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Zaytex

Zaytex

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Zaytex
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  • @bjorksnas

    So you're argument against how to survive against a good Nurse is to not die?

    That's biggest 5head I've seen all day, got anymore tips?

  • I like playing against Undying/Ruin because it gives me more of a reason to go searching for the bones and cleanse them.

    If the killer defends his bones, then it gives you free clearing to do the generators since you just need to hang around the lit totems and it forces him to chase you.

    Giving survivors another objective is a good thing IMO.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773732#Comment_1773732

    No. Even without sweaty Survivors gen speed is too fast to rotate through 12 hooks without tunnelling.

    If what you're saying is true that means that a killer should be able to find someone, start and end the chase within 40 seconds consistently. Even at that pace you'd only have 1 kill with no gens remaining.

    Do math

    You're not properly pressuring the generators then. Just chasing someone without any regard with what the other three survivors are doing (i.e letting them do what they want) is just asking to lose.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1776669#Comment_1776669

    You're allowed to complain about whatever you don't like, actually. Regardless of the "side" you play for.

    It's important to have the self-awareness that if YOU bring the strongest perks from one side, you have no right to put down the other side for doing the same.

  • Survivors cannot complain about Ruin & Undying if they bring the strongest perks like DS, UB, Adrenaline, DH, Iron Will, etc.

  • Hearing the Spirit when she is close to you isn't even helpful considering she can also hear you and will most likely smack you.

  • @TransverseCaster said:

    Put a pipe in it you miscreants.

    I've played 2 out of 3 games tonight where their entire teams had DS.

    DS is only a problem if you tunnel in the first place, so this comment implies something interesting about how you play.

  • All they need to do is introduce a "glimpse" mechanic to her Power, where every 1-1.5 seconds whilst phasing; you see a faint outline (think invisible Wraith but more clearer) of the Spirit's current location.


    This would give survivors a chance to actually do something other than just rely on luck or the Spirit's mistakes.

  • I'd make Corrupt Intervention base kit for Killers and Kindred base kit for survivors.

  • Weak.

    My Spotify list doesn't need Spine Chill to be effective.

  • Doesn't Legion count? I mean.. you can play as either gender..

  • What is even more sad is how Ruin & Undying makes good gen regression perks like Pop Goes The Weasel look bad because it is so good.

  • Would people consider Leatherface low-tier now?

  • Probably Felix, he's hot, and his teachables (especially desperate measures) are pretty good.

    For Killers, probably Leatherface, he sounds funny and his power is extremely satisfying when ripping through 2-3 survivors at once.

  • @Heartbound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1775946#Comment_1775946

    We agree with each other, a killer's skill is the big deciding factor in all of this. My argument is that if everyone got mori'd, they were probably going to die anyway. It's just like being one/two hooked because your team didn't save you. You just got a special intimate moment with the killer instead of floating up to the sky.

    Also while I'm at it bring back the Brand New Parts. I want to see modern killers poop themselves when 4 gens are done 30 seconds into the match.

    Also bring back pallet vacuum kthx.

    It's just much harder to win in comparison to using a red mori since you need 12 hooks and cannot bypass perks like DS.

    Not saying its hard to get a 4k as a Killer (which is amazing considering a 2K is the balanced result the developers want) since survivors can be potato, the difficult just becomes extremely easy if you have any idea how to play a killer with a red mori.

  • I agree, they should be removed since they're unhealthy for the game, but I doubt the developers would do it with the money and effort they put into it, especially for the kill animations.

    A change for them would be the most likely outcome, which should be something like:


    Keys: Only allows the holder to escape. Opening the hatch now has an animation of 2-3 seconds, which can be interrupted by the Killer hitting you, so you can't just escape in his face.


    Mori's: Only become usable once every survivor has been hooked at least once. Removes the aspect of tunnelling with a mori and gives the survivors a chance to get out.

    Ideas by Otzdarva, probably the best we could get.

  • Oh, a Trapper Christmas skin? Sounds good.

    I hope we get a few more.

  • @Heartbound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1775925#Comment_1775925

    I feel like the survivors I go against are much harder to hook/down than most people. The entire bloodlust outcry went completely over my head too. Don't get me wrong, eliminating a survivor is a good thing as a killer, but I've never seen a situation where everything collapses in on itself when the first survivor dies.

    Then you lose two survivors. Okay. Then another, then it's a hatch game. I get that.

    ...I simply don't believe a mori changes the outcome of the game. If you were going to stop the killer, he's still getting stomped. If the killer was going to stomp you even without a mori, it's just killing you with flair.

    Using a mori as a game changing offering kinda goes over my head too, but I believe Mori should be how it used to be where you were mori-able on first down and didn't need to be hooked, and NOED shouldn't be a totem and activate as soon as the exit gates are powered. These are wildly unpopular opinions in the current crop of players, but I haven't really seen a reason to change my mind.

    An ebony mori, or even a green mori are the strongest things Killers can bring because they significantly shorten the game down.

    For ebony, you reduce the win condition from 12 hooks to four hooks, which is even more powerful if you're nasty and immediately tunnel the first hooked guy out of the game.

    For green, like I said above, three survivors are easy to pressure into no generators being done, easy win.

    Mori's are just an easy win for the Killer. You might not 4K if you're terrible at the mechanics of Killer, but if you're even decent, you'll kill most of the survivors without effort.

  • I honestly think this community is just selfish and doesn't consider how the other side feels.

    Sure, you don't have any obligation to play nice, but when you play like an utter ######### (applies to both roles) all you do is promote more people to play in a same way, perpetuating stagnant and un-fun gameplay which eventually drives people to be bitter and toxic or done with the game.

    So yeah, you can sit there and go "Oh ######### the other side" or "omg entitlement" but I can 100% guarantee the second the other side is sweaty against you, you'll complain about it.

  • @Heartbound said:

    Ya'll laugh, but you lose the weak link on your team to a mori and you don't have to rescue them anymore. The rest of you loop the killer and escape. You've played matches where you don't get hooked once, right? An offering does not change the killer's loadout.

    Except it doesn't work like that. It actually becomes extremely easy to pressure the remaining survivors if you immediately remove one from the game as once you hook one of the three, the second is forced to rescue and heal and the third is being chased by you, meaning no one is doing generators.

    The only chance the survivors have to win is by forfeiting altruism or the killer is simply inefficient and gets looped for 2-3 minutes and allows the other two survivors to do generators for free.

    Even the weak link can hold M1 on a generator. It's why four survivors is much harder to pressure since there is always someone on a generator, progressing the game, whereas with three, you're not.

  • For survivors:

    Marry - Dwight, he's a cutie with kindness & loyalty.

    Kiss - Felix, he's ######### hot.

    Kill - Ehh, no one tbh.


    For Killers:

    Marry - Billy? He needs love.

    Kiss - Frank or Joey, hot af

    Kill - Nurse, idk

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/208123/would-you-mind-if-ds-was-base-kit-if-it-was-100-balanced-and-fair-for-both-killer-and-survivors

    No, there are better ways they can fix tunneling and camping.

    My general idea is.

    Fix camping by giving every other survivor a 100% bonus to repair speed (40 seconds to repair a gen) if you are camping a hook and there is no other survivor nearby. Give killer and survivors a notification that this is happening. Should behave similar to how the emblem currently works for camping detection.

    Also, make kindred base kit.

    Also, after reaching the second hook stage while the killer is camping and the other survivors have the repair buff (if 1 hooked then camped) you automatically unhook yourself and become "Ethereal" (details below) This means you will die on your next hook. This effect does not happen after all the generators have been repaired.

    Fix tunneling by creating a new status/buff effect called "Ethereal" which works as follows:

    While you are "Ethereal" you make no noise, no scratch marks, and are completely invisible to the killer. You are also unable to be hit and receive 100% bonus movement speed for 10 seconds. For the next 20 seconds, you are unable to exit the trial through the gates. If you perform any action, or are healed by another survivor during this time, the effect is cancelled.

    After you do these 2 things, you rework DS and BT to do this:

    DS:

    Works exactly the same as it does now, EXCEPT:

    • Lasts 30 seconds
    • While in the killer's terror radius, or in a chase, the timer freezes.
    • If you perform any action (repair gen, heal, do totem etc.) or are healed for one full health state, the perk deactivates.
    • You are now able to use this perk more than once.

    BT:

    Completely reworked.

    When unhooking another survivor while in the killer's terror radius, they gain "Borrowed Time". 10 seconds after being unhooked (after the ethereal effect ends passively), the survivor unlocks the "self-heal" option and are able to heal themselves at 150% healing speed.

    Remove being in the killer's terror radius as a condition for the perk to stay active. Survivors could abuse this.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773763#Comment_1773763

    its entitled to think you are owed that without being good enough at the game to earn it or fight back against it

    How do you fight back against a good nurse?

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773732#Comment_1773732

    yes and no,

    yes you can win without tunneling, no you can't win without tunneling without high levels of skill on a good killer, a ton of slowdown perks, or some mix of the two

    if someone can only win with tunneling that's because they are lacking in one of the categories and the fastest and easiest way to secure a win is tunneling, sorry its just that good of an alternative

    no you aren't bad if you can only ever win by tunneling because some killers just don't have the strength to always win without such luxuries even with a ton of slowdown perks, its you who is entitled for thinking they can't ever tunnel to hedge their bets

    It's entitled to want to be able to play the game without being removed in under 2 minutes?

    Yikes, guess I'm not allowed to have fun.

  • I have to agree, Spirit is the only killer in the game that gets me to suicide on hook.

    She's just miserable to go against and whilst she isn't entirely skill-less, she is definitely the easiest killer for the output she gets in strength.

  • @YoshisCookies said:

    https://forum.deadbydaylight.com/en/discussion/comment/1773732#Comment_1773732

    "You're just bad at the killer role if the only way you can win is by tunnelling."

    so what? DBD isnt my job if i wanna tunnel or camp as trapper then its perfectly fine too,

    Sure, no one is stopping you. But playing in a way that sucks the fun out of the other side and makes playing absolutely miserable just perpetuates toxicity and people from not playing the game anymore.

  • Players probably do not play Demogorgon because he suffers from the same issue that the Plague has, although not too much.

    Survivors control if you can use your power or not. Just as whether you cleanse and give the Plague her corrupt purge, you can decide to cleanse the Demogorgon's portals and essentially make him a M1 killer with a spicy dash attack that negates specific loops.

    That's the problem, in my opinion, it isn't fun to play a Killer whose power is dictated by the survivors.

  • @YoshisCookies said:

    I tunnel Im rank 4 I just cant play fair enough to go after every other person with the current gen speed and unbalance of survivor strength. I'll kill someone right away to remove them from the game to make it even

    No?

    Unless you're against sweaty survivors, which is not even a common thing that people on this forum tend to argue, you're perfectly capable of getting a 2-4K by hooking everybody and not resorting to tunnelling.

    You're just bad at the killer role if the only way you can win is by tunnelling.

  • I do think they should do more experiments like this, but just outright removing all of the survivor perks at once would be insane.

    We already know removing DS would promote tunnelling, when they could just change it to make it a true anti-tunnelling perk and not a free minute of invulnerability that it is now.

  • Agreed. There's been no difference in my games when playing killer.

    This change only impacts those killers who are bad at looping or decide to commit to a chase at a very strong loop (which you shouldn't do in most situations anyway).

    People crying about it are just overexaggerating.

  • -Communication would just add a way to be verbally toxic and nasty.

    -Giving comms to survivor's is a hard buff and would mean the Killer role becomes even more miserable to play as efficiency among survivor's is even easier to achieve and no longer requires aura perks, etc.


    Hard no for me.

  • They need to differentiate broken keys from actual keys that can open the hatch, as killers will play in a way that is nastier and less fun for both sides if they see one, only to look at the post game screen and see that it was a broken key and it could've been avoidable.

  • Another post telling Killers what they can and can't do whilst survivors gen rush, use every broken loop at their disposal along with every meta perk available to them.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758670#Comment_1758670

    I did not say you should not go back. I am not saying tunneling is always a bad decision. But you do have other options than going after the injured or stay in a corner.

    Those other options were of higher risk with less value. I had no information about where the other survivors were, so patrolling the entire map looking out for the generators being done was my only option, but once again, that doesn't always confirm finding a survivor.

    Going back to the hook for a guaranteed 50% of the survivors in one area was the better call.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758662#Comment_1758662

    I am playing killer. But when I tunnel I don’t act surprised for getting called a tunneler.

    If I was actually tunnelling then I would have no qualms about being called it, but its when survivors force me to tunnel that makes me somewhat frustrated.

    In a way, I wasn't even tunnelling, since there were no other objectives or survivors near the injured survivor.

  • Tunnelling is the strongest strategy if the killer confirms there is no DS/BT or has methods to negate either one.

    I understand its ''toxic'' to some people and its un-fun, but I heavily doubt the survivors in that match wouldn't have rushed gens and abused strong loops if they had the chance.

  • @izzy said:

    When I unhook teammate I heal them and if meanwhile killer gets back I just ran straight into them to take a hit for a injured survivor and only players who are afraid of their own shadow will just go and hide that's all their fault and hiding usually works for those players even if they escape somehow they lack of points and rank and the game will never be fun for them

    You don't even need to walk up to the killer and give them a hit for free, if you just run away with the injured survivor (behind them) and protect them from the killer and give them the chance to get away then you've done your job.

    Survivors will complain that killers tunnel despite giving them no option BUT to tunnel.

    And just like how someone joked about it in this thread, when I suggested for the healthy survivor to protect the injured teammate, I got the ''omg another killer expecting survivors to just hook them for free''

    Which is like ???

  • The way the PH played was toxic, since he did nothing but slug in that match.

    Now, if you had a killer who slugged when it was appropriate and allowed you to bleed out because he couldn't find you, or the threat of DS/wiggling off exists, its not toxic.

  • @gatsby said:

    Pyramid Head is relatively balanced. Being tormented is entirely the Survivor's choice, getting free hits at vaults and pallets is something multiple other Killers have as well, and using Punishment of the Damned to predict hits through walls and loops is skillful and has counterplay.

    Except being tormented isn't the survivors choice when the Killer uses his power in a way that forces the survivor to either be tormented or go down quickly.

  • If it made the generators regress faster than normal, I'd probably run it.

  • It's hard because the looping aspect for survivors is the main pleasure for the role, whereas too much looping for the killer makes it incredibly frustrating.

    I honestly think the problem is the map design and how there are far too many safe loops and pallets in the game. Some maps have up to ten safe loops and pallets back to back. The time it takes to chase a survivor in these loops makes all of the generators go by too quickly.

    I mean some maps are SO big killers without a mobility tool take a legit half a generator to just walk from one end to the map, to the other.

    It's difficult to apply pressure as Killer sometimes, no idea why you have to camp, tunnel or slug sometimes.

  • Blight is actually a strong killer with a power that is both fun and fair for both sides, whilst offering a level of difficulty to it when wanting to master it.

    The Twins have a concept which is strong, but in terms of gameplay, they're incredibly weak and don't offer much.

    Blight was one of the better releases that they've done in a while.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/205408/spirit-what-fun

    Same here. LEgion too as they're so dull and weak.

    I don't play Spirit anymore out of principal. Same with Freddy. I work for my wins.

    Hence why killers like Demogorgon, Blight, Oni, Billy and a few others are the most enjoyable and respectable killers.

    Because they're fair and not ''easy-mode''

  • Camping a hooked survivor because there is another survivor or two nearby is a wise decision, as you are occupying 75% of the survivors without actively doing anything.

    Now doing it when there is no one nearby, means you are only disabling 25% of the survivors, leading to a very common situation of all the generators being completed quickly.

    Yes it sucks, but it is something that that you need to deal with.

  • I feel like Freddy has so much going for him that it's almost ridiculous.

    -One of the best mobility tools in the game, which can be used to trick survivors.

    -In-built slowdown mechanic that adds a level of stealth to Freddy

    -BT just doesn't work against him, so enjoy getting camped.

    -Snares make looping easily punishable.

    It's a lot. I'd personally weaken his mobility out of it all, maybe make it so he has to ''snare'' or mark a generator before wanting to teleport to it, so it isn't a case of teleportation to anyone on the map, but rather a particular area.


  • @AskingForHelp said:

    my personal experience killers are still in the power seat. In almost every single game it’s 3-4K for me. As a survivor I’ll be lucky to live unless I bring a key 😂 survivors get stomped on match after match. It’s already not fun to do gens let alone stare at yourself on a hook. Killers got it so good 😂😂😂😂

    If all survivors are potatoes, then yes, the difficulty of the Killer role does go down considerably. But this game isn't just about rank 20's

    But if we are talking an average red-rank game, killer is still harder, that's a non-negotiable fact.

  • ScottJund idea to reverse breakable walls is probably the best approach to the situation.

    Making it so survivors have to build these breakable walls in order to strengthen a particular loop or structure unless the killer breaks it introduces another objective into the game whilst adding another way to play.

    But that'll take too much effort, so they'll never do it.

  • It's probably Spirit, followed closely by Freddy & Deathslinger.

  • @ChiTenshi said:

    I find she's mostly fine, but they need to tweak her post-phase movement speed.

    This safety net is fine for new players but provides too big a hit window for advanced players.

    She's not fine at all.. the Spirit is a Killer who makes your decisions as the survivor completely irrelevant, which is entirely frustrating and takes the fun out of the game.

    Killers like Blight, Demogorgon, Huntress & Hillbilly have strong abilities with equal opportunity from both sides to mind-game and outplay the other side.

    Spirit? Nah, she's either horrible or you make a guess and got lucky.

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