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Zarathos

Zarathos

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Zarathos
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  • @rafajsp said:

    My advice:

    Keep suiciding untill BHVR do some ######### about this broken killer.

    Spirit mains can claim there is counterplay but it hasn't !!!

    How you counter something you can't see and hear a little and no mindgame ?

    The true is that versing Spirit we can't do anything that we learned from the game and want to use to protect ourselves. ( Scott words but is the true ! )

    Nurse is another broken mechanic but at least you can mindgame and see where she is gonna blink, double back, keep running and mix all up.

    Spirit don't need a nerf ... is mechanic that should never exist !


    This issues could it be that maybe its a problem with the survivor role? Maybe survivor base kit is lacking in depth. A lot of base kit changes need to be introduced to adjust and make the game more exciting. Noisemakers, noise manipulation and some form of teleport points would add a lot of nuances to roles that need it. Modern killers continue to evolve in design but survivor is the same stale crap. Tearing nuanced killer down for the sake of balancing around a basic survivor kit with limited nuances is foolish. Lets look at whats meta for the survivor role we have ds, unbreakable exhaustion perk and finally iron will/borrowed time(flex slot). How can you talk about the counterplay of spirit and ignore the fact that maybe survivor needs more means to manipulate information via noise control and scratch mark generation.

    Its so frustrating how were trying to balance around such broken killer while broken survivor perks exist and are restricting killer design cough twins cough. Of course someone will chime back to hard to program even though most of these killer changes could have an equivalent survivor change that would be equally as easy to fix. Also suiciding on hooks is a crappy move I don't mind the killer getting dicked by the player leaving that means little to them but you have an obligation as a player to play out your games for the sake of your teammates.

  • If your suiciding to a killer in my survivor games stop playing we don't need you in our games. Period we dont nneed some entitled player throwing a tantrum and refuses to play because you don't like rodney the spirit.

  • Lets me point out if killer was so strong why in the hell are queues terrible for survivor. Nearly every other asymmetrical game has had the power role be abhorrently hard to obtain. Dbd games require 4 people for survivor and one killer yet its killer player base is non existent with 10 min long queue times.

  • Oddly enough I think the key point that trapper really started to suffer was the update to his trap that made it so the hitbox was reduced. It was pretty far back but it dropped about the time trapper got his add on updates. His iridescent are bonkers but his power is simply lacking an extra element. I was thinking his traps being naturally added to his inventory some kind of cooldown. Of course this would have a cap but No pick up or map traversal would be involved and a rearm ability that allows him to call on the entity to reset a targeted trap within 32 meters being base kit.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1876420#Comment_1876420

    ITs relatively easy to get long range quick shots by charging to max and aiming down to lower the arc.

    Lots of heads up its coming you should be better prepared hell break some los drop a pallet jump a windows its as other people say its a chainsaw attack with a lot of warning

  • @scottymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1875618#Comment_1875618

    https://forum.deadbydaylight.com/en/discussion/comment/1875622#Comment_1875622

    Keys are fine. How many matches do survivors open the hatch with a key? 1 out of 50, 100, 200 matches. I don’t see keys very often in chests or BW certainly don’t see the 2 that can open the hatch. Interesting how no one has really commented on actually finding the hatch.

    Maybe if you watched monto's streams you'd change your mind on keys. Finding the hatch can be hard in certain maps no denying it but there are so many easy spawns to spot the hatch is it really that hard.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1873930#Comment_1873930

    Even if the clown does miss the bottle, you still get slowed from the gas which basically guarantees the next bottle throw hits you.

    There's really not much you can do to play around this addon.

    I have seen survivors juke a hatchet at medium range consistently. I'm pretty sure a low missile speed bottle is not going to be that hard.

  • @KayTwoAyy said:

    Thanks for tunneling me off hook when two teammates were visibly nearby. I really enjoy waiting in queue for 5 minutes to die in under 2.

    And to the Claud who decided to immediately unhook me. Sick bro.

    If the queue's long would I recommend playing some killer maybe these killers actions might make more sense if you understood why they were doing it. I could explain the variety of things that could push the slinger to target you but there's a strong chance you won't believe me until you see it yourself. Doesn't make it ok that your allies and the slinger choose to do this but hey dbd is a mess of a game.

  • No because all you have to do as a survivor is drop the key in a distant spot and pick it up when you go to use it. Congrats you wasted a perk slot.

  • Introducing a bp bonus for the role that's in short supply would help correct some of this garbage. I literally dropped dbd because 10 min queues made me realize screw this I'll just play something else.

  • Recently ran a 30 game iri headathon. Disclaimer I'm at best a solid huntress, not among the best that's for sure. After thirty games 4 games of which I lost and 26 which were stomps due to mass dcing and some just solid play. Somethings became very clear. This add on when it can be used generates unfair amounts of pressure. Most survivors can't come back from a good iri head start and its very easy to occur. That being said there are some major issues affecting modern huntress that I would like to bring up.

    A lot of map changes have really messed up a lot of ranged killers. There significantly more debris and loops you could fire over no longer allowing it. A lot of indoor maps are nightmarishly bad for huntress e.g. Hawkins, Haddonfield and lery's. This can be seen in recent kill rates where both slinger and huntress are performing poorly. Now one could argue its a skill floor issue but what people don't account for is the huntress and slinger lack of map pressure in the maps discussed above some will falsely claim that a good huntress will somehow generate enough pressure despite the points of there power becoming narrower and narrower in range.

    It has only worsened as time has gone on and in many ways huntress is particularly hurt by absolutely abysmal locker deadzones which alleviates significant pressure. I know the discussion is set on iri head and 100% think they need to nerf it but huntress needs some buffs or at the very least be in the devs mind when its comes to designing large distance locker deadzone maps. Most killers need this but especially range killers need some kind of map traversal increase. Not something that's maintained in chase but just a solid ms boost maybe post hook to try and get passed the inherent mobility and map pressure weakness which massively limits these killers.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1871479#Comment_1871479

    Whoops... I meant to saying I'm NOT the best player, but I guess that's obvious, since I said I'm average right after. Lol

    I honestly feel like people underrate just how truly balanced this game is overall. It's like people see ONLY escape and ONLY 4k as a win, which just isn't true. True balanced would be 50/50. 2 kills, 2 escapes. All killers except 3 are above 60% win rate in red ranks, which is very balanced in my eyes (outside of Freddy with his 73%. Lmao).

    It's people who have this misconception listed above that really have an issue with balance. Sure, you will get dunked on as both killer and survivor, but again, that's okay. You can't win them all. But if you still get 2 survivors killed or escaped, it is a draw on either side for me. Anything more than 2 is a win in my eyes.

    A reasonable stance but the general game swings in a sort of you get two kills your likely going to 4 k anyways or you get 1 kill and 3 escape. The hook tracker will be nice way of assuring a killer he did better then simply I killed X number of survivors only. Unless it gets to exit gates and kills during that period doesn't feel as much that you won but that survivors made a terrible mistake. In most cases survivors are annoyed at the lack of mechanics available to them so when looping fails they tend to say its op. For killer its the unwinnable situations that can occur. Take some meta builds ds, unbreakable is the current specter haunting the killer role. If a killer downs a survivor especially if its an arduous game seeing unbreakable or ds rob them of the pick up/pressure respite is soul crushing. This feeling can come across for survivors like exit gate being spawned alongside each other with hatch nearby or just a very oppressive build like undying ruin. Its more individual mechanics driving a player mad. Downed immediately off hook is always going to feel awful it would be nice if there was a way to punish the bad unhook with the unhooker eating the down but that would cause a slew of new issues and exploitable nonsense.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1869893#Comment_1869893

    As a survivor main, I honestly have to disagree with this. The game is in an overall fairly balanced state. Sometimes you win, sometimes you lose.

    I get slugging sucks, especially against the Twins, which I do think is actually problematic.

    Other than that, both sides have strong and garbage perks, which is okay.

    There are a few anti-slug options out there, as well as Styptic Agent and Anti-hemorrhagic syringes, which both can help in stopping slugs/hook issues. Or you can also run BT and DH. Once you unhook, DH and they take the BT hit and the killer just lost all of their momentum.

    The biggest issue is honestly a lot of the community just isn't very good at this game. But gonna say I'm the best player out there, since I would say I'm fairly average as well. We just have to make more optimal plays the help save the game.

    Couldn't agree more. New influx of players from crossplay with less hours so this is to be expected. The twins was a massive mistake no doubt about it. I don't envy the person who's left with the arduous task of balancing that killer.

  • If I was to compare what your asking for it would mean giving and hex undying, mettle of man level of power to survivor both of which had to and will be nerfed. Slugging is basically how high level killer players overcome excellent survivor player without it high level killers will lose vs high level survivors. It means the killer always has a chance to come back from a game. Making it so survivors can ignore the consequences of being slugged while ds exists in its current state is asinine. Someone was saying that even if killers adopt slugging to get around ds survivors will still complain about slugging and demand it nerfed I told them no your just being cynical but low and behold here we go again thanks for proving me wrong. Killers get low quality gen regression perks because it would be dumb if a killer could just lock survivor entirely out of a win condition by equipping a perk, never mind having it be base. slugging has a perfectly easy counter don't get god damn downed. Now if your saying as survivors you feel like your kit is underwhelming or lacking any nuance techs for some of the more difficult killer I can understand that. What survivor needs now is more ways to manipulate scratch marks and throw of the killers tracking not more second chances. Deception is a fantastic addition but if your advocating for more blunt force survivor strategies then you have no concept of just how asinine the suggestion is.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867864#Comment_1867864

    Unbreakable can help you resetting your whole team after all of them made super big missplays.

    There were also times where i had to force people out of the exit gates to prevent further saves but while doing so the person on the ground got up and escaped through the other exit gate/hatch.

    It definetely leads to free gen time because noone has to save you after getting slugged and you recover faster which makes it easier to pick you uo from the ground

    The location you downed them is likely less safe considering you downed them in that region. IF they crawl it will take a while since they will need to recover. Also undisputed fact we all know the 4 man slug fest is the killers ace in the hole if the game goes wrong waste the unbreakable not the ds. Removing a player i.e. tunneling is prone to many issues body blocking alleviating gen pressure to tunnel. Its a poor idea. However soften up the survivor by slugging a few in an unfavorable zone continue pressuring close gens and once either the ds time has elapsed or you down another target chain the slugs try and keep one hooked at all times with the subsequent slugged.

    The above op post makes no sense the assumption is ds is hurting them endgame or at crucial points the issue is the pressure reset. Now for excellent killer this is not an issue but those living in ivory towers need to recognize others do not have the same leniency in there games. I can eat a ds that doesn't mean every killer should. The pressure reset crushes a lot of killers who are still grappling with other killer mechanics someone who mains one killer will have little understanding.

    Then there's the excellent teams the ones who given an ounce of alleviated pressure will damn you. Strictly speaking optimum play can never be eating ds. You only eat a ds to style on an opponent. Fighting to secure a kill late game by eating ds is assuming you lose. Waste the unbreakable. Ds Hatred comes not from it deny the killer there kill but putting a pause on the pressure timer which for any killer with a lot of games should be obvious.

    There are a mountain of reasons to slug over eating ds but some people are so adamant on assuming there killer experience is the normal level that anyone can eat a ds and still have enough time to get the points they need to win.

  • Pretty meh killer very mediocre his saving grace is that hes is the sacred dbd killer face of camping. Were it not for bubba the insidious perk playrate would drop dramatically, were it not for bubba killer to survivor facetime would drop dramatically, were it not for bubba survivors would not be able to complete there daily hooked jumping jacks. I dare say bubba is a proud symbol of dbd killer traditions.

    In all seriousness though bubba like most chainsaw killer punishes poor positioning once you refine your looping and adjust your pathing youll see hes just an m1 killer that might instadown on semi rare occasions. I highly recomend you stop looking for validation and focus on improving your looping you seriously dont want to be the guy saying bubba op in postgame chat.

    That kinda thing is an easy warning that you struggle with the fundamentals. Keep your windows close and pallets close watch out for sneaky tinkrer bubba's (spine chill is pretty nuts).

  • Here my troll ds post give me validation. There i corrected your post.

    Anyone who actually believe what they posted would have backed there statements instead of just looking for attention poor show.

  • Honestly the game has been much more fun for killer now then previously. Actually solid regression perks like pop and the ruin update have made the game much more enjoyable and interactive. Cross play has introduced more fresh blood so the difficulty in high rank killers is not as astronomically high as it used to be. Now this could be the fact that I lived in the dark ages of dbd i.e. exhaustion reducing during chase, ds havign a power struggle activation level or in the case of an obsession instant, pickup was much longer and clunkier losing a lot of time. Oh and your killer options was billy or nurse which yes both got overnerfed 100% but the wide rooster of playable killers has the kept game fun.

    That being said op has a point with regards to a lot of longstanding killer problems that have existed for much longer periods of time. Map redesigns are centered on liked maps rather then the frustrating problematic ones. Haddonfield has experience no changes bar the elimination in massive length of fence walls which is proven false in multiple dbd clips. Keys are still unchanged though I personally would change the hatches spawn to 5 gens done or one survivor left instead. There is a fear we are going back into some awful balancing at least in terms of killer space. Nurse and billy was a massive failure both plummeting in popularity and many of its mains throwing away these killers in favor of others or just straight dropping dbd. It seems to me that the dev team are keenly aware of how to play survivor but lack any skilled or experienced killers to properly change there mechanic without massively hurting the desire for them to be played. Look at OoO response only data analysis no player perspective not even the teams survival rate just the individual using it.

    You can Bring up any number of excuses license limitations, easier things to fix but the longer these problems exist the more one has to question why are they continuously sidelining these in favor of continuously nerfing the killer. Using arguments for survivors that popularity doesn't mean it needs to be nerf but using popularity among killer builds to signal that it needs to be nerf. If I'm misinterpreting anything or missed something point it out recent history has been extremely unkind to killer let not even talk about the utter failure that was the twins that predominantly bugged up a variety of killers.

  • Here a thought say you change bbq and take off the 100% bp gain effect. Do it for about 4-5days. See if its run at all. Bbq is literally a bloodpoint boost thats it. The aura read is rarely ever useful since it super easy to counter via lockers or just sticking within the the massive 40 meters. In most cases a killer cant reach the survivor in time to make the aura read worthwhile unless the survivor stands still.

    I have turned to running thrilling tremors alongside bbq just because of how unreliable it is. I guarantee you if wglf stack could build up more naturally its use rate would skyrocket. The bp grind is horrendous in dbd bbq makes the killer role, (a role that relies heavily on perks to slowdown the game and snowball) more accessible as the grind is dramatically reduced i have taken chases to secure my fourth stack of bbq over killing another player just for the bp. Why would you want to change that?

  • Repeat after me whataboutism is a statement devoid of reasoning. This game is a time trial game every mechanic and ability that yield or negates pressure is speeding the clock up or slowing it down. If a side is hurt by a change while the other remains untouched the scale will lean to an unfair advantage. Now whats interesting about dbd is that in truth it has 3 sides to balance solo,swf and killer. Swf and solo need to be separated with solo holding more advantages to compensate for its innate advantages.

    Again whataboutism is a moronic concept that plays into the concept of evaluating something in a vacuum which any self respecting intellectual will tell you produces illogical and often foolish conclusions.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861928#Comment_1861928

    I'm talking about the situation where you manage to down the unhooker and the unhooked survivors. You hook the unhooker and then eat the DS from the unhooked. That's straight up the best approach. Wasting the Unbreakable works as well, but imo DS is way more problematic later on, because they can just smash a gen in your face if there's a locker nearby.

    If they give the locker ds you can take it. But getting it out of the way is resetting pressure every second matter stop wasting time eating every ds in sight. Slugging is and has been the way for high level victory as killer hit the unbreakable its a much fiercer threat. Your turning off your comeback potential by leaving the unbreakable in play. On top of that a slug draws other survivors to the position of the downed survivor reducing map traversal time wasted and drawing them to a zone that has less pallets. there is so much value in a slug but every killers ego is so big they have to eat the ds they have to show the survivor they don't care and play into the obvious trap of wasting there time. You think they care you tunneled them but there team got away no that was the goal they wanted to beat you and you played into it. I get it if your ahead who cares I can risk it. But if its a game being tightly contested don't throw.

  • Easiest fix in the world make hatch spawn at all 5 gens done or no survivor alive. The key still has the purpose of bypassing obnoxious gate placements and it still leaves the achievement intact. Anything like hatch save one person, requires an unlocking actions is overcomplicating the item and bringing a whole host of new issues that will lead to a worse solo queue experience why does behavior insist on taking the most ridiculous paths that yield even more complications. Any programmer worth there salt could program this in a heartbeat.

  • @[Deleted User] said:

    Eating the DS early is the best thing for the killer indeed. Having someone you can freely tunnel later in the game does wonders.

    No no its isn't. This line of thinking lacks any reasonable knowledge or gameplay tactics your just brute forcing ds. You need pressure slug em up waste the unbreakable not the ds. You can 4 man slug if ######### hits the fan late game that options gone if you chose to trade for ds instead. Any survivor team worth there salt is gonna deliberately obstructing and blocking there tunneling efforts. Its crazy what taking one hit can do for the tunneled survivor.

    You want to beat a tunneling killer very simple easy tactic push gens and if your ally is close by soak a hit so they can reach a better loop ba da bing ba da boom suddenly tunnel face is the joke of post game chat.

  • Your all wrong the real win condition for killer is to uninstall.

  • @Black_Fence said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861130#Comment_1861130

    I agree killers have taken a beating, DS was reworked once already and I feel it needs to be reworked again, I have put forward suggestions for a DS nerf and I feel it should be made into a true anti-tunnel perk. If you are downed off hook it stays active until you are picked up (and you can stun the killer) or another survivor picks you up and deactivates when another survivor is hooked. If you touch a gen it deactivates and if you get in a locker it deactivates after 8 seconds (meaning you can still use inner strength if you are being chased to try and heal) This means that killers can no longer tunnel but you don't get 60 seconds of invincibility including if a killer hooks someone else then you go and farm to get the DS stun off.

    Survivors have also taken a load of nerfs, hit validation is very killer sided, the amount of window hits I get from lunge attacking when the survivor is already basically through the window, or lunges through pallets where I get stunned but I still get the hit on the survivor. Not to mention the survivor heal nerfs. Not to mention balanced landing, exhaustion changes, double pallet removal and infinites. Killers complained about double pallets so bloodlust was put into the game, then when they were removed and so were infinites bloodlust "should" have been removed but it wasn't and when the Devs tested it the killer mains complained to no end. From my experience playing since early 2017 it goes in cycles were a bout of survivor nerfs happen, then a bout of killer nerfs happen then it goes back to survivor nerfs. Moris needed a nerf, keys need a rework (perhaps only let one survivor escape and only if they have met certain requirements) or perhaps keys can only be used to reopen the hatch after it has been closed.

    The sad thing is the game will never truly be balanced. in my opinion I believe that solo survivors need to be buffed to SWF level so that killers can then be buffed without the excuse of (like the ruin/undying nerf will be justified with) it is hard to counter as a solo queuer. The new HUD is a huge step for solo q. I hope they implement a totem counter (even if it is built into a perk maybe add it to kindered seeing as it is taken by most solo survivors anyway. I want killers to be buffed especially piggy (I switched to hag after the surveillence nerf) but I fear that won't happen until solo q are on a near equal footing to SWF, I also hope that the buffs to solo survivors only give information that is already known to SWF so do not unintentionally buff them too.

    These a lot of issues here so let me break down how these statements make no sense. Firstly suggested ds changes dosent account for gen tapping which can bypass hold for 8 seconds rule. Secondly making it worl with inner strength is a free health state which is just moving the problem to an extra helath state. Thirdly getting off the hook and getting downed still means you can unbreakable back up. Ds needs a flat reduction on seconds 45 seconds same as pop.

    Then we have the survivor nerfs of these only balanced landing is accurate. As hit validation coming from a pc connection with 54 ping on average. My hits do not go through windows unless they are mid animation or are hugging the windows edge. Then there hit thrpugh pallets which again dosent happen unless the survivor is. 5 second off my lunge hitting them. Its console and connections that need to be checked here. The key idea is terrible as your not addressign the core of the issie which is your escaping before you complete you main objective. Keys hatch needs to spawn at no gens left or one survivor remaing no excepetions same as moris only worling on the final hook state.

    Let talk bloodlust here. Why the hell should you take bloodlust out of the game when killers like huntress and slinger can get stuck on highly unfavourable maps like haddonfield and the labratory. There are still many uber powerful god loops on these reworked maps look at the building window on suffocation pit, disturbed ward (casting doubht on properly fixing the middle) or badham indoor areas. Infinites might not exist but you could bring them back by removing bloodlust in some of these regions or at the very least entity will block all the windows after a lengthy chase.

    In conclusion when is the last time survivor got nerfed in a menaingful way. All of these changes of recent memory were killer changes many of which were needed but the tactless lack of recognition for hitting both sides espicially after the twins patch is pathetic.

    You want to be a strong solo queue player you run kindred and at most your down one perk to get some margin of swf level of co ordination. Finally lets talk swf why the hell arent we just hitting swf with a heal and repair speed debuff that increase with the nunber of premades within the group only affecting the group instead of trying to raise solo queue players to 4 gens 2:30 mins speed.

    Survivor does need new mechanics a lot of its frustration as a role is its lack of options outside of perks. Wjeres the glyphs? Why is there little to no tools for manipylate killer tracking outside of perks. Why not have new items like noisemakers or snares. This tunneling camping nonesense would bother half as much people if they actually had options and a more robust kit. Stacking seconds chances on a survivor isnt healthy and evertyhing that gives a health state needs a go over to implement and open the path for a more interesting survivor role.

  • @Black_Fence said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861112#Comment_1861112

    As I said it will be good on high mobility killers (the ones that ruin/undying were good on) the killers that can naturally patrol totems/gens. It is a big build for trapper and hag. Will be good for nurse, blight, Freddy, Demogorgon, Billy, twins, legion, (Oni when in his power is high mobility) (Stealth killers can protect totems in stealth) doc can shock off of totems.

    A. stealth killers wont work we all know there location is gonna be gps tracked by the swf you will likely face in 1/3 of your games.

    B. Your perk will be destroyed the minute you commit to a chase no amount of defenses is gonna stop that once the team has pinned its position. It only take one after all.

    C. Taking time off protecting totems is time squandered not pressuring gens. Which is a terrible trade as long term there generating more progress.

    Ruin consistently performs because it almost guarrantees generating some value. Getting an instadown which is the objective can be achieved with perks that require way less investment and risks.

  • Looks at behaviors patch history overall. Wait this game has a huge survivor bias

    Behavior pulls out nerf gun always has been.

    No news on keys, no news on ds, no survivor nerf at all of recently but killers have eaten 3 hard nerf over the last few patches one of which awas a prolonged buggy patch that broke half of the rooster.

    Pop nerf

    Mori nerf

    Undying nerf.

    These were deserved but again wheres the damn ds nerfs and key nerfs these have been a problem far longer and they have chosen to exaspeate the issues with soul guard and the recent offering changes. Poor show.

  • Expect bugs is all im saying i wouldnt be suprised if haunted grounds keeps spreading XD due to an unforseen bug.

  • @Black_Fence said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861086#Comment_1861086

    As Hag I 100% could but the fact of the matter is I don't need to or want to because I prefer getting my quad iri matches rather then kill the survivors before 3 gens have been done. With DH/Undying not losing stacks I could 100% get 20 games with 4ks getting at least 1 instant down with DH on all games and probably even a fair amount of Moris with it. The forever Freddy just needs his forever Freddy add-ons with the load out I was talking about.

    What its not a forever freddy if he just has the add ons. The point is (and i agree its nonesense) is to win the attrition game you need more reliable tools if you want to be consistent.

    I dont give a damn about if hag (naturally good totem defender) can pull it off i want to know if doc, piggy, legion billy any killer who dosent jave these kind of luxury can get value from the perk. If all your getting is an insta down on m1s then just run make your choice or dragons grip.

  • This isnt going to work. They will find the totem before you get any value still. You will need some kind of awkward totem spawn map to get this to work.

    Dh isnt used for a reason. It a meme perk that has zero competitive value. Your totem will be found and broken twice by accident yes the totem spawns are that bad. If you want ill run 10 survivor games and show you the still terrible spawns.

    Your forever freddy build dosent have a single stall perk are you insane. This all seems like dream land the idea youd actually benefit from dh is insane. Your gonna get gen rushed. But hey if you can nail out 20 games of a dh win streaks ill withdraw my statement.

  • Says something that half of the comments are trying justify hex undying nerf without addressing the ds in the room (again). While the ones self aware enough to see ds as an issue says not part of this topic because they know that the perk has been in an unbalanced state for a longer period of time. Sorry ds exists in this time trial game every facet revolving around time and pressure matters its a part of this topic because balance and player frustration is the key point here.

    There is no fire here look undying to strong reeks of hypocrisy. Hit the timer reduce the length of ds as a perk. The hell was the pop nerf for if ds get a clean pass. Literally 3 big hits to killer with an asinine killer releases that bugged half of the cast of killers and you just don't care.

    So lets look at these 3 notable changes and ask where did survivor get hit in this asymetrical game. Pop nerf, mori merf and finally undying nerf. Survivours got hit by (cricket noises) remeber this is the team that took 2 years to move on hitting ds before expect another two more if they decide to bother at all.

  • M1 killer with a slightly more threatening deep wound is still an M1 killer that losses to basic looping.

    Low tier garbage best left for newer players who can be afforded the luxury of not having gens pressured 24/7. I recomend picking anything else bar irridescentless trapper.

  • Whataboutism is the hallmark of an illogical statement. It is the assumption an enviroment in which the statement your focused on is in no way related to the item your discussing but dbd is a time trial based game so everything matters. Its impact however can be debated and in many case carious mechanics matter. So saying no stop talking about x item when x item is affecting the win condition of x side is moronic. Don't believe everything `you hear actually think about the statement.

    On the matte4r of bbq its a very easily countearable perk so much so I run an additional tracking perk usually thrilling tremors or discordance. I highly recommend you use the perk about 30 games in red ranks youll see that as far as crutches go its pretty garbage. Crutch perks is also kind of a ridiclous statement you won because of an item or perk in the game not really you just exploiting a broken mechanic. Any competitive fighting,shooter or moba game player will tell you the same thing they play what's best its not a crutch is the meta.

    You can appreciate the person who locks in the meme build the weaker character but that dosen't make them the best players. That is indisputably the one who plays the strongest build the strongest character well and wins.

  • You arguments are all invalid. Literally just drop the item your carrying when the killers approaching. Congrats his franklins effect dosen't work and you pick it up later.

  • Whenever the toxicity comes up hammer the collapse chat button. Assume teabagging/nodding is out to tilt you so you play worse never take it to heart many people want you upset so you play worse you define your own self worth not some jokers on the internet. Survival does not define a good survivor focus on your chase game always be thinking how can I do this better. Never ever say there is nothing I could do. In 99% of the games you play, there is always at least one or two decisions that could have been better.

  • @Zagrid said:

    The data that they use to make changes based on killers is from the top 1% of killer players.

    If they made survivor changes based on the top 1% of survivors, well there would certainly be more survivor nerfs than what we are seeing.

    But to be honest I don't think we need survivor nerfs. We need a solo player buffs.

    Bring solo survivors up to the level of an SWF team. Then buff all the killers accordingly. Then every survivor would have the tools to succeed if they work together.

    Or nerf swf directly with a healing and reapir speed debuff. Make the effect increase in potency with each member added. Start off with a minor reduction. I dont make these suggestion without knowing it woud affect my games since 90% of my survivor gameplay is swf. There are a lot of tool and co ordination at an swf fingertips. This would only affect the premade group of course.

    Side note kindred has massively improved the quality of my solo queue games. I feel its more mansatory then even ds.

  • If they did anything like this it would be a buff to deathslinger and huntress since crouching in loops is paramount to not getting hit. If anything behavior should reward good behavior some sort of commendation system.

  • @IronWill said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850868#Comment_1850868

    I guess you lack some kind of reading comprehension. She downed one, hooked and proxy camped. After one died: rinse repeat. Also yes, I run DS cause I solo queue and if there is no Obsession, guess what each and every killer would do.

    You posting a picture of yourself against a RANK EIGHT iri huntress (barely out green ranks) is hopefully supposed to be a joke. You want to compare the skills of a rank 8 killer with a rank 1 or 2? In your picture three out of 4 were red rank survivors, including you - looking at the perk similarities, I wouldn't even be surprised if you were SWF.

    Kindred is better then ds in solo queue trust me your team will be better with awareness which they will desperately need. I have won so many 3 v 1s and whupped tunneling killers with ease. There the most predictable and easiest. The secret is to block hits at key points and do gens separately none of this 3 person one gen ideocracy I see. There a strong chance that player is going to die but if the killer leaves that game with one kill maybe two it will send a message that the strat doesn't work. But if you have people suiciding well then the killer will continue. The ball is in the survivors court to give power to this playstyle relying on ds to fix this is unhealthy due to its many means of exploitation.

  • The changes were nothing short of artistic vandalism.

  • You know what I think is even better for team survival in solo queue. Kindred this perk gives your team actual awareness no dicking around with bond range limits aftercare awkward conditions. I argue kindred in a solo queue environment is better then ds. But then you actually have to view the game as a 4 v 1 and not be out to cover your own ass only. In a team ds is ridiculously exploitable effectively giving you free reign to pressure any gen for the next 60 seconds. If the killers aggroed that's alleviating pressure, if they ignore you that's a lot of progress on a gen. Even if they slug you then you unbreakable because of course you run both together if they eat the ds that a literal 4th hook state. How can anyone back ds balanced state argument when you can just rush over to the 80% gen and freely push it after being unhooked.

    Just today someone was complaining that I tunneled despite running to unhook in front of me with ds active how the hell is that tunneling. I don't believe for a second you people can be so stupid that you don't understand that your using ds as an invincibility tool not to stop tunneling. this perk need killer level clauses. Stuff like touching a gen disables ds, unhooking a survivor disables ds. The minute you take a non heal action ds should disable ds until the next point your unhooked.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1823209#Comment_1823209

    Dude 75% of those posts were from the same people if you bothered to read the names.

    So no it wasn't 95% of the survivor community it was realistically the same 10-15 people crying for 6-12 months straight.

    There is no history rewriting here.

    As for variety is regional as some killers are preferred to varying degrees over others in specific regions.

    Which region is billy preferred?

  • @jester20k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849296#Comment_1849296

    I've played hundreds if not thousands of killer matches. You win some you lose some, I'm not some turbo sweatlord that thinks if I lose a match I'm a worthless person and have to do everything in my power to win. This is hardly a serious game, if there is such a thing, i generally 3 or 4k using whatever killer even the crapper, and I do it without playing like a douche, I don't sweat for the 4k leaving the third survivor on the ground while I hunt for the 4th for 4 minutes, etc. I would rather lose playing fair than win being a tunneling dick, yeah ill go back to the hook if I got nothing else going on so I can get the unhooker, but the amount of killers I go against that will drop chase ON AN INJURED PERSON EVEN to go tunnel a person that was just unhooked halfway across the map is disgusting, or that I see on streams if there is no obsession tunnels off the hook because there is no ds and probably cries about ds here. Git gud Jesus christ, that person you're tunneling to feel better about yourself is a real person trying to play a game for fun too.

    I can agree with this aittude when the enemy team your fighting is playing for fun. However i disagree with claiming the owness is on the killer to make the game fun. Survivors define the tempo of the game just as much as the killer if not more and defines how the killer plays by the speed at which they push gens.

    I often use slugging as a means to test to see what level of play im at. They continue to push instead of help i know a firmer more competitive approach is necessary.

    On the statement of killers dropping a chase on an injured person. It is a very reasonable play the first hit is only half of the battle and as you know landing the second one is the real challenge. They could make it to the disturbed ward loop or a close equivalent to that loops level of power a simple well looped jungle gym can rob you of momentum. No comitting to the injured is not always the play. Acting like maintaining pressure is a sweatlord thing is really foolish.

    You can make allowances but claiming ds only punishes tunnelers as your previous posts imply is straight up illogical. If your happy with tje cream of the crop walking over you and taking there fun wins then be my guest. I and many others will compete and "sweat" to turn those games.

    Your perogative to make games fun is noble but it also assumes other killers don't mind getting beaten down by others who would abuse that kindness. Building the game around an exploitable perk and saying not everyone abuses just reeks of ignorance.

  • Only one purpose 5/5 for every facecamp bubba gotta keep the spirt of dbd alive and well.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1849407#Comment_1849407

    https://forum.deadbydaylight.com/en/discussion/comment/1849411#Comment_1849411

    To be fair,i can count on one hand how many good blights i've seen since his release.

    Nobody wants to play him :(

    In fairness theres a lot of killers to pick from. He also kind of demands heavy investment with little to any fun alternative killers with a similar playstyle. (dont even try to name billy anyone who's spent time on old billy will remind you he is a mere shadow of himself). If anything I'd look at billy poor boy is not the same since the asinine changes.

    Undying an obvious candidate for changes that feels like a foregone conclusion to be honest. I expect to see it lose its spreading effect or capped at 1 if were lucky 2 totem spreads.

  • Laughs in entity. Casual killer player in the distance drowning in bp. I still don't get why survivor yields so little bp.wglf is a lot better now which is great but you have issues liek victor nto giving boldness range killers locking you out of boldness because you need to hug those los blockers.

    Finally survival which basically has a limit of 5000 bp since there are so few ways to score survival. Granted additions like near miss on slinger means the dev team is getting better at improving survivor gains.

  • These teams are hilarious to play against and provided you dont act like a jackass immediately post chat there usually nice people. Something a lot of killers myself included are guilty of is big egos.

    Being humbled by the head on flashlight firing lines is humorous and probably the best way you can take time out to hone your mechanics since gen speed is no longer an issue for the most part.

    Its important to be able to laugh and accept you can make mistakes and lose survivors to saves because if you can then you'll be able to better spot where you mess up.

    These groups arent personally out to male fun of you. They like your own goals are out to do some impressive plays view them as competitiors not bullies.

  • The stars could be a reference to cosmic horror cthuliod aberrations. Beings that are cosmic. It could be related to lovecraft but re isnt a bad guess since licensingwise it certainly has massive appeal.

    If anything id like to stir conversation away for re as a candidate and think about what kind of cosmic/sci fi horror we could see. Aliens, lovecraftian it would be nice to see some kind of cosmic friend for the entity to interact with.

  • @jester20k said:

    My fellow killer dudes, if ds is such a problem for you, you are returning to the hook too often. Yeah you can get hit it with at other times, but if you think ds ub is anywhere near as broken as undying ruin, you're biased. Undyings aura reading needs to be removed completely

    I think you dont understand pressure. I highly recomend playing killer if you think every unhook should be free. Play 20-30 matches and see what happens when you let unhooks go unopposed.

    Answer you lose any presusre and slowdown you have. You enable gens close by to be worked on and pushed at a faster rate since there is two surviors together. Also and this is a concept many experianced killers miss as well your taking chases in new zones that have more defenses.

    Part of why strats like slugging and pressuring hooks is the norm is that you place the downed survivor in a weaker zone where the survivor can't just pre drop pallets they need to engage with vaults and more difficult looping tiles.

    Any time you alleviate pressure from a survivor your inviting a loss. If you let an unhooked survivor go they will often push gens close by. Many wont even bother with healing any time you let a survivor freely push gens you are making a mistake.

    People issue with ds to this day is a survivor with ds isnt healing post unhook. He hoping on a gen and pushing the last 20% out on a nearby generator. If you stop then you get a slug if your smart and even then if they unbreakable it resets your progress.

    You can't push gens and still have ds post unhook that is way to exploitative.

  • @NightWolfsFury said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848637#Comment_1848637

    I see Tofu 4k religiously, even before Ruin/Undying, WHILE reading chat and barely paying attention to the game.

    Not to mention, him and many killer mains are playing more and more survivor because "killer is too easy". Morf is on record for saying this as well. He just said it earlier this week on stream, same with Zubat.

    So Idk, chief. For people who actually watch these players, this smells of BS.

    4k religiously and they do guides and play this game for a living hmm some correlation here. Lets be real here the reason killers is easier is the large influx of new players and frankly atrocious matchmaking. Ive watched some of there streams and the number of console players and genral mismatched matchmaking is way worse now then it was.

    Not to rag on console players but there years behind the pc players and it shows and the large influx with crossplay is pulling many high level survivors down. Ruin undying is busted 100% agree I just dont see the point in nerfing something that has opposing equivalent opponet perks.

    Killer might be easier for vetrans but I can say with certainty its still hard as nails to pick up it has so many barriers to entry and it shows in the matchmaking queue times.

    If anything I'm nore annoyed how lacking the survivor is in mechanics and objectives. Killer has had a lot added in terms of variety of powers but survivor is the same dribble. Wheres the glyphs that were rummored, new items when and how about adding more means to obstruct or hide information like pained moans scratch marks without running perks.

    Id love to see survivor get some buffs but I don't want them to come whilst also maintaining the busted second chance onslaught of perks that continue to dog every survivor build.

  • @Starr43 said:

    https://forum.deadbydaylight.com/en/discussion/216752/even-otz-finds-undying-ruin-meta-boring-af

    Any repetitive meta can inevitably become stale and as a survivor you’re going against Ruin, bbq, pop etc so of course it gets boring.

    If you look at it through the killers perspective though. Literally for years tons of people that enjoy playing killer have been hoping for gen speeds to be looked at because sometimes they just fly by way too fast so SOME players (definitely not all) are simply using some perks to try and continue having some fun of their own.

    Do I think Ruin/Undying is fun? No but neither is doing generators lol. It’s much for fun engaging with the killer, helping out survivors, trying to Kobe.. all that jazz.

    Personally I think perks like Devour, Infectious, Agitation, Blood Warden etc. That’s my idea of fun so I’m not putting Ruin/Undying but to each his or her own, right..

    I won’t put words in someone’s mouth and can’t speak for anyone but I am an Otz fan like many others and Ruin/Undying is quite common in a lot of his “win” streak games because it’s effective especially when pressure is spread out. Some players run this combo and you might not even realize it because 3 gens pop during the first chase the killer prolonged.

    Fun options but a lot of what you mention has rudimentary counters or agregious issues like blood warden not opening the gates till last second. Hell they nerfed pop even tho its way more engaging then ruin. Pop was favored by the low pressure killers and now it really hurts its utility seems like a deliberate attempt to push ruin undying.

    Then you have regression perks like surge, dead mans switch and sloppy which all have arbitrary restrictions. Stuff like the m1 clause or targeting specific survivors. Ruin undying is consistent require little time investment no obnoxious hoops that is what half of these "fun" regression perks should look like.

    Instead we keep getting perk that demand we take time out to kick a gen or the m1 clause which is extremly aggravating. Thantophobia overall has been nerfed further. Its ridiclous suggesting a killer uses these perks wjen there just so bad.

    If you want me to kick a gen you have no idea how bad that is to take time out and the consequences that occur as a result. It gives distance to the survivors, allows better hook save prep, reduces time hook pressure so the surviors can take more tiem to work on other gens before needing to hoof it to the save.

    Going forward consider the following when maling regression based perks.

    1. Make the effects hit all gens globally not as powerful as pop but a lesser version that could help slow the game down. If the perk demans kicking gens it needs to be a lot stronger then garbage like oppresion.

    2. Avoid the m1 clause its is way more restrictive then you think and it makes killer builds for power based killers super limiting. Creates a lot of useless perks that the killer will never be able to use effectively at all. Looking at you surge.

    3. Avoid rng regression dying light and obssesion based regression creates a lot of scenarios where your perks can yield no value to little value which on 4 perk loadout is unacceptable.

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