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ZCerebrate

ZCerebrate

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ZCerebrate
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  • @Xbob42 said:

    I like to play each of my killers as I level them up, while simultaneously going for adept. Not to make it super hard or anything, but in my experience I seem to learn the fundamentals best when I'm playing the killer in its "purest" form, which also has the nice upside of making them feel way stronger once I unlock everything.

    For every killer I've tried so far, this has worked great. But I've played enough matches with Plague to now be level 30 on her and I still just don't get it. She seems like a Huntress but with more work for generally less reward. The purge vomit initially seems cool since you can arc it and spin it around and all that fun stuff, but in practice the range has been too short and it's often very easy for survivors to dodge it completely unless I'm basically close enough to hit them. I'm sure with experience this will change, however...

    I just don't get what to do with her normal vomit. How much should I puke on people directly if I have the chance? Just enough for the initial infection? Keep going to turbo charge the injured state? How often should I be vomiting on things like windows or generators? Does vomiting on them longer increase the duration they stay contagious? I know you can puke on people on the floor/on the hook so you don't have to do it during chases or anything (although if they happen to pop into that injured state it's super nice) but I imagine since I can puke on vaults I should from time to time.

    I feel like every single time I'm finally getting into a good groove and downing multiple people, several gens will pop in super quick succession in a way I haven't seen with any other killer. Just every single match once I start really getting going, it's like they all just split up and hardcore focus gens as I hook someone, which tells me I'm doing something wrong, but I'm not sure what, hence this thread.

    I don't need perk advice since I'm sticking to my guns about going adept, but I could very much use some help the fundamentals on how to play her effectively, and maybe what add-ons are good with her default 3 perks.

    Thanks!

    Heartbound got it for the most part - even if they don't cleanse you're in a good spot because you are guaranteed one pool now and if you run an apple you're going to get enough momentum off that to force cleanses. The other strategy that new plagues can't deal with is when the entire enemy team keeps cleansing and you have nothing but pools - don't panic and keep infecting people while using a pool of corruption here and there to create pressure and practice getting more lethal with it. Infectious fright is a base perk on her and ungodly good during your Corrupt stages to chain hits and downs.

    "How much should I puke on people directly if I have the chance? Just enough for the initial infection? Keep going to turbo charge the injured state?"

    If you can get a full duration vile purge on someone it's an instant broken state without their M1 hit speed boost. Can directly down people who are caught in bad spots from healthy and you'll learn to identify those moments. More than likely if they are at good loops - you tap them with infection, M1 them then down them like normal. Don't be afraid to just hit them and infect later (I see a lot of plagues hold M2 as I get to a window vault and just completely whiff - when they could've easily hit me with a M1 lunge)... remember you can vomit on hooked survivor's feet like you said - but don't waste time trying to break them there as it only taps them.

    "How often should I be vomiting on things like windows or generators? Does vomiting on them longer increase the duration they stay contagious? "

    It's the same amount as long as you tap it and it gives you the Contagious +25 bp scoring event then it lasts for a base duration of 35 seconds so use that as a marker for gauging when people get infected while touching stuff you just patrolled through (this works with exit gates too). I rarely vomit on raised pallets or vaults unless a survivor is greeding that loop and I'm yet to break him (but I aim for a M1 if possible anyway).

    Here's a link to Otzdarva's more "high tension" games as plague but he tends to explain what he's trying to do even when it doesn't go through exactly as he wants. There is another video out there where he hits some strange arcs with plague - through windows and stuff that huntress can't do because how hatchets fly. Once you get good with Corrupt Purge - survivors really have no options against it as you can deal with Dead Hards and hose entire areas with mediocre aim (if latency doesn't bite you).

    https://www.youtube.com/watch?v=yjNqiG_1wU4&ab_channel=notOtzdarva


    1. Latency+frame stuttering, current bugs like hooks/decisive strikes fixed
    2. 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.
    3. Re-make 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.
    4. Indicator in post screen on who was queued together with who - let it be transparent for both sides so people are needlessly raging and frustrated about "death swf squads" that aren't that common.
    5. 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.
    6. 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
    7. Add ingame text macros for survivors to use when playing solo-queue. They should come up as little chat bubbles of the archivist helping them communicate with one another "Killer is following me!", "I'm going for the rescue!" etc etc. Consequently buff every killer/perk that needs to be under the baseline assumption that survivors can now communicate with one another. Solo-queue and SWF would be a more balanced experience and randoms wouldn't be as unbearable to play with for more players.
    8. Keys and Mori rework - Keys should all be purely duration and have a base ability to detect other survivors within 24m when channeling (Eroded Token yellow addon - change these into a green duration addon now) and cannot open the hatch on their own, 10s/20s/30s by default green/purple/pink keys. Addons most remain the same but now the purple addons Weaved Ring (Current do not lose key on death) and Milky Glass (Do not lose the key when unlocking hatch) are both changed into "Black Lock molds" that allow them to be used to open hatch. Pink and Green Mori's all require every single survivor to have been hooked at least once (tracked in the same way BBQ stacks are), a new strategy to protect the "last chosen one" if they see a Mori when loading in comes into play now.
    9. Redo maps like Rotten Fields and Red Forest (The HUGE flat maps with literally no unique landmarks - and a single killer shack). Just make them actually interesting and add verticality for unbalanced landing folks. Some maps can be made smaller too - at least get rid of the excess dead space and put generators the same distance apart as they are now.
    10. I've seen the DbD Mobile Loading Screens with actual helpful hints and screencaps for brand new player. Incorporate more of those and have them always on the loading screens so people understand how to deal with face camping, objectives and deal with random perks or powers.
    11. I guess... Crossplay post game chat enabled... game feels a lot more lonely sometimes playing with 4 other console players. "gg" into the darkness and all that.
  • @Bullettimegod said:

    It was weird. Basically when i downed this person my killer was perma slow. Like i couldn't even move. I know this sounds like a bug or malfunction of hardware, but i switched to controller mid match to try and it was doing the same thing.

    Any of you ran into such hack?

    Can't say I have but when I saw "no_clip" survivors flying through the air and dropping items in the air (which I assumed was invalid terrain to be dropping items) and trying to draw a giant penis with keys... Who knows, the sky's the limit

  • "How long till you:"

    Find the first survivor/ start first chase: WIthin the first 60 seconds of a game (assuming they aren't really doing gens at all during this time - some do totems+chests first) without fail so far without Corrupt Intervention. Within 20~30 seconds with CI unless they're a sweaty swf trying to wait it out then default back to 60 seconds.

    "Get your first hit/ down/ hook"

    Depends on the killer but if I have to M1 (Not chainsaw, huntress, plague etc) then usually within 5~10 seconds. The first down will vary extremely on what killer I'm using and sometimes how good of a looper I've encountered on what type of tileset. I would say the most it will ever take is 60 seconds after the first hit if they are pre-dropping pallets and playing well enough that I just go find a softer target to get my first hit on them instead. Also depends on how many gens went by - if I noted anyone else during that chase and their approximate locations on whether I hook the first guy immediately especially if I can abuse the 20s window slugging him will give me even if he has unbreakable.

    "Have the first gen done"

    As a killer the fastest gen pop I've personally experienced was about 25 seconds using toolboxes and PT but I've won plenty of matches with 9+ hooks with just 1 gen left so never bothers me. I rarely ever have 3 gens pop for me during the first chase unless I'm misplaying terribly and distracted.

    As a survivor at most 85 seconds after match starts I will pop one gen unless I get first chase. It's entirely in god's hands in that case and my RNG of solo queue.

    Then:

    "Number of hits/ downs/ hooks/ gens complete"

    Not sure about number of hits - once again it depends on killer I'm playing and whether they have insta downs or lethal powers etc.

    I usually end games with 8~11 hooks if I win and about 4~7 if I lose. I play with the mindset that I want people to rescue and sit there healing one another since I usually play for more hooks if possible with the only reason to hover camp being I dragged the body towards two generators that are at 70%+ while the last one is 0%. I've occasionally seen people die on hook like that and then called a face camper while 1 guy immersed nearby, and they 2 man the far gen from 0->100% instead of running distraction to get the rescue.

    "The build you used"

    Differs by killer but I generally use Pop goes the Weasel then mess around outside of a few perks I determine to be "core" for certain killers. Spirit + Stridor, Oni/Plague with Infectious Fright, Meyers/Deathslinger + Monitor and Abuse, Blight + Tinkerer's, Wraith + Play with your Food, Huntress + Bitter Murmur etc. I used to use BBQ on everyone for bloodpoints but not as worried about it anymore

    "Map played on"

    Tend to do better on outdoor maps even Rotten Fields or Ormond over Hawkins or Lerys (Though more Hawkins... Meat Plant is fine for me). As a survivor any map is fine for me except Midwich... thinking again I don't really enjoy it with killer either although it's somewhat easy to play for certain killers

  • That's fine since it's your choice whether you want to be recorded or whatever I guess and if your queue times are manageable. I have to sit for like 10 mins occasionally for either side anyway so I just play whatever they give me.

  • As a killer? Most likely he's playing with another player or two but usually they're small time if they have TTV in their actual user name. My experience with them has been mostly on the easier side as they're usually just playing to kill time and chat. Occasionally you'll get a few asshats who feel empowered to rage together and echo-chamber themselves into a frenzy but usually not that bad.

    If you're the solo queue surrounded surrounded by 3 TTV folks though - I can feel your pain. Usually you're their sandbag tool and the killer is more likely to bring some Moris... maybe even stream snipe whichever one isn't smart enough to put a 20~30second stream delay on and be obnoxious because they see "TTV"


    I assumed the "TTV" wasn't the killer since you shouldn't be able to see their identity until post game without some "clever" file editing during the match

  • He wants that Open Handed value. Honestly saw the same trend on meta things but I basically live off on Bond in solo queue... assumption is people just team up and voice comms?

  • @Seiko300 said:

    I see a lot of people here saying Blight but TBH he's labeled as a "hard difficulty" killer for a reason. If you're inexperienced, or not fully confident about your skills as killer, it certainly would not be the first killer I'd recommend. For this reason, I'd have to lean towards Doctor just because he's easier to use, counters Stealth, and can be effective in chases if you can time the shock at the pallet or window before the drop / vault. In this way you might actually see more success using and perfecting the Doctor before you're even able to use the Blight properly.

    What this guy said.

    If you're talking about teachables only then most people have it right that Hex: Undying from Blight is in the "meta" at the moment by enabling a couple other hex perks... Monitor and Abuse from Doctor is really only "core" on Deathslinger and Meyers (Just optional a few others but not himself), while Overcharge and Overwhelming Pressence are nearly unusable past green ranks.

    Gameplay wise - Blight requires more knowledge on tilesets and how to play the map using his power effectively also very hard to use on consoles/controllers. Doctor is far more forgiving for twitch reflexes and naturally creates tons of pressure if you aren't completely whiffing your static bursts. Medium antilooping abilities are easier to use than Blight's as well on both PC and Consoles.

  • I pretty much play like 5~10 killer matches because they're actually engaging and feels more like a game... then I turn on youtube or netflix and play survivor until those videos finish then I gotta go to bed so I can clock into my VPN "work" in the morning. Actually pretty chill while I wait for more interesting games to come out because I usually have to try like 20 games before one sticks... most just don't keep my attention anymore

  • Just played a solo queue R1 12 minute match with all PC players ending with 3 escapes and 1 guy dying on 2nd hook at the end of the game vs a Huntress.

    Post game chat was basically:

    Me: gg

    <about to leave>

    Huntress: gg

    R1 Escaped Survivor A: My god face camping sloot, hope your mother dies of cancer

    R4 Sacrificed Survivor: Can't just take the loss, puss? (Irony here, amirite?)

    Me: Whoa guys, it really wasn't that bad. All you had to do was type gg

    R2 Huntress: ur all fags who gen rush new killers damn swfs using voice comms think u so good

    R1 Escaped Survivor B: AJAJJAJAJAJAJJAJAJAJJAJAJAJJA

    Me: Solo queue here, don't associate me with these guys. Check my profile if you have to

    R1 Escaped Survivor A: you really gonna call us fags, when your cum dumpster of a dad died from anal?

    R4 Sacrificed Survivor: Go get hit by a car idiot

    R2 Huntress: I can tell when you cucks are cheating. Reporting all of you

    <Like 15 more messages of vitrol back and forth at each other>


    Surprisingly enough that is pretty rare - just memorable compared to the ones where I can just type gg - screencap the perks then move on because I get no replies

  • @Johnny_XMan said:

    Now imagine if survivors could see which killer they are facing. 😘

    There was an exploit for a bit (not sure if it got fixed) where survivors could by viewing a file while having the game open... Forgot where someone mentioned how to do it and whether it has been patched since

  • It's for their future matchmaking system which is supposed to have weights for each killer per person so you are being matched with weaker survivors on killers you have less experience with

  • It's actually pretty good and has lost me a killer or two when I messed around with it. The issue with perks like this is that without things like pairing it with Nancy's Fixated you can't really tell exactly how well it is working for you so it feels less impactful for most people.

    From the killer perspective it's usually more annoying to deal with Iron Will in most cases though for the "anti-tracking" type of perks like this.

  • Is this the thread you were looking for? It's still on the front page.

    @azame said:

    Alright so after thinking about how when I bring up a killer that if the survivor plays good can beat in a 1v1 I'm always told it's a a 4v1 game. Here are the flaws.

    Solo:

    Ok so if some killers should only remain 4v1 countered like slinger or PH the average solo team would be losing. Solo is very unorganized how exactly is this fair?

    Solo is notoriously weak/bad team wise and yet at the very least your own skills mean nothing in chase against some killers in chase. These leads to people wanting to play swf which when played optimally brings me to my next point.

    Complaining:

    If survivors play swf in a way that is optimal like splitting on gens killers will complain about gen speeds going fast. Which is fair they are pretty fast. My point being that these 4v1 killers have no real 1v1 counterplay so survivors are left to split the gen pressure.

    Now survivors are moaned at for "gen rushing" or making the game too quick for killers. This leads me to my last point.

    This or that:

    It's either we play solo and struggle against these 4v1 killers or play in an optimal swf and moaned at for splitting on gens. Pick one these 4v1 killers encourage swf because swf is the best way to beat them rather than an unreliable solo team. Thats undeniable.

    Anyways that's my thoughts stay hydrated.


  • I don't understand why this had to be a new thread... are you replying to someone in particular?

    Also it's an "Assymetrical" game not sure if it's clear cut as 400% vs 100%.

    It's more like 25%~30% per survivor and the last person has to do a minimum of 10% for a "fair game". While 4 competent players all running around at optimal 30% then it becomes favored to their side at the highest levels.

  • I wouldn't complain about bloodweb + addon value improvements like this but probably very low on the priority list among other things... like frame stutters and FPS drops, the current hooking bug, new killers/perks, keys and mori rebalance, making new and rebalancing addons in general for a few killers like Huntresses etc etc. The list goes on

  • It's still the "Counter Trapper" killer specific perk that BHVR has started doing away with more and more but never really returned to the first killer's one. The bear trap escape from 25% -> 50% is pretty massive if you do go against a trapper though and have a propensity to step on dark traps while far enough away.

    For the whole hook escape with slippery meat+Up the Ante and luck offerings builds... it's a fun meme to do with a SWF if you get everyone in on it but for the most part just unhealthy for the game. Deliverance was added in with it's conditions for a reason.

    Not saying the perk doesn't need to be changed but probably not necessary for a 15 second Borrowed Time or an 8 Hardened (10 would be like Soul Guard) as it still supposed to be risky to pull yourself off hook

  • I've used flashlights for awhile and the new angle only bothered me for about one yellow flashlight's worth of charge without a battery. Just pay attention to the beam narrowing and continue aiming for the killer's neck area with the light itself. The angle has been changed - and it DOES create some ridiculous dead angles and colission around objects but for the most part the blinds itself is still very easy.

    As for flashlight saves, half this community can't even manage a pallet save... timing a flashie save against most killers who look at walls or randomly turn around is probably impossible for most of the masses. It is still funny if you play killer when people are clearly aiming too low because they haven't adjusted yet and it fails to blind as they spotlight your chest/crouch.

  • Just takes enough games to find the perfect storm of people at or below your skill level that won't Rage DC or suicide on hook... It promotes the "gotta let people rescue so I can rehook everyone" part a lot and usually survivors aren't going to potato and let you do that freely if they are good. It probably took me like 8 games with Doctor, Spirit, Legion and Huntress but a lot of my matches sort of devolve into me toying with people who can't loop and letting them get unhooks repeatedly since the introduction of crossplay

  • It's not something I run often but I do for fun especially with the whole DH, Unbreakable, DS, Deliverance build and being at 0 hooks until end game makes you just go in for a 1 for 1 trade without fear since you played that "build" through to it's max potential for a 4 man escape. Makes folks really salty though if they go an entire match without even downing every survivor at least once

  • Honestly how in the world do you (maybe console players in general?) deal with less than 20 FPS... that would pain me to deal with

  • @StarLost said:

    Surge is actually pretty good. Right now it seems to be overshadowed by Pop or a Ruin/Undying combo, but I've seen people get a lot of mileage out of it.

    Problem is it only works on Basic attack downs, has a relatively small range because its not tied to Terror Radius so can't be manipulated further AND has a cooldown. It really limits the scope of which killers can use the perk optimally and those that can usually get less value from it by being led just a few meters too far away before getting the down. Sure it gives random value with Thrilling Tremors - but it doesn't have the consistency to be used over something like Pop goes the Weasel. Things like Hex:Ruin + Hex:Undying is also far more slowdown consistent for the time being as well.

  • First for gameplay reasons -a killer who disconnects as soon as the game starts should null the match and everyone should at least get base bloodpoints for waiting for that load time and a safety pip (having 3 disconnects in a row can depip you 3x if they do it early enough).

    If a survivor disconnects they should remain in the trial as a husk (unmoving with crows flying around them) to be hooked or mori'd as normal. Disconnecting to deny a mori or hook is just BM when one side doesn't care about losing his match Bloodpoints and the killer is usually doing a challenge, achievement or trying to hook for BP/Perk synergy like BBQ. The disconnect symbol should still show at the bottom left to alert other players that someone who is hooked is indeed a husk and to just ignore them if they wish or unhook them for points knowing it isn't going to help them past that. This has been suggested dozens of times - addressed as something the devs will "look into" back in 2018 then never addressed again as far as I know.


    Now a more drastic solution would be around matchmaking - get rid of color ranks all together as currently planned by the devs and completely obscure matchmaking. Instead display "games played" against "games disconnected" (Where the person either unplugged or pushed the ingame button to leave early)... this serves first as a mark of shame against the player if they have 300 games played with 120 disconnects.

    Second add in another variable in matchmaking that makes people "slightly more likely" to match with other players who have higher disconnects to begin gathering the cesspool together (Dota2 does this with low priority queue for leavers). You'll see a marked increase in better behavior without timeout penalties or streamers getting bombed out by that code being abused by hackers

  • Spine Chill has more direct value and is higher on the meta charts for usage at the moment, would probably agree its a more powerful perk objectively as a standalone perk (since you aren't using 3 other ones).

    Direct Killer detection (At the very least you know when a killer is within 36 meters of you - whether he is coming after you or not depends on that player's skill level).

    Faster vaults - whenever the killer is looking at you during a chase your vaults are slightly faster helping you directly there

    Faster gens/healing - within the proximity of the killer especially if someone else is getting chased you will see some benefit from this even if its marginal

  • While it's a common thing that comes up with the concept of battlepasses that people are "entitled to finish them" because they paid their initial $10 for the first one AFTER already purchasing their base game. Fortnite popularized the model and plenty of other companies use it to different degrees - some removing the renewing reward for finishing the pass each time... others making use of it to produce longevity.

    It's made in a way in this way to encourage "F2P" players to no life the game producing a stable playerbase who keep playing their multiplayer game. With the lack of a single player campaign or missions, games like this literally die once they become a ghosttown so keeping some people grinding out 700+ games is actually the goal.

    The rewards are purely cosmetic (most being random charms that are hardly noticeable especially on survivors). People who really want them will buy the additional levels (that are cheaper with more rift levels completed) as they near the end of the rift time knowing they get some of the auric cells back as well.

    The "minimum investment" return for keeping players grinding to Rift 70 every time, keeping them playing the game longer is perfectly fine even as grindy as it feels. Like other battlepasses it's purely optional and doesn't effect gameplay at all and as microtransactions go are pretty healthy with how this one handles it.

    A better thread would probably address perk tiers, bloodwebs, bloodpoint grind, iridescent shard grind which is horrendous in a different way considering how the game has gotta loaded with more stuff over the years (new releases mostly). The grind for that "gameplay" stuff takes literal thousands of hours to unlock everything without dropping some additional cash for chapters

  • Yup chicken chasing the doggo - it isn't embedded so you have to go to the url on a new tab though.

    Memes are fine - just was adding in my own dry humor take to the situation

  • Some people find enjoyment in bashing their heads into a wall. Somtimes eventually that wall will break because of bloodlust 3 and it's made of drywall... other times it is indeed a brick wall and they come to the forums to complain about how weak killers are when a single person looped them for 5+ minutes.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634693#Comment_1634693

    Ph- the cage part is to help his map pressure, he isn't strong enough to be deserving of a flat nerf

    Spirit- so you want her to still have the "stand still" mindgame? And what I mean by glowing like a light bulb is the closer you get to the husk the brighter it gets(since it isn't real).

    Freddy- sure it's a step backwards but a neccessary one, considering how you get still injure them and I could add that he blinks in and out of view while awake, so he can hit you but he can't down you while awake which I would think would lead to people hitting you then trying to put you to sleep, which I'm making a counter for, the farther you are from him, the slower the sleeping process gets.

    DS- I said unloaded, meaning it's going to become paramount to either keep your gun reloaded for that ranged attack(giving survivors distance while he reloads) or you become a normal m1 killer, also I forgot to remove the no down rule lol.

    Strange way to give him a buff instead of something like making his torment trials persist longer by basekit and give him a slight movement speed buff like 2~4% to help him patrol areas he has already passed through and make survivors have to crawl to bypass torment more often. I'm open to the idea since starting in a cage right in the beginning could be interesting for the survivor team since PH doesn't see cages - it moves on it's own to avoid getting face camped before you can even play. Just seemed needlessly convoluted.

    Spirit - the Stand Still mindgame is honestly not that much of a problem as these forums make it out to be. The easiest item based counter to it is a flashlight surprisingly enough (no one uses these anymore, amirite?) as just flicking it at her face reveals whether its a husk or it begins to narrow meaning she is faking. Since item counters are unpopular - Iron Will against the average Spirit will serve you fine in just leaving and double backing on your tracks if you notice she doen't move to follow you immediately. As for completely negating her ability to stand at a pallet and phase walk around it - you do realize that standing still for a "50/50" is basically the equivalent of standing on the other side of a pallet against a Huntress and wanting invulnerability because "she can throw things at me over that pallet". If the Stridor power was eliminated like making her unable to hear during her phase walk - then she could be buffed to a 115% M1 killer and her "mind game" would be completely fair because you could outplay her by being unpredictable.

    Freddy is more boring to play against rather than being "strong" simply because his snares are no brainer loop stoppers. No one would complain about blood snares (Forever freddy slowdown memes aside as a boring bandaid) if Alarm clocks and waking one another up was worth the time considering how fast you go back to sleep as it is. They are easy to disarm when Freddy isn't around and a short hinder + scream seems like a weak enough effect. But now let's add that he can place snares in 0.75s while basically walking around at full speed in mid chase without any downsides and people get bored of lack of interaction. Make the blood snare act like a combination of scream, bloodhound type blood trails for awhile even while healthy + a prolonged hinder effect to make up for it becoming a full out trapper type mechanic. He can still teleport to generators. Make him have to pause and stop to place a trap like Hag or Trapper - he can keep 10 dream tokens as he is now maybe even up that to 15 and give him the option to use dream tokens for Dream Pallets as part of his basekit to give him more options throughout a match - not one or the other through janky addons.

    Deathslinger - Actually completely okay with him moving at 115% movement speed with an unloaded harpoon gun in exchange for having a louder TR and no instant cancelation of Aim Down Sight over and over again (that full 1s persisting ADS movement speed before he can pull it up again). Do not under any circumstance remove his ability to quick scope and shoot on that first draw though as that is the only thing that he has over huntress and rewarding gameplay moments

  • I still don't understand why a simple wording issue HAS to limit bloodpoints to 8k to a category on both survivor or killer sides. If you're running an addon (Weakening Brown ones like this that nerf you for 100% more in a category) or perk (Things like Beast of Prey or Distressing) - it should allow you to exceed that cap like offerings, BBQ or WGLF. There is literally no reason why it shouldn't other than needlessly extending the already insane grind for millions and millions of bloodpoints further


  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1634639#Comment_1634639

    I mean freddy is still balanced since he is still an m1 killer with decent gen pressure, doesn't mean he is more boring than legion. Personally here are my reworks for the boring killers

    PH- one survivor spawns in a captive cage, a new type of cage that doesn't hurt the survivor at all but keeps them stationary for 30 seconds, during this time the killer can't be within 32 meters or it teleports farthest away from the killer, they don't gain crows. Punishment of the damn has the same cooldown when removing his blade as with missing an attack.

    Spirit- Her sound indicator that she is phasing near you is present any time she is phasing no matter if you are in the terror radius or not. Her husk glows like a light bulb when she is phasing. She moves grass and corn while phasing. She also blinks in and out of the spirit realm while phasing every 4 seconds.

    Freddy- Snares only cause the hindered status effect whole you are standing on the snare, he now has to pull survivors into the dream and there isn't a dream timer anymore. While asleep you are afflicted with oblivious and blindness, and after falling asleep you cannot wake up for 30 seconds. Freddy now cannot fake his gen teleport. Although he can hit you while you are awake he can't down you (his attacks while awake apply deep wound status effect if you are injured when he hits you)

    DS- Moves at 115% while his gun is unloaded, he cannot down you with his gun, his terror radius is normal, his gun has no range limit,he gets killer instinct of everyone in the match while aiming down sights , this ability doesn't work for the first 120 seconds of the match though

    I don't even know where to start with these suggestions... but they definitely feel a bit much at a cursory glance and not as fun to play with the killer.

    PH probably the only change he needs is "Punishment of the damn has the same cooldown when removing his blade as with missing an attack." Everything else about his torment and cages isn't necessary.

    Spirit - completely fine with nerfs like being able to track her better while she is phasing but I think completely removing her ability to fake a phase completely would be too far and taking away from her character unless she got reworked beyond that. What she needs nerfed is her synergy with Stridor during phase it removes predictions, mind gaming and other things completely out of the equation (This is coming as someone with over 150 games on Spirit and a good set of headphones that hear healthy survivors breathing when I run Stridor). Relying on scratch marks or blood (with the pink addon) and grass moving etc was the intent of the power - Stridor lets me zip around at 240% movement phase walk with ZERO scratch marks using Mother/Daughter ring and still feel completely confident that I will hit any survivor at any loop. Split and gen rush is the only thing they can do against a Spirit who plays like that

    The Freddy thing of pulling people asleep was how old freddy worked to an extent and one of the biggest complaints people had was being forced to sleep people to down them - seems like a step backwards toward that.

    Deathslinger - Agree that he doesn't need the 24m Terror radius especially without the Huntress hum since it just means M&A becomes core on him to make use of his limited range by not having a TR until it's too late. Unlimited range on his harpoon gun probably isn't necessary but something like 35~40m should suffice. The reel speed should be slightly faster the longer the shot you land but having obstacles inbetween would still break the chain so it'll be risky to long shot in many places. Giving him a no down rule in exchange for 5% movement speed sounds crummy to me and would just make him a higher risk legion which people complain is a weak killer often enough already. Instead keep the 110% but give him the ability to mark people he began a chase with for killer instinct for 60s like some sort of tracker whenever he is looking down sights. His quick scope shot should still be possible as it's a higher risk rewarding play for a reason - but like PHabove, he shouldn't be able to repeatedly cancel his scope without any downsides so just make the movement penalty presist for a minimum of a second every time he brings up his rifle.

    ------------------

    @azame I'll have to agree with you only to an extent that a killer should still have an advantage in a 1v1 but not be overwhelming enough that there are no options. It's one of the only rewarding interactions you get as a survivor when you completely outmaneuver and outpredict a huntress, nurse, deathslinger or other "tough in a chase" killers. Looping most M1 killers no matter how good they are gets very dry as there is a minimum amount of time I usually get from them regardless of me getting outplayed - and it isn't exactly difficult to do. Heck most average gamers seem to pick up looping fairly quickly with some practice while playing killer effectively takes far more time - the learning curve is there and it SHOULD be hard for the survivor to win a chase. Towing that line of near "impossible" with good killers on too strong of a chase killer is probably where you are coming from - which just forces split and M1 gens across the map as the only viable counter.

    This is because it's a delicate balance that's hard to keep in check because such a huge variance in player skills as tons of people have less than 100 hours still. You and I are coming at this unusually as people with thousands of hours and playing against a much smaller 1% of the community with similar number of hours.

  • I'm all for Kindred being base (I've even advocated for it in the past) if killers get their own tracking perk as a base like Whispers or BBQ and Chili as part of their base kit across all killers.

    This would help alleviate face camping a bit more as killers "know" that survivors all see the pink aura when they are sitting on the hook (especially if loading screen tips from mobile and new players are just default on for everyone all the time) and result in even clueless solos just finishing generators (making killers realize they aren't being rewarded for literally not playing the game).

    It won't eliminate all the problems but it'll be a step in the right direction... let's also make We're gonna live forever and the Bloodpoint bonus in BBQ as basekit at this point too since the grind for a new player has turned many a friend away from this game whenever I try to bring them on

  • @Heartbound said:

    Shattered Monocle. I don't like the jank add ons that face you towards a survivor in a game of loops. Aim, triangulate, devastate.

    If you mean that "See slam locations" brown addon Monocle then that is probably one of the least helpful addons given it can light up a part of the object then have you slide on that said wall because you didn't turn into it sharply enough. I'll say what @TheClownIsKing said is probably helpful for helping line up slams a bit more as training wheels if joystick sensitivity is the problem (I know I hate FPS games on consoles after playing them with a mouse for so long).

    Anyways - I'll add in that a huge thing about learning Blight isn't just the addons but learning when his power is applicable, a lot of jungle gyms and even shacks are unsafe because survivors can't loop that window like most other killers once the Blight knows to use his power. Pay attention to random object or tree spawns (Especially around killer shack) as it can net you free broadside hits when they are going around the long side of anything - even those pesky pallet loops.

    Stop using your power at unsafe small pallet loops - unnecessary and usually you go flying off somewhere giving them distance. Just play it like any other 115% M1 killer and you will usually get a hit - if they pre-drop the pallet then zone them to the side away from other tiles - kick the pallet then run them down with your power while they try to transition. 360s "can" be hard to deal with due to your low prespective but enough games and just slowing down your swings will usually take care of that (Dead Hards are going to be hit or miss to bait out like any other killer depending on the situation).

    A lot of Blight's power comes from pressuring generators due to having 230% (the only equivalent a full out Hillbilly chainsaw charge which is also 230%) movement in his power and I would say his only "core" perk at the moment is Hillbilly's Tinkerers because he is one of the few SUPREMELY mobile killers that can make use of that 70% time to stop a generator from popping. Combined with Ruin+Undying its very popular at the moment but even without them - it's enough to net you a lot of info+pressure if playing to his strengths.

  • @Tricks said:

    Stridor + Whispers + (Nurses Calling / or STBFL) + Spies from the shadows works well for me on Nurse. (in fact I can't do without Whispers)

    Just P3'd Nurse and I've yet to get Whispers rank 1 again and I'm struggling for it. It's a really handy perk for her as you can waste a lot of time with such a low mobility killer if your in an area without Survivors. It's good to know on her if your barking up the right tree.

    I'll sort of add to what this guy is saying - tracking is huge on Nurse for a reason because you're slowly traversing the map while blinking around to try and make use of your high chase potential. The faster you can find hiding survivors to down them instantly - the more pressure you are creating.

    Infectious Fright is basically a core perk on her due to the immense pressure she generates by downing 2~3 people at a time in an area since the better you get the faster the chases just end (or never start?).

    Corrupt Intervention is a helpful early game perk to narrow the field and I run it occasionally instead of Whispers. I do completely agree that Whispers 3 is immensely helpful as a nurse but many of the better nurses just pick a few gens they can patrol (giving up the far ones) and only spend a few seconds searching an area they suspect. Whispers helps you find those immersed survivors trying to hide out and wait for hatch if that's your thing though.

    I am a huge fan of I'm All Ears due to the aura reveal and instant blinking to smack someone without any prediction at all. It gets you some free sure hits that you would otherwise have to 50/50 on or waste an additional blink at least to gather information (sometimes having to wait for a 2nd blink charge when the perk just lets your single charge blink result in a down). The cooldown is usually fine per chase unless you're chaining off infectious again...

    Personally I run the brown addon Metal Spoon because it replaces Stridor (both 100% louder grunts) for 60s whenever you land your first hit. Hearing a pin point grunt can serve like IAE for downs without the prediction... but frees up a perk slot. Dealing with a good survivor with Iron Will and LOS can extend chases for precious seconds that isn't necessary if you just have Metal Spoon/Stridor. I prefer the Spoon+Pinecone as with the recovery time is enough to help get around the map faster too that I don't feel the need to run cooldown addon too. More importantly this opens up the ability for me to run BBQ and Chili for more Bloodpoints and some additional tracking as well.

    The other 2 addons types that really help are Yellow/Green Blink Recovery Time (Dark Cincture, Fragile Wheeze) or yellow Pine cone post-Blink Fatigue after chain blink (The -1s Catatonic Boy's Treasure NOT the green -0.25s Ataxic Respiration) addon. If you're still BRAND new then Plaid Flannel to see blink target location can help but drop it once you're done a few matches with that.

    Edit: Forgot to mention Nurse's Calling and Sloppy Butcher are easy new player replacements to any of the above to help the game in their own way - though a bit more predictable with NC. Expose perks feel like overkill and usually unnecessary but if you want to have fun you can mess with those too

  • @Saitamfed said:

    Hello everybody I hope you're all well and taking care of yourselves.

    As many people know I am a main pig, and I do know that she is not the strogest killer in the roster but. Why do almost everybody camps/tunnel with her? Don't missunderstand me, I know that those are strategies but being able to hide your terror radius is not because "their power is to camp and tunnel", the same happended with PH cages when people said "So they show you the cages and don't want you to tunnel them? His power encourages tunneling since cages don't activate DS and BT". NO, the reason why PH could see cages was to give info about which location survivors will go in order to rescue the caged survivor, not to camp or tunnel them. And as I said, sometimes the best strategy will be to camp or tunnel so as I said, I understand them being strategies. Now, killers have different play styles, as an example you won't use Clown's bottles like a madman, you won't blink without a reason as Nurse's. Pig has her RBT which creates a pressure element that many killers have not or lack off.

    Many survivors won't even try to remove their RBT's and they get killed from it, so as a Pig main, it hurts me so much that survivors will often disconnect if the killer is Pig because they believe Pig means a fun time being tunneled/camped when she's not. She may not be Nurse or Spirit but she is a good killer, not the best but not the worst. I had several matches as her and the players who stayed in-match, even though I killed them, they thanked me in the post chat and told me "there should be more pigs like you".

    So my advice with any killer, not only Pig. Learn to play them, I know you will have a plethora of toxicity from survivors bullying you but if you learn a killer you will know when to use their power and when it's not, so you won't depend on camping or tunneling except when the situation calls for it.

    Have a great day/afternoon/night everyone.

    Most people have no idea how to use Pig at all - her crouch and even ambush dashes are criminally overused by most new killers and hovering hook in stealth is the same pattern most new Ghostfaces fall into because they don't understand how to get better.

    For sure Pig is one of the weaker killers (most M1 killers are) with no additional mobility to pressure gens or end chases instantly like some killers if the survivors aren't making glaring mistakes BUT most players don't even play her to her full pressure then cry about how weak she is. Giving hats to people is a huge part of her kit but after the nerf - it's rare to get a RBT kill now unless they're relentlessly pressuring gens and giving no chance for unhooked people to remove them. Also combined with the sheer RNG of it much like Trapper where it can go from being worthless first box clear to the other extreme of wasting like a minute+ of time for that survivor.

    Two little things that would improve alot of newer Pig's gameplay:

    1) Run most of the match as you need to get around the map or all generators will be done before you even start enough chases - only crouch if you are pretty sure that it will net you a hit due to obscured vision or a sneaky angle. Synergizing her crouch with M&A can make it useable as you approach areas - making sure to strafe while looking at a wall to counter spine chill. New players are recommended to combo with Whispers and basically just crouch as soon as you see Whispers blink on for a free hit against unsuspecting survivors. Prefer to run it with Discordance once you get a better judge for ingame distances and that stealth will land you a lot of free hits and create pressure.

    2) Applying hats to slugged targets then going off to down a 2nd survivor so two people have activated hats as that first or second gen pops - even if you went from 2 hooks to 1 hook can make a huge difference in the amount of pressure on the survivors. Having 2~3 activated RBTs with 3~4 gens remaining can literally swing the match onto your plate even if you play 100% normally the rest of the match (if RNG doesn't screw you). Zoning chases toward boxes ontop of that will result in a lot of people either trying to get a RBT off in your face making lots of noise or wasting even more time running about or waiting nearby - not doing anything else. Even against 4 man DS unbreakable SWFs - this is very much an effective way to create early pressure and make sure your hats do something during the match (since they were nerfed to be less effective to worthless the later the game goes).

  • Plenty of good rational folks that have been around the game too - just fewer and farther between. Quite a few laidback humble streamers are still a good time to watch and keeps me coming back to the game every time a new patch drops.

    The absurd grind among other things and general ######### player behavior is a major turnoff for new players for sure but it gets to a point where you just get over it. If anything with crossplay - not seeing most of the post game vitrol has actually demotivated me more as most players just play like bots nowadays creating large spans of boring games for every good one... some matches don't even feel like pvp. This applies to survivor AND killer gameplay depending on the night even at rank 1

  • I agree with the OP that this challenge bred some additional unnecessary frustration for the average player than necessary (For killers having to play slightly more scummy and survivors who had to deal with HARD tunneling). I got it done in about 5~ matches using just Nemesis+Rancor and a bit of ingame manipulation to make sure people dying were obsessions even if it let a guy or two escape. Obviously this "was tunneling" regardless of if other people got downed too. I got called a slew of bad words for closing the hatch and letting the last guy struggle off my shoulder and pallet stun me just so I could down him again for an obsession rancor mori - was honestly surprised he didn't just DC during the Kill animation.

  • Tons of generalizations being thrown around in this thread with the only one that is really true probably that having "TTV" in your display name meaning the streamer is probably very small time and trying to attract whatever viewers they can even from ingame. Bigger streamers who have been around for awhile tend to even mask their twitch names so they don't get sniped as often (Otzdarva, Monto, CoconutRTS etc.) though not all of them (OhTofu, Tru3, ScottJund, Umbra, etc.)

    The same people here who are saying streamers are all toxic are the same ones that are likely to paint all survivors as salty crybabies or vice versa. It's never that black and white - it's just easier to say it like that so people bend that way just like the real world.

    Honestly though, no one is going to fix ignorance by being mad about it on the internet. Just keep being humble and reflecting the behavior you want to see in others - if people are unabashedly rude then mute, quick report, move on or whatever and live a happier life. This applies to all internet games - whether the report does anything or not... the culture of sensitivity is only really ignored on the internet until that slippery slope of stricter net neutrality stuff starts to come in along with all the other bad sides full accountability on the net will bring

  • Low camera angle is one of the biggest complaints about his entire character after people have gotten more used to his power and how to shutdown a lot of loops with it and get around the map to pressure using tinkers, undying, ruin combo.

  • Most of this thread is trolling you at this point just like post game chat - don't get too frustrated by it. It's just DbD's community being themselves.

    It's like when you sneak up on a generator facing the wall against a spine chill gamer then getting stuck in a 2 seconds grab animation while the survivor walks away from you. "Outplayed, git gud killer" is the joke

  • One of the many issues that DCs cause - having a husk of a survivor sitting there when they dc so they can be hooked, mori'd etc would solve many of the issues and has been suggested repeatedly before. Never addressed as far as I know

  • @arcnkd said:

    https://forum.deadbydaylight.com/discussion/192566/swf-genrush-nerf-idea

    Survivors don't want a secondary (or "tertiary") objective that they are FORCED to do in every single match. Hell, they ######### and moan now about having to do totems just in case something like NOED might be up.

    No, unfortunately the only way to 'stop' genrushing is to nerf the ridiculous levels of repair time decreases that generators get when you start stacking survivors on them. I think we're at something like 60 second for 1 survivor; that drops stupidly to like 40 with just 2 survivors or something like that; last I saw repair times anyway.

    You stop gen-rushing by stopping the power behind stacking up on one gen. I'd even go so far as to say gen times in general are a little fast regardless - but there's a fine line between gen speeds being reasonable and matches dragging on forever

    Base Generator Speeds, Great Skill Checks give 1% progression (Nerfed from 2%) meaning a fraction of a second off per check.

    Combine this with Prove Thyself that adds a stackable 15% Repair Speed buff for each nearby survivor to each survivor up to a max of 45% (This has been confirmed by devs to be to applied to the already reduced speed), this does not stack with other PT but should still be run on 2 people per team for max uptime)

    80 seconds solo (69.56s with PT maybe during the time someone is just nearby doing a totem within 4m or self-caring).

    47.06 Seconds with two (41s with PT)

    38.10 Seconds with three (29.3s with PT) 

    36.36 Seconds with four (25.07s with PT)

    ----

    This is post gen times nerf, post toolboxes nerf which was together buffed with Prove Thyself from 10% to 15%


  • @LittilAvindar said:

    Personally, I think the best way to fix self-care would be to make it a perk that heals you at normal healing speed, or faster speed, but is only usable every so often (to prevent spamming), or can only be used x times during a match.

    The problem is that it's still in the top 15 of used perks at every rank (more frequent like top 5 outside of R1) and most survivors see no problem with how they're using it. Heck even if you use it in it's current form at the right times during a match. Was getting healed by a buddy and the killer interrupted your 70% heal progress? Finish off with Self-care. That wraith or hag getting a ton of pressure by keeping people injured and split apart? There are times when healing yourself another time after your first medkit is expired can be useful in longer drawn out matches.

    Personally, if I see someone self-caring on bonds after I rescue them then it's more time for me to run back and finish my generator instead of trying to chase them down for a few altruism emblem points. Ultimately that's probably the biggest downside to the perk (outside of new players overusing it) that it actively takes points/score away from the game every time someone self-cares when another player could've healed them.

    The issue that most of the people who want to win have with the perk is inexperienced players using it while being completely unaware on everything else that is going on in the game. What 2 people got hooked and the 3rd person is being chased about to be downed within the next 30 seconds? Self-caring in that situation happens a lot with new players who think they need it to rescue and it ends up getting everyone killed because the health state does nothing if you're the last one in the trial. Awareness and player knowledge/skill is another facet of the game that comes with time just like being able to loop properly against each killer. The "solo queue" experience for survivors is just assuming that everyone is brand new to the game until they prove otherwise, crutches and handholding against bad plays isn't necessary because how flat the survivor gameplay is already.

  • @PayneMacLeod said:

    https://us.v-cdn.net/6030815/uploads/FQYJ7G1RISW6/44be2211-719e-4e2e-bb5b-e2ff5e00a449.jpeg

    Let’s look at this for example. All 4 are cross, most likely PC, and a discord

    Next, look at the only 20 other than my killer. Look at the levels of these guys. Not the rank, the levels.

    All 4 have 4 perk slots, to my 2. 3 of the 4 have at least one 3rd level perk.

    Why are they ranked 13-20? Because they are trash players who don’t care about rank, they just want to PWN the killer and feel good about something in their pathetic lives.

    And then there are the rest of us, who want to have fun playing a game. I guess your game isn’t worth spending my followers money on.

    I’ll let them know to buy another game.

    I mean you seem pretty new to the game and already ready to jump ship but I do want to point out in this image that the three 13~15 players may be tanking their rank intentionally to pick on new killers like you said. It's the "smurfing" thing you see in other games where people just make new accounts to get their jollies off in that way (League of Legends, Dota, Counterstrike, Valorant, etc.). Another problem with DbD that I've recently discovered is that Family Sharing allows bogus steam accounts to run the game without fear of being VAC banned - probably what all the hackers and smurfs are abusing too.

    The "ranking" system doesn't let people downgrade from 16~20 at all so that 4th player is most likely a legitimate new player (maybe a killer player) who dumped his bloodpoints into a survivor to play with his friends or even alone since we can't tell just from this scorescreen unless you had a VOD of your stream to share with us.

    Honestly though the learning curve for survivor is much softer than the killer's side just because its a 4v1 asymmetrical game by design, there's a reason most popular dbd streamers play killer as the gameplay is much more dynamic from their FOV compared to what most survivors end up having to do.

  • I mean... yes it does stack but I would think it's misleading at that point as it's "too loud".

    Stridor is a 100% increase already - helps even against healthy survivors because their breathing is louder if your headsets are turned up (This is why Spirits wreck folks if they have quality headsets). This alone counters Iron Will completely making them sound normal as its 100% vs 100%.

    Nurse's Metal Spoon is an additional 100% increase grunt noise for 60 seconds after landing a blink strike. If it's a normal survivor without Iron Will - this stacked with Stridor is just unnecessary as they are already injured and wailing loudly. If you need both a physical aid would probably help like better headsets or a hearing aid at that point...


  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1631098#Comment_1631098

    A fair analysis.

    Perhaps players dislike it because of how Corrupt works, which makes players not instantly work on a gen they spawned near, pairing it with Pop might cause some players to dislike the perk even more since the 4 gens they CAN work on are susceptible to being regressed heavily after someone is downed and hooked.

    https://forum.deadbydaylight.com/en/discussion/comment/1631139#Comment_1631139

    Right, it's not really that hard to work around it. But perhaps people dislike it for the reason above, they simply hate being forced to go to another gen that's farther away and closer to the Killer. Pairing it with Pop might make that opinion worsen due to how Pop works with the 4 active gens they CAN work on.

    I mean most of this community just has a huge ego that doesn't match their delusions of how the game went. Played survivor vs a R1 Demogorgon today who got a total of 2 downs in a 9 minute match with myself looping him for almost 3 minutes of that alone without going down. I usually just type gg and move on but he started going off in chat to myself and the 2 other PC randoms (4th person being a console player) about "OP perks like Dead Hard, tryharding with brown medkits, people who can't loop but just gen rushing every killer to not being able to enjoy the game, etc etc" I asked how exactly we "gen rushed" him over a 9 minute match where he chased directly behind the survivor including vaulting through windows and applying no pressure to any objectives - also having his ruin stay up the entire match and never getting value from that on Ironworks. He of course called me a "moron entitled survivor main who only knows how to M1" though I was the one who was looping him most of the match.

    Same thing comes up when I play killer hooking someone with BBQ - I purposely let the guys I see BEELINING for the hook get their rescue since I can see gens being worked on that I want to go Pop anyway. I'm fine with them rescuing and healing, no need to hover camp or face camp or come back to redown the easy down hook trade sometimes... I like treating survivors like bloodpoint produce... can't pick them too early you only get half the yield. This "should" be a healthy gameplay interaction - everyone gets to be chased fairly, everyone gets to play but you wouldn't know it from the amount of post chat vitrol I get in half the matches win or lose. It's funny enough to read but I wonder if small group of us are playing a completely different game from the majority

  • @gatsby said:

    https://forum.deadbydaylight.com/discussion/comment/1626968#Comment_1626968

    It's maybe 50% perks and 50% skill against coordinated meta perk Survivors. I just did all my Adepts a couple days ago at Red Ranks. The amount of times I lost games because Wraith's perks are literally useless is over 20

    Just to clarify... these coordinated meta perk survivors are death squading the baby killers who haven't even had a chance to unlock other Iris Shard killers?

    I would agree that certain perks definitely help killers a lot more than others especially since the value of each perk slot and addon has to match up against 4x that in survivor perks, items+addons... but the hurdle to get "good" with killer comes with game-time and self-reflection on how to improve which most folks just aren't willing to do on average.

    Note how often the word "Sweaty" gets thrown around if the killer plays by the imaginary "rulebook" and doesn't camp, tunnel and hooks 10+ time during a match taking individual chases and zoning survivors into one another. Same applies to the other side when survivors get called "Sweaty" for looping the killer for minutes at a time or bringing a yellow flashlight. It's all about how hard one can deflect until they are forced to fall back on "He tried harder than me, since I'm too cool to try" to conserve their ego

  • That's pretty much what I've experienced even after that 60 tick rate refresh and "hit validation" fix. I mean we all gotta live with it for now as BHVR has a crap load of other bugs they gotta fix now as they keep breaking things like hooking, Terror radiuses, vault noises among other things


  • @GhostMaceNotCrusty said:

    So ingot this idea after I accidentally upgraded my discordance to 2. What if we could recycle perks that are lvl 3 for some BP and have them appear back on the blood web? The amount you would get would be less than the amount you spent on it but it would be good for quick bp or resetting perks like discordance.

    Probably one of the only backwards perks that slightly benefits from being 8 seconds vs 10 or 12 seconds since those gen explosions pings serve as information when people leave the gen to go for a rescue etc. It's slightly less "optimal" but still very usable at Tier 2 or even 3 so I wouldn't sweat it that much. Could always Prestige too as long as you aren't P3 yet on that killer

    Anyways Bloodwebs in general need to get revamped to reduce the grind, maybe just fully get rid of tiers on perks completely... very daunting for fresh players to get in and start mucking around with builds as it is.

  • @A_Skinny_Legend said:

    I didn't notice a difference but if there is one then I don't mind. It's such an easy and lazy build to use.

    Literally makes chases that much easier.

    ... only Snares are much stronger and far more boring to use and go against. It's a weak addon once survivors catch on what the Freddy is running and if the screenshots are accurate (since I only ever see snare freddy's) then that is yet another bug that they have to fix with this update.

  • @Rivyn said:

    Not to mention how broken match making is. So, not only do you need to grind out thousands of shards to buy the correct killer,s you then have to grind them up again to unlock the necessary perks, just to pray for RNG on the killer you need.

    The grind is unbelievable for new players, but the devs think it's okay.

    This I absolutely agree with that the sheer number of matches for someone to unlock things - even while buying all the DLC is an abysmal turnoff to new folks whenever they come to calculating it roughly for themselves. I would agree as someone playing for years and still unlocking perks on some of my killers (Though my dumping of BP on prestiges and getting some survivors all perked out definitely contributes as an unnecessary sink)

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