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ZCerebrate

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  • Whelp I'm in the 1/4 minority at the moment but I'm no Blight main with hundreds of games yet either so wouldn't mind some more people weighing in on it being an actual bug/change introduced in the hotfix or just more perceptions of getting cucked by the same old release Blight collisions and remembering the bad moments more clearly

  • Haven't noticed any difference out side the new ability to Lethal Rush to break pallets... a slight negative when I somehow get vacuumed into it when swinging at a survivor who hasn't started the vault animation yet (though it doesn't happen every time).

    Sliding mechanics have always been annoyingly finicky at times, same with some invisible collisions that don't match the visuals during Rush - probably just ran into some bad setups rather than anything being changed since I played about 10~12 blight matches since the latest patch and haven't had any more issues than before

  • " I definitely don't see the raging epidemic of every game having multiple DS/UB survivors. 250 games at r1/r2 is a pretty okay sample size."

    @CheyeneKL - It happens when you get a rare 4 stack with mirrored builds but coordinated teams usually only around 2~ Unbreakables because thats all you really need. The "constant" encounters with SWAT SWFs is also greatly exaggerated on the forums but it does in fact exist which might be the point of those concerns to begin with.


    @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1648450#Comment_1648450

    314 instances of DS

    719 red rank survivors (out of 1000 survivors total)

    314 DS perks/1000 survivors= 31.4% of survivors using DS.

    314 DS perks/719 red rank survivors= 43.7% of red rank survivors using DS

    Sorry if my comment wasn't super clear- his data makes it clear though so I presumed it could easily be checked against that if there was any confusion :) The part that is probably slightly confusing is how I decided to make a scenario where I ignored the non-red rank survivors but kept every instance of DS. Like I said in my comment, I'm positive not every DS was used solely by red rank survivors, but it was for the sake of my hypothetical scenario where his data on DS only was from red ranks. Hopefully this explanation clears up what I meant for you.

    No idea what you were attempting to show as significant with that % here.. It's very likely a more popular perk at red ranks because the people who gravitate there are more likely to be the type "trying to win" by their various definitions and use of the perk* at the top of the meta influences that in one way or another.

    But for @Justalittlepeeck and any who may or may not have been confused by how the spreadsheet is setup, it's just simply perk usage / total number of tracked perks. Then since any one survivor can't run multiples of the same perk that number is then multiplied by 4 for percentage of use.

    DS is definitely the most popular perk over hundreds of matches that I play but it's also not uncommon to see plenty of survivors who don't run it by personal principle, lack of access (maybe not even having the teachable) or because they value something else higher in their builds.

  • Is this for you playing these killers? Going against them as survivor?

    I'm honestly surprised by Doctor's and Myers having such high positions even for the most subjective of lists while Hillbilly being so low.

    Bubba is far more oppressive with his new token duration power than before as well to be placed way down there even behind Wraith, Pig and Trapper. I guess you did say fun to play not better or worse

    Most people do agree that Clown is at the current bottom of the tier list though just because he is purely a medicore chase killer (in comparison to Huntress) and there are very limited options to use his power for other purposes to create pressure.

  • "if you manage to sit on the ground for 4 minutes and the killer never picks you up and hooks you, you shouldn't be rewarding the killer AND punishing the survivor. Basic logic here. Any killer with more than 20 hours can find a survivor they've downed, if a survivor manages to crawl away it it entirely the fault of the killer."

    @FlamingkittyUmad It's not really rewarding the killer because they're losing that potential emblem/bloodpoints that he was actively greeding for by not being able to hook you at all. As long as there is a remote chance that you can still escape - there wouldn't be a instant bleed out since you can still be making every effort to "escape" - not crawling into a remote corner of Crotus Penn behind a rock in spite towards the killer yourself. Sort of that whole Will to Survive thing that real-world Special Forces preach in their handbooks.

    Conversely, I would concede that something like a non-emblem tied bloodpoint event for time spent slugged would be nice for the survivors left in this type of situation along with an increase in bloodpoints tied to struggling on the hook instead of instantly suiciding on phase 2 denying their teammates (Though reworking the current struggle phase as a whole is a different can of worms for a different topic).

  • To be honest it should be the opposite where a mechanic should be in play where that dying bleeding out survivor on the ground just instantly bleeds out to deny bloodpoints if they don't have a key in hand or any way to stand back up (stuck between 0~95% recovery for X amount of time) and the hatch is closed on them with all exit gates closed.

    I've personally crawled into the hatches more than once after being slugged and lost in that scenario you listed above (but that's entirely on the killer at that point for greeding) but it's admittedly a waste of time once all "hope" is lost (Even for Lore implications beyond the gameplay) and your Unbreakable is already expended or not equipped. Either the Killer is just watching you bleedout for a few minutes out of spite, honestly can't find you do to dying iron will bugs, or the survivor has hidden very well somewhere on a large map... it's a waste of time if there is no sliver of chance of an actual escape.

    Counting it as an "escape" would be a bit of a leap in logic

  • @Dwinchester @LetsPlayTogether Ah the common duality of responses on these forums.

    While I sit in the camp that the skill floor for playing killer is lower than ever (combined with my opinion that most players on both sides are just generally bad at the game) it's still relatively easy for new survivors to "succeed" just by holding M1 on generators, Hold W on chases then M1 again on exit gates to get that "2 escape" if you're not playing efficiently as the killer.

    Perhaps you were getting more flighty survivors in your games back in 2018 purely by luck who would stop all objectives unless there was no Terror Radius and the killer was visibly in line of sight on the opposite side of the map a minimum of 80m away... hard to lose these matches

  • While behavior like this is frowned upon it'll be hard to prove they were "actively" colluding with the killer even with video proof if it was just spamming the emote using Empathy without your own aura reading to catch it happening. Youtuber/Streamers like Noob3 and a few others have also popularized "sandbagging" people for laughs if they feel like it - like repeatedly checking a locker a fellow survivor is in while in full sight of the killer (Whether you think this is fine or not - it's probably against the spirit of the game that the devs wanted considering the other sanctions in place).

    Anyways... it's not how "all" survivors play in Red Ranks but toxicity is going to carry in all online multiplayer games unless rubber bumpers are added to every possible scenario to make the game nearly unplayable. Think of "Running it down mid" in League of Legends or Dota 2 to effectively force a "surrender" due to a player's own emotional baggage. It's a new age of entitlement and selfishness along with internet anonymity across all platforms... luckily it's not really the majority just the bad experiences tend to be most memorable.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647214#Comment_1647214

    No, I did not forget --- Spine Chill is 100% active everytime the killer meets that condition.

    Whispers is sporadic and does not always activate when Survivors are within the radius; nor does it give a directional indication like Spine Chill does.

    If you're going to equate the two - then yes Spine Chill needs to be brought down to Whispers level - sporadic activation, non-directional "hey you're close"... Whispers is literally just a non-100% Heartbeat Killers can turn on for Survivors. While Survivors get a 100% active perk anytime a killer tries to come up from behind, which is kind of crap.

    Survivors have a ######### ton of aura-reading perks too and flat-out counters and hand-holding when it comes to not having to be taken by surprise.

    I'll like to point out that if Spine Chill did not have a directional indication based on Killers looking in that direction and was purely radial like Whispers then it would make survivors even more flighty than it does now and have no direct mechanical counterplay that you as a killer could employ to successfully ambush anyway. While this might be a huge loss in productivity if survivors are more likely to run or hide just at the sheer sight of you being within 36m away - it still doesn't garner any increase in interaction and address current killers complaints in this thread about Spine Chill gamers.


    Anyways on another note - Spine chill is in the top 6 survivor perks over 250 matches for popular usage and a noted increase for me since adding Crossplay matches.

    https://forum.deadbydaylight.com/en/discussion/194632/the-latest-survivor-meta-snapshot-with-excel-data/p1?new=1

  • @1anioh said:

    Ugh, I get a DC almost every match. It's gotten to the point now where if two people DC before the first gen is done I just throw the game for the remaining two survivors. I get one hook on each and down them occasionally throughout the match but mostly I just go a find a chest to stare at really hard.

    This used to be a once a week type situation. I did this six times yesterday in like four hours. Ugh.

    Just do full chases and down them as normal - hook and run to the other end of the map and allow a fully safe rescue (even a heal if you want). Run around until you find the other guy - give that guy a full chase and down as normal. Repeat until either one person decides to pull the plug himself (It happens) or dies on hook. Let the other guy get hatch or down him and carry him til he struggles off or until you find hatch... move onto the next match.

    It's not a fair game for sure as survivors basically have no chance to win without your mercy but I do this since it does happen multiple times a night even for me (given the current penalty-less climate of the game) because I'm not going to be an easy game that many survivors seem to desire.

  • Somewhat confused what you're specifically addressing in my comment here since I was just implying that aura perks have exponentially more power when paired with communication (which would have to be looked at in balance if Devs admitted that survivors have some baseline of communication across the board with solo queue specific buffs). Specifically current SWFs can benefit from any exact information gleaned off of Aura Perks (Especially killer detection ones) and relay that to the rest of the team while only taking up 1 of 16 perk slots instead of 1 of 4 on each survivor.

    Note disgruntled killers against Object of Obsession, Alert, Kindred (Everyone can benefit from exact positioning for coordination even when split up without just using general landmarks callouts even when the person you hooked isn't the Kindred user) or even Empathy to say something like, "You're running him towards us - turn to tile on your left instead" without the chased needing to run Bonds to have that information.

  • A lot of people in this thread that were apparently face camped by Bubbas (Even the new one) seemingly though I'm also not encountering that nearly that often as Solo Queue R1 from Eastern NA even around rank reset times. My experiences with new Bubba has been a ton of aggressive chainsawing at pallet loops given how massive of a speed boost and duration he gets now. Combined with most people who can't time the pallet drop against him (admittedly risky with dedicated servers at times)... I might see Bubbas "returning" to a unhook explosion just like any other killer who hasn't found anyone else should (Sometime @ClickyClicky is rating here as Hovering "camping") but it's mostly due to survivors needing to successfully identify safe windows or nearby lockers to deal with the new power rework, rather than it being actually oppressive.

    This of course is coming from someone who doesn't see nearly as much "face camping" Bubba as others - or already assumes it's not worth trying to save the 4th guy from basement against Bubba when both exits are already powered.

  • @APoipleTurtle said:

    I appreciate the dedication to collecting these stats and sharing them. While I definitely expected to see DS take top spot as the most popular survivor perk, it was quite surprising to see just how much lower Unbreakable is on the list (only used by ~10% of the survivors you encountered vs ~31.5% for DS).

    It's also pleasant to see that some "off-meta" perks like Dance With Me, Botany Knowledge, and For The People are only marginally behind the strong Exhaustion and Second Chance perks (not sure how their popularity has changed since the last time you did this). Variety is definitely good.

    Botany Knowledge seemed to come up a ton more with Desperate Measures (Probably people trying out Felix's new perk Synergies) and Self Care as well - overall a fairly weak perk setup considering how many slots that's taking up but that seems to be the route many people sought.

    I still play around Unbreakables when I slug by returning wtihin 20s if possible but it's rare to see more than 1~2 even in confirmed SWFs unless they're "dedicated" to running that specific DS, UB, BT setup across the board... which isn't a 100% thing from personal experience as noted here.

    The number of Lithe users that pair it with Dance With Me was surprisingly high - even more than Quick and Quiet (Though quite a few used both). QnQ came up almost exclusively with Head On users for good reason I guess

  • @yobuddd said:

    So far this has made the Devour Hope rift challenge very difficult for me. As soon as they’re exposed, they panic. Sone might DC right there. If you get to mori level, good luck actually completing it,

    Maybe increase timeouts, starting with 1 hour minimum, but give the option to pay increasingly expensive bloodpoint costs to unlock their next match. If they go broke, then they have to wait out the timer.

    Specifically for Tome IV's "Extinction of Hope Challenge" keep in mind that you don't have to have the hex totem still up and use the expose/mori aspect of it directly to complete the challenge. Just having the perk equipped (whether the hex gets broken or not) and using a green or pink mori + other expose conditions like running it on Ghost Face or Mike Myers or using Make your Choice on Wraith or Hag will also count towards it. Should basically be a one and done - and most survivors won't disconnect against a Ghostface or Myers downing them... a mori off first hook is a coin flip but if you run an Ebony then you get 4 tries to see if all four of them pull the plug, I find it unlikely that it'll go that way if the match went on for a bit for all 4 players to DC (Though not impossible.... so just don't be that unlucky).

  • @KingFrost said:

    I've been keeping track of stats too, though not as many games as you yet. Stats are always appreciated. (I do it from the survivor side because I like killer stats too). My results aren't too different than yours, though Decsive Strike is used a bit more often than 31%. For me it's 37% (though I don't count my own perks, and I don't run DS on principle. Which bites me in the ass sometimes)

    I see unbreakable a LOT more than you do too. Like 24%. Though again, I do have less games so that may equal out over time.

    Scrolled right past by response for some reason. Actually found something similar when comparing with another killer's stats of a similar nature. For this time around though I feel like a lot of survivors were trying to sub in Soul Guard to take Unbreakables place (Maybe it was even working for them if they kept running into hex builds).


  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647430#Comment_1647430

    The killer should be averaging more than the average of all the scores of all five players in the match. That’s fine. The question though is what is the frequency of how often the killer is literally the highest score in the match under various kill counts. If the frequency of having the highest score has a strong correlation to how many kills you got then you could hypothetically simply look at bloodpoint scores and say if the killer has the highest score they won the match and if they don’t they lost the match, for example. It’s not enough to simply say “killer’s average scores are higher than survivor’s average scores” for this because the question that’s more relevant is the killer’s average scores compared to the average of the highest survivors’ scores each match which is a slightly different distribution.

    If you're trying to determine if players should be judging whether the match was a win purely off these score events, it might be possible and I could track it for future games without much effort... I will make a prediction that it does put the killer over if not at least closely behind to the top survivor's bloodpoints even on a 2K "Loss" though just from my own experience.

    Unfortunately, the average ego for online multiplayer games isn't going to be happy with that sort of assessment even if the game put big "VICTORY" or "DEFEAT" across the screen. Just look how many forum killers rage about a single survivor "escaping" through hatch even when they aren't doing some specific achievement or challenge - 27~28k BP doesn't matter when they "deserved" the satisfaction of a 4K.

    Devs are trying to get rid of the ranking colors/number system as well since it just creates frustrations for something that shouldn't even matter if skill based matchmaking was reimplemented as they planned.

    Whelp here I go derailing my own topic.

  • @malatruse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647429#Comment_1647429

    I'm just saying it doesn't benefit anyone to DC as soon as they see it's a Legion, without at least playing for a bit to see if it's a good Legion.

    While I don't agree with their actions of rage quitting/DCing out - I do sometimes feel a yawn coming on when I see my 10th legion in a single night as it's a very 1 dimensional killer even if he can be used to good effect. The M1 Killer chases without powers gets old especially since many (reluctant to say most) of the legions don't mind game at all once you're injured and one of the few fun things to do is to make them whiff their FF attack at the start of the game or even play pallet chicken standoff against a Frenzied Legion waiting for you to drop it then slamming it perfectly on his face to cancel the very first FF (This actually makes some Legions DC themselves from my experience)

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647403#Comment_1647403

    I normally score 20k - 32k as well as a killer. However the highest scoring survivor is usually also in that range on 2 kill games from what I’ve seen. Whether the killer has highest score versus the second highest score seems pretty strongly correlated to the kill count. The reason I think it would be interesting to pivot that out is because I sometimes see people claiming that bloodpoint scores are biased toward the killer and assume that the killer tends to get the highest score even when they lose which I’m skeptical on. Without objective data though it’s difficult to tell what bias if any actually exists.

    Ah - I don't directly parse and track 0K, 1K and 2K, 3K+Gate outcomes separately but I do have a Win vs Loss box for myself that includes all 3K+Hatch with gens or doors left to do or 4Ks as wins and everything else as a loss for myself personally. Still close to a 65% win rate with that metric though.

    As for the killer BP bias - I would say that's about accurate even on a loss... unless you're getting royally stomped and toyed with as a relatively new killer, events on average award the killer more points over a match. It's far harder to get 32k as a survivor for a reason and probably true that just playing a lot of killer would help you gather bloodpoints quicker if you're approaching it with speed and efficiency in mind instead of trying to ensure you get "4K"s. It's very common for me to just hook the 3rd guy rather than leave him on the ground to try and hunt the last guy because I would rather just 50/50 against him for the hatch in an attempt to close it then 50/50 him at the exit gates ESPECIALLY if I'm running something like Whispers or the gates are close enough together that I can 99% sacrifice the last guy who was ratting during the 2 minute EDC (Unless he has a key I guess but I usually don't care that much if it came from a chest)

    Edit: It's usually not even a 50/50 because I usually see the hatch at some point if it spawned and keep it in mind so I can slam it shut when it opens as the second to last guy starts floating into the sky

  • @dugman said:

    This is a great experiment, thanks! The only thing missing is the actual individual data points these summaries are from in order to pivot out things like win rate per number of uses of a perk. For example it would be interesting to see a pivot of win rates when 0, 1, 2, 3 or 4 survivors use Decisive Strike to get a sense of the correlation of the overally impact that perk has. Likewise for Object of Obsession, it would be interesting to see win rates of apparently solo groups using Object versus swfs using Object versus swfs not using Object.

    Also it if you kept track of the endgame scores it would be interesting to see how the scores line up with the 3-4 kills = Win metric. How often does the killer get the highest score at different kill counts?

    While that type of data would be far more useful in drawing scientific conclusions as the dataset grew larger and larger... I'm probably not going to commit to setting that level of collection to look for significant r values without a bit more than a purely scholarly incentive :P

    As for endgame scores - do you mean purely off bloodpoint values? It's rare (though I guess not impossible) if ever that I don't at least match if not barely exceed the survivor's blood point values even if they manage to 4 man escape through gates on me with all gens done. It might be 18~19k but a each individual survivor might have 15~17k even while escaping. "Winning" can put survivors as low as 3~5k blood points individually with a single person maybe being 15k~ or so while I usually have a minimum of 20k up to 32k bloodpoints before post bonuses. This should be the same for most killers though unless they just not getting ANY hooks at all when they lose matches.

    I don't think I've recently bothered to pay much attention to bloodpoint scores though so I could be wrong... clearly I don't track it at all though

  • @Justalittlepeeck said:

    DS is the most used perk as I can see from these stats, 314 times this perk was brought by survivors in 250 games, then comes Dead Hard with 299 uses.

    This is certainly not a reason to nerf or rework that perk like it was did to some other perk

    I'll agree with DS because it was even higher on previous sheets (since the 2s DS stun bug was going during this time) to a degree - it might also point to why survivors feel a perk like this is necessary at the moment.

    As for Dead Hard - it is the most popular Exhaustion perk but take a look at @Blueberry 's point about how all of them really have no downsides with maybe the exception of Balanced Landing. Sprint Burst and Lithe are right up there in popularity as well for good reason because it's what the current game balance sort of hinges around

  • @Saitamfed said:

    Well, I use perks that often have no synergy. The reason? I don't need to use the meta or play my best everytime, it's not for memeing though, it's for trying diferent perks, or perks that helps in idfferent situations.

    Sorry if you felt the last bullet point seemed like a shot at your playstyle as it wasn't intended to be. I mentioned that some people have specific purposeful builds (Things like Red Herring or Diversion included) or even "generalist" builds that can help in various situations.

    The last bullet was more directed at survivors* or at least one red rank that I remember running Boil Over, Open Handed, Distortion and Head On.

    He didn't bring in a key (w/ aura addon) or a map to make Open Handed work, I could only conclude players like him were playing Perk Roulette like Monto since he was somehow still in red ranks.

  • @Stinde said:

    I play killer 1/3rd and survivor 2/3rds of my matches so not exactly a killer main but still, here's my list of what I hope will be changed:

    1. DS needs deactivation conditions

    2. OoO needs to be reworked (or nerfed so that the survivor cannot hide his/her aura from the killer anymore)

    3. The problematic maps (Ormond, Haddonfield, Fractured Cowshed, Thompson House and Mothers Dwelling) need to be balanced

    4. SWF should have a shared perk pool so that they cannot stack 2nd chance perks anymore

    5. The upcoming early game gen slowdown.

    Everything here except #4 (not to mention it'll never happen as it would discourage SWFs which are substantial potential customers).

    Instead of #4 here I would rather see Solo Queue have better communication options whether it be a little icon that indicates what action they are doing on their portrait (Moving somewhere, Crouching, In a Chase, On a Gen, Healing etc), preset text macros that can be hotkeyed or used a chat wheel so Console players can use it as well and prevent toxic chat mid game, or even the impossible of ingame voice chat options.

    Immersion seems to fly out the window rather quickly anyway - and leveling the solo queue vs SWF disparity would allow more informed top down balancing decisions to be made while not simply attributing it to "Well you're just going to coordinate better with friends" when solo queue folks are denied any ability to do so outside of miming with crouching, pointing and waving a hand over.

  • Had a fairly strange bug/glitch happen lately randomly where losing LoS of the survivor I am currently chases completely cuts off the chase music without breaking the chase. It turns on and off whenever the survivor (usually a Zarina) is on my screen actively and not behind a wall - while this has the unintended consequence when it happens of allowing me to hear "everything" nearby including the slightly gen noises, running footsteps and survivor breathing.

    Still haven't been able to replicate it even when intentionally testing it with every Zarina I see so not sure what sets it off


  • @Blueberry said:

    I find it interesting that even a "low" exhaustion perk usage is still at 89%, that's crazy high. Rather than nerf exhaustion perks as that's never fun, they really need to add more counters to them in the form of exhaustion addons or better exhaustion perks to where there's actually "some" risk involved. There should be at least some decision making when deciding if you should run an exhaustion perk. Currently there's zero downsides and the only reason you wouldn't run an exhaustion perk is if you don't care about winning and want to meme. To me that isn't good design.

    An example of where there is good design in the exhaustion perks however is BL. You do consider if this one is worth it or not because of how situational drop offs are. There's some consideration to be made because of the risk, that's good design.

    My god could you imagine the forum topic flooding in if exhaustion addons emerged on every killer not just Huntress and Clown (two that come to mind immediately). I'll agree that Balanced Landing might be "good design" but it's going to underperform outside of specific maps that doesn't limit you to like 1~2 tiles on the entire map to use it (Haddonfield and Midwich are two that BL is extremely powerful in though) when compared to these other exhaustion perks with "no downsides" as you said. The worst feeling is running BL then randomly rolling into Macmillan Estate - Shelter Woods which is just one large flat map with no drop offs other than the basement stairs and running up the side of the big tree on the middle of the map at the right angle to barely trigger it

  • @CheyeneKL said:

    Thank you for putting the time and effort into these information sheets! I always enjoy reading them.

    Maybe I'm a little new, but I'm surprised to see OoO so often- I rarely play killer anymore (as it SUCKS on the Switch, especially with crosssplay) so it's not unexpected for me to have only run into it literally once ever since I started playing back in January, but my boyfriend who plays a LOT of killer at rank 1 also rarely runs into it. Idk what part of the world you are (we are southeast) but maybe that's the difference. Is OoO usage up or down based on your older information charts?

    I also expected to see a lot more Unbreakable paired with DS (for how often I see people talking or complaining about it) but I also assume that there was a decent amount of people who ran UB paired with SG instead of having DS, yeah? But that leaves an absolute maximum of 9%-ish of people who could run the DS-UB combo for this set of data, yeah? (Unless I'm completely stupid. Math was always my worst subject in school LMAO)

    I would be interested in seeing if there was a large difference in data between crossplay on vs crossplay off, if you ever wanted to do something like that.

    The old sheets were mostly non-crossplay considering it was still relatively new and why I started tracking it separately when I started this sheet

    I did see an increase in OoO use with this sheet and it may be due to my focus on playing a lot more killer games than before - which may have in term pushed my hidden MMR even higher into some magical grey area where more people like using it in SWFs. It's almost a detriment to use it as a solo player - but I haven't directly confirmed with every Object user to confirm my initial bias around it. Also Crossplay survivors with globes seem to run OoO as well so I have to assume they're on some form of voice comms and a SWF. I'm from the northeast, USA if there is that specific of regional matchmaking in play but more likely due to my erratic play times. They tend to be very late at night into the early morning especially on weekends since I'm used to a nocturnal schedule and I work from home (Covid and all that) ... so I guess I fit that "sweaty" thousands of hours killer that new survivors don't seem to enjoy matching with in the early mornings.

    DS+Unbreakable combo does come up but not nearly a 100% thing as the killers on these forums would have you believe. UB+Soul Guard was very common but Soul Guard+DS started cropping up too which is why I made a point about people running SG without unbreakable was "risky" since they might cross killers like me that rarely run Hexes unless an archive requires me to... and it requires that they haven't broken the "Curse" yet to stand up on their own with Soul Guard

  • @fayelynnw said:

    Why is the ranking system so broken? I’m not even just talking about leveling up and down, I’m talking about who you get paired with in a match. For example, I main survivor, so my killer rank is literally 18. But whenever I play killer, I always get purple and red rank survivors. It’s the same when I play survivor, just reversed. I’m a rank 9 survivor, but I always get rank 18-20 killers. Is this just me or does this happen to everyone?

    Speaking of leveling up and down though, what’s up with that? You win four games in a row and don’t even rank up, but godforbid you lose one game to an OP killer and go down a rank almost all the time. Maybe this is just me too, I don’t know.

    My theory would be that there is a larger influx of rank 18~20 killers (newer players) who may or may not have longer queue times because all the survivors in those comparable ranks get sucked away and it needs to match further and further away from the bell curve. The pip system in general forces players up if they aren't completely trolling or trying to depip (And only possible to derank up to 15) just through sheer hours played up till like Rank 9~10. After that anyone who is actively doing objectives and being reasonably altruistic will get more 1~2 pips than they are losing that if they play enough - will inevitably end up in red ranks without having to develop looping skills or amass a reasonable amount of game sense/knowledge in that time.

    If you found that you are "winning" games but only safety pipping (Black pips meaning no progress gained or loss) then you need to work on "constantly" doing things in a match as much as possible, even at the risk of getting hooked yourself. Whether it be hook rescues, being a gen jockey, looping the killer or combination of all that - you should aim to minimize the amount of time you are crouching about or hiding in a locker.

    You literally can only lose a single pip at most per match - and short of getting a stream of unlucky games getting tunneled and first hook mori'd where you don't get to play... it shouldn't be that difficult to advance even for a solo queue survivor if you understand emblems and playing for them instead of just "escaping" (Although that's an emblem as well).

  • Something I've noticed very often and I'm sure other killers (and survivors with aura reading) have as well is that even when running BBQ and Chili - it's very common to get 0 aura readings at all against 3 unhooked survivors. Whether this be lockers because they are on death hook (or not some times) or because they're all crouching nearby hoping to rush the hook for their Altruism points or even competing for that WGLF stack (which even devs have acknowledged).

    Very often, I have to intentionally just run towards gens that I "predict" to be getting worked on just on previous known locations and my most recent chase path to down that hooked survivor. Then some times I find none of the 3~4 gens were even worked on and return to the hook area to find 3 survivors huddled together after finishing their coop heal, trying to LOS me as best as possible.

    Some "overly" altruistic behavior is definitely controlling killer behavior to an extent as well even if they aren't willing to admit it. Not every killer feels like staring at a wall and counting to 15 before returning to play Freeze Tag again considering that's not the playground agreement. Especially true for newer killers who have been losing lots of matches because of other shortcomings in their gameplay.

    As for the original topic: 1 and 2 seem fine to incentivize the behavior while a direct mechanical one like 3 would require tweaking to not be abuseable in some way or another.

  • @MadLordJack said:

    Yup, good to see Soul Guard creeping up the charts. I've been running it with UB just because of all the hex perks in the meta. Feels a little dirty when it works... But sometimes it's nice to get dirty.

    Actually was surprised to see how many people took the outright "risk" of just running Soul Guard alone without Unbreakable considering the standing up part of it hinges on a Hex still being up. Perhaps getting picked up and having protection was enough or they were encountering a lot more hexes than I was personally throwing at them (I'm still not a fan of the RNG elements of them- opting more for consistency perks if I'm going for wins).

  • @maderr said:

    Devs, you have made many changes in this game without telling us anywhere, without letting the community discuss about the changes before you made them live.

    For exemple, you have changed the generators' sound when they are being repaired, it's a killer buff, there was no info about it anywhere.

    Also, you have changed the falshlights. It's almost impossible now to do flashlight saves. The timing has changed, the way to aim with it has changed and now the ray is not tightening sometimes even though you are on the killer's head. Again, no info about it, just silence.

    Just played a game against a Freddy, you have changed the fake pallets color for him, again no information about it.

    You do some small killer buffs here and there without communicating about it. The info is nowhere, there is clearly a lack of transparency as you know some ppl will disagree about some design choices you make.

    I have stopped to play this game for 1 year, i can't imagine how many changes you have made without announcing them officialy.

    It's crazy as it's the first time, as a gamer, that i see a company hidding things to the community.

    I can assure you that the flashlight timing has not changed (still just as they hoist the survivor from waist height over the shoulder) just the aim point from your perspective as a survivor (The second time they have adjusted it - first from it being up and to the right of the center to being above the center now to being dead center.) The aim point on the killer model itself is still just below the jaw around the neck on most killers and it helps if you're slightly further away (think like 8~12m ingame). It'll take some getting used to but if you're having trouble start flashing earlier in the lift and jiggle your flash light around until you figure out where it narrows.

    This was mentioned in the (Edited for Link: https://forum.deadbydaylight.com/en/kb/articles/228-4-2-0-descend-beyond) 4.2.0 Chapter Descend Beyond Release if you look at that page that just the aim was adjusted to be the dead center of your screen when playing survivor (Admittedly it creates awkward times if you center your camera and stand exactly face to face with the killer where you are aiming through your own body if you aren't off even a little to the side of the killer).

    Fake Pallets being greyer was brought up by another user (or was it you?) and I think they said it wasn't intentional and one of the mods was trying to reproduce it on Ultra settings with X resolution or another.

  • @sulaiman said:

    Its not the killers that complain, its the survivors that lose part of their team way to early.

    While i had games where that were true, i think its more of a meme, because i played with plenty of potatoes on pc, and had amazing matches with console players.

    Basically this. I've personally seen as killer and played survivor alongside console survivors that clearly have game knowledge and mechanical skill to play competently. I've seen enough potatos on PC solo queue for years before crossplay and even now to try and attribute it to only one side and most of you should do the same.

    Now console killers on the other hand... Lower FPS and Crummy built-in auto aim, not to mention joystick aiming screws their radial turning limits which hurts them on any higher skill ceiling killers like Huntress or Nurse but even for basic M1s or Chainsaw/Oni Bat flicks. It's usually fairly easy to tell when someone is a console killer even at R1 just from doing a few 360s and seeing them whiff far too many times to be normal.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/194635/freddy-and-his-magic-arm

    I'll try to test it sometime and get back to you; I hardly play Fredster.

    If it's a consistent issue though you should probably clip it and submit a bug report; I've never had problems placing pallets very quickly with him in the past and I can't think they'd shadow nerf his dream pallets.

    Could be an unintentional bug from the spaghetti code again... I mean something somehow broke Hooking for a lot of killers and DS stun times for certain killers just before this latest Hotfix came through

  • That looks extremely comical haha man, I just remembered the old cockroach glue trap scene in one of the Nightmare on Elm Streets. Those movies are campy as hell today but were pretty spooky when we were young

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647105#Comment_1647105

    Like I already said. Clown with iri add-ons only puts his power at the basekit of other killers.

    BT enables the the most braindead saves imaginable in DBD. I love when people make a save in front of my face with BT and then expect me not to tunnel the unhooked survivor.

    Bit of a sell there... Pinky Finger "is" harder to use but it definitely puts Clown potential well above Basekit Hillbilly (close to old Insta Saw Billy if you remove crossmap mobility) especially in chases - and any Lethality is going to be strong combined with Infectious Fright. Still it's not impossible to play a chase against it as a Survivor so rage quits are unwarranted even if you bring a Mori.

    @ClickyClicky said:

    People consider Pinky finger OP because of how drastically it changes Clown.

    When you consider someone like Hillbilly has the same instadown as soon as they get up close it changes your outlook lol

    Plenty of people rage DC if you saw them - then Infectious Fright, to saw a 2nd person down within 20 seconds too. A hidden offering on loading screen (Ebony or not) probably seals the deal for the those readily hovering over their menu keys.

  • @KIKI_ said:

    I think both of you were jerks. You bringing a mori which is a total broken thing and him dcing and then complaining about toxicity (while also using a broken element in the game as well). Dcing already tells you all you need to know about a player's mentality. Wrapping it up you are both hypocrites and you both fail to see the irony of the situation lol

    @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1647099#Comment_1647099

    okay bud, you're trying to make that survivor look bad, but you use iri addon and ebony mori with sweaty build

    and bt only works on the unhooked survivor, not on yourself :)

    Step back for a second since there should definitely be a divide on justifying a "rage quit" due to built in game mechanics by the designers themselves. Perhaps you could argue it's not your personal definition of fun to experience going against them but (forgive my Strawmanning) but it's the same mentality that crosses over into "I hate facing this killer (Spirit for example) - I'll just selfishly ruin the other 4 people's experience because there isn't a DC penalty currently".

    One is still distinctly behavior that BHVR doesn't want seen in the game but haven't gotten around to addressing again due to Hackers abusing an exploit to dish out 72 hour bans to people especially streamers.

  • I haven't had am addon less brown medkit fail to heal me in awhile even against Mangled (Sloppy Butcher) and I use them from Chests or even bring them in pretty often. Not sure what's happening with you guys if you are saying there are no missed skill checks... or maybe it's around landing a GSC during it (I can't for the life of me remember if I ever had a full medkit heal without a skill check).


  • @DaKnight said:

    https://us.v-cdn.net/6030815/uploads/O4VB8NSOWOZK/wut-png.png

    Jk, jk I played the ebony mori clown. But let me tell you about the time a survivor running 3x second chance perks and a skeleton key told me im a toxic killer and DC'd.

    I was jebaited.

    No matter the Iris addons like Pinky finger or Ebony Mori - I still think the rage quit/dc guy is in the wrong and there is a reason he gets 0 Bloodpoints from the match by design. If I'm playing survivor and I encounter anything that I feel is a bit "strong" - I still play through it because at the very least I'll aim to avoid a depip and get some BP out of the match. Gameplay variances on occasion are welcome - no matter what the forums say it really isn't going to be a game after game after game thing that it's a super oppressive setup piloted by a competent killer (This last part is important too)

  • Is this for Dream Pallets? I never use those addons on the already few Nightmare games I pilot so I couldn't confirm this bug or not. I haven't had any issues with Dream Snares though or general freddy gameplay since this patch

    I thought this was from the survivor perspective where Freddy's magical claws reach through time and space to spank you - because his short model it's really funky how long his lunge is visually.

  • @xillucide said:

    yeahhh no, spine chill isn't the meta. DS+Unbreakable+Sprint Burst+Adrenaline/Borrowed Time is still the meta. however spine chill is still a very good perk. I wouldn't nerf it at all, it does its job and it does it well. spine chill can easily be countered by just not looking at the person lol. if I could create another perk to counter stealth, I literally wouldn't because stealth is an ability both sides have, and one side has a direct counter to it, the other doesn't. spine chill is fine, stealth is fine, no other stealth-counter perk needs to be added atm.

    https://forum.deadbydaylight.com/en/discussion/194632/the-latest-survivor-meta-snapshot-with-excel-data/p1?new=1

    I'm seeing a large deal of Spine Chill still - whether it's easy to counter or not. I personally think it is in the survivor meta at the moment.

  • Just run Haunted Grounds - that is a delicious piece of candy for survivors then.


    But seriously totems like that occasionally last longer than you would think on Crotus if it isn't directly next to a gen. People go hunting in every nook and cranny then find it like 3 minutes later

  • To add to what @calem said - the absolute maximum bleedout timer (that bar you see at the bottom left on each downed survivor) is 240 seconds. If you have absolutely no idea how to track time while playing then 1/4 of that bar is more than enough time if you downed him the split second that he was unhooked... usually it takes a few seconds beyond that to chase him down etc.

  • @danielmaster87 said:

    Minor as the amount of cases might be, it's still a stupid mechanic that occasionally makes you lose a deserved kill. What ends up happening is the other hooks are too far, and then you either have to drop the survivor or let them get off because the hook is too far. Especially in endgame scenarios, how is this even remotely fair? We shouldn't have to save hooks near the exits for later, just for the possibility that we might run out of nearby hooks.

    You could just be more aware of this when death hooking each of the first 3 survivors... every killer who isn't also playing against Jeff's Breakdown (Very niche as it is for Sabo squads) usually has more than enough time to get survivors to one of 2~4 hooks whenever they pick someone up. It's entirely on you in making that mistake rather than complaining that it is "remotely" unfair... just work on the issue in future games.

    Edit: Or run Agitation/Iron grasp as a bandaid

  • Just don't main one... I have hundreds of games on each killer and while this definitely makes me worse on harder to master killers with loftier skill ceilings (Like Crossmap Hatchet Huntress running BItter Murmur) it's still a good time to mix it up and play all the different powers.

    I regularly cycle through every killer sometimes playing a batch of games on one killer depending on my mood (Usually Freddy, Clown, Cannibal and Legion don't make it more than 1 match though). Also some killers make a lot of archives a breeze - helps to be versatile imo

    It's like playing the Random race in Starcraft - takes more work but rewarding in it's own way.

    Now if you want to watch a more articulate man talk about this topic... Here is Otz

    https://www.youtube.com/watch?v=nflN137VU5g&ab_channel=notOtzdarva


  • @APoipleTurtle said:

    It's been eons since I last watched The Shining (too long, really), but I'll give it a shot:

    • All Work and No Play: No matter how many obstacles they place in your path, you will still catch your prey.
    • Every time you kick a generator or break a pallet or wall, increase your movement speed by 1/2/3% for 20 seconds. All Work and No Play has a cooldown of 10 seconds and does not stack with other movement speed increases.

    "Here's Johnny!" - Jack Torrence.

    • Twinsanity: Powers beyond your understanding have loosened your grip on reality, but are you or your foes the more deluded?
    • Every 30 seconds that you chase a survivor, gain a token up to a maximum of 2/2/3. While standing still, press the active ability button to consume one token and create a Husk identical in appearance to your killer which will last for 6/8/10 seconds.
    • The Husk has no terror radius, red stain, or collision, but it's aura can be read by survivors. Survivors who pass through the Husk will scream and reveal their location to the killer for 3 seconds.

    "Come and play with us." -The Grady Twins.

    • Caretaker: No matter how fierce the storm, you will weather it and remain here.
    • Any time that the survivors finish a generator, a fake terror radius of 16/20/24m will be applied to all generators in the map for 15 seconds. Survivors within 8m of the finished gen will suffer from a 10% hindered penalty for 15 seconds.
    • If all generators were powered during a trial, you can see exit gate progress based on switch aura intensity and gate progress will regress at 100% the repair regression rate when a survivor is not interacting with a switchbox. Gate progress is 'saved' at each exit light; the gate's progress will not regress below the point when this light activated (25, 50, and 75%, respectively).

    "Some places are like people: some shine and some don't." - Dick Hallorann

    I really like the second part of Caretaker as it would solve a lot of the 99% gate nonsense and make Blood Warden more useable again.


  • @Slashstreetboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646446#Comment_1646446

    A not-so-strong perk that is run extremely often. This is why you see so many Killers running fire up, too.

    You calling it pathetic that as Killer you don´t want to be forced to never look into the direction you´re going is baffling. As of bad play, I can deal with SC. My main complaint is that the counterplay is riddiculous.

    It's usually detrimental for survivors me so damn flighty and have no confidence in their own looping to feel the need to run this perk and use it to run off every time it lights up for more than 2 seconds (It's actually surprising that people don't combo with Resilience for actual vault build like they should like SleepyWillio said). The right decision usually is to break chase, kick the gen patrol away then strafe back to the same gen and spanking the exhausted survivor, note you don't have to be fully moonwalking though you can if you want.

    @Nosferatu3145 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646446#Comment_1646446

    It's one perk that makes obsolete the power of 4 killers. If you don't see any problem there, well...

    Gross exaggeration, they are all far from obsolete even if there are 4 Spine Chills.

    Windstorm Wraiths (because Wraith needs that basekit to not be addon depedent) really don't even care about it because he can just catch up to them anyway. Meyers... well Meyers has issues in T1 but that's a design flaw like I said. Ghostface can still easily lean and 99 plenty of spine chill gamers - it's like saying a Doctor has no chance against Calm Spirit gamers, it's just slightly harder. Pig has some other issues in general but her crouching stealth is 1/3rd of her kit and and still useable by using the existing mechanical counterplay.

  • @ringwinning said:

    Survivor main with 3.3k hours of game under my belt but this season has either been harsh on me or I'm just honestly bad at the game -- or the ranking system is a lot shittier than even I imagine? The highest I've ever gotten was 4 ( VERY proud of those three games ) but I'm stuck in the teens now and I just wanna get back to where I normally am.

    It's hard because I'm solo but there's not much I can do about that; best I can come up with is continue watching youtube streams like I have been and just... keep playing. I don't know? Perhaps those of you who have seen some of my gaming have some critiques?

    Wait... you have 3,300 hours in this game? I swore you were in the below 500 hr crowd from your other posts and still unlocking stuff.


    Anyways... info perks and making full use of those perks is big. I recently saw a pretty solid video from PainReliever

    https://www.youtube.com/watch?v=65Jcc55adkw&ab_channel=PainReliever

    with running commentary on things that should be coming naturally to you as a survivor at this point. He's about at the level you should be playing at without any "pro gamer" aspirations after a certain number of hours as long as you're constantly trying to improve and thinking about the current match. I like his voice and humble demeanor too so take a look at his other 2 games too if you want

  • Cybil Bennett.png

    Hate to agree but you're probably on the minority on this one Buttercake. This one is getting a lot of flak for looking pretty bad

  • Just off from top of my head for killers only as you asked.

    1) "Here's Johnny!"

    When a survivor successfully pallet stuns you, you're forced to start kicking it immediately and for each kick every survivor within 40m/50m/60m screams in horror. Stopping their current action and announcing their locations with a noise notification though they can still run during this time. "I'm not going to hurt you, I just want to smash your brains in. - Jack Torrance"

    Would have synergy with other perks like Enduring, Brutal Strength, Spirit Fury (though it wouldn't happen when SF procs) and Gear Head and give nearly map wide detection multiple times unless they're hiding in a locker.

    2) "Monsters are Real"

    When a survivor takes a basic attack from the healthy state a persisting terror radius will follow them (much like Doctor's Discipline Class addons) for 8s/10s/12s. During this time, Two moving Hallucinatory Red Stains will appear from random directions along with random splatters of blood appearing combined with the audio of your own survivor screaming that only you can hear. "Come and play with us, Danny. Forever and ever and ever. - Grady Twins"

    Probably not a meta perk but just a fun one to have to see survivors reactions (Like Dark Devotion)

    3) "Lobby of Blood"

    Whenever a health state is gained by any survivor - every survivor is momentarily blinded as their entire screen goes red from a torrent of blood that washes over it for 1/2/3 second(s) and inflicting Oblivious for this time. This perk has a cooldown of 32 seconds. "A single word appeared in green fire... Redrum. - Danny Torrance"


  • @Bard said:

    • Other stealth killers can maybe play around Spine Chill by looking to the side, but Myers and Ghostface don't have that option since their powers require them to look at survivors. Maybe Ghostface can opt out and just go for an M1, but Myers (in tier 1 especially) does not have that option.
    • Stealth is basically all Wraith has, and even then it's a pretty terrible stealth since he can be seen a mile away and must announce his presence. Wraith needs a lot of buffs, but can we at least throw him a bone on this?

    Meyer's T1 crawling at start is a design flaw of a detriment that has to be addressed completely apart from Spine Chill. He should have the "option" by tapping Ctrl and holding it at the start of a match and just play baseline Meyers T2 from the getgo. That option left for those who want a fun stealthy first hit and not directly announcing who he is until he is actually spotted (because let's be honest 90% of meyers will stalk to T2 before anything else) - and not mess up his fun addons like Scratched mirrors which leads to jump scare meyers on indoor maps like Lerys. He's a very vanilla killer from back when the game took itself less seriously (for balance) and he survives because of his reduced T2 Terror radius (even more with Monitor and Abuse) and that he can 99% his Instant Down mode (Or even have an infinite version of it with a bit more stalking).


    Now for the point of the post - Spine Chill itself is a very strong perk all rolled into one. It's minor but noticeable bonus to everything including vault speeds really doesn't even need to be in the perk but they wanted to differentiate it from Premonition without a need for a cooldown but it gives a lot more information against killers who had no idea how to play around it and red stain manipulate naturally. Good use of Spine Chill is a Stealth, Chase and Detection perk all rolled into one which is why it shows up so often in the top 10 Red Rank Survivor Meta usage.

    You could just make it not detect against Undetectable or even disable it during Oblivious like Freddy's dreams as a knee-jerk but it's a single perk that probably servers as the only real answer for Survivors in a alot of scenarios where they can't see past 8m away due to walls (especially on indoor maps where Purple All Seeing Eye Wraiths and Scratched Mirror Meyers can be overwhelming) and the upcoming buffed Trail of Torment or similar perks/addons that give undetectable.

    For it to see continued popular use AND be more forgiving towards newer killers who can't deal with it yet it would just need an indicator to the killer that Spine Chill has "activated" SOMEWHERE within the 36m area on something like a 15s cooldown (Just an icon on side of the screen - no sound effect necessary). At that point if Killers can't even adapt to play around a perk they are told is being used against them - then everyone has every right to call them a potato.

    Obviously this will "most likely" mean its the generator they are running towards but it will allow them to be more direct feedback and be informed on how they should be playing to get around it like a better player. It would also serve as giving the killer a limited Whispers by running the perk as a downside but still allows you to gain a head start on distance even against Stealth killers and get in psuedo-information war.

  • Fairly easy if you aren't completely unlucky. Use a Duration addon or Both. - Don't use killer instinction or TR extensions as that will disorientate you on who to go for next in a lot of cases unless you are a good judge of map structures and layouts. Just hit 4 people then loop back to the area to hit the 1st or 2nd person you hit already

    Edit: Didn't occur to me that you could just hit the 4th guy twice... this makes the challenge even easier than how I managed to do it

  • Not to be mean but Unbreakable and now Soul Guard are plenty strong without any additional synergy or buffs. They're both in the top 15 survivor meta for a reason.


    No Mither needs a full out rework or a buff like only breaking you after you are unhooked for the first time (Also giving the killer a chance at assuming you might be a Deliverance user). That's a different issue altogether as in it's current form no self-respecting killer is leaving an obvious No Mither user on the floor ever... even if he has to eat a DS.

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