. Survivors have the ability to end the game in under 400 seconds which is the time it would take (in theory) to repair 5 gens ALONE before 6.1.0. Prove Thyself, Toolboxes, Hyperfocus, Stakeout, Great Skillchecks and so on don't sound like a big deal on paper. Combine 2 of them with survivors that sit on gens every second they are not forced away and see what happens. A generator does not and will never take 90 seconds just because this is the base time. That is not how the game works. There is also other issues like survivors shaving time off healing actions that they then spend on gens. Most killers simply cannot compete with this pace.

  • I agree. Though thankfully BHVR seem to realize that as well it is planned to change that in 2023. I believe it will get better eventually. I am happy to say I didn't face too many hackers the last few weeks.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221755#Comment_3221755

    I totally agree that the hatch mechanic is outdated. I personally only scaped by hatch 5 times since the last update. I miss old hatch, but keys should not allow more than one person use it. It should be one key for one person. Anyway.

    I mean, it feels like a hope to survivors that did something in the match, but got teammates that DC (attempted unhook to death) and leave them by themselves (It happens a lot with me). Sometimes, I did 1 gen, and two of my teammates killed themselves on the hook after being downed. I mean, I did my part, I played the game, but they screwed up and it heavily impacts my mmr when I don't get the gate escape after hatch is closed. However, I must say that escaping through the gate after hatch is closed is the most hard thing to do, and I rarely get it, and having no way out in top of it just give the killer a free win. No way out should only be used when the last gen is popped not when the hatch is closed.

    I'm sorry you had such bad experiences in past games but as I said it is not really a free win. The killer already won the match before. Killing 3 survivors is a win by definition and giving the last survivor the chance to escape via hatch is nice consolation prize but getting another chance to win after they fail to get the hatch feels weird. A perk that counters this specific scenario does something that should only be logical. It basically guarantees the killer wins the game after they won both the real 1v4 and the 1v1 for hatch. Getting the exit gate open is not easy on a map like Midwich but what about Suffocation Pit, Eyrie of Crows, Ormond, Mothers Dwelling, Temple of Purgation and the list goes on where often enough there is no way the killer can defend both gates if they're not super mobile just because they are too far spread an there isn't a line of sight between them.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221737#Comment_3221737

    Basekit unbreakable actually makes it a valid counter to down someone who plays too agressively just because they have DS. Removing a survivor from the game for 45 seconds is huge.

    The guy might feel very clever to be on the ground for 45 seconds, but he's not repairing any gens in the meantime.

    I don't think anyone think the end game deactivation should go, it was a good change, but it needs to be 5 seconds again, and honestly, it needs to be baseline.

    Also OTR is a poor man's DS. Yeah you get two uses, but you definitely don't gain much distance, and you're losing time mending on top of it.

    Again, even a 10 seconds DS would be easy to counter as killer:

    1. Do not tunnel.
    2. If the survivor plays aggressively with DS, slug them, they'll be useless for 45 seconds. in this time you should be able to down another survivor and put pressure to generators.

    The problem is that it isn't 45 seconds. Unbreakable is already a very popular perk and I don't see that changing. Its pickrate will probably sky rocket. 22,5s of being on the ground might seem like a bad thing for the survivors but if that means another survivor makes it to the next safe structure or pallet it's a huge payoff. Someone like Nurse won't even notice anything different but a Clown, Trapper, Myers, Sadako, Freddy etc. will feel the impact. It isn't just the immediate consequences of the perk getting a buff I'm worried about but more the ways in which it can be used to provide an advantage it should not provide.

  • I don't know why they want to implement this new mori system. I can understand that they want to use the animation more often, which is fine by me but why not make it trigger automatically when last remaining survivor gets downed? Those new mori offerings also don't make a lot of sense to me. They are a huge gamble and basically tell killers to play in the most unfun way possible just to get 20k blood points which is less than a cake, pudding or party streamers. An explanation on why exactly they want this new mechanic implemented would be nice. I don't remember anyone asking for it.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221737#Comment_3221737

    I agree that DS could deactivate at the end game. But, 3 seconds stun time is way too short to punish a unfun play style.

    Now, If a perk should not give someone a free escape, why No Way Out don't deactivate after hatch is close? I mean, a killer should never get a free kill because of a perk too. For instance, a person "A" is the last person alive in the match, and both killer and survivor are looking for the hatch; the killer founds it, and close it. The person is right by a gate and when they try to power it. BOOOM... No Way Out. I mean, this perk basically will let the killer know their location and it is over. It is just sit down, cry and drink camomile tea to lower the stress levels (jk). But, yeah, no way out should not work like that, as well as DS should deactivate at the end game. But, if we keep one, we should keep the other by comparison.

    The hatch mechanic is outdated anyway. Think about it. It is the ULTIMATE second chance. Even if you did nothing all game and the killer absolutely annihilated your team you can still escape. But it gets even worse. A killer closing the hatch allows a survivor to potentially open the exit gates which sometimes is even easier and safer than to find the hatch. Another second chance btw (more like a third one). And if the survivor now manages to escape via gate the MMR system considers them to be the winner of the match. Meaning you can lose the game twice and still win. A killer running No Way Out and closing the hatch might seem like the win is gifted to them but remember that only happens if you lost the game twice already. I hardly think this is the same as a person that basically cannot be killed because they still have DS.

  • I think the weakest one might be Calm. Discipline is just great. Both effects are super good and help immensely. Order comes in clutch pretty much every single game at least once because many survivors know they need to pre drop if the Doctor is good. Breaking and replacing it with a fake pallet confuses them. Also the pallets can be up or dropped which makes it harder to tell if the pallet is real than with Freddy and they spawn automatically without you having to do anything for it. The restrain addons allow you to find and chase survivors without having to use Static Blast and potentially only hitting 1 survivor. Calm can confuse survivors but being aware of the addon weakens its impact drastically.

    I recommend sending yourself to The Game with Brutal Strength, Enduring, Spirit Fury and an Order addon. Its hilarious.

  • Honestly, I would be fine with 5s DS as long as it deactivates in end game. No perk in the game should guarantee you escape just because you got hooked to close to end game. What is that? I still keep coming back to this one question though... Why do you need DS to be buffed when you have OTR which can be used perfectly fine an anti-tunnel perk TWICE. The reason why many people consider DS unfair is because just as OTR nothing stops you from using it aggressive. If you get healed or someone else is downed and hooked after you get unhooked, you are not getting tunneled. DS however will still activate in those instances. Also let's be real. You could stun the killer for 10s+ and it would only incentivise tunneling even more because most killers would be affraid of survivors using it aggressively. The solution is then to get it out of the way immediately and kill this person to make up for the time lost. Not to mention with base kit unbreakable you will again be invincible for 1 minute with only 1 perk slot needed which would make it unfair if DS was 5s again.

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