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Zarathos

Zarathos

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Zarathos
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  • Bump this needs to seriously be addressed

  • In response to a teabag primarily maybe a 59 ds that they somehow get downed immediately after

  • Or you know just cut down the size of the corn so you can at least see somethings over it.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843760#Comment_1843760

    I'm not saying match making shouldnt be fixed, All I'm saying is that there is nothing we can do until they fix it so in the mean time you may as well use that time as a learning experience.

    Maybe if your a vetran to soem degree or even experianced but for a new player whos grasping the basic I like many others would suggest holding off on new players playing/purchasing this game. Its new players experiance is abyssmal and it shows in its god awful matchmaking.

    I would pripritise the matchmaking first nad if red rank players like myself have to wait longer thats fine. I want to see dbd continue to grow and not shrink.

  • Frustration in the context in being in cometition with someone is good an aimless frustration brought on by game mechanics you can't interact with in a meaningful way is not.

    It also helps to have some aides or advice on improving. Dbd is lucky to have the dedicated content creators it has. Ut good to see they recognise thsi with the fog whisperers prpgramme.

    Without there help the game would have died or at the very least not gotten as far as it did. Side note artist for this game have been doing an incredible job as of late feel likes it worth acknowledging.

  • @Ink_Eyes said:

    https://us.v-cdn.net/6030815/uploads/CRMJT3I2X9J8/111.png

    I'd say its unfair for red rank survivors who are paired with low ranks and have to babysit them the whole game, I had this match and I don't know what a rank 16 was doing in that game, but at the same time why am I being matched against red ranks? my advise is to take it as it is, going against tougher opponents will make you a better player faster than going against people who don't know what they are doing.

    If it dosent wear out the killer player and they decide this isnt worth it and goes "I'm out" this role sucks. Rank might not mean a lot high up but low down its important for gradually teaching killers. Were it not for the slightly more balanced matchmaking of old I'm not sure i would have stuck with the role.

    You can't just throw new killers into the deep end. This applies for survivor as well. This kinda stuff is a massive detterent and hurts the new player experiance. Im getting 3 green one purple at rank 1 and suprise suprise "rank dosent matter" was massivley dissproven by them all getting slaughtered in the first 3 mins.

    Matchmaking needs to be revised and queue times need to better respect rank difference of at least 5-8 ranks with some short term killer incentives needed to be put in place to secure the new player base they gained and encourage survivors to play killer.

  • Just had plague, pig, legion and hubba bubba the day before yesterday. No spirit, no freddy one deathslinger tho his rarity for me makes him a fun time since I don't play against him often.

    Are people sure slingers play rate is high i seen him only once in the past 15 days. You swear on the forums he was a rampant threat akin to legions launch.

    Im getting weird ranks ill admit. Matchmaking seems borked at the moment. 3 friends including myself queued up and after 5 mins we got a green plague with a green bubba in the next game. Were all in red ranks bar one in high purple this makes no sense.

  • I used to main og freddy. Running tr builds that was all about giving the impression of being everywhere. Stuff like dark devotion M&A. There was little draw to old freddy but being that hes the og icon that pulled me into horror I stuck with his janky ass. Nowadays i dont play much modern freddy hes much better now so he at least has more of a playerbase now.

    Slinger and huntress are my new mains. Range play just excites me more nothing more satisfying then trading the needle and landing unlikely shots.

  • @apathyinc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1842195#Comment_1842195

    I mostly agree with you, but in my experience the "fun" SWF is even more rare than the deathsquad. SWF does need tweaking because if we look at the average players, an average SWF is fully capable of easily stomping an average killer, even though their skill levels are equal. I'm not a fan of buffing solo to SWF level as an alternative though. I enjoy the challenge of solo play and think all the tools are already there to be successful without making the game too easy.

    So raise/maintain the power of solo as is, hit swf and most importantly add some new base game mechanics to dbd so survivors have more tools to combat power based killers. Swf needs to be tuned to allow for this without breaking the experiance on the killers side.

    The kill rates are definatly favoring killer now but i think it can be easily addressed once matchmaking (a lot ti say on how abhorrent it is right now) and undying, ruin is adjusted (saw that coming from a mile away). Whatever this rumored glyph content might be im hoping it hasnt been shelved survior is lacking options beyond just jamming a builds of second chance perks that have there own problems.

    Obviously a lot here but piece by piece hitting swf first follow up with ruin undying or both at the same time would be my priorities. Tweak ds for hopefully the last time and finish with some new glyphs mechanic that could add map traversal for killer and survivor.

  • @Phasmamain said:

    Huntress is a great killer to learn and is very viable in red ranks. Just don’t run iri heads if you want people to not dc

    It also robs you of more oppurtunities to hit survivors. Less ammo less oppurtunites to hit them since instadowns. It only really a spite add on you throw on for that one guy/girl who said some nasty stuff in the game before. Slurs reacist crap you know the type I'm talking about.

  • @[Deleted User] said:

    The problem for debuffs is what not everyone is tryhards who play swf. Someone who plays on weekends with friends to have some fun and is like rank 11 shouldn't be punished because 20000h combined swf groups exists. Where is no balancing that and BHVR will never do anything about it. Swf players are major part of their income too. You don't ######### with your income.

    And games shouldn't be balanced around them too. Killers are doing more than fine now anyways. Imagine if they made gens even slower and that you have to bring fuel to them or something. Kill rate is about 70% now it would shoot to 90% or more. Game is not fun as solo q now and most people still plays this imbalanced mess of a buggy game because they have nothing more in their lives and are kinda stuck with it.

    Issue is your kneecapping the solo experiance to preserve the "fun swf experiance". Perks and items are balanced so swf cant abuse them putting a penatly on there regression and healing that accumulate the more premades are present but keeps solos absent from the debuff is a great way to create a divide in power that gives solo play a reason to exist.

    Hell why would a non sweaty swf care about losing when there having so much fun. I have seen genuine fun swf groups. They don't do gens they spend all game trying breakouts, head ons and create flashlight blinding firelines. Tweaking the difficulty of victory for the sweatsquads isnt going to hurt chill swf because they don't care about winning.

    There already messing with the swf playerbase by failing to provide an adaquate number of killers for european servers. I know this because i play both swf and killer and the quue times leaves a big question why should I queue up for a 5-8 min game if the wait time is equal or close to equal to the time spent in game.

  • @laKUKA said:

    The slug is the first reason I stopped playing this game. I am NOT going to play a game where I am 10 minutes on the ground waiting for the killer to shoot the remaining 3. I have more than 50 games on steam "to have fun" and have a good time.

    being on the floor all the time is not fun. They lose customers.

    So your the inexperianced survivor I have to pick off the floor and put on my back. If a killers slugging your ass heres some simple counters.

    Stop going underneath a hooked survivor. Start moving long distances away from other slugged survivors and if the killers gonna guard a slug do a gen close by.

    Perks like wglf is insanely powerful for countering this. Im glad i play with friends because this is exactly the aittude i avoid when it comes to randoms. Play it out show some spirit comebacks can happen but if your one of the indiviguals giving up and throwing in the towel then dbd isnt for players like yourself.

    I have had survivors give up immediaiatly because basement hook clown? We had one gen left by the end of the game despite the massive setback of 2 mins in having a hook sucide. There are 3 other players playing with you. Dbd is a team game you are obligated to play with your team if you don't care move on to another game.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840647#Comment_1840647

    this doesn't fix anything and will instead just increase the amount of SWFs that play, people would 100% rather face a bigger debuff than play solo and maybe get bebuffed as a solo if they get put with a 2-man / 3-man.

    and to top it off, killer ain't even hard, people are still pushing this idea that killer is as hard as it was 3 years ago and that just isn't the case, people really need to stop thinking they're the best killer in the entire game and that the only reason they lose is SWF, because that isn't it, you're just bad at dbd.

    Your misunderstanding which is fair the concept wasnt well explained. Firstly when you queue as a team a debuff is applied to your team dependant on the number of premades. After which you will be matchmade with remaining players who will not suffer from the penalty.

    This is in preparation for adding more powerful solo players advantages.

    B. Killer is easy is false once you consider that some killers are low tier and succeding on them is nightmarishly hard. Take your clowns and wraiths for example. This is important to acknowledge as blanket killer easy is gonna undermine your point. Yes if you lock in freddy sure its gonna be easy even against swf you have a solid chance of succeding.

    But there needs to be a distinction vs solo and swf play something thats competitive as opposed to just more bp. Otherwise any buff directed at survivor will benefit swf as well as solos unless its aura reading which will undermine a large number of survivor perks.

    They need to be segreagated differences. if you dont have any ideas and are just shooting ideas down how is that in anyway constructed. Think how do you adjust this. Hell make it like the bloodlust experment a two or five day test to see its impact.

  • Honestly I'll take em for now. Hits can leave me annoyed but up until I started getting these killers our lobby was like eight minutes per game. European killers outside of russia arent common and it dosent help the console players are mostly survivors based on my experiances (they could differ for you) so a lot of my killer games are against them.

    Its gonna be like this for a while until console players upgrade and maybe pick up killer. But who knows maybe more survivor players will play killer that would be nice.

  • @GoodBoyKaru said:

    If SWFs are the issue tell me why I can have 30 games of killer in a row whilst having fun but I go into one game as survivor, 4man swf or solo doesn't matter, and have such a ######### match that I close the game?

    But okay, everything is the fault of the swf.

    Because your skill and experiance as killer will have a greater impact on the game then being one teammate as part of a unit of disorganised randos.

    You cant have a strong solo survivor experiance because of swf. So point nerfs at them to enable solo specific buffs. I. E. A penalty for premades that increases in potency the larger the lobby. With minor healing gen regression debuffs at first that scales as the number of premades increase. Solo player will be immune to this.

  • @Ink_Eyes said:

    I'm not saying SWF is balanced or fun for the killer but I get the feeling that if SWF wasn't a thing the survivor population would considerably go down. I myself don't wanna play with randoms, I would have never started playing the game if it wasn't because I can have fun with my friends...

    So just reduce the power of swf by adding a debuff that stacks according to the number of premades. Make it so healing and gen speed progression is reduced to account for more co-ordination and start buffing solo play so you have more power but less co-ordination as a solo survivor.

    Why is every nerf to survivor targeting survivor as a whole hit the premades not the solo players. You could raise the number of base tools to give swf level co ordination to randos but the devs keep saying they don't want that. So just hit swf then. You can start with small reductions and escalate them if they are proving to be ineffective.

  • @Trashmaster said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840381#Comment_1840381

    Nurse is an incredibly easy killer and any claim that it would actually be hard is just total bullshit. Survivors have learned to play around the nurse, they know the tiles that are just plain painful to blink through, they know where they can break line of sight, they might also have played against the old nurse and reworked nurse is considerably easier to play against

    Wait are you saying adding cooldowns on top of her existing cooldowns overall reducing the range of her blink and nerfing her add ons as well resulted in a killer who has alienated her fanbase. Wowe who a thunk it. Ya even before new nurse I was los breaking her and pulled some crazy long chases ya nonesense 5 blink nurses had to go but they overshot the nurse nerfs.

    I know everyones will say god nurse will wreck you. But how many of those still exist. It feels kinda silly to be afraid of a killers op state when there playrate is so abyssmally low so you just create restrictions that are boring so the main nurse playerbase just drops her because shock horror spending X% of the game stunned and waiting on cooldowns makes for a misrable experiance.

    In fact this apploes ot half of the unplayed/low winrate rooster. There power either dosent work or has long cooldown periods that make them misrable to play.

  • @Canas said:

    Plague is objectively the most forgotten killer in the game. There's a reason why she has the lowest pickrate of them all (2%). She also hasn't had any new original cosmetics since 10 months.

    Dont you mean the blight whats is this alien killer you speak of. Obviously im measing around but yea forgotten killers go

    1. Plague

    2. Pig

    3. Legion

    They all came out during a time when devs really struggled to make both competitive and fun killers. Though I argue being somewhat competitive is often a baseline requirement for a killer to be liked.

    Pig and legion are in ways more aggregiously bad since both have recieved nerfs despite being weak killers. Plague got some kind of buff which was nice but her power being limited to how much a survivor cleanses is the core of why she as a killer is just awful to play.

  • Paddy cap, farmers jacket with a fuller beard. Weapon wise give the redeemer a slicker green gold design. Do not go shamrocks please if theres anything that drives an irish man like myself mad its the four leaf clover nonesense.

    Make it some kind of homecoming type skinline. Have yui with some kind of kimono im sure the more culturally savy cab come up with some unique takes on what kimono could look like but you get the idea.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840144#Comment_1840144

    this punishes solo survivors more than pre-mades, one team of duos and the other two solos have to deal with extended healing and gen time bc two friends are hanging out? lmao.

    The effect stacks and increase in potency. With a small debuff that escalates the more premades are added. Two friends debuff is going to be lower but does need to exist. Solo play suffer for swf nonesense "hanging out" is still possible you will just wont be horrendously punishing the experiance of solo play by forcing the game to balance around swf.

  • I'm all ears for better tracking it will give you a feel for survivor movement for ranged killers believe me its distinct from your close range killers. iron maiden for reload. Corrupt intervention to help with early pressure issues. Finally some slowdown dying light or pop goes the weasel.

    Also do not be afraid to hold the hatchet sometimes just to zone. Don't be afraid to throw a few long range hatchets to limit test as you get better.

  • Swf fix again repeating this again. reduced healing and gen speed based on number of prematched teammates. It reduces bullying by making the healing take longer. Forces swf teams to dick around less as gen time is gonna be harder. Solo queue should not be balanced on the same level as swf and pretending it doesn't exist or doesn't matter is negligent at best abhorrent at worst. Disable certain perks like OoO on swf teams. Finally start looking at solo based buffs like kindred like effect base maybe not as good but similar to help solo queue players get a better read on saves.

    Side note op were getting rank 12 killers as a lobby of 3 red rank survivors premade no green ranks pre lobby there something fundamentally borked about swf matchmaking, Still disgusted monto and ohtofu pals got matched with a fking rank 20-18 trapper.

  • Nuanced killer design that feels oppressive because survivor options outside of looping is trash. Thats the core of the issue many will cliam spirits the issue no killer design like hers is unique and pushes boundaries. Survivor gameplay is the same tripe and needs innovation. Where's the glyphs that were promised why does every unique new survivor option come in the shape of a perk. The last quality of life update for survivor was lockers. We need more options like this not another perk to slot into our bloated builds. Yes nerf the busted crap keys, undying, ruin, unbreakable and ds. There's so much I would do. Not release another chapter that does nothing but breaking 6 or eight killers. If you need money stick with the cosmetics there clearly rolling in the money not that I care.

    I know its ranty but I just hate seeing the community go nerf the unique concept of a killer as opposed to maybe examining the survivor role that desperately needs (unique passives)survival traits, slinger spirit hell the twins are gimped by odd restrictions just because it all has to play with a desperatly limited tools set opponents

  • @Ravean said:

    You´re wrong... I don´t like to play as Sonic

    The problem with being faster then light you only live in darkness sonic meme intensifies.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839095#Comment_1839095

    True but I took the time and alot of effort to understand Blight, I admit I might not be the best but I enjoy him nonetheless

    Blights power is reliant on map tile changes I highly recommend regularly testing blights limits when certain maps receive updates or bug fixes with certain collision. I can see him having nursesque problems but they will never be on the same level as I can't blink up this game is unplayable.

  • I suggest the opposite change the requirements to escape a trap to be at least two boxes with add ons that increase the number of keys required.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834414#Comment_1834414

    I agree, I feel like one of the many things people do is they overuse the power.

    You wont know the limits of the killers power until you test it. If you played huntress testing your range cost you hatchets and time. But sometimes it not about playing optimally its all about slaming your head into the wall till you break the damn skill cap.

  • Killer thrilling tremors. Massively powerful way of spoting survivors and figuring out what locations are being pressured. In conjunction with pop it goes a long way.

    Survivor is iron will injired sounds are an amazing tell for reading a survivors position. You can abandon a loop and slip past killer with some cheeky ingenuity.

  • Advice op force the m1 hit never get caught in the open. Focus on keeping a vault and a pallet close by. Experience will get you there on how to route and plan out your movement. Also avoid the forums and instead watch videos to teach things like routing and optimum positions to hold at loops. OhTofu does quite a few dbd survivor videos that can help teach how to use certain loops that will massively help. Dbd is a snowbally game you will lose hard or win hard very few situations does a dbd game end with both sides performing well. Don't get annoyed by a killers power especially when your learning the more advanced mechanics of how to deal with them. Take each L as a opportunity to look back and ask what could I have done better.

  • Core issue with the build is the offensive approach plain and simple get unhooked gen is 85% close by. You run over to finish the gen killer rushes back to stop you. Downs you. He knows you have ds and decides to slug you so you dont finish the gen you unbreakable finish the gen.

    The killer only sought to prevent you from diving the gen close by but his options were awful no matter what. If he eats the ds he loses pressure and resets your health state. If you do manage to punch out the gen then you lost a gen he now has no hook and due to ds long cd it's very easy to hit a 55 second ds. Which can happen after hooking someone else.

    Ruin undying is strong and i agree it can be toned down. In fact i called the damn thing ages ago. But op your forgeting that og ds existed in a much more broken state for more then 2 years. With the reasoning being they wanted to fix the perk instead of nerfing it to unplayability. Why should hex undying be nerfed out of the meta if ds didn't.

    Make no mistake ds and undying share similar levels of power. If you don't believe me pull a 4 man team together of ds unbreakables and see how much damage you can do its absurd. Then theres the fact that undying hex ruin dosent fit every killer. I'd argue half of the rooster have way better builds then trying to awkwardly jam ruin and undying.

  • Tunneling dosent win you games not unless the surviors gives you the free win. Slugging is way better method of victory. Baseline kindred would do a lot to help this imo.

    Pushing out one survivor involves likely eating ds and giving free reign on gens which can be hammered out very fast. If someone thinks there good for tunneling gg em and move on no point getting fussed about how they play. Eventually they will get punished for this playstyle. I did and learned much more effective ways to win games.

    You never should let the opponent define the reasons why you lost. You should use introspection and examine your play patterns looking for ways to improve sometimes you can't do mucj but likely there always decision points you cpuld have made that would have yielded more time for your team.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1835103#Comment_1835103

    I mean yes that's the point at hand. If you cant loop a killer because of something outside of your control why play survivor all you have is chase interaction outside of gens. I'm willing to guess you're the pre throw, w key killer main. You aren't very good at survivor so you do the cheese strategy and call survivor easy right?

    I think thats a survivor problem ie the role is lacking in gameplay mechanics. You have vaults and pallets. Any nuanced build is limited by often being very perk intensive and weaker then just running 4 second chance perks. Not to long ago I brought this up but everyone was so focused on the op killer no one thought wait maybe survior as a role needs new options that arent locked to a perk pool.

    Deathslinger counterplay is not looping its literally holding the hell out of w and making him walk a long distance to get los on you. From that point on you need to try and draw the chase out as long as possible to force him to take riskier shots. If he only takes the easy ones the slinger will run out of time.

    Not every killer needs to be locked into the looping defines balance nonesense. Only an inexperianced survior use ability to loop as a line for judging the balance of killer. If anything mobility is the key defining element that makes a killer powerful. Cough, freddy, spirit. I genuinely can't take arguments against the slinger seriously.

    They always theme around fun which is subjective and an illogical measurement of balance. Only issues hate towards his strenghts never once addressing weaknesses and maybe how to fix him. Step it up.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834622#Comment_1834622

    Fine if you really need an explanation, here. If you are in a power position at the start which can easily be changed due to bad game design, and you eat one or 2 ds as soon as they start doing gens too fast you can decide to tunnel the people without ds and because they don't have it now you get extra pressure AND can turn it to a 1v3 which is super killer sided. I today hooked a girl aftee she unhooked a Laurie and Laurie was on a gen so i ate her ds and when I downed her after she got unhooked later I tunneled her because the girl I carried dc so I could just end it instead of wasting time finding the guy who saved her while letting her leave.

    Alternative method slug the laurie leave her on the floor next to the gen. Locate closest survivor knock them down or injure them. 3 hands are now off gens so let break down the advantages of both plays.

    Your plan allows swifter kills later on a point wheere survivors are weaker anyways due to lack of pallets and resources.

    In my plan I have taken 3 survivors off gens you have taken none off gens at a vulnerable point in the game where survivors are at there strongest. They are all spread out and are in areas with much more advantageous looping positions. I could go on but the is so much value in slugging.

    You pull survivor into dead zones you tale immediate pressure off. You leabe no time for save set up and if someone else is hooked you have more time to put pressure on the other sides rescurer. Yes unbreakable but your choosing ds or unbreakable. Expend unbreakable. Slugging is wayore advantageous. The 3 v 1 is often gonna come up to late to matter with a push early kill strat even if you push others off gens along the way.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834646#Comment_1834646

    OP said that it's impossible to take the DS without losing generators unless you're playing against bots. I said that it is possible to get rid of the DS early even against good teams (and it's way better than slugging because they probably have Unbreakable anyway) and my advice was that he should step up his map pressure to be able to do it instead of calling everyone "bots". I just didn't tell him to "git gud".

    Up map pressure needs to be tranlated in this context. It dosent mean anything besides git gud until you point out what it actually means. For example maybe stop commiting to chases and spend the first few minutes driving survivors of gens. If you down a survivor dont immediatly pick up if there a survivor close by try and drive them off the gen and come back for the downed. Target regions groups of survivors as opposed to moving into locations with one survior. Spread out damage. Only ever target a survivor if they are on deathhook.

    Its annoying i get it. But a lot of killers need more simple advice to improve. Its not an easy role to pick up as you know. I do disagree on slugging for a lot of what i stated abive you want pressure now not later. Burning unbreakable is much better then ds. Much less safe and you have a lot more gen pressure then eating the ds.

    A goid start is half the battle eating dses is the opposite of that.

  • Tldr a bigger player base is good for dbd irregardless. More vetrans will likely be present in pc due to its being the initial place to have started playing it.

    I'm not gonna argue that pc outperforms console because there are a lot of people I know who dont have very fantastic machines. Some perform slower or at the same speed as older consoles gasp. But experiance of most pc players is likely just more since your more likely to encounter vetrans.

    I do dislike how metrics for dbd is your good or bad but thats an internet thing. Nuanced thinking about where a persons skill level is at tends to vary dramatically. For instance in a chase im hopless at spotting a trap so hag and trapper can end up kickiny ass. Throw an excellent blight, huntress or slinger and its probably going to be a difficult but I'll hold my chases pretty well to a point I'm not worth chasing. So surviour play can vary across experiance with x killers.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834011#Comment_1834011

    You'll lose a gen because of DS only if you continue to chase the person that stunned you. What I'm telling you to do is taking the stun and go pressure generators.

    I play this game on a daily basis and I constantly win against good teams all running DS+UB. I'm pretty sure they aren't the bots you said they are. Maybe it's you that needs to step up your map pressure and chasing ability?

    This is exaclty what I'm talking about your assuming that a killer is playing as a vetran with a large amount of experiance. Reality is many middling killer players need some playstyle thats going to get around ds and minimise its dmg. Not everyone is gonna be able to tank that pressure loss.

    Telling someone to "git gud"/up there game is useless. Slugging the ds player is a sensible solution for middling experiance killers. Its also mandatory vs sweat squads but they are not that common I concede on that. Keep in mind killers of all level if you cant comprehend the middling killers dificulties and are unable to offer guidance beyond git gud then your wasting there time.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1833665#Comment_1833665

    We can agree to disagree. A stun is stun is a stun. It is lost time, but hardly the end of the world. Even if EVERY Survivor took DS and all of them used it on me, I lost a total of (20) seconds. I would rather lose that early in the game than late. More to the point, if I'm keeping up good Generator pressure, twenty seconds is not a concern.

    Your forfeiting slug pressure that is far more valuable. I can buy that if you have enough experiance you can facetank a ds but chalking it up to 20 seconds discounts additional hands in play on gens which multiplies the total gen pressure. It creates active survivors that's the core issue I have with this way of play.

    It important killers with less experiance get guidance on how to play more optimally so they can respond to difficult situations. Getting killers to embrce slugging is paramount to improving as killer and helps when behind.

    Tldr at certain levels of play eating ds just dosent hurt as much. However its important to respect slug value when going even or behind. A place a lot of average killers struggle to come back from.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1833665#Comment_1833665

    No he isn't blind because everything is easier once ds is gone and if youre scared at 4 or 5 gens maybe you need to derank

    This game is snowball by design. Not just for the killer side but also survivor. Longer periods of time without pressure with more hands on gens equals so called "gen rush". But i have an answer and reasoning backing my statement you are merely accusing others of being skilless.

    No explaintion on how it becomes easier. The only time a person can eat a ds is with a lead or going even for a lot of medium experiance killers eating a ds can very well be a death sentence. My experiance is often demonstrated to be true when you see the amount of slugging that occurs frequently in higher levels of dbd play.

  • Huntress hatchets have beachball levels of width. This is good and bad. Your hatchets will collide off more terrain but hitting survivors as they turn a corner is more likely to occur.

    Then theres the next issue this is survivor hitboxes so claudi might be smaller and harder to spot then david but she still has a similar hitbox so something that would hit davids arm is gonna hit claudette even though she has a smaller frame.

  • I get survivors dcing and suciding against clowns. Honestly survivors need to be locked into there games. Oh you gotta dc because life cool get a temp few min ban not an issue. But survivors who give up because of x killer are absolutly awful. Its not just freddy any excuse of i hate x killer.

    Killers nodding fkem im dcing eww doctor screw this. Hello there were the other 3 survivors you entered a game with can we at least kick you from ever entering our games again. Better yet create an element of matchmaking where dcing players are more likely to bump into each other. Let em play with there own kind so they can see how it feels.

    How can anyone sit here and go ya its freddys fault the survivor is literally a petulent child who threw a tantrum and has ruined the game for everyone and your all enabling it. God use some self reflection.

  • This killer needs a full rework. Its really sad to see a killer like this after the blight was so good. This killer dosent play fair and punishses the player for doing so by having slow poke charllotee drag her ass to a sirvivor victor downed 20 seconds ago.

  • @Sluzzy said:

    It is so rare to see a DS have benefit in a match much less win the match in an endgame scenario. When it happens, it is a nice clutch like a killer using blood warden to catch someone at the exit gates that didn't leave. Oh, but DS is soooo unfair endgame!!!

    On the other hand, killers have the pleasure of having guaranteed benefit of Ruin/Tinkerer/Undying, etc.

    DS is a weak perk, especially compared to perks like dead hard (free health state multiple times a match) and NOED which skips a health state.

    The fact DS is complained about when all these other perks exists in their monstrosity shows how powerful tunneling is. If a killer can tunnel someone out of the match early, it is a guaranteed win for the killer.

    If it was a weak perk every survivor wouldn't run it. The same cant be said about undying hex ruin. Many killers can't run it because they lack the mobility required to make it work.

    I cant believe someone can say ds is a weak perk. I challenge you to enter 10 games and count the ds in play ill do the same. Ds is ingrained into every killers conscious as a thing to play around. Its mere existence threatens a killers ability to tunnel. Without current ds dbd tunneling would be on another level.

    Ruin undying dosent play nicely with a tunnel playstyle. If you tunnel with ruin undying then ruin dosent work. Ruin undying works when the killer splits his focus across the map and is continously pressuring survivors off gens. You need more killer experiance if you have no concept how even the build works.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/215130/taking-the-ds-early-is-not-counterplay

    You’re not meant to keep tunnelling whoever just stunned you, you’re meant to simply get rid of DS, and then resume pressuring the other survivors.

    The goal is to make sure every survivor is very vulnerable by late game because none of them have their DS anymore.

    Never in any match where I have been intentionally going after someone I see that was recently unhooked to eat their DS early game or mid game have I ever regretted it. Not once.

    This advice is awful. Pressure is how you win games never surreneder an inch. Eating ds loses you games. It detremental to your success as killers victory condition is best defined as removing as many hands off gens and snowballing your downs.

    You will lose the attrition game. You will lose the tunneling game never ever give someone ds. Your 100% right op. Slugem up and have a clock close by to count the seconds if there on the ground then thats just as good as them being hooked. Seek other chases in the interim and if you see someone heading back to the slug smack em down.

    If you don't regret giiving up pressure your blind to the consequnces of your actions. This is another active survivor and precious time surrendered to potetntially tunnel someone down later. Ds will always be a problem perk but understand the slug method is best. If you wanna burn a powerful perk let it be there unbreakable not the ds which will just drain way more time.

  • How many twins do you play against I had only 2 out of 30 games since there release. Its actually the first killer I haven't picked up immediatly mostly because there playstyle is so boring.

    You want to nerf them wow. This has to be bait. Also for those who want changes what could you possibly do to salvage this killer. Slugging is the defacto way of winning high rank games dont delude yourselves. If you got an issie with the killer suggest changes not nerfs. The killer is in desperate need of a rework not a nerf.

  • One point is undisputed the playerbase that came to enjoy these killers have evaporated. Which suggests one of two motives it was unintentional and the devs don't have a clue on how to fix them or it was deliberate so newer killer with more fluid mechanics would not be overshadowed by these juggernauts. Remember billys rework came shortly before blight. Which stinks of foul play.

    Someone needs to reinforce that cooldowns arent fun. My total experiance of billy post rework has been limited to the release of the rift chapters which required billy for challenges. Up till that point it was oni or blight. It makes future nerfs to killers seem very worrying.

    Having played billy for those challenges granted overheating was bugged in one of those games I had never been more frustrated playing any other killer bar pre rework freddy.

    Since i dislike being negative without being constructive. Here some suggestion for billy. His overheat needs some nuance. Make it increase his speed whilst chainsawing as the gauge builds. If it hits past 50% the speed of chainsaw sprint movement increases. Finally make overheating your saw trigger an instant chainsaw sprint.

    That or just rip the overheat entirely out and bring better manuverbility to billy. As for nurse i cant recomend a solution without proper experiance.

  • Heres an odity yesterday me and my swf with a team of rank 5,5 and 3 queud up. You think we would get a rank 5 or 7. No on two occasion we got randomly matched with a rank 16 nea and a rank 12 meg.

    The meg isnt too far away I'll admit but its worth noting we were in lobby for 5 to 7 minutes. Of course the killer was some green rank killer because large queue times borked matchmaking.

    Mtchmaking as of late has been really bad. As killer im getting high end purples when im in top end reds sometimes greens btw killer queue is 3 to 10 seconds long somehow. Many of my survivor games are mid rank low rank killers despite exclusively playing with my group of 3 friends. Its jarring.

    Honestly if i was in behavior shoes id look into rasing the number of killer players. Balancing is something there not budging on thats plain to see from moris vs keys situation. Btw had two easy as hell escapse with my 3 man because of key access nice job there. Hell killers being so dominamt is likely the result of vetrans snd excellent players making up the majority of killer players. Go easy on the new killers its a 4 v 1 and from my experiance 4 people yelling abuse at a solo killer player makes it hard to build a varied killer base.

    Also consider maybe an alert for people in dbd to what is lacking in terms of queues and offer some bp bonus. Formula should likely be measured by a simple killer role is less then 4 times the amount of survivor bp bonus equals true for killer. This can apply to survivor as well if killer is greater then 25% of survivor player base survivor bp bonus equals true.

  • @Kees_T said:

    https://forum.deadbydaylight.com/en/discussion/comment/1830293#Comment_1830293

    YES I agree. I've started my journey to P3-50 all perks on him and I've been using the perks that I had, which Surge was one of them, and it's amazing. I played so much with Surge that after I replaced it another perk, the difference of not using it was noticeable.

    I wish the cooldown on Surge was removed ot at least lowered, such a great perk!

    Nice to see expermentation. I do genuinely think the long cd being reduced might make it to oppresive at least for the more powerful killers. It returns enough value by itself as is. Idclike if more killer power functioned with it. Demo an obvious one, pig dash. Soem of the weaker killers who often struggle could stand gain something from surge being more flexible

  • @Thratcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1830421#Comment_1830421

    Stop calling them bones dumbass, you sound like a 5 year old

    Ah buddy i m guessing you havent been around long. Its game terminology. Every community has there own joke phrase on an element or chatacter. When you stop and think about it camping is kind of statement that reeks of scout boy terminology.

    Booping the snoot an affectionate term to define poking the pig head. Is a ridiculous childish action. But people love it because some people arent gonna use the direct terms. Some people shockingly like to treat dbd as a place to blow off steam and have a laugh. Stop policing someones fun.

  • If there are two gens left and 4 living survivors stop assuming the killer gonna play nice. They need someone gone. I grasp super early tunneling sucks but for the love of god try and give the tunneled survivor a chance by blocking a hit. Im so sick of the the davids/megs calling tunnel on my behalf when he was healthy close by and unwilling to take a hit to let me reach the next looping zone.

  • Within the ecosystem its being used no. Against average builds yes. Its not something id run on every killer tho. Blight, spirit, freddy is all extremely powerful. But it is in the ecosystem of swf teams and second chance perk loadouts so acknowleding its strength without also stating its antagonists absurd advantages comes across as disingenuous.

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