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amazing_grace

amazing_grace

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amazing_grace
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  • Yes, given this much information would make average to better survivors much stronger and borderline OP. It would elevate them to the info of a swf, minus the actual verbal confirmation of who is doing what.

    Although, if this change was implemented, they would be able to buff all killers without killing soloq, so maybe it would work out. It creates a new dynamic and is a big change that I don't imagine they would go for, but raising the power of soloq would allow them to actually buff killers to the point where swf have to try.

    Then again, this is supposed to be a casual party game, so I dont know.

  • I feel like this perk doesn't need these restrictions on it because the survivors have to get extremely close to the hook to activate it. Meaning that you can get a free hit on the survivor which would initiate a chase with them. You are basically getting a free hit because it brings the survivor to the hook.

    Also, in end game situations, it's not like the survivors can do anything else but just keep activating the perk and waiting for hook trades. It gives them time to reset I guess, but again, they must get super close to the hook. It would play out the same way, only thing they get is extra time to reset.

  • Not a required perk, good for beginners and can come in clutch for when killers camp or proxy hook.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130003#Comment_3130003

    Oof. Tough when there's like a hundred vault areas across the map tho

    I would suggest trapping windows that are hard for you to navigate to for getting hits, and not trapping windows that are right next to open door ways. That way you narrow down the windows by trapping the really good ones and just read the survivor's pathing when they go to the not so good windows where you can hit them by just going through the door way next to it. It requires knowledge of the map and some practice, so don't expect yourself to nail each match.

    A good way to practice could be finding someone to hop in a custom match with you and going to the map where you can either just scope it out and set some traps and then 1 v 1 the survivor to see what things can be successful or not. It's hard to find people to play with though understandably, but you can always try to find a couple willing people on the DbD discord server.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129960#Comment_3129960

    Cool, so you'd agree hag would be harder to use on this map ?

    Once you lose any resemblance of a three gen, then yeah, I would imagine it would be quite difficult to win as hag on the map. Between low mobility and needing to set up traps, I could imagine it would be very hard to get downs if survivors avoid your trapped areas and make sure to destroy the three gen.

    I don't think she is one of the killers who gets especially screwed over by the map because her power doesn't rely on LOS and she can actually set up choke points because of it being an indoor map. That being said, I kind of think it more depends on the skill level of the hag than the map for her performance. I would think she could do pretty well on this map as long as you are mindful of what gens are being worked on. Survivors can't really avoid your traps easily if you lock down hallways and certain vaults.

  • No, I do not like playing hag. It's always a mixed bag of results with her and it's mostly because I'm not a good hag player. There are some traps that I know are good and I can get some cheeky hits, but I usually get turned around when traps are set off. I'm also a bit slow because I don't bind it to scroll wheel.

    I probably have maybe 2/3 to 3/4 of my hours in survivor and the rest in killer. My main is Artist, but I also have been playing a lot of Dredge lately. Before Artist came out, I mainly played a lot of Pig and Trapper and a good amount of Myers. Although, I own all the killers besides Pinhead and Sadako, and sometimes I'll play others for dailies or ranking up.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3129884#Comment_3129884

    Yep and that's basically what happened. These guys knew it like they designed it , and I'll be honest this is one of the only matches on this map where a 3 gen was just not possible . All the gens were spread out to the farthest corners with a million windows, rooms, and pallets they can use . I've only had a couple matches ever on that map where I did well . I had to slug rn just to get a 1k lmao

    Yeah, from survivor point of view, I don't mind this map at all. There have been times where I get RNG that is terrible for me, but a lot of times I know where I can run the killer for a good amount of time. The main room is fun to run as well when I occasionally run Balanced Landing.

    From killer side, I dont mind it on some killers. There are definitely killers who struggle on the map more than others, but overall, it isn't bad for killers. The gens can be pretty far if survivors prioritize middle map gens. I know whenever I play, I try to get the main room gen done early on and maybe library gen if there is one there.

    Good map for scratched mirror myers. Fun to give the spooks and get the spooks.

  • I'm assuming you mean Lery's and not Disturbed Ward, and yeah Lery's can have some layouts that are really good for survivors, but it can also have nasty three gens where 2 of them are solo gens.

    The map isn't too bad once you learn it more, but the windows can be chained in a nasty way if the survivor knows the map better than you. Just takes time to learn.

  • @TarunCosmo said:

    I play the game but make judgement calls to work towards rift challenges. Like if it's unhook survivors, I'll be the first person to get the unhook. If it's blind/stun or be chased, I'll be looping the killer that match.

    I like them because it changes my playstyle.

    I loathe totem cleansing ones. They should be removed. Not only finding the totems, but being a boon build I will hook suicide if I see a bunch of totems cleansed. So yes, totem cleansing makes me throw the game.

    You can try some totem focused builds if you have the perks... totem/locker builds are kind of fun ngl.

  • It could be that she doesn't have many "cute" or "cool" cosmetics yet. She has one linked set that looks really cool and pretty, but it's kind of pricey if you're just a casual player and don't want to spend money on a linked set. I know a lot of people are against them.

    It also could be that she has a very different body type as other female survivors, she isn't as petite like others. Some players like the smaller female survivors for better stealth.

    Not sure what she sounds like injured, kinda forgot. That's sometimes a factor.

  • There definitely are some challenges that are throwing the game, especially older ones as well. Green glyphs on survivor side are the most throw the game type of glyph in my opinion, and any challenge that's hide within x meters of killer for x second is throwing as well.

    Most of them can be done without throwing the game and it's just done passively. You can go out of your way to throw the game to finish it, but that's user choice at that point, not necessarily the challenge.

  • Artist: I hate when I place birds and they're still close enough to a hill that they will go up the hill instead of travel through it, such an inconvenience to have to move to the side of the hill so it doesn't fly over the survivor, same with going down stairs. (Super annoying on Gideon for chases) Also hate when I accidentally double click and I have to wait a split second to place my bird, twitchy fingers cause me hits sometimes.

    Dredge: I accidentally flick my wrist at the last second before hitting teleport so I teleport to the wrong locker. (Flicking my wrist to look around while teleporting, but clicking buttons in wrong order results in this)

    Trapper: They get out of the trap as I'm spamming spacebar... I'm still trying to get that achievement.

  • They generally try to not have scenarios where there's only a lose lose situation happening. Are there lose lose situations in the game... yes, but not having this one is one less lose lose situation.

  • @SaltyNooty said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125069#Comment_3125069

    https://forum.deadbydaylight.com/en/discussion/comment/3125071#Comment_3125071

    What I dont understand is people trying to sit here and BLATANTLY look someone in the face and say "Just keep trying." In the face of a hopeless situation?

    That is the only thing that bothers me, if you KNOW you wont win, there's a three gen going on/ 5 gens left to do, slowdown perks in plays, high mobility killer or a killer that can destroy loops easily, and someone's already on death hook. There's no sudden comeback for that, it's just adopting the go next mentality and move on.

    People try to use bloodpoints as a valid argument for Survivors to stick around and give that killer a 5 five while they're leaving with a score below 15K all the time while the killer walks away with 25-30K+ all the time? Why? What selfish pleasure do you get by trying to convince players to just take a hopeless loss gracefully and play as if there ISNT a problem when there clearly is?

    Do they look like Luffy to you? Or goku? Usagi from Sailor moon? Do we have some type of plot armor that I'm not understanding? Cause if not, let survivors keep going with the "Go next" mentality and just let it be, no point on playing a match if you KNOW it's pointless.

    The scenarios I listed aren't the scenarios you're talking about. I can understand that you can't make someone stay if they just give up, it's a shame they give up because in some close situations, not giving up could result in a win still, but I understand that in some cases, there's literally no point in continuing.

    The examples I listed are the hook suicides that happen that turn a winnable game into not a chance of winning. Having someone give up because their first chase was trash isn't a valid reason to have a "go next" mentality. Just because you only had a 15 second chase, doesn't mean that someone else on the team won't have a super long chase with the killer. I've had games where I was caught in a dead zone against a nurse and went down immediately, but later in the game had a main building or decent tile and kept her busy enough to either drop chase or let a gen pop or team reset.

    If the game is totally not winnable, then yeah, giving up on hook can be good because it gives maybe 1 person the ability to find hatch. I've learned to never give up because I've had games that were complete come backs from a dire situation because everyone kept pushing gens and trying their hardest in chases, but I don't expect that from everyone. I just want people to not give up in their first down or give up when I'm 10 m from their hook running to them.

  • @malloymk said:

    Just make escape attempts cost 8k blood points that have been earned in game.

    You got downed in 30 seconds and want to suicide on hook? Sorry. Didn't earn enough blood points!

    Better luck next time.

    It would eliminate the annoying and selfish Kobe-in-your-face thing as well.

    RIP to deliverance XD

  • @Daada595 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127595#Comment_3127595

    I completely agree but how dead hard is now it expires to fast for the second chance. It's only 2 or seconds and you would have to almost run into the killer for it to be effective. With the new update it is fixing anti tunnel with killers and anti looping with pallets which is great.

    Dead hard has a window of 0.5 seconds where you can take a hit with endurance. This is a very small window and takes skill and practice to use. The perk is still very strong for those who are skilled enough to pull it off, hence strong perk that now takes a little bit more practice than pressing E.

    The point was to nerf the perk so that it is still strong, but harder to use.

  • @Daada595 said:

    You have some really good points there and I agree. I play the game all the time and the queue rates was still high only had to wait 3 or 4 minutes before I got in a match. I use dead hard sometimes but not on a main kit but now on the update you only have one or 2 seconds to use it before the endurance meter resets. I was in a couple matches when that happened when me and some friends got off first hook and got mori by the killer before hitting the ground, not sure if that's supposed to be the game or not. About Dead hard I'm not sure how one perk can kill the game when it's so many ways to counter it as killer

    While there were some ways to counter dead hard as killer, there were still a lot of scenarios where people were just dead harding to the next pallet or window and the killer couldn't really do anything about that. There also was the issue where people would greed a filler pallet and dead hard to drop it, giving some extra loops around and forcing the killer to break the pallet, which the killer just had to hold forward and get this interaction out of the way as quick as possible.

    With the change to dead hard, they basically eliminated this issue and now dead hard is only there to take a hit and not give initial distance. They basically got rid of the scenario where the killer wasn't able to counter dead hard, now killers are able to counter dead hard much easier.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127367#Comment_3127367

    It is possible? I can't say I've noticed so.. Unless, like you've mentioned, you do force the survivor to vault a window. If you don't do that, it's impossible to injure or down a survivor via crows.

    I main artist and play her a bunch, so I know she can definitely hit survivors with a swarm bird and a follow up bird. Not a lot of people play her, and even some people who play her don't know how to use her power to its full potential (totally understandable). Most of the things about her power aren't really clear in her power description, and sometimes just seeing long descriptions of powers are intimidating enough.

    This is the main way I play her against good survivors who know how to counter her anti-loop abilities. She's similar to huntress and pyramid head in her ability to counter W holders. You basically send one bird to swarm them, then send the second bird to injure when they hold W. It's the best of huntress and pyramid head because you have infinite range (like huntress) and you can go through walls (like pyramid head), with the ability to set up your birds in spots out of LOS and follow the survivor to get eyes on them to shoot the bird they can't see.

    I've been accused of hacking numerous times because survivors say I shoot birds too fast (machine gun birds), which I obviously don't cheat, it's just that I rarely ever send more than 1 bird at a time. The recharge time after sending 1 crow is 5 seconds and the time it takes for a survivor to repel the bird is 8 seconds. (You can make the repel time longer with Thick Tar (add on) or make their aura repelling birds longer (velvet fabric)). The recharge time after sending 2 crows is 9 seconds, so this would make it impossible to use a follow up bird for damage. The only way to use birds to damage if you are in this situation, is to prioritize making the survivor vault or drop a pallet to reset their repel, or just hit them with the M1 if they choose not to reset repel.


    EDIT: Fixed add on names

  • The first idea would be nice, maybe adjust it a little for the beginning webs since they're so small, but having guaranteed good bp offering would be nice. The commons litter the blood web and even the commons are a nuisance at times. Having guaranteed escape cakes would make me more inclined to run them. Through in some guaranteed bloody party streamers and it's a deal.

    Can't imagine them doing the second idea because some people just don't have the time to play for a long time. A better idea would be doubling the bp gain you get from your first game on each side (similar to the daily first match bonus you get for xp). This would still encourage people to open the game and play a couple games.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127344#Comment_3127344

    And that's my point; The moment you do use M1, you're not using crows to injure or down the survivor. I didn't mention M1 whatsoever, because that's not related to her power anymore.

    Okay, but my point was that you have plenty of time to damage people with birds as long as you send only 1 bird to initially swarm them. It takes a little set up and pathing, but it is possible to hit them before they finish repelling. If you send more than 1 bird to initially swarm them, then it is impossible to use a follow up bird, unless they don't start repelling right away or you force them to vault and reset their progress.

  • People think artist is boring because Artist has the capabilities to be played in a very boring way. Artists who run DMS are just snooze fest and I understand that. I'm an artist main and I love playing her for her mechanical skill and map knowledge skill. She is very strong, but I can still get a challenge sometimes with really good survivor teams. I've been told numerous time in End Game Chat that the game was fun or enjoyable, probably because I prioritize chases with her and using her birds in chase.

    I like running No Way Out, BBQ, Lethal, and Pain Res when I play here. Get some delay in end game so I can take that final chase with ease, Pain res to prolong the game a little bit (while also rewarding me getting downs), BBQ for snipes after hooks, and Lethal to help get the early game snipe (which I get a lot of the times and the survivors panic and run into me once they get sniped). I go for snipes most of the time and love mastering her.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127186#Comment_3127186

    When it comes to sniping, I do tend to refer to Anna's hatchets or Ji-Woon's neon daggers.

    I don't like the killer, because the cooldown on her power is far too long, crows don't stay at the same place for long enough to make two laps around the same loop, unless you do use certain add-ons, and because they can't be set to fly off from a bit higher by default; That becomes, especially, problematic in maps like the Gideon's Meatplant, certain buildings in Badham Preschool, and a lot of areas featuring two floors.

    What's more, by the time you can launch your second crow after hitting a survivor with it, that survivor has very likely already managed to scare them off, so you're not injuring or downing that survivor.

    That, alone, including low mobility puts her into C - B tier in the best case scenario; Heavily map dependable.

    I think you just aren't using her power correctly. You have plenty of time to hit a survivor with a damaging bird as long as you only sent one bird to swarm them. Especially if you force them into a situation where they either take damage from the bird, force an M1, or force them to reset their repel by making them vault.

  • Don't own Sadako, but when I go against her, it's usually an easy escape. Her lullaby can kind of kill her stealth abilities and her anti-looping abilities are only good with the add on. Her condemned is also only viable when brining certain add ons and playing in a way to go for condemns. Usually I never have to touch the tapes when I play. Very rare occurrences of big survivor mistakes gives her wins in my experience.

    I'm an artist main, so I love playing her. She requires mechanical skill and game knowledge to be played well. With the amount of hours I have in survivor, I find her a good balance between killer and survivor knowledge. She is definitely A tier in the right hands, and only sinks to low A tier when against really good survivors. She handles like a huntress almost when in chases where survivor hold forward from loop to loop. You have to snipe them with birds and with patience, they're guaranteed to go down.

    Dredge is fun, probably about B tier, somewhere in mid maybe. I play him to have fun and try to get locker grabs or use his teleport mid chase. His anti-loop can be really strong at certain tiles, but useless at others. If the survivors know how to bait it, it can sometimes feel impossible to use his remnant for hits mid chase. He's a pretty strong M1 killer basically.

  • @Gary_Coleman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125069#Comment_3125069

    Those are extremely rare though. Who hook suicides if people are actually doing gens?

    Rare occurrences this happens, but it's still constitutes the type of hook suicides that people get annoyed with the most. My point wasn't mentioning the frequency, but just the type of hook suicides that really grind people's gears.

    People can obviously have reasons they do this that are valid (need to leave for emergency), but it still is extremely annoying when you hop off your gen, run across the map and then they die in front of your eyes.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3124866#Comment_3124866

    Wait, I haven't read the full description, can you not use DH when needing to mend?

    You can't stack endurance anymore, so if you need to mend, then you can't use DH to tank a hit. You can use DS to get rid of the mend, but then you wasted a perk slot to pull that off once.

    In addition, since MoM has been changed as well, you won't be able to take a hit with MoM and then a hit with DH.

  • @JakeCannon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125138#Comment_3125138

    I'm just wanting a fair match . Surv who aren't babies at all who know how to loop, mindgame , split up, take hits, drop pallets etc, but who arent going to just completely destroy me either.

    Yeah, hag is hard to play, especially against people who know how to counter her. She is a trap killer and her chase potential is only as good as the set up you get early game to mid game and hope that survivors don't disable them all while you carry your first down.

    My advice still stands to let MMR lower naturally by (sadly) getting crushed by a few teams until you are paired more regularly against survivors who are closer to your skill level. You might just be too high in one mmr bracket, and if you lower your mmr by a bracket, maybe you won't be paired with survivors of that caliber too often.

    It can definitely be rough though because of the time you play. If there aren't enough killers playing during the time you are playing, the MMR system will just favor giving you quick matches and might disregard whether the survivors are too skilled (or worse) than your abilities. Since you can only play when you have time, maybe try coming up with your own win condition that's independent of what BHVR considers winning. For example, prioritize getting hooks or having good chases or getting good set ups in the beginning. This way you can still feel accomplished even if you don't get the 3k or 4k and are hopefully learning how to play against tough survivors along the way.

  • If you keep dodging lobbies so you can get kills... you are just inflating your MMR. You also will never get better if you keep going against "easy" survivors. Try to improve at the game instead of going for kills. You are just ruining your MMR if you keep lobby dodging instead of letting escapes lower you to where you should be.

  • That's not the hook suicide that people hate. The hook suicide people hate is when the person is the first down and hooked, so they want to exit the game right away or when they are on second stage a give up as someone is on their way to get them. The hook suicides that completely throw the game where it was easily winnable to barely winnable/possible 4k.

  • Gosh, sometimes it's not even a full heal that you have to do. It always depends on the situation (hook states, how many gens are done, perks in play), but you should at least assess the situation instead of just sitting on a gen.

    I remember a game on dead dawg, a dwight refused to finish my heal. I was literally 95% finished healing, my medkit had ran out. I tbagged and gestured for him to come heal me and he didn't move a muscle, the gen was less than 50% done. After doing this for 10 seconds, I hopped on the gen and by that time the killer was starting to come our direction. Instead of attempting to heal me, he just ran away.

    In end game chat he had the audacity to tell me go heal in the boon, which at the time the boon was next to main building and the killer was in chase next to main building. I was near shack and didn't want to run towards the killer since I was on death hook, so I ran to where I knew a teammate was working a gen. No awareness at all. That play potentially lost them the game because once I died, there was still a gen left to do.

    Most games, I will do gens injured and when it's 1 gen left, getting the gen done is more important, but keeping teammates alive is as important as getting the objective done sometimes.

  • Dead hard might be stronger in some situations, but now it isn't as easy to get value out of. The main problem about dead hard before was it being used to get to a pallet or window for distance. Now the survivor must tank a hit with it to actually get value and then be forced to mend.

    I agree that dead hard has some situations where it was stronger than the prior dead hard, but overall, it has become a more balanced perk and is definitely weaker than before.

    BT hits and OTR hits both invalidate dead hard, while before, you were still able to use it. You also forgot to mention that dead hard is now useless against Deathslinger and Legion. The killers you mentioned would have had the same problems as before with old dead hard.

  • BHVR makes perks that counter each other all the time. It's good that they added this perk to counter adrenaline since it has become more common as of this last patch and is very strong. Yeah it sucks for adrenaline users, but now there's something fair for both sides. It's not a guarantee that the killer brings the perk and not a guarantee survivors are running adrenaline.

  • Man, why so many negative comments, yeah it is a small improvement, but it still is a nice QoL change that they added. I rather they add this to the game than not do anything. I'm happy to get any more information on the game without having to test whether I get hit through a pallet.

  • Tier 53 now, but if I claimed all the tome challenges I would be at 63.

  • Sweaty Pick: Artist

    Fun Pick: Dredge

  • This might be the first DLC I buy at full price for this game. We'll see after the PTB and how good the character perks are, but the characters themselves seem cool aesthetically.

    6 new survivor perks to try out seems like a good deal to me since the perk rework has allowed me to run more fun builds now.

  • I wait until it goes on 40% or 50% sale, then I'll buy it... although this next resident evil chapter I might buy when it releases.

    But moreso for the survivor perks...

  • @Basement_Bubba420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120739#Comment_3120739

    you're right about this. it wasn't created to be successful and they were taken by surprise. its why on release your bloodpoints were stored locally and you could edit the file to increase them...

    the issue isn't the fact that killswitch exists its the fact that in the year its been out its used so often. one has to wonder what is going on behind the scenes over there that simple bugs (like the totem issue which could be resolved in about 15min MAX per map) make it to release.

    also in regard to content, it really isn't much. lots of MTX for sure, and every 3-4 months its a new character or two with some perks along with some old characters/mechanics/maps breaking. doesn't make much sense to me. it took them 5 years to add colorblind mode, six years later we still dont have search functionality for perks or items. these are basic functions in most games even in 2016. its 2022 now.

    Yeah, it just seems like the team gets overwhelmed easily with work. For some of the smaller issues that are easier to check (like the bugged totem spots), it still takes awhile to test for each map and then if they find issues, takes even longer to actually find the bug and correct it.

    While most of them may seem that they should be easy fixes (and not the Midwich situation that was a disaster), it does seem like they have bugs that completely baffle them. For example, the rubberbanding issue was in the game for months and it seemed like they were trying to fix it for awhile but literally couldn't figure out what was wrong. These are the types of issues that get put on the front burner and cause everything else to back up slowly.

    I do agree that it isn't good that they have to kill switch many things each update or kill switch "new" features right after release, but it isn't too surprising given their history (RPD being disabled upon release and CoH being disabled upon release). With the little bit of coding experience I have, I've learned that it can be very tedious especially when working with a team.

    I feel like they have way more things that they're doing that they just don't tell us about. They probably are testing features that never get put into the game, which takes up time for fixing the game or adding in features that people actually want. They're very secretive about certain things, which is ashame because we just see bits and pieces, but mostly the bugs.

  • By chance, do you have perks unlocked from prestiging other characters?

    If so, you're blood webs won't have as many perks on them because there aren't that many perks you need to buy still. Hence, yes there is faster progression if you have other characters prestiged already. The amount of perks you get per web should be the same and if it's not, then this is a bug.

  • A little over 50, though I have the tome challenges unclaimed, so I'm probably higher than that. I have both pages completed, so I'm probably closer to 60.

  • PTB tomorrow (happy dance)

  • Or when the freshly unhooked survivor runs straight towards your devour hope... had this happen to me last weekend. I couldn't just let him have it, so he got tunnelled out sadly for him. Just happens, I sometimes make the mistake as survivor too, it's just instinct to be greedy and the killer has full rights to take advantage of that.

  • @AshInTheTallGrass said:

    It's like this. I read something on here and want to respond. I draft my response, and before I go to submit it, I pause and think, "It's just not worth my time." And then I don't say anything.

    Sometimes it's because I suspect the person I'm responding to won't really "hear me" no matter what I say or do (It's like that scene from 12 Angry Men. See that movie--the original--if you haven't!). Sometimes it's because I'm just not in the mood to get into a debate. But there are times when I read something, don't respond, and wonder if it would've been better if I had responded. Not because I want to "destroy" the other person (I hate clickbait terms like that). It's because I think having conversations with respectful pushback is a good thing. So I don't know. It's not always easy to be the contradictory voice in a thread.

    It's common knowledge that the loudest on the internet don't usually reflect the majority. I wonder how much these posts actually reflect the majority of the player base. Maybe a lot of people are just choosing to be silent. What do you think?

    Sometimes it's just not worth the trouble, plus with the people who just write posts to get reactions, it's not worth the effort. I lurk on the forums and some posts it's just too much to correct or someone too biased.

    I like trying to be neutral and bring logic and have people realize that being so emotional is blinding them, but sometimes it's just not worth the effort trying to talk to a wall.

    I do like trying to post on posts that you can tell the user is new to the game or just naive because they haven't played both sides yet, since I do like to teach others and help spread knowledge and understanding.

  • My escape rate is a little less than it was before, but it mostly has gone back to what it was before the patch. As long as my teammates don't give up in the beginning, it's still doable. I might have rough nights, but I can still get a good amount of escapes as well (I only play soloq).

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120683#Comment_3120683

    I so often have motioned via head nodding and slashing the air to a not so distant hook, for example if a survivor deliberately went down in the area right before the exit gates on The Game and there is no hook on the raised platform next to it. And strangely enough most survivors respond via shaking a no and bleeding out, wasting everyone 3-4min of their life, instead of just accepting that they lost and working together with the killer for the benefit of them all. but be careful with calling this out and name it griefing, some die on that hill, defending this practise as "not rolling over just because the killer would have it that way". Oh well, egos will probably always be bigger then lofty ideals.

    Yeah, if someone complains about being bled out, but refuses to move towards a hook OR gets picked up and wiggles out but returns to the same unhookable spot, it's on them. It's totally up to the survivor if they want to be bled out due to a unhookable position situation.

    The only time I will "abuse" a spot that's hard to hook is either if I have perks that could help me (unbreakable/soul guard/boil over/flip flop) or if it's mid-game and my team needs time with me stalling the killer. If my whole team is slugged or dead, I'm crawling to a hook to get hooked once hatch is closed. I am the survivor who will start crawling around hoping for hatch, but once that dream is gone, I'll crawl to a hook or an exit gate and hope the killer can find me as I AFK.

  • You also have to remember that DbD is becoming an older game, and with an older game comes code that someone else might have written 5+ years ago that wasn't optimized to actually be a longevity game. It doesn't surprise me that they have random bugs pop up in the code because of how much content they push out.

    It is funny when they release content that causes a killer to break even though they weren't touched, (awhile back I remember legion got broken from them fixing other killers), but I wouldn't give them too much grief for them having to kill switch features. They should be kept in check to make sure they don't delay fixing killswitched features, I think the nurse was kill switched for so long because they had to wait for the hotfix patch or something like that, but having them take features away for a week isn't terrible.

    I have no problems with them kill switching features every patch as long as they have quick turn arounds and are fixed with the hotfixes that usually come out after midchapter patches or chapter patches. I feel like this last patch was also an exception because of the amount of things they changed. I'm actually surprised there wasn't anything more game breaking that happened. 40+ perks is a lot of room for error.

  • @bm33 said:

    For survivor perks they said they buffed I haven't seen any Pharmacy, Calm Spirit, Sole Survivor, Deja Vu, Overzealous, Inner Focus, No One Left Behind, Dark Sense, Hope, We're Gonna Live Forever, or Tenacity (my swf teammate is only one I've seen run it).

    I have only seen a couple run Sabo but I think they were just doing sabo challenge since they were randomly saboing hooks. I see less Botany Knowledge than I used to - I see alot of medkits and since it now reduces medkit efficiency less are running it.

    For killer perks I haven't seen any Dark Devotion. Coulrophobia I only saw once. The rest I've seen more use from them than I used to.

    Interesting, No One Left Behind and Hope are in my main build. That's a lot of the survivor perks that you haven't seen, which surprises me because I've seen most of them at least 2-3 times. Makes sense though, I have seen many survivors run Lithe/SB/Adrenaline and the other stronger survivor perks.

  • @humanbeing1704 said:

    I'm in favour of removing this mechanic because I'm tired of being bled out which isn't the killers fault

    You can choose to crawl towards a hook so you aren't bled out, just so you know that XD

    I'm kind of indifferent to this argument overall. It benefits me when I play killer and can't remember if the survivor I'm carrying is dead or not. Saves me a scourge hook and let's me use strong hooks infinitely. I don't think it would hurt me as survivor really, besides the fact that certain trap killers or killers who excel at proxy camping might have more of an edge. Wouldn't be opposed to having this change and seeing how it feels.

  • I feel like this would be a good temporary solution at least. It helps the smaller to mid size streamers who get targeted by cheaters and will avoid being held hostage/getting the ban timeout.

    I honestly don't think that hide and seek survivors would be too much of a problem. Once you hit a certain level of MMR, survivors don't really do this as much because they understand that only one person gets hatch, so someone will concede and hope the other survivor can get it. At least for me, I'd rather go next than get an escape after hiding.

    The only problem I see is that it can deny the killer hooks/deaths that they would have gotten, but got denied because someone DC after the no penalty point. What I think they could do to solve this new issue would be counting the DC as a death on hook and also count the remaining hooks (or even just 1 hook) as them being hooked. That's honestly a QoL change that they should implement because it is very annoying when you have a tome challenge that doesn't get completed or an adept that gets denied.

    I still think that a DC after 20 minutes should take away your pips and you don't get BP for the match, but not getting the timeout is a good idea overall.

  • If a survivor manages a chain blind, good for them. The killer has ways to counter being chain blinded, so it's not toxic whatsoever for the survivor to do.

    The survivor has to usually give up distance in hopes that the chain blind will work and confuse the killer to extend chase, which is the job of the survivor. If they were using a macro or clicking after they dropped a pallet and tbagged you, then you can take it as a BM, but a chain blind is nowhere near a BM. It gives survivors points to blind and there are multiple tome challenges that require blinding the killer.

    For all you know, you just BM a survivor who needed to get blinds for the tome challenge and didn't mean ill intent. They could have meant ill intent, but not all survivors are trying to bully you.

  • I've seen every perk used/have used the perk. The only one I haven't seen many other survivors use was Pharmacy. I was running a chest build for a bit which used Pharmacy in the build, so I was using that.

    I've honestly seen a good mix of perks from both sides.

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