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ZCerebrate

ZCerebrate

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ZCerebrate
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  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    I mean that's fine and good but when is Decisive Strike going to get the change where jumping on a generator or hex totem infront of the killers face disables the perk. Anti-tunneling aside these survivors are "putting" themselves back in play by doing objectives for 60s usually forcing you to slug them with Soul Guard or Unbreakable to stand up on their own unless you hover that area every 20 seconds (is this better?)

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643948#Comment_1643948

    Sure, if it’s a well coordinated SWF that’s on a competitive level, but for most, if not all of solo games that is not the case

    Balancing perks based on coordinated SWF teams isn’t the right way to go.

    I would argue that it is the right way to go since it should have trickle down effects for overall game balance - same reason MOBAs like Dota and League balance in this manner.

    The problem is that solo queues are directly denied information sharing of any kind - ingame chat, pings, preset text macros (If you want to avoid toxicity) while devs ignore that SWFs will usually run 3rd party voice chat while playing. That imbalance is what needs to be at least partially remedied in order for balancing in this manner to make sense - "Immersion" (the biggest argument against solo queues getting any form of commmunication) gets thrown out the window within the first 100 hours of gameplay anyway... just say the Archivist has begun to pity the survivors and helping them through psionics then. Consequently the Killers should then get buffed with the baseline assumption that all survivors can work together at a baseline level - outside of trying to mime directions with limited emotes.

  • @supersonic853 said:

    https://youtu.be/4VT0Ca-nnGo

    https://us.v-cdn.net/6030815/uploads/6LWOOAV42U28/20200925-185944.jpg

    Tldr:Ds is a lot stronger as its a guarantee despite only being once per match and giving survivor complete invincibility for one minute with ub. And like otz said you could pretty much bring any obsession perk and the killers forced to slow down their momentum at risk of being hit by it for no reason. (Im just using these 2 because everyone likes these two over the others others like tru3 agree but tru3s just bad apparently).

    Specifically for the last line about Tru3ta1ent - he's definitely not a bad killer (Probably in the top 1% of english speaking killers to be honest). The reason people give more credence to Otzdarva and Scottjund is that they are more known to be objective and consistent. Tru3 has a habit of leaning into his ego with in turn colors his opinions more when talking about game balance while the other two tend to be more humble (at least in the image they portray - who can truely know what they're thinking to themselves).

    As for the topic - yes DS is more oppressive and it's a flawed platform to even talk about Pop goes the Weasel to begin with as they're not even addressing the same issues - just respective bandaids to the current unhealthy state of the game. That "threat" of DS is why you can see and even feel a marked difference in matches without an obsession in play - removing a survivor outright by hover camping or using perks, addons and powers to sus out the more vulnerable survivor. It's why getting Mori'd off first hook feels even more terrible and people don't like being unable to play the game by being targeted until you barely make 3~6k bp for the match because no one brought an obsession perk (Even if it wasn't DS).

    On the Killer side that completely conditional slowdown kick is almost always necessary due to current gen speeds and slow regression rate on an unperked kick (which basically isn't even worth the time you take to kick it) that any killer trying to win off their snowballs are basically required to run it if they aren't running something like Undying+Ruin instead. It's another subject about objectives and chase times that killers have to deal with which is being barely held together by bandaid perks like Pop.

  • @Leo said:

    I've been playing this game for four years now, and this is the second time I've run into a hacker. The first time was in 2016 with a speed-hacking Dwight, and since then I've been lucky enough not to run into any. That is, until about fifteen minutes ago.

    I'm playing Billy on Sanctum of Wrath, and a poor Bill walks into my chainsaw and lets go on hook. The match had been going on for at most thirty seconds at that point, when suddenly a gen pops on the other side of the map. I didn't think anything of it because it could have been two people, but it didn't take me too much longer to realize something was up.

    I down a Nea really quickly and hook her, and then chainsaw to the other side of the map. There are still three gens in that area, and all of them were at 99%. I see another Nea and hit her, and then she just suddenly vanishes. No scratch marks, she was just gone. Within five seconds she unhooked the first Nea on the other side of the map, which I know because I saw a Claudette and started chasing her while that was happening.

    I think the Claudette had bad ping because she ran into a wall and then disappeared, which usually means lag, but I can't be so sure about that. I had two totems in my build and I saw the Claudette get both of them on BBQ, but that doesn't prove if she was doing anything. I run into the hacking Nea and she starts looping me on one of those wooden platform structures, and it's obvious she's running faster than me. I eventually hit her once, and then she just zooms to the other side of the map.

    By this point the other two had popped all of the gens and the gates were powered. I managed to down the other Nea and hook her, which is when I see Claudette break my second totem. I find the hacking Nea crouching in a bush and down her, and then suddenly she's full health and running to a door. I chainsaw to the door and manage to down her, but then she just heals again and starts tea bagging. I chainsaw her yet again and manage to pick her up, but she escapes the match while still on my shoulder. Fortunately for me the Nea that wasn't hacking tried to sabo a hook for her and ended up getting downed, but at that point I was too shocked to even care.

    I wish I could say that I had been recording the game, but I wasn't. I left a report but I'm not sure if it'll get looked into without any video evidence. This is only the second time I've personally run into a hacker, but I've noticed that it's really become a problem lately. Ever since Deathslinger's release, I've seen so many streamers run into hackers that it's not even funny. I hope the Devs do something about whatever software they're using soon, this is getting ridiculous.

    I also luckily rarely had run ins with blantent hackers probably less than 10 over years and thousands of hours of gameplay. Unfortunately, I also know that people are discreetly hacking and probably not being noticed as well since when I'm playing survivor I've watched 105% or 110% survivors running alongside of me and just gaining distance toward whatever they're running towards. Nothing like a "little crutch" to feel better about themselves by having permanent Hope-like effects all game but the Killer will still eventually down them so they're less likely to be reported (I would assume). I submitted that video with a ticket back in like 2018 but got no feedback from it to this day other than they are "looking into it". I'll assume that there are at least a dozen more cases that go unnoticed per player though

    @StarLost said:

    I've run into a couple (and after a bit of research, I even know exactly what they are using...yikes).

    Basically - resetting or manually adjusting ranks, infinity top tier addons and items, clipping through exit games and being able to see the killer in the lobby (possibly).


    Being able to see the killer in lobby is a known exploit at the moment just by a viewing an unencrypted DBD file while sitting in lobby... apparently they tried to fix it by encrypting it when the match finishes but for whatever reason the file is still viewable while in lobby and the match is ongoing (according to another user on these forums). Probably should be addressed but most folks aren't in the know... for now.

  • @Han said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643728#Comment_1643728

    What are you talking about? Of course not having a healing speed reduction is more encouraging to heal. But how is this better for killer? Do you really believe there are people who don't heal because of thana? Because if they don't, they are just dumb. Its 2,5s. And healing with thana is not just good for you it's good for all survivors. You spend a couple more seconds healing and everyone else gets faster.

    Also faster heals means also that overall thana is less active.

    The point is to be able to buff Thana in a meaningful way to be an actual slowdown perk aimed at survivors who "refuse" to heal due to other things like Legion/Plague's powers or Sloppy Butcher... without breaking the counter play to the same perk time by also adding something like "8 additional seconds" to healing to the default 16 seconds (32 seconds with selfcare) along with the 19.5 (38.4) seconds.

    We're pointing out why they are "changing" the perk and why it could be potentially better in it's new form because it allows them to buff the slowdown to other actions without breaking the game by itself... wait until PTB/Live where we see the actual numbers. They "could" make it trash but it's a bit early to say it's a straight nerf when it could potentially be better than it is now.

    Like you said 2.5 seconds to healing is basically nothing - but those paltry numbers to everything is exactly why it's being changed so it can be reasonably buffed... in theory.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643696#Comment_1643696

    What about changing it so that instead of it being centered 32 meters around the gen it applies to everything in the killer's TR? That way you're more likely to actually get to use it in a chase, and it can synergize with other perks that impact the TR.

    Would definitely be too strong and then overused in that meta but would feel terrible from the survivor side as that monster of a perk starts to RNG down people who are already stuck at a tileset vs a Bloodlust 1 or 2 killer. Would become staples on Hillbilly and Cannibal and lead to a lot more pretty braindead saws that can't be escaped though because the timing of a gen pop even if it was left at 16M in the terror radius.

    That said 32 meters window only blocks around finished generators is still very niche and probably won't be used in most builds - I would be okay with it blocking pallets too for a set time so it's a failsafe synergy for Tinkerer's if the gen pops before you get there and have a niche use but not become overbearingly the meta.

  • @Han said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643657#Comment_1643657

    No I got that. There's just no way it will be better than it is now. And is already not great. They could just make it 5% or 6% or make reduce more actions than gen/healing/sabo.

    @FFirebrandd is correct that a straight reduction to other actions other than healing that is MORE powerful would actually make the perk more impactful rather than not. Directly encouraging survivors to heal rather than power gens while injured is the intent of the perk - you're off in your own headspace a bit too hard. Give it a chance for them to screw it up (they most likely will to be honest) before you go into pessimism land though

  • @Blueberry said:

    Given it still has the 50% gen progression restriction we would have to see a crazy high exhaustion timer to make it even semi decent. Way higher than I could reasonably see them doing.

    Realistically we'll probably get something like 15 seconds which is still garbage and no one will run it.

    I'll withhold criticism though until we see the numbers for sure.

    Basically this. Most of the proposed changes are nice to get excited about but would have to see the actual test numbers on PTB or even final numbers on Live before I get too excited about their viability


  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643403#Comment_1643403

    As a rank 1 killer, games where no one fails a skillcheck are extremely rare in my experience, and getting a notification of said failure can be crucial information for applying pressure. Perhaps you and others are correct, and that I'm just overblowing the potential of this perks change as no one good at skillchecks will use it, and only new players will in order to get good at nailing skillchecks. However, I still see it as something that can be abused if it didn't also have an extra penalty added, as never alerting the killer when you make a mistake while doing the primary objective just seems awfully strong, especially against killers that use builds with Huntress Lullaby, Unnerving Presence, and Overcharge... so basically the "Impossible skillchecks" Doctor build, which admittedly is rare for survivors to encounter.

    I'm just in disagreement that the perk doesn't need the added penalty. Since it's designed to train survivors to hit their skillchecks, taking away the alert to the killer is a hefty benefit, while increasing the penalty for failure is a great motivator to get better. This however comes with another great concern when it comes to new killer players, that being since survivors will have this training tool, the new killers won't get any alerts from survivors making mistakes while working gens. Perhaps that too is good training for the new killer players as they shouldn't expect to be alerted by gen explosions as much while gaining rank, but still, as I've previously stated, it's rare to be in a game regardless of rank wherein nobody fails a skillcheck. This is the foundation of my disagreement with @Blueberry , of whom seems to believe much as you do, that failed skillchecks NEVER happen in the higher ranks, which is just not true.

    Having the new technician at the high ranks may seem like a wasted perk slot, but I'm betting that you've been pissed off at a teammate who failed a skillcheck on your gen and summoned the killer right to you (I think we've all been there). Now that technician is a straight up answer to that scenario however, would you be relived if your teammate brought it in? Especially if the killer used an anti skillcheck perk? Regardless, I guess I'm actually happy that no one cares about how strong this change is, because having a safety net that takes away one of the killers tools for discovering survivors whereabouts obviously mustn't be that big of a deal after all. I guess I'm just overestimating its value.

    I'll concede that Lullaby, Unnerving and Overcharge together is a very niche build and a single perk could "reduce" it's effectiveness in detecting survivors but it's overblown to say those additional regressions aren't still going to be stacking up to more time to patrol and make use of that build effectively.

    For a training wheels perk (which I hate the idea of anyway) the additional regression would probably just extend a new player's time on generator learning how to time skill checks...yay... party kazoo noises for slightly less frustrations in the R11~20 range I guess. Skill checks are a fundamental part that seems to and should quick and naturally develop across all survivors as opposed to looping or dealing with how to approach tilesets and countering mind games (direct multiplayer interactions).

    In that scenario where a teammate fails a skillcheck on the gen in an R1 game - I would still be rolling my eyes and not relieved at all even if they brought the perk given that gen progress would be paused for 3 seconds, and at minimum regression of 10% probably going to be like 15% with this perk will still come into play. An actually "challenging" close match could be loss off a single gen explosion like that whether the killer gets a notification or not just because of the existence of Pop.

    My (and I think maybe other people in this thread) would be that the gen explosion being hidden should just be on a cooldown (like 60s?) so it isn't a direct downside but a condition to curb the power of the perk like most others. Auto-didact and No Mither are other such perks that directly nerf the survivor in some way to "justify" it's upsides... but in this case the upside is just not worth it that the buff is going to be blown off as mostly unnecessary

  • @Timeman63 said:

    Heads up, another long post! This time around, I went looking through every perk in Dead by Daylight and came up with ideas and suggestions to make underused perks better or more appealing to use. Let's be honest, the survivor perk meta has been stale for a while, and while I do think a few perks could be toned down, I would much rather the weaker perks be buffed first to add more variety. Strap yourselves in, and please leave feedback and suggestions in the comments.

    Any Means Necessary: I can kind of understand why a perk like this would need a cooldown, since pallets are a precious resource, and being able to reset them to use again is a potentially strong effect. That being said, killers will usually break most pallets unless they are unsafe, so it's hard to get value out of the perk, and the lengthy cooldown can often mean there ends up being multiple dropped pallets that you cannot reset right away. I think it's fine for killers to control which pallets take priority and potentially have to deal with a reset pallet later, but my wish is to make the perk a little more readily available for those situations where more than one pallet is dropped.

    Press and hold the Active Ability button for 4 seconds while standing beside a dropped Pallet to reset it to its upright position.

    Any Means Necessary has a cool-down of 40/35/30 seconds.

    Autodidact: I actually really like the idea behind this perk, but there are a lot of issues with it. It being reliant on Skill Checks is an obvious one, but there's also the fact that it can take a long time to get any benefit from it if you are particularly unlucky. One of the small things I would do to make it better and keep it potentially strong is to reduce how many tokens you need to get the maximum effect to 4. Essentially, your first healing skillcheck would regress healing, but every Skill Check after that would add progress. I have another thing in mind to help the perk, but I'll talk about it later when I get to another perk.

    You start the Trial with a -10% progression penalty for Skill Checks to heal Survivors.

    For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 2/3/4 Tokens.

    Each Token grants you a +15% bonus progression for a successful Skill Check while healing Survivors.

    Great Skill Checks cannot be performed while using Autodidact.

    Autodidact is not active when using a Med-Kit to heal.

    Boil Over: Boil Over is in desperate need of a buff, but it's also a perk that you have to be careful with balancing. The perk was designed to hinder the Killer's main objective: hooking survivors. If you make that too easy to do, it breaks the game. The aura reading blocking is a potentially useful effect, but the range is not really enough to be all that helpful.

    Your Struggle Effects on the Killer are increased by 25/50/75%.

    You obscure the Killer's ability to the Auras of Hooks that are within a range of 14/16/18 meters.

    Breakdown: I've found this perk to be pretty fun to use, but only being able to get the effects of the perk twice is really hindering. I thought it might be interesting to make it so the perk also works when you unhook teammates, but the hook only remains broken for, oh say, a minute. Just like Boil Over, if the perk is buffed too much, it could become potentially too strong, as it would make hooking too difficult to do.

    Any time you are unhooked, unhook a survivor or unhook yourself, the Hook breaks and the Killer's Aura is shown to you for 4/5/6 seconds.

    A Hook broken when you are unhooked takes 180 seconds to respawn.

    A Hook broken when you unhook a survivor take 60 seconds to respawn.

    Déjà Vu: This perk isn't really a bad perk in my opinion, but there isn't really an incentive to use it, since most experienced players will do their best to avoid a 3-gen scenario even without using this perk. Giving an incentive to work on the generators highlighted by the perk would be beneficial.

    The Auras of 3 Generators in closest proximity to each other are revealed to you for 30/45/60 seconds, at the start of the Trial and each time a Generator is completed.

    Gain 50% more bloodpoints in the Objective category when working on a generator highlighted by Déjà Vu.

    If you are holding a Map that can track Objectives, Generators revealed by Déjà Vu are added to the Map.

    Distortion: I actually really love Distortion, but only having 3 tokens with no method of getting them back restricts the perk a little. I think having only 3 tokens for the perk is fine, as long as there is a way to get them back.

    You start the Trial with 3 Tokens.

    Whenever the Killer reads your Aura, Distortion activates and a Token is consumed.

    For the next 6/8/10 seconds while Distortion is activated, your Aura and Scratch Marks will not be shown to the Killer.

    For each 15 seconds you are standing within the Killer's Terror Radius and are not in a Chase, you gain a Token.

    Distortion does not activate when you are in the Dying State or affected by Traps.

    Diversion: I think Diversion can be fixed pretty simply: give the perk a simple cooldown instead of requiring being in the Killer's terror radius. Diversion can be a useful wild card to throw off Killers, but it's not so useful that it should need this requirement.

    Press the Active Ability button while crouched and motionless to throw a pebble, which creates a distraction for the Killer at a distance of 10/15/20 meters.

    The distraction consists of:

    A Loud Noise Notification

    Scratch Marks

    Diversion has a cool-down of 45 seconds.

    Fixated: This perk is almost perfect as it is, but making it so that it works even when injured will make it that much more useful.

    You can see your own Scratch Marks at all times, and you walk 10/15/20 % faster.

    Flip-Flop: This perk can be useful in slugging scenarios, but is difficult to get value out of due to the 50% conversion rate. Buffing this perk is a bit of a tightrope walk, however, as it can't be too easy to wiggle out of the Killer's grasp or else the game would break. Keeping the maximum at 50% is enough to balance the perk.

    While in the Dying State, your recovery progression is converted into wiggle progression when you are picked up by the Killer, up to a maximum of 40/45/50 % total wiggle progression.

    Hope: This perk is basically just a worse version of Adrenaline, so rather than making it strictly an endgame perk, this perk should be useful throughout the match, keeping in theme with the perk's flavor text of "growing odds of a successful escape".

    Each time a Generator is completed, you gain a 5/6/7 % Haste Status Effect for 20 seconds.

    When the last Generator is powered, you gain a 5/6/7 % Haste Status Effect for 120 seconds.

    Lightweight: Players have suggested a few times that Lightweight might be more useful if it also made the sounds of your footsteps quieter, and I think that might be an interesting effect.

    Your footsteps are 20% quieter.

    Scratch Marks stay visible 1/2/3 seconds less than normal.

    Lucky Break: Not leaving blood behind is a somewhat useful upside, but not enough that it needs to be a limited resource. I think it would be interesting and potentially more beneficial to reduce the effects of the Mangled status.

    Lucky Break activates any time you are injured.

    While Lucky Break is active, you won't leave trails of blood, and the Mangled Status Effect is reduced by 20/25/30 seconds.

    Mettle of Man: I don't ever wish for this perk to be reverted back to its overpowered version, but I also think that the requirements to activate the perk are a little too difficult to meet. Some players have suggested making Safe Unhooks count towards activation, but I personally think that it would make the perk's activation a little too unpredictable for the Killer. I think it might be okay to reduce the number of protection hits needed to activate the perk, since the downside of revealing yourself to the Killer after healing is enough to warrant the perk's strong effect.

    After you earn 2 Protection Hit Score Events, Mettle of Man activates.

    Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored.

    The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 meters from the Killer.

    Mettle of Man will deactivate the next time you are put into the Dying State.

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    No Mither: There have been a lot of suggestions to make No Mither worth running, and they all have different ideas about what exactly needs to be changed to keep the idea behind No Mither intact but reducing the severe downsides. This perk was very tricky to think about, because it's a bit like Play With Your Food; it doesn't sound very good on paper, and it might do better with a buff, but if you buff it just a little too much, it becomes way too strong. I wanted to identify all the problems with No Mither and consider the ones that truly needed to be resolved, separating them from the downsides that are meant to balance the perk. No Mither in my eyes has a clear, intended purpose: turning the Survivor into a glass cannon, making them able to stealth slightly easier with no blood pools and quieter groaning, always having the ability to recover from the dying state, and allows faster action speeds when paired with perks like Resilience. The primary issue with this is that, from the very start of the match, the Killer knows when a survivor is using No Mither, rendering half of the perk's benefits nearly useless, since the Killer now knows not to slug you. I think No Mither should be a secret weapon that the Killer won't know about right away, but can figure it out if they're attentive when they realize you're not healing the entire match. This change would make No Mither better, but it would retain the risks that balance out the benefits. I also tweaked some of the benefits to make the perk just a little better at what it's meant to do.

    Once injured, you are affected by the Broken Status Effect for the duration of the Trial.

    The Killer is not notified of the Broken Status Effect caused by No Mither.

    You do not leave Pools of Blood.

    Grunts of Pain caused by injuries are reduced by 50/65/80 % at any time.

    Grants the ability to fully recover from the Dying State.

    No One Left Behind: I think this perk is almost fine the way it is, but seeing as it's meant to be an endgame perk, I don't see why the effects shouldn't apply after the final generator is completed, rather than when the Exit Gates are opened. This would make it useful in those situations where the killer has hooked a survivor before the Exit Gates are opened and you can't afford to go open one to get the faster unhooking speed.

    When the last Generator is powered, gain 50/75/100% more Bloodpoints for actions in the Altruism Category and perform them 30/40/50% quicker.

    The Auras of all other Survivors are revealed to you.

    Pharmacy: I actually like this perk as it is right now, but something I would like to see to tie in with the perk's theme is being able to get an Emergency Medkit whenever you wanted with the Active Ability key.

    Unlocking Chests is 40/60/80% faster and the hearing distance of noises this causes is reduced by 8 meters.

    When unlocking a Chest, press the Active Ability button to guarantee an Emergency Medkit upon completing the chest unlock.

    Second Wind: I think the requirement to activate this perk is a little too strict, considering you'll only ever get the benefits of the perk twice at the most. Making it so the perk activates when you complete a healing action on a survivor (meaning, you heal them until they change health states) makes the perk more readily available when you do get hooked.

    When you heal survivors from the Dying State to the Injured State, or from Injured to Healthy, Second Wind activates.

    While Second Wind is activated, the next time you are unhooked or unhook yourself, you are affected by the Broken Status Effect.

    After a total duration of 34/32/30 seconds, Second Wind automatically heals you from Injured to the Healthy State.

    Second Wind deactivates once you are completely healed or if you are put into the Dying State before Second Wind successfully triggers.

    You will lose the Broken Status Effect once Second Wind deactivates.

    Second Wind does not activate if you are already afflicted by the Broken Status Effect.

    Slippery Meat: This might be a controversial opinion, but I think Slippery Meat needs to be completely reworked. When it doesn't work due to RNG, it's essentially a waste of a perk slot. When it does work, it directly counters a single Killer (Trapper, of course), which I think is wrong. This is more of an issue with how Trapper's Bear Traps function and the Luck stat as a whole, but ultimately, the perk is due for a redesign. Being able to unhook survivors faster and also be unhooked faster keeps in theme with the perk and is not dependent on RNG to work.

    Increase the speed at which you unhook survivors and be unhooked by 20/25/30%.

    Small Game: I think this perk is perfectly fine as it is, allowing you to detect where Traps and Totems are without actually telling you where they are. My proposed change is therefore more a quality of life change, which is making it so the perk doesn't activate while you're cleansing a Totem (so it doesn't trigger the cooldown and also spam a notification).

    Get an auditory warning when looking in the direction of Killer Traps and Totems in a 45° cone within a range of 8/10/12 metres.

    Small Game has a cool-down of 15/12/10 seconds each time it activates.

    Only works on Traps that are set by Killers.

    Small Game does not activate while you are cleansing a Totem.

    Sole Survivor: I really dislike this perk from a design standpoint, but I admit that a perk that gets stronger the more of your teammates die is an interesting idea. My problem is that the benefit the perk gives you is, in my opinion, not nearly enough in the dire case of a survivor dying. I think making action speeds faster is a much more useful benefit, turning you into a true "Final Girl" that will make it out alive at all costs.

    Grants 4/5/6 % increased action speeds for each killed or sacrificed Survivor.

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    Solidarity: Solidarity is meant to be a time saving perk when healing other survivors, and I feel that it should do that better. Making the healing conversion rate 1:1 will accomplish that without making it too strong.

    While injured, healing a Survivor without using a Med-Kit also heals you at a 90/95/100% conversion rate.

    Up the Ante: Instead of reworking or buffing the perk itself, there is a pretty simple way to make Up the Ante better: rework the Luck stat. My personal idea is to make it so Luck no longer affects escaping from Bear Traps and Hooks, but instead affects the frequency of Skill Checks. Skill Checks are a mostly neutral mechanic, you succeed them to avoid a failed action or gain bonus progression, or you fail them. Being able to affect the frequency of Skill Checks with Luck keeps in theme with the stat but also provides a reasonable benefit to those that can reliably hit Skill Checks. Influencing Skill Checks with Luck would also slightly buff perks like Autodidact and Stake Out.

    Vigil: A lot of players seem to suggest making it so Vigil recovers Exhaustion even while sprinting, but I really think this is a bad idea. Exhaustion perks were changed to the way it is now for a reason. However, I think something that would make the perk a bit more useful is to make it so that Status Effects that would normally be permanent (like the Mangled Status from Sloppy Butcher) would instead be reduced to 60 seconds. (Only the Status Effects that Vigil helps recover from would be affected here, so no reducing the Exposed Status Effect)

    You and your Allies within a range of 8 meters recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 10/15/20% faster.

    Any of these Status Effects that would be permanent instead has a duration of 60 seconds.

    Once out of range, this effect persists for 15 seconds.

    Wake Up!: I don't have too many ideas to make Wake Up! a better perk, but one of the things that kind of annoyed me is that the perk called "Wake Up" doesn't wake you up from the Dream World.

    Once all Generators are powered, Exit Gates are revealed to you when within a range of 128 meters.

    Wake Up! will wake you up if you are asleep when it triggers.

    While opening the Exit Gates, reveal your Aura to other Survivors within a range of 128 meters.

    While Wake Up! is active, you open Exit Gates 5/10/15% faster.

    I'll give my opinion on each suggestion from the top since I enjoy threads like this:

    Any Means Necessary: Probably a bit much considering getting pure value from this against killers who prioritize who “aren’t” kicking pallets to let you use it. Returning even 2~3 pallets already gives it enough value to be run in it’s current form with a 120 second cooldown. Being able to do it 5~6+ before the killer realizes and starting to forced to religiously kick every pallet is a bit much for a single perk slot. Personally, don’t think it’s really in a weak enough spot to warrant a buff (though it definitely isn’t one of the strongest perks either).

    Autodidact:  Okay with a simple buff like this as this is one of the few perks with a direct downside in using the perk – usually taking too long to get rolling to be worth running and usually just has you nerfed for a bit too long needlessly just to start getting value from it.

    Boil Over: That aura block has potential to be incredibly frustrating to play against as a Killer on indoor maps like Lerys where hook spawns are obscured usually (I guess it could promote killer going to find the hook before daring to pick a survivor up). Sabotage teams making use of that information would be hell though, not to mention if they run hook spreading offerings ontop of that.

    The buff should be more of a small increase to wiggle out time like 2/3/4% (Since most new players assume that’s what the perk does at first upon reading it anyway) so it would have actual synergy with things like Flip Flop and Breakout. The Boil over indicator would remain but Breakout should also have an indicator for the killer if this buff were to come in so the killer can make an informed decision to drop the survivor earlier against saboteur teams.

    Breakdown:  Sort of the same issue with Boil Over where making it too strong gives Sabo teams a lot of power to “frustrate” the killers. The proposed change here would be reasonable though and I wouldn’t really mind it from either side to get the perk used a bit more.

    Déjà Vu: The bonus bloodpoints “toward” your 8k cap never really sat well with me and would still make it an underused perk once new players realize it’s meaning. If it gave additional stacks much like We’re gonna live forever” for each completed generator that was highlighted and gave a 25% bonus for post-game BP it would be the complimentary “grinding” build especially since it’s a general perk that all new players have access to.

    Distortion: Perfectly acceptable buff for me even though I personally “hate” pure stealth playstyles… the perk has it’s informational uses too but there is now a HUGE plethora of things that deplete your stacks quickly that the perk doesn’t really see use. Being able to restore some stacks eventually would make this perk far more powerful than Laurie’s “Lone Survivor” perk which should also be looked at.

    Diversion: Adding scratch marks to the “pebble” being thrown is overkill and would devastate most killers new and veteran. Other than that – perfectly okay with removing the TR requirement to charge it and would make the perk far more use able rather than just a meme.

    Fixated: Being able to see your own scratch marks is already fairly powerful for stealth feedback which is supposedly the main trade off for having to be healthy to enjoy the speed benefit. Currently this competes against Urban evasion (28.25% → 56.5% movement) vs the 56.5% → 67.8%). Both are popular as is but I would like to see the scratch marks benefit moved to “Lightweight” and just increase the walking speed of Fixated to 75% without the requirement to be “Healthy”.

    Flip-Flop: Just to point out the max is 50% of 95% (given they aren’t running Unbreakable, No Mither or Soul Guard) not 100%. So the cap should be 47.5% if you’re balancing it this way. Other than that – I’m fine with it as long as Flip-Flop is announced to the killer with an Icon much like “Boil Over” so they can make an informed decision.

    Hope:  Probably far too powerful if it came from every generator because most killers wouldn’t realize that slight speed difference for a bit until they’ve already wasted an additional 20~ seconds chasing a survivor who they had no hope of even hitting (if the survivor is competent) as a 115% M1 killer. It’s actually fairly good since it lasts the entire duration of the end game collapse (2 minutes). Would rather see it just outright combined with “No One Left Behind” (and completely reworking that perk into something new) in giving more BP, and altruistic actions being faster since it’s a higher risk “end game” perk. If a survivor decides to make an “End game” build with Adernaline, Wake Up and Hope – it should be possible and rewarding as they’re effectively playing the bulk of the match with a single perk.

    Lightweight: The quieter footsteps would be nice but also adds to one of the biggest downsides to the perk – that is not being able to tell if the perk is actually doing anything without Fixated’s effect to see scratch marks you are leaving behind. I would like to see that part of Fixated just moved over here instead to make the perk more cohesive… also it’s a general perk that new survivors have access to teach them about scratch marks through immediate gameplay is healthier.

    Lucky Break:  A bit powerful to effect healing speed vs mangled if you’re also removing the duration – one time per match part of it that already completely counters the killer perk Bloodhound. I think the developers want the killer’s perks to overwrite a survivors – look at Iron Will vs Stridor currently where Stridor nulls most of Iron Will’s effectiveness. That said Lucky break should be no longer dropping blood at all UNLESS the killer has the Hemorrhage status effect to make them actually bleed past the perk’s effects to a normal amount of blood. It would still find it’s niche uses combined with other stealthy perks for a build like Iron Will or Off the Record.

    Mettle of Man: At this point I would take anything that makes this perk even remotely useable after testing the nerfed version over 20 games. Protection score events are extremely finicky in it’s coding and standing on another survivor’s ass to literally bodyblock a hit should always result in one (It occasionally doesn’t – while standing 10m away just might). People would probably just make use taking hits when a killer picks up the survivor to be more confident in getting perk value later – which I’m perfectly fine with personally to trade free hits and momentum for as a killer but there is a lot of wailing on these forums about Survivors’ second chances so doubt this would be a welcomed change.

    No Mither: Actually a reasonable buff for the perk that could be sus’d out by an attentive killer (and enables the other stealthy build as a red herring for No Mither). The broken status should still be visible to other survivors though.

    No One Left Behind:  Fine with this proposed buff but think it would still be underused if selected at all. Would like to see it just combined with Hope’s effects especially since the Devs “want” End Game Collapse to start and never really intended for the 99% ever door meta that has developed to counter Blood Warden. Would like this perk to just get a full rework into something else.

    Pharmacy:  Grabbing more than one Green Med Kit from the match seems a bit much – this is already pretty powerful as is but wouldn’t mind the option to hold the action key to “take” the medkit instead of randomly rolling for a different item at first and opting for the med kit later in the match (as needed). Just the choice alone would make the perk worth running for it’s “as the situation develops” type of perk.

    Second Wind:  Wasn’t entirely sure what you were buffing here since I thought this was already the activation condition of healing another survivor for 1 health state. I guess you just have to finish them rather than do 100% yourself… that’s fair enough considering how people recover and get healed slightly before you get to them.

    Honestly I would be okay with the status effect if it had a “held” effect against broken status so it could actually synergism with Deliverance (so after 60s second wind would activate) instead of hoping for a KOBE or being rescued by someone else. It’s fairly niche as it is to take up a perk slot (effect isn’t really strong enough) and can even get countered by having Borrowed Time activated on you that would just eat the heal while you are trying to mend for 12 seconds after running away a bit.

    Slippery Meat:  Would be okay with this perk just because hook animation mechanics in general are frustrating enough for most survivors that people would run this perk just to help deal with face/hover camping.

    Small Game: Also fine with this minor QoL buff – I usually just start looking away from the totem as I’m about to finish breaking it so it’s off cooldown when I go sus out the next totem. It’s not necessary to change it because of that but wouldn’t hurt either.

    Sole Survivor:  Reminds me of a revised version of the old Left Behind perk combined in. Not opposed to the idea but think it would still be underused because it’s another perk design to approach the match assuming the team will fail.

    Solidarity:  Might be a bit too powerful of a buff in reversing the match state with a single perk – the real only QoL buff this perk honestly needs is that it ANNOUNCES to your teammate that you are running the perk. Solidarity should also reveal your location to other injured survivors as a reverse empathy when you are injured. So many survivors refusing to take the heal first by spamming shift when they are injured because “They have DS, DH or greeding bloodpoints etc etc” can make the perk more frustrating to use than it should be considering you HAVE to be in a situation where you are both injured, finding the other injured survivor who is usually actively running from you like a flighty cat AND the first to heal them for value.

    Up the Ante: Okay with this buff and general rework to Luck – getting more 1% progressions through skill checks can feel slightly rewarding rather than snoozing holding M1 while looking at my other monitor. Not sure if it would really make Stake Out any more useful than it is which is nearly zil.

    Vigil:  Fine with this buff but it shouldn’t have any direct effectiveness against the Hindered given it’s integral to Clown’s kit and even Freddy to an extent (Plus some addons like Huntress or Blight etc. It’ll still be a niche use but players who make good use of Vigil can actually get a ton of Exhaustion perk value from it already and it’s a fun perk I use already when I want to constantly be chased.

    Wake Up!:  As much as I hate Freddy sometimes– killer power specific counter perks are bad and Devs have acknowledged this as well and began shying away from them. If the 99% gate meta is fixed and Blood Warden becomes a bigger issue – this perk should be more of something to alleviate that PERK as well rather than just being a direct opposite to Remember Me as it is.  

  • @Animator said:

    Please enter ultra-rare quality! How long can it be, huh? You've already made the Blood Web very easy to level up. Please return the ultra-rare quality for variety, how long can look at this purple mess?

    https://us.v-cdn.net/6030815/uploads/X7QEW4K5PF4D/image.png

    Add the perk rarity search function to the game: ultra-rare quality, very rare quality, rare quality, and uncommon/common quality.

    It's incredibly boring when you go to your inventory and see 3-4 pages of perks only purple. Only 2 colors. Seriously? It's so depressing. 

    This solid purple color is confusing you.

    @Peanits @not_Queen

    My largest complaint about this would be if they don't add additional perk sorting/filtering options... Not like having 4 pages of purple perks is going to be any easier to parse through. Can we at least get it alphabeticalized by default?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643364#Comment_1643364

    I agree that you'll sometimes see those DCs and hook suicides after a terrible first chase, but that's still a rarity, especially if we're trying to say that this is more than a small factor in why kill rates are supposedly inflated.

    It's interesting to see your data on it, and it definitely looks like it ties out well with the most current averages we have. I'm always wary of going off of anecdotal evidence, especially since after what I've noticed since Crossplay has gone live. I feel like I'm surviving a lot more as survivor now and also killing a lot more as killer, probably because rank-based matchmaking is just less sufficient when matching people of different platforms. I'm red rank for both, but it feels like I've just been getting matched with less skilled players on average since Crossplay has been on.

    Edit: Also, 84 keys in 217 games? That's absurdly high! Not sure what's up with that.

    84 Keys are just including keys I see in the scorescreen (meaning they brought it in) - while the Keyed escape number can be keys they found ingame as well from chests. I've had multiple games where people bring 4 Purple/Pink keys though and still get 4K'd. Maybe there is some word released somewhere that Keys and Moris are being hit with a balance patch soon because they're noticeably out by storm on both sides now (at least for me).

    I usually put up a "Meta Snapshot" for survivors every month or so and finally I'm starting to see some "Counter-totem" perks starting to go up in prevalence considering Blight's teachable Undying becoming more common - I was hoping to see it as raw numbers faster but at least people are coming around.


  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643046#Comment_1643046

    And I suppose you also believe Dead Hard shouldn't exhaust survivors, DS should be permanently active until used after being unhooked, or all the Totems should be removed from the game and all hex perks shouldn't have survivor controlled counters? Perks need downsides for the sake of balance, and technician is now going to be stupidly strong since it allows survivors to ######### up without ever alerting the killer. If they didn't add a penalty that increases the time it takes to repair a failed skillcheck, then it would be OP. Hell, Unless the penalty doubles the current skillcheck failure penalty, it'll be OP anyway.

    Why are you strawmanning @Blueberry 's legitimate criticism toward the Technician perk is and will still be 99% worthless and should not be run even with the changes? The survivor perks having conditions to activate aren't direct downsides to those perks - it's just to curb their power. The Totems being breakable "is" a downside but also on the killer side and another issue completely to talk about.

    Using the perk is going into the match assuming that YOU (personally) will be planning on missing skill checks and planning to regress that generator MORE in exchange for lack of a noise explosion... which could even be misconstrued by a killer to be the Red Herring Perk going off anyway. They basically changed the RNG nature of technician saving a bad skill check notification to - HA you get a bigger penalty ontop of the 3 second stop and 10% regression for being bad all from a perk you CHOSE to run into the match.

    I'm far more surprised that you think this is an issue as a R1 killer yourself that people are missing skillchecks left and right - I almost never have gens explode in my games whether I'm on survivor OR killer unless it's intentional to troll the killer or to wake up from Freddy's dream state.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643190#Comment_1643190

    1) Every tournament has its own particular set of rules and win conditions. You cannot draw any meaningful conclusions about the state of the core game from tournaments where certain perks, add-ons, maps, killers, and even play styles are banned.

    2) Hook suicides usually happen in games where the killer is on the way to a 4k anyway, and are usually done because the survivor sees they have no real chance of coming back. Plus kill rates were ~70% at red ranks as of the last stats drop, and I believe the devs have stated that 50% is the balance target. Hook suicides are not the difference between 50% and 70%.

    Edit: Also, talk to me about the depip squad once MMR is working. It's not a surprise if the top fraction of a percent of survivors can regularly beat red rank killers. Once god squads are regularly matched with god-tier killers, then we'll have a better sense for the balance at the highest levels of gameplay (and even then, that would not necessarily translate to lower skill settings; we'd have to see). As is this shows actually nothing, though.

    1) For the most part this is true since strange metas developed in Hexy's latest one due to how their scoring was done - lots of face camping to eliminate someone out of the match asap with survivor scoring being more integral for the win for that particular team since both roles were played by each team.

    2) Anecdotally I would say this just isn't true... see plenty of instant disconnects and suicide on first hooks in solo queue on VERY winnable games usually because the first survivor chased gets downed "too fast" and the killer isn't a pepega to fall for super common techs (Oh wow the killer turned around and didn't get window teched at shack! Then.. then he baited out my Dead Hard by looking up at the sky!!). This is watching it as a survivor with Bonds or being on the killer side that I can basically picture their rage (also rescuing one of these individuals during their attempts to suicide on hook just makes them rush the killer hoping to die asap).

    On a final note: I will agree that across the board the level of most players (survivors) are fairly low even at Red Ranks so I can see where high kill numbers coming out. My personal tracker from September 9th to September 24th at R1 reflects more "wins" in my book since the Hatch Escapes are 3 Kills + 1 person hatching out so that rests somewhere in that 70% range you're talking about

    R1 Stats.jpg


  • I've been wrecked by it not going off and being exhausted on the ground plenty of times but when you have that crystal clear ping moment where a killer fakes a swing twice - gets on your ass and tries to quick swing you instead of lunging and you dead hard away to a pallet loop... Just <Muah> Italian Finger Kiss.

    It's just more rewarding than Sprint Burst and Lithe in most cases though those two are usually just as powerful if used correctly (especially SB if you know how to manage your exhaustion well) to gain distance on the killer and extend chases. The problem I have with them is that it usually just discourages the killer from chasing you at all - and they go pick on your teammates who get downed in 5 seconds... maybe on the ground with an exhausted dead hard 🙄

  • @EqMonkVeeshan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641539#Comment_1641539

    except if you do that, you end up being slugged for 5 mins while the killer runs off to find the last victim.

    Pretty much why I wouldn't mind seeing Kindred and Whisper perks removed from the game and just made basekit for both survivors and killers. Would also make things like Blindness matter more for killers and make it less likely for a survivor to attempt to just hide out going locker to locker for 4 minutes while you bleed out on the ground.

  • Was hoping for a comedic "Killer's handbook" or "Survivor's Hanbook" type post talking about all the "unwritten" rules that we have to abide by on both sides... anyways for the most part this list seems reasonable

    "15) Be humble in victory. If you sit there spamming flashlights at me at the exit, rest assured that I'm probably going to be less kind to my next group."

    This one is probably one you might revise... it's something I learned in other online games with massive toxicity like League of Legends and Dota but each match is a fresh game and a fresh group of people who haven't done anything yet. Toting baggage around from previous games each game isn't healthy for the game neither for your own mental health (though plenty of people do it). It's like the survivors who get farmed by a bad teammate in the previous game trying to sandbag a fresh group of random teammates in the next game as revenge.

    P.S. caveat being if you don't get matched with the same person(s) again immediately

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642351#Comment_1642351

    OMG!! now I now why I don't know this perk, because 12M is Trash :(

    You narrow down time wasted checking around corners when you are new (which you seem to be) to finding totem spawns. You basically run the map while swinging your camera back and forth like you're hunting for coins on the beach with a metal detector and you get a nice jingle to tell you that you found a piece of candy. It would actually be a drawback to be bigger than that as it would take longer to narrow down where the totem is if you aren't aware of possible spawns

  • @Boss said:

    If you don't wanna be hooked in the Basement, now you'll know where to avoid.

    If you wanna search Chests, now you'll know where one is.

    That's pretty much all the Survivor advantages i can think of though.

    I mean it's about as valuable as the napkin that allows you to start "far away" from the killer which lasts all of 5 seconds more against Billy or Blight - though I guess new players who don't want to be chased first might see value in it.

    I have to agree with @Aven_Fallen that it's just more rubbish to an already cluttered bloodweb that sinks millions and millions of bloodpoints away and gates "GAMEPLAY" features like actual perks, teachables, useful items away from newer players who have this literal Mt. Everest of games to play if they started recently. I try every few years to get some new folks into the game with me - most say they would rather grind it out in an MMO for the time they have to invest in this game to not feel like they're playing at a disadvantage. So far only two out of like two dozen have stuck it out - one logging over 200 hours while taking care of his kid and working full time. He pretty much has ONLY the base characters at 40 across the board with just their teachables unlocked that is WITH me giving him advice on how to approach which teachables and tricks to save as many bloodpoints as possible on bloodwebs. He's still only around green ranks for both killer and survivor and has hundreds of games under his belt already.

    The other has logged about 400 hours and bought every single chapter during the DLC sale (win for BHVR I guess). He is still leveling level 1 characters up to get teachables done. All this rubbish on the bloodweb is the actual isse with this game considering how many characters have been released since it's first inception before the roster was 20+ deep on both sides.

  • It's a general survivor perk unlocked by default on all survivors for every platform

    smallgame.jpg


  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642335#Comment_1642335

    If they Nerv undying so it can only Safe one Totem per Match...

    Then it probably wouldn't be run often like Retribution and Thrill of the Hunt are niche perks for the same reason that it doesn't give enough value to drop other valuable perks given a killer has 4 slots vs the survivors 16. Once again I've done ALL the totems in multiple matches and still did gens, rescued and escaped without even using Detective's Hunch and occasionally Small game.

    Adapting to the current "Hex" meta if you are seeing it that often as a survivor should mean you pick one up of these two perks, maybe use Inner Strength to get more value from totems too. Better yet run both IS with one of the totem finding perks + your exhaustion perk and then DS or Aura reading perk like Bonds/Kindred since you're solo queue. Viola... you have countered the meta successfully.


  • Break ALL the bones then, you can literally have 1 person do every single totem (I mean I literally have to do 4~5 in my solo queue matches in the current meta) even in the least optimal (unlucky) order of Ruin, Dull, Ruin, Ruin, Undying not to mention if the whole team realizes that "Ruin" is more effective the less total gens there are and works on bones early on together (you are playing with a buddy(ies) amirite?).

    I'll agree it's fairly strong value build without much fuss but perks are there to be a crutch for weaknesses for the killers + the players who need them. I'm actually welcoming of having to do more during a match (a secondary objective?) when I'm playing survivor considering how dull most of my matches are right now

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642219#Comment_1642219

    Pistons chugging doesn't mean a survivor is working on the gen. I shouldn't have to snug up to a wall or stand there for 3 seconds listening for a tiny bzzt from wires when the old sound game me instant information from quite far away.

    I am using headphones. but i also like to keep my hearing and avoid tinnitus thanks.

    Piston chugging noises isn't what I'm talking about. It's not just the bzzt from wires but knocking metal sounds almost as loud as someone searching a chest when a survivor is working on it plus a very audible sound of a ratchet or wires that you mentioned.

  • @Zozzy said:

    So we are back to free technician for survivors and forced face checks on gens for killers? They need to delete the new sounds and put the old sounds on the gens until they fix it because you can literally repair the gen next to a killer in a chase and they have no idea you are there.

    Is this seriously an issue? It's still very noticeable and always has been when a gen is being worked on through a wall with even reasonable volume - Technician reduces the range where the noises can be heard (as for the volume I haven't directly tested against it at different ranges)... without it the base noises (that 99% of survivors have) is still very apparent even when you are mid chase as long as you are in range.

    Get headphones if sound on your speakers aren't good enough

  • @AetherBytes said:

    The entity becomes angered whenever a survivor is rescued from the basement.

    After a survivor is unhooked from the basement, the unhooked survivor is inflicted with deep wound and has 20/15/10 seconds to mend or be inflicted by the dying state. This mend timer trumps all other mend timers.

    You are not notified of any unhookings from the basement.

    "It's like a wild animal, it doesn't like when it's food is stolen."

    -----

    What do you guys think?

    With current deep wounds mechanics - it'll still be completely underused like the current monstrous shrine. Instead of lack of notification add in like a building stack of bloodpoints you get as long as survivors are in the basement while you are at least 45m away from it. Use the basement but discourages the "boring" camping of it that usually stems from basement hooking in general.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641917#Comment_1641917

    You can't get better at saving your teammates when the killer is practically facecamping with killers like Leatherface, Billy, Huntress, etc. that defend the hook during EGC. I think there should be a perk for survivor that during EGC, it grants unhooker the endurance effect. Dream perk for good survivors that always get to the end game but have to leave their teammate to die.

    Not that I'm really saying this gameplay interaction couldn't be improved but playing it out from both sides. The killer "has to hover around" the hooked person to hopefully chain another hook at this point hoping the survivors don't just all leave. Not saying face camping but giving them just enough room to think they can rescue then downing another person to hook is all he can hope for if EGC is already engaged (meaning door is open) and he isn't running Blood Warden.

    For the Killer's side, this usually means he has built up a mental tab on who on the survivor's side has BT and who doesn't... meaning he has a chance to punish over-altruism by using that knowledge to down multiple people and if the save goes off from the BT user(s) then to down the unhooking person quickly.

    Playing that same scenario from the Survivor's side - this is the last bit of interaction in what was otherwise a pretty dull game if everyone is still alive and 1 person got hooked (probably rescuing the other guy) and EGC has started. If NO one has BT then you better body block like gods and hope the 3 people are on the same page about it - the goal usually is to get that person who may have DS (or not if he spent it or didn't use it) as close to the door as possible while taking the slug for the team if someone else is going to go down... then crawl out. Obviously if people don't have certain perks that scenario becomes more and more difficult but that's on the SIXTEEN (Twelve here) perk slots to be covering for this scenario. If the group of solo queers or well even SWF decide it isn't worth the effort - then it isn't wrong to just leave. You still "won" by any definition of the game and a potentially fun "high risk" rescue where all 4 people can be slugged and all hooked together is just closed.

    Whelp onto the next game... Having a harder time at a 4 man escape because you didn't prepare for it properly should be expected... and for the record it's entirely possible for a team of solo queue folks to come together and rush the hook effectively WITHOUT BT and get out together. It requires a misplay or two from the killer but short of removing grabs for survivors unhooking other survivors (which has been suggested before) it shouldn't ever be a guarantee.

  • @aGoodOldRub said:

    For me it is either super baby survivors dying in like 10 seconds because they don't even know how to drop pallets or people with borrowed time, iron will, dead hard, adrenalin, unbreakabill etc etc. with insta heal medkits and keys. Then 4 gens pop in like 3 mins. It has become just annoying and frustrating to play killer because there is so many things that has zero counter.

    Like I am chasing dude for over a min and finally about to get him. Hit E then it makes it so he can get chased another 1 minute lets say I commit because 1 minute chase is already 3 gen pop. He uses his borrowed time medkit here we go again. What has this game become ? I can't play killer at all because of this bullshitery.

    Watching people with 5k hours on game mega ultra killer mains etc even they fail against these teams EVEN though they make everything perfectly right. They gotta play the best killers just to have a CHANCE now these days.

    I am waiting for the day where maybe any killer other than 5k hour streamers able to have fun wait a minute I just remembered even though they get 4kills they always complain how stressful and frustrating the game was. I don't even care about kills anymore just playing the game to get a hit has become frustrating because of all these perks and items that has zero counter. And of course some loops are just incredible that u have no other chance then hold W.

    I think that "stress" is what makes killer engaging and fun to play even if people complain about it. It's the same as playing an intense 1v1 Starcraft match where you're being harassed in your mineral lines - while worrying about a 12 minute timing push because your scout got denied, etc etc. It's literally the only engaging thing about this game when I want to have a focused "game". I can (and do) literally play survivor with youtube/netflix running on my other monitor and still tend to 1~2 pip + escape as solo queue survivor using Bond, DS, Dead Hard + Whatever random perk like We're Gonna Live Forever or Soul Guard. Heck I even meme around on survivor half the time and still get reasonable gen time, rescues, chases and escapes using builds like Bond Open-Handed, No One Left Behind, Hope because most killers are just taking it easy and playing like 1 dimensional bots.

    The learning curve is steeper on the killer side for sure but it's more rewarding for that reason too - anyone who likes skill based games tends to enjoy that aspect of playing killer. Survivor has the lower skill floor and ceiling - but most people can't get off the floor so it's hard for the balance teams to get around to it. On the other hand this attracts a lot of the older gamers who aren't too keen at twitch-aim games like Valorant or Apex Legends so there are pros and cons

  • @Impermanent said:

    Every single game more frustration and grief than fun. The usual proxy camping spirits mixed with See thru walls Meyers, Curving Billies and Ruin/Undying Blight. Lag hits from 10 feet away. 1 hits across pallets. But "why so many DCs?" they ask.... It's because survivors are sick of this bullshit. Your game isn't fun anymore Behaviour. I'm freaking done.

    On the bright side you're getting a more varied experience against different types of killers especially "jump scare" scratched mirror meyers which is always fun. After tracking hundreds of games - I'm like 30% likely to run into a Legion or Freddy snooze fest compared to any other killer and sometimes it's 4~5 games in a row with different players.

    @ThatOneGuy said:

    That’s why I always laugh when I see ppl say the game is survivor sided like NO TF ITS NOT. When killers are able to hit u from across the map and through pallets that’s not survivor sided that’s killer sided and that’s every game sooooo yea

    Crazy that I escape more matches than I die in and usually with 2 pips at R1... and I'm solo queue surviving exclusively.

  • @BioX said:

    A better option would be the long requested option to kick a farming survivor in the face to stop yourself from getting unhooked

    Been suggested before and turned down directly by the devs as a tool that survivors would "troll" others with and discourage survivors from going for rescues at all. I can see it being annoying as rescuer too considering how flightly 90% of solo queue survivors are (They saw the aura of a survivor on the opposite of the map being chase while they were hooked and they still go sprinting off after being unhooked and teabagging for a heal from behind cover in the corner of a map...)

  • @Xyvielia said:

    Tome V is going to be:

    Hillbilly

    Blight

    Nea

    Adam

    and Clown has some kind of involvement with Halloween challenges. Not sure if he has any Archive entries. This could all change before the release (as Niito always says;)

    Surprised Blight got another inclusion - but I guess it's to capstone his stuff from the first Tome since he was finally released.

    Adam Francis... PEBBLE THE KILLERS TO DEATH

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641975#Comment_1641975

    That one likely isn't latency, it's just how Purge is coded.

    Plague releases a "glob" several times a second, which are very small projectiles made easier to aim by their quantity.

    These "globs" are independent projectiles that are connected by "links".

    Only the "globs" actually apply the effects of Purge; the links are purely aesthetic.

    What likely happened here is that this Plague was flailing her camera around so much that all of her Globs ended up on either side of Meg instead of actually hitting her.

    Slow panning in a narrow arc is fine; flailing like this is asking to whiff.

    Good to know - I don't really spaz out like that but I have whiffed similar shots before where the vomit just goes through their body

  • @InvertedDestiny said:

    So I just ended up DCing in my last game, not proud of it, but I admit it. I've played multiple matches tonight as killer and I swear to the freakin Entity man... Every single match, my hex totem spawns out in the open for everyone and their grandmother to see like a beacon signaling a ship from a lighthouse to avoid the rocks.

    And in every one of these matches, my hex totem went bye-bye practically at the very beginning of the match. Not only that, but it keeps spawning right near the gens.

    Examples:

    First map was coldwind farm, it spawns right there in the corn field, burning bright as all hell and what is not even two squares away? OH LOOK! A GENERATOR!

    Autohaven? Well let's put this brilliantly burning bright totem right here against a dark as hell red wall of a jungle gym so it's brilliant yellow/white flame can be "hidden" and just for a reason for the survivors to not want to come over here, we're going to put a generator with three working spots on it right next to this tree beside the looping area.

    Or how about my last match that I dc'd from out of purest annoyance? Oh yeah, Hawkins lab. Over near the portal room. Let's put it up on that slightly collapsed platform. It'll be hidden from the front by the barrels despite it burning so bright. But wait, you have to go up the ramp/stairs to get to the upstairs gen and turn around to face the generator. There's no way they'll see the hex totem with the generator sitting right across from it's visibility side.

    Yes I get it, I'm ranting, whining even and I admit it but seriously. I feel bad for killers when I play as a survivor because the hex totems are so damn easy to find. And I know, we got Blight now with his Hex to make the other hex totem respawn to a dull totem. But I've watched plenty of youtubers and other twitch streamers who play killer. It takes the survivors no time at all to notice. 9/10 I've seen them break the blight Hex before the main hex. And yes I'm aware that you can see when people are near your totems with the perk Hex: Undying. But what are you going to do as killer, just run around and guard your hex totems all match?

    I've looked at other forums and found people saying that the totem hex spawn locations are being worked on, but some of those dated way back when. Hell I've spawned multiple times as a survivor, right next to the hex totem! Like I go into the map, it does the little visual spin around scene and right next to me, burning bright is the hex totem!

    There goes one of your perks. Now useless. But really, is anything actually being done about the totem spawn points or is it just up in the air as "we'll get to it when we get to it."?

    Hexes have always been high risk and purely RNG based - fairly unreliable even once survivors get wise to most spawn locations (even without perks). Thrill of the Hunt was the OG protection hex but that was too range based for the notification, Retribution didn't give enough on it's own unless you were running it to protect NOED but the new Undying hex adds in quite a bit of value for protecting Ruin, Blood Favour and sort of Third Seal (A little less for DH, Lullaby but prevents the situation you're having where it breaks immediately). Also works with Haunted Grounds especially against dunce survivors who will expose everyone a 3rd time.

  • @ClickyClicky said:

    I'm barely getting any disconnects I don't get why everyone on the forum is having so many lol.

    Think it depends on the Rank - a buddy of mine at Rank 8 says anyone he goes against be it R3 reds or R9 Greens just disconnect on first down if he downs them too fast with 2 hatchets on Huntress. Or anything similar - no OP addons, no mori, no crazy perks but if they are "first chased" and downed within 30s he's been repeatedly having the DC issue.

    I usually only get DCs on 2nd hook if I return as they stand up with unbreakable and down them again and pick them up as DS expires... seems to tick survivors off if you play around their perks.

  • @Bard said:

    Don't you love it when you puke on a survivor and they flail/moan as if they were getting hit by the vomit, but they just don't get infected?

    Latency with her vomit has always been notoriously bad. Watch this clip posted by @adsads123123123123 at 0.25x speed. That Corrupt Purge is just going through Meg

    https://www.youtube.com/watch?v=8B1iIrzRZto&feature=emb_title&ab_channel=TriHard


  • It was disabled since hackers were abusing it to lock people out of the game for up to 72 hours - especially big streamers and BHVR wasn't sure how to track and counteract it (At least that's the running narrative).

    It wouldn't make it any more fun to enjoy the game but it would be nice to see Disconnect husks for survivors (It's been suggested repeatedly before and devs said they would "look into it" back in 2018) just to reduce the frustrations that DCing's intended effects cause too like allowing instant hatches and denying BBQ and Chili.

    If a survivor DCs a greyed out soulless version of their avatar with crows flying around them remains than can still be hooked (for things like BBQ), mori'd, etc (The disconnect icon still shows up at bottom left for everyone). For survivor side - playing at least 3+ minute with a disconnected husk on their team automatically results in a black pip for the survivors. Survivors can also rescue this husk for bloodpoints/altrusim if they wish. Also for survivors if the killer disconnects at any point - they should have depip protection and automatically get rewarded 5000 bloodpoints for escaping (Survival Offering actually gives you even less bp if you are at a level where killers rage quit on you a lot if you're winning). No timeouts necessary, would alleviate alot of the "cuck him of his achievement/challenges" mentalities and whatever else there.

  • @Tactless_Ninja said:

    So Compound 33 only hinders people now? It had the bonus effect of breaking pallets.

    Still breaks pallets instantly on first dash so it's basically Brutal Strength speed for 1 charge (recovers in 2s base) ontop of the hinder. Lethal Dash requires 2 charges (meaning you have to bump once then swing) and has it's own fatigue attached to it that goes beyond what 33 allows on pallet break. More of a QoL thing when someone pre-drops a pallet on you as you're dashing at them - so you don't have to slap the pallet, fatigue, slowly kick the pallet... then resume chase. It's not overpowered because it's not often enough and based on survivor mistakes (much like people mistiming vs Bubba and not getting the actual stun + kick out of him).

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641886#Comment_1641886

    I dont believe you read quite the entire thing. If you have hit a survivor at all, cancelling FF will result in a stun.

    Secondly, yes. Feral Frenzy isnt good.

    Its terrible for mobility because of its ridiculously long cooldown. Unlike Blight, who has a similar cooldown traversal/damage power, Legion also cannot down, efficiently track Deep Wound survivors or travel fast enough.

    Deep Wounds itself is nothing but a minor inconvience. So yeah Legion is bad. Unplayable? No. Bad? Yes.

    I mentioned that part "with a reduced penalty".

    So your proposal is that if you are chasing an injured survivor (because let's be honest who the hell is healing vs Infinite FF Legion who doesn't drop his power when he misses just like release Legion) and they create any amount of distance from you by stunning you with a pallet then you can pop your power - get onto their ass (since unlike billy you aren't limited to straightaways but can vault after them too) cancel your power since you didn't hit anyone during your FF this time - continue looking at them for about 2 seconds instead of the current 4 second stun (looking at the ground) then resume chase from closer proximity.

    I pointed out that this would be insanely boring to play against and even play as - it's the same issue that Stridor, Mother Daughter Ring 246% movement speed Spirit with their volume cranked up to 11 is cancer (though for some reason people get stuck on other things about Spirit that aren't even overpowered on these forums). The reason Legion has been nerfed and deep wounds reworked repeatedly is because the design of the ability is bad - but just flat out making Legion uncounter-able isn't a good solution.

    Deep wounds is a "minor inconvience" of a minimum 12 second mend (8s if they find a friend) with killer instinct allowing you to basically keep people perpetually wounded much like Plague is actually fairly powerful in terms of abilities. I'll assert that I WANT people to be healing against my legion just from the sheer value of using even this "nerfed" up Feral Frenzy with it's "long cooldown". You'll even end up in situations where you slap someone who is already injured with FF just to go reapply it to the 3 people who finished healing in an approximate location nearby - the total amount of mending time is well worth the slowdown and giving up a single chase unless you were goin to down them within the next 8 seconds anyway.

    The killer much like a lot of other 1 dimensional killers doesn't offer much to the table and I'll agree he is bad and only playable because most survivors are absolutely terrible but I would much rather see a full out Freddy-level rework to Legion rather than trying to fix the turd of a deep wounds mechanic.

    PS I'm also in the camp that would rather see all 4 of Legion's personas reflected on the map at one time even if its a transforming killer... sort of like all the initial speculation that it was the killer that would make it a psuedo-"4vs4" when Legion's trailer was released.

  • So instead of being that killer that can make mental notes like "Meg has BT, Claduette didn't" now killers just have to assume everyone has BT at all times. Not trying to be mean as I understand your pain when I play solo queue survivor but would it be a crazy idea if survivors just got better at rescuing without BT in most situations where no BBQ auras are shown and 3 survivors rush the hook without BT - I just roll my eyesr. "Camper!" they scream as the killer (or even when I'm on killer) didn't go into the corner and stare at the wall and count til 15 before coming out to play tag again

    Hell even with BT - so many survivors love doing 1 for 1 trades by beeling for the hook before the killer has even walked 5m away (maybe because Hook saves give so many points + emblems atm compared to other actions) that I find the perk misused more often than not and why these people aren't bringing it.

    Rather than a brand new perk - I would actually suggest to remove the terror radius aspect of Borrowed time itself and just make it straight proximity based like 32m. Freddy's and Wraiths tend to abuse this free slugging mechanic to gain free pressure and it induces frustrations when a perk is just disabled for free... yet another reason why survivors need to learn how to safely rescue

  • @yadielrodriguez said:

    Well watch this video from jae and will explain everything to you from a cocky toxic survivor waste your time and then DC and also gen rush and that why he use noed so now day is not the killer fault on having everything difficulty and stressful but is the survivor fault that make the killer play like that and can't have fun anymore so like I say watch this video. https://youtu.be/xbclJwctcZE

    Some mental gymnastics there for your favorite streamer misplaying against the admittedly cocky Nea (which probably hurt her more than anything considering she was wasting distance to spam emotes). The constant barrage of "dumbass" "#########" etc combined with an anime girl avatar isn't exactly the type of streamer I'd watch but "hey, to each their own".

    I've said this before but people need to learn what a gen-rush is if it takes you 3 minutes to down one survivor and the gens take 8 mins with the full match playing out over 12 mins then it isn't a gen rush. Do the killers expect survivors to go hide in lockers and wait until you finish each long chase - depleting an entire corner's worth of resources (I think it was like 6+ pallets) until it's deemed "okay" to go finish a generator by the killer's handbook? These made up rules go both ways... but in this case this was a consequence of your streamer playing badly then being saved by his crutch noed against a team who didn't do bones and refusing to leave on their own rather than any forced behavior by this Nea's "toxicity" of tapping ctrl and 1 to "taunt". People need to stop getting emotional about that so much

  • People have been having those forum issues - not sure about a solution on Mobile but a workaround was stickied about using Recent Discussions before doing create new discussion.


    Anyways - back to the first post... submiting a ticket to resolve this issue would probably be faster and get a direct response from people who can resolve the issue for you.

  • I'm a little bit confused on this... do you actually think Feral Frenzy is too weak in it's current form and in need of a buff? Are you having trouble inflicting deep wounds on multiple people with it's current duration? Are you never using the power to traverse the map already if you are "sure" that survivors are on a particular gen? 130% movement speed with the ability to vault for 15s is fairly good for mobility too.

    So if I'm understanding your proposal correctly... you don't cancel your frenzy on missed attacks anymore (because this was the exact change they added to deal with Legions just spam clicking and survivors being unable to avoid the status no matter what), your feral frenzy starts draining after you finally land that first hit but keeps getting additional duration (7.5 seconds instead of 15 since you said half - but whatever arbitrary number since you said reduced total down from 15 on first hit occurance) every time you hit another person, and you can now cancel your FF upon catching up on any distance gained by the survivor though any resource including stunning you with a pallet and having you kick it with a reduced penalty (no longer looking at the ground in stun) so you can quickly down them.

    The Legion Pin Green addon with it's broken status in it's current form (after the buffs) is actually very strong and useable, FF duration is the only other addon that you normally run but with your proposal you don't need those anymore.

    --- Not only does this sound like cancer it doesn't address WHY current legion is the way he is because Deep Wounds in itself is a very flawed mechanic. Legion's biggest weakness is that once he wounds everyone and "keeps" people wounded (because even with Mangled Sloppy application on feral removed it's still a huge time waste to do it with self care or just one other person without bonuses - usually 3 men healing together is the only time you might want to do it) is that he is just a 115% M1 killer with a 32m terror radius. I would rather see a full out rework for his now more and more redundant power rather than trying to hard buff him into a state where he is obnoxious (given he's already a braindead killer that tons of people spam anyway for bloodpoints/easy emblems).

    Perfectly okay with the Frank's Mixtape addon change though that gains progressively more movement speed in FF as you inflict more deep wounds - actually think it's the only thing I agree with in your entire post.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641806#Comment_1641806

    The 5 second reload is only a problem to players that waste bottles mid chase. Reloading mid chase shouldn’t be done, except at loops in an attempt to mind game the survivor.

    Basically this.

    The only reason I hate the reload is because you're just sitting there for a long time at 40% speed after you hook someone or while standing over a downed person - stirring away. It's supposedly balanced like Huntresses locker mechanic but his power has a lower ceiling of potential without being able to crossmap people for downs and pressure so it just ends up feeling like unnecessary fatigue on a so-so killer (not really sure how to fix his reload but would rather just see more stuff to his kit as a whole).

  • @Tha_Mist said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641852#Comment_1641852

    It Said Discussion : Technical Issues so I posted it here.

    For whatever reason it ended up in General Discussions - look at the heading for this thread


    Edit:

    https://forum.deadbydaylight.com/en/categories/technical-issues

  • This isn't really the right section for this bug.

    File a support ticket

    https://support.deadbydaylight.com/hc/en-us/requests/new

  • @UMCorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641580#Comment_1641580

    It wasn't me who suggested all Fog Whisperers - I'm just talking, like, the 10 biggest streamers on their main accounts... so folks couldn't DDOS them and force penalties. It would be pretty obvious of those streamers started abusing it... and no one's gonna bother DDOSing the 11th ranked streamer or lower.

    Contrary to your assumption... they do indeed DDOS the 11th ranked streamers and lower. People with 100 viewers were still getting attacked alongside those with 3000+... there is a very large playerbase of DbD streamers and internationally streamed in Oceania and Korea/Japan/China etc. The "cutoff" would create some more headaches for them in this case.

    My personal fix for this would just be Disconnect husks for survivors.

    If a survivor DCs a greyed out soulless version of their avatar with crows flying around them remains than can still be hooked (for things like BBQ), mori'd, etc (The disconnect icon still shows up at bottom left for everyone). For survivor side - playing at least 3+ minute with a disconnected husk on their team automatically results in a black pip for the survivors. Survivors can also rescue this husk for bloodpoints/altrusim if they wish. Also for survivors if the killer disconnects at any point - they should have depip protection and automatically get rewarded 5000 bloodpoints for escaping (Survival Offering actually gives you even less bp if you are at a level where killers rage quit on you a lot if you're winning). No timeouts necessary, would alleviate alot of the "cuck him of his achievement/challenges" mentalities and whatever else there.

    Yes, players are still being robbed of the full game's experience (plenty of other games acknowledge leaver penalties and sacrifice on hook) but at least there is built in compensation for it so it softens the frustrations.



    A more elaborate suggestion from me would include:

    1. Remaking the struggle on hook mechanic. Stop making us spam Spacebar or whatever - it doesn't add tension and any bit of latency seems to kill console players according to them. Just make it skill checks just like PH's cages if you have to. People who "don't want their ability" to suicide on hook to be taken away should realize that their "leaving" the match also negatively impacts the other 4 players in the game. If you "need to leave" the esc + disconnect option is always there to leave your husk behind - I suppose players could also sandbag into the killer repeatedly but this still allows other survivors to get unhook points. If you choose to attempt to unhook yourself fail then choose to also fail every skill check you will still die in struggle phase faster - just not within 10 seconds like currently. 
    2. New post-game display on every player total number of games played, total number of disconnects (combined with above), total number of "props" received. Killers have Total games played, total games on killer, total number of disconnects, number of "props" received. Prevent people who queued together to give "props" to one another (disable for Kill your friends mode as well). It'll be a nice little curb towards positive behavior... League attempted this with some rewards and stuff but cosmetics and banners aren't even necessary for it to motivate some people to not be asshats.
    3. New matchmaking - possibly use the numbers from suggestion #5 to weight in on the already existing matchmaking system meaning your ranking is "harder" to shift around when you have a LARGE number of games. Make matchmaking go to the highest ranking person in a SWF group - meaning if you queue up with your Rank 20 friends - you can't terrorize Rank 17 killers as a R1 squad (this used to be a thing and now it's not for some reason). In my dream scenario those with more disconnects will be paired with others with lots of disconnects in a Dota 2 Low Priority Queue type of setting. Gather the cesspool together
  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/194127/your-n00b-days

    i remember beating a group of red ranks by camping on lery's with myers, got a lot of toxic messages after that game

    And then you were born from that darkness.

    I think my first memory of this game was thinking Nurse was the most absolutely broken killer as she slapped me over a pallet. I predicted that she would become wildly popular before consequently being nerfed. I still played her thinking she was fun and omega blinking to grab someone was awesome before dedicated servers came along to prevent most gen grabs

  • Sort of hope Clown gets something other than making his chases stronger (good clowns are ending chases just fine - it's the traversing the map and gen pressure that is usually an issue). Maybe he gets an addons rework with a pink addon that gives him (and survivors so it's just completely different gameplay addon)a few seconds of a large movement speed boost where we have "Cracked up Clown" running around after survivors who are trying to suck in the turbo gas too.

    If we're not trying to make the fat clown into a mobile killer (I guess we have a few of those already) then maybe add a lasting delirium effect on his afterpiece tonics so survivors get hit Hag's Disfigured ear's Deafened status (To my knowledge only this and firecrackers give the effect?) that lasts for 60 seconds after sucking in some gas... make skill checks happen more often and harder to hit (to bear with Unnerving Pressence and Overcharge). Also wouldn't be opposed to his afterpiece having a better effect if he directly lands his shot (more than just obscuring their vision slightly more) maybe applying aura blindness by default as a small bonus outside of just bloodpoints.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641757#Comment_1641757

    There is just...so much wrong with this post.

    Firstly, gen sounds were reverted in the new update.

    Secondly, you can't strafe into a lot of gens. Many of these are either enclosed or in indoor maps. And it's a dead giveaway against a stealth killer when it activates.

    I'd be fine with the perk as is, if it didn't work while the killer was undetectable. It would still be an excellent perk - those bonuses are no joke.

    Even if the car engine noises were reverted it's still loud as hell if a survivor is working on a generator without Technician (Just about no one runs that perk either).

    You can literally strafe toward any generator regardless of it's layout... even the Hawkin's upstairs generator which has a winding staircase. Just have a mental picture of it's location in your head - if you are directly underneath it you can hear it being worked on from downstairs. Now you climb the stairs while keeping your camera facing away from it and viola you trapped them inside the gen room (works far more often than it doesn't on Ghostface or Wraith).


  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1641546#Comment_1641546

    that's like telling a survivor to mute their sound

    be realistic

    It is realistic.

    Approaching gens from roughly 36 meters away while strafing is the actual counter for spine chill (Remember most of these gamers are looking for spine chill to stay lit up - not just blinking once). You don't even have to be at a full 90 degree angle, just make sure the gen you are approaching is on the edge of your screen at about 30 meters and it won't activate spine chill. Strafe while listening for the new and improved gen noises on a stealth killer and you will almost always catch someone in a bad spot.

  • I think the biggest issue for a lot of newer killers on plague is that by breaking survivors and them choosing NOT to cleanse - meaning they can't heal. All they have to do is just hit gens (Loop -> Rescue -> Gen) ... with any lack of pressure or alternate slowdown like Sloppy Butcher and survivors running around trying to heal one another or self-care - the gen speeds seem faster for a killer with no extra mobility like her. Luck of tile spawns and like you said the CP spawn does play into it but how quickly you're downing survivors and forcing an OMEGUL with your 1~2 pools. If I end up with a really unlucky CP spawn I just pop it immediately and try to gain immediate pressure with Infectious and slugging... even when it resets I normally have 2~3 downs with at least a hook with all 5 gens up and then I go infecting and usually that's enough to make one person panic cleanse after 2nd hook starting a cascade.

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