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batax90

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  • @Misann0830 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1374832#Comment_1374832

    No disrespect, but don't assume. And no, I don't consider that tunneling. If a freshly unhooked player has the time to do anything else at all, that's not tunneling. I'm talking about being unhooked just to get knocked RIGHT back down and hooked again. I'm talking about literally standing by a hooked player and not letting any if their teammates attempt to save them. That's also how a survivor gets points... so yeah, it's unfair and just cheating. Survivors can't do anything to a killer aside from a pallet or flashlight. There's literally no need to camp unless you just can't play.

    When i play killer i get point by kicking a gen so if im closing in to the generator survivor are working on by your logic they should stop doing the gen so i can kick it but instead if the gen is almost done they finish it in my face so i lose my precious point because of that so i will still use your logic that is call cheating in a scense because they deny me of my precious point

  • @FlamingkittyUmad said:

    A lot of people will be in denial over this because of how much they rely on it, but this perk in it's current form is not healthy for the game. Hooking a survivor already cripples the team, the limitless gen regression makes it way too easy to snowball. Imagine if survivors got a free BNP any time they pallet stun the killer? Yeah..

    What the perk really needs is a cooldown OR restrict how many times it can be used on one gen consecutively (less reduction after every use on one specific gen maybe)

    The day they nerf pop is the day you will see camper every single match i dont think you want those kind of game

  • @Vixley said:

    I'm fine with hook perks not working, but it should definitely reset exhuastion. It's that simple.

    What happen is you are not hook you are affacted by the killer power if they make your exaustion reset every time you are in a cage that mean they need to make the exaustion reset every time you get hit by a killer power because someone will say this if the cage is a power then that mean when i get slow by freddy i shoupd have my sprint burst back its the same both are killer power

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359192#Comment_1359192

    This would explain the amount of points, but not the different category (Boldness instead of Altruism).

    I think its boldness because the cage are part of the killer so in a way you interact with the killer when you uncage someone this is the only explanation i can think of

  • @Uistreel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1358344#Comment_1358344

    Are you serious? How in any way is he the strongest killer

    I think someone forgot about nurse, spirit , billy , oni and freddy give him a week or 2 and he will remember which killer are the strongest

  • @Aven_Fallen said:

    Hello,

    Rescues from a Cage should award the same amount of BPs as Unhooks.

    Rescueing a Survivor from a Hook gives 1000 Altruism Points + additional 500 points if it was a safe Unhook.

    Rescueing someone from a Cage awards 550 Boldness Points. Not only are those points only a third of the amount for a safe Unhook, but also they are awarded in Boldness - the easiest Category to max out points.

    I dont know if there is any difference between Cages/Hooks for the KIller, but if this is the case, the points should also be the same.

    I think you have less point because its easier to save someone when he is cage but that my opinion on this i believe this can be a bug too its a new patch so bug are part of it

  • @SweetbutaPsycho said:

    https://forum.deadbydaylight.com/en/discussion/comment/1358971#Comment_1358971

    I mean I'm not the biggest fan of DS and borrowed time myself and rather have them reworked so they arent as broken as they are now. And I know the frustration when survivors jump into lockers or repair gens with ds even though u just hooked someone else and are not tunneling or u get bodyblocked with borrowed since I mainly play rank 1 killer. But the way the cage works can't honestly be the answer either. And I mean when u say that "survivors simply need to be more careful when unhooking" what do u do when they aren't and ur the one that gets hooked? Like I've seen survivors that went home with 1k points against PH and could do nothing about it cause someone in the team just saw them as a farming tool and got them out of the cage as soon as they could even though the killer was coming. Then the unhooked dude had to sprint through a trench that PH drew before that, got cursed again, sent to the cage again and the same thing repeated and he was dead.The dude went from not hooked at all to killed of in like 2 minutes and could do nothing to stop it. Like as an SWF this would be fine since they can get better timings with their unhooks but if you're relying on randoms in solo queue this gets problematic. And in the worst case scenario just imagine u queue like 5 minutes as a survivor, find a game, get deleted by a PH that plays like that, get like 2k points and go back to queuing for 5 minutes again. How often would u do that before u get frustrated and say screw that? I mean I honestly just played survivor for the archives so Idc that much but in the games I had till now almost every PH did that and it just seems highly abusable and unfair to the person its done to.

    I understand it does feel unfair for the survivor im like you i dont play survivor often unless i play with friend so i dont have this problem but if the survivor get down when he get unhook the unhooker lose point if he get down in less then 10 second i believe now that where other perk can start getting use a bit more like urban evasion, well make it and things like that dont forget the killer is only 1 day old survivor will find a way to play against that too example if someone is chase by PH and he is tormented you can expect to see him get cage so you can run on the other side of the map and be rdy for the unhook this is a thing i found with my friend and we found looping on the same structure is not a good strat against him and we are still finding out the best way to play against him

  • @SweetbutaPsycho said:

    I really like that they didnt nerf pyramid head into the ground. He feels very strong to play against and thats the way killers are supposed to be in my opinion. But I have a huge problem with his cage thing. I played a lot of survivor against Pyramid head today and what I've seen most killers do, is get someone cursed somehow (sometimes u just can't avoid it) send them to the cage and once they get out of the cage immidiately go after them again. Since DS and Borrowed do not work with cage survivors go from first hook to death hook in like a minute and can't do anything about it if their team doesnt block. In like 90% of my games against pyramid head today I've seen a survivor get hooked 3 times in the first 2 minutes of the game. I get that u can argue its the survivors fault for getting cursed in the first place but its like bear traps, sometimes u don't see it or can't avoid it and basically saying yeah u got cursed thats worth 2 hooks just doesnt quite fit for me. I mean at least borrowed should work so u can do something about that. Whats ur guys opinion?

    I think PH is the answer to all the borrow time and desicive strike user just like doctor was the answer to loop when he got out. For the survivor i understand having an ability to counter DS can be bad for them but this was needed for the killer i think now survivor will need to be more carefull when they get unhook against a PH and stop playing like they are immortel for a whole minute try to heal so they dont get ######### survivor will need to adapt to this new reallity

  • @Khar said:

    There's too long a delay when using the attack and when it can hit. It's too narrow even in some of the more narrow areas of the game (You can miss someone vaulting a window when they're right infront of you, #########?). Making the attack faster or wide would help him out a lot.

    PH is not weak the issue is the strong killer are op compare to him i believe PH will be on the same level as demogorgon so the fact this killer will be balance he will see less play later in the week

  • @Spectralfx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1355248#Comment_1355248

    You say the game don't have enough killers?

    Then why the very long queues?

    I hate to say that it seems very unlikely that what you say is true.

    No offense, but I still sincerely believe this to be a matchmaking issue. I barely had any queue time when playing survivor.

    Your lucky because for me queue time as a killer 10 sec on a bad day i can wait 1 minute when i play survivor 10 minute is a good day on a bad i can watch an entire episode of friend on netflix it may be because of the rank im in because the game is out for a long time now so new brown and yellow rank player are rare this can be possible but its truw matchmaking is broken i see a lot of rank 15 playing against a team full of rank 1 but this happen because the game dont have enough killer and we have a surplus on the survivor side but be careful the wait time change depend on the time you play where i live if i play during the morning the wait time are really fast but in the evening i can wait 30 minute and that a long time

  • @Spectralfx said:

    Hello to you reader,

    I have recently started playing this game with some friends. I must confess to be quite inexperienced still.

    I would like to report that right now, after playing killer for a few nights in hope to get the gist of it (after learning a bit of the survivor gameplay with some friends prior), it would appear that the matchmaker is totally broke / borked on me.

    From my personal experience, matches are taking more than 3-5 min to be found on the low end, I've seen up to 10 minutes. And somehow, even just 1-2 days after rank reset ... the game seems to think that I am good enough to go up against min/maxed survivor builds even with my very minimal amounts of items, perks and experience.

    Every match so far had at minimum, a mix of purple / green colored player against me, a low-end 20-16 killer. I find the games very unfun as the survivors complete the gens really fast and I still do not have decent perks like they do, heck, I am not even all that good at chasing yet...

    Those games have been very one sided and I fail to understand how in the world the matchmaker thinks that pairing me with some very good red player in my most recent match was a good idea!

    (The game prior mentioned wasn't toxic, I'd like to mention, but we did have a disco on the survivor's end that ruined their chances.)

    so I am taking some of my time to report this experience in this forum hoping that it will help make the game better in the future.

    thanks for reading, best day to you all.

    https://us.v-cdn.net/6030815/uploads/MXF8T14QJ3SJ/untitled.png

    A brown killer who play against red rank and purple rank survivor is normal the game dont have enough killer player because of that and killer are weak and are heavily punish when they make a mistake so people stay away from them the best thing i can say to you is get used to get dominate in the beguining and forget about fair match until you find a killer you like with the perk you need but this can take a lot of time

  • Like someone said you find spirit easy because you put the effort in her but take me for example i probably play spirit less then 20 time and when they nerf her i got hit hard wity that nerf to the point i dont do her quest anymore because i suck with her and having her lvl 40 with meta perk dont change anything if i cant hit a survivor when i exit the phasing stage i should just play huntress whitout trowing any hatchette the result will be the same

  • @PalletsAndHooks said:

    I've heard too many people complain about keys and moris this year. I don't believe the devs will ever remove it, which good news for me. But I thought I'd share this here and get some feedback. The brittle key idea has been bouncing around my head for a month.

    How to rework Moris:

    Yellow Mori: Basekit for all killers, 1 possible kill with 0 hooks required on the last survivor remaining

    Green Mori: Keep exactly the same, 1 possible kill with 1 hook

    Ebony Mori: Can kill everyone, but require 2 hooks per survivor

    How to rework keys:

    Broken Key: Reduce to 5 seconds. Incorporate conditions that spawn a proposed special new "Green Brittle Key" found exclusively and only within a trial. At the end of the trial, REGARDLESS of any add-ons found with it, or if the key remains unused, should a survivor escape with a Brittle Key, it is guaranteed to break and becomes a Broken Key in your inventory post trial.

    Dull Key: Increase to 15 seconds.

    Iridescent Key: Keep exactly the same

    The way you see this the green mori become stronger because needed too 2 hook someone before you can mori them its a waste of time for the killer dont forget the mori animation is more or less 15 seconde when hooking take less then that most of the time so getting rid of someone at the start will be easier then 2 hooking someone before you can mori him

  • @arslaN said:

    I would be okay with it if survivors had less addons, or at least more useful addons. There are way too many worthless addons right now.

    Its the same for killer they have a lot of useless addon take bubba he only have 1 kind of addon that are usefull the one take make your chainsaw charge faster the rest a garbage its the same for every killer and survivor item so addon are good other are garbage but thats part of the grind

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1350099#Comment_1350099

    i rather get chased instead of playing stealthy. Playing stealthy is the weakest way to play survivor, i only play stealthy when the game is going crazyngly bad and the killer is owning team so i try to buy some time by not being chased and leaving tracks everywhere to get his time and attention on me, but not as a way to go gameplay. in terms of mories defense, you cannot really believe that you are forced to drop pallets instantly not to go down and be a burden for your team by vacuum cleaning all the pallets in the map JUST to avoid being moried... You are killing the gameplay of this game AND destroying the fun of a player JUST because you don't wanna fix something that nowadays is only used by frustrated killers to be toxic

    Sadly for you not getting caught is the best way to play around a mori if you want to get chase the loop well because the second you are down a second time the killer will kill you. If you refuse to adapt you play style against diferent kond of killer and strat they use its not the game that need fixing but your approach

  • @darktrix said:

    It's 16 seconds and the feedback is that we should have the ability to use these items even after a medkit is depleted.

    Used to not matter before the nerf if you depleted charges then the medkit just vanished, that has changed now.

    True but a lot of thing have change and the dev dont fix the perk or trophy/achievement with the change they make the best example the end game collapse pig got nerf cause of that and some survivor perk became useless because of that but it was a most needed feature at the time

  • @xavyq said:

    https://forum.deadbydaylight.com/en/discussion/160793/styptic-agent-and-anti-hemorrhagic-syringe

    Tbh, the syringe got nerfed a little too hard imo...what do you think?

    The nerf was needed in a way, now you need to know the best timing if you want to use the syringe for me its when i pallet stun the killer or when im at a god loop. For styptic agent its probably the best addon to have when you are against a face camping bubba but overall i think its an amazing addon its not like mending is a huge deal in the game

  • @Kamikazi said:

    If you increased Face Camping bp penalty so drastically that they wouldn't get any bloodpoints for the sacrifice nor the down, perhaps it would force the face camping killers to play the game instead of holding that one survivor hostage. Show it as a status effect that they are considered Face Camping or even just Camping. (Face Camping for if they are staring at the survivor for 3 seconds straight, give them a 3 second Face Camping penalty/status effect.) (Camping if they are standing still for 5 seconds near a hook, give them an additional 5 second penalty.) Patrolling should be allowed as part of the game, which could be considered as constant movement especially when there is a free survivor in the area. (Maybe when detected as Patrolling [, an accepted method of game play, ] give the killer a status effect of patrolling which prevents my suggested Face Camping status effect from occurring for 2 seconds.) Seriously, if the killer is moving even a little, it could allow for survivor team play to rescue the hooked player. If nothing else, it could even encourage a heroic effort or cause a disastrous survivor loss. I play killers as my main, and after playing as survivor against some toxic face camping killers, I feel this idea may work. One counter to this could be to allow that if the killer is using the Insidious Perk, or a perk to cause their character to have no terror radius or reduce their terror radius to effectively zero (0), that there is no Camping nor Face Camping Penalty. (Indicating that it is fair game play when you have no terror radius.) (Or that there is no penalty if no survivor at all is within the killer's terror radius, but this might get messy with some perks which shift the terror radius to a survivor.)

    Of course, if there is a survivor near the area then there should be no sort of penalty.

    Also give a penalty to survivors who intentionally unhook a survivor in front of the killer (on the intention to farm points off the hooked survivor with the killer). This might be done by detecting if the player unhooking does not have a perk to help the unhooked survivor or not. A fair way to penalize farming blood points would be to not give the survivor any blood points for the unhook nor actions for the next 7 seconds. Idk if its fair to notify the offending survivor they were detected as farming at someone else's expense, but it could come up as a status effect which gets multiplied the more times they farm at someone else's expense. If a farmer is notified, they may just try to wait out the penalty, in which case they should get a severe time multiplier per farming action detected. (7 seconds times 7 seconds is 49 seconds. 7*7*7=343 seconds. 7*7*7*7=2401 seconds.) During this timed penalty, they shouldn't be able to earn any blood points, even into the next game. It should probably be capped at 2400 seconds, which is 40 minutes. (The reason for this severity is to stop farming at other's expense, and give that player a lasting penalty, but also to remove the penalty soon enough that they don't just sand bag every game they get into. But to remind them to not sand bag others.)

    It seems to me that most Face Camping killers are between ranks 8-12, but I've come across just a few in their red ranks. I think red ranked survivors start to punish Face Campers, which Face Campers take as toxic game play and they face camp harder, which causes a toxic feed back loop on the mindset which the killer cant break out of. Which is why I make these suggestions, to help a killer realize when they are face camping its no fun, especially for newer players.

    Tbh when i face camp its only because i want to piss off survivor and see the chat after its always a good laugh. The other time i will camp is because i see a survivor close of the struggling phase so i camp him until he enter the struggling phase i do the same if they are close to die so i dont know why i should be punish for making sure the survivor die or enter the struggling phase

  • @BaroneMaximus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1176101#Comment_1176101

    How do you counter mori? i'm being sarcastic, there is no counter play to mori. Once you have been hooked the first time, you are gonna automatically be killer by killer when downed, no counterplay to that. It is clear that you don't play survivor side, because when you have a killer with mori is gonna 100% tunnel vision you and camp if necessary to insta mori you.

    Noed is unfair because it takes away one chance per survivor in chases without any "skill needed". You just M1 them and that's all. I'm not trying to defend survivors, i'm saying that noed is for noobs who have no skill :)

    Unfun things are parents to unfair things, always remember that when you wanna look for balances

    You want to counter play a mori easy loop and dont be scare to drop pallet your team will take care of the rest and dont get chase a second time how about playing stealthy for a change

  • @most97 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1347680#Comment_1347680

    it can be made good, like for example when the killer is around a hooked survivor the phases get longer, or get paused for few seconds then start depleting again. But as it is now many killers just straight up camp, yesterday I entered 2 or 3 matches and literally all the killers in those matches were just camping every survivor the hook. Its really annoying.

    You are just unlucky because i get camp maybe ounce a week specially right now people want that million bp asap so they can lvl the new killer/survivor when they come out but you can still be save when you are camp its only depend on your team and the perk they run like borrow time and you having ds can save you too and if you play solo a lot kindred is a good perk to have this will help your team to het the best timming for an unhook or in a swf comm are so op you can organise a rescue operation XD

  • If you need to hook someone 2 time before you can mori you just destroy the mori at this point i will grab the survivor and hook him by myself like that i save a 15 second animation more or less and its one hook toward the iri emblem for the sacrifice categories and on a side note if you nerf mori you need to nerf key too both are a shortcut to the game

  • @most97 said:

    I feel the game is unbalanced towards killers, especially with some killers like Pig or Legion.

    Also camping killers are so unfair, I watched a video of youtubers playinf a mode on roblox similar to dead by daylight, where there are survivora and a killer, and athe killer tries to capture survivors and place them in a freezer. Health of the captured survivors do not deplete while the killer is camping them. I really hope devs apply this idea in dead by daylight to decrease camping a little bit

    The idea is not a terrible one but the issue with that is when a survivor run toward a hook and you chase him he can start looping around the hooked survivor to stop the hook timer so if the survivor was 5 second away of the struggle phase just by looping close to the hooked survivor the hooked survivor will not enter the struggle phase and this can change the game for the worst if you are the killer and camping can be a strat too if the survivor is 10 second away to enter the struggling phase sorry but i camp you until you enter the struggling phase i just put you on a dead hook situation the amount of pressure the survivor just got is huge

  • @Generator_Repairer said:

    This is not a rework, just a little buff. Self-Caring now ignores mangled status effect (except when using medkit). Quite simple, I don't think this will instantly make it meta op broken perk because it takes 32 seconds to heal yourself which you could use on valuable objective time. Botany Knowledge probably shouldn't affect self healing though.

    There no way they can buff self whitout breaking the perj and the idea you have is good but you destroy the purpose of the mangle status effect with your idea so in a way you just remove a perk from the game because you want to buff something else

  • @GreenPufferFish said:

    my idea for it is noed is no longer a hex totem but when the final genartor is finished/first person hit after last generator is finished noed will start as normal everyone excposed but the exsposed status effect will go after 40/60/80 seconds what do you think of my idea for a noed nerf?

    If you wish to nerf noed you need to nerf all the second chance perk survivor have to make it fair

  • Legion when the trailer came out i was sure it was a killer who could disguise himself as a survivor and catch them by surprise then he came out with the power he have i was so sad about that

  • Most of the time they do that because they want to depip so they can practice other killer whitout needing to sweat every match before you could just dc and be done with it now you need to do that because if you take a killer with a terror radious survivor will ######### around too much and slow down your depip

  • @C4BLES said:

    My answer to the question above is yes, by the way.

    The fact that survivors earn their adept achievements only by escaping while killers have to play perfectly to earn theirs seems very unfair. A survivor can do zero gens the whole game and escape through the hatch to earn their achievement. Killers have to play extremely well to win, as killing every survivor just isn't enough.

    Can this please be reconsidered? I've been one emblem point off of getting adept achievements so many times it actually hurts.

    A 4k should be enough to get the achievement but if you really want to achievement derank go in the green or yellow rank and you should get the merciless killer on you killer almost every single game

  • I bought the game when freddy came out and looping was thing back then afyer i did not touch it until legion came out. I agree escaping the killer is the purpose of the survivor but looping is not trying to escape the killer its only trying to waste the killer time that how i see it personally i dont see what is fun when you run in circle for x amount of time then you repeat the process on the next tiles

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315764#Comment_1315764

    The problem with surge is that it becomes less useful as the game progresses.

    And that's mainly because either the survivors will begin to start spreading the germs out or even if they cluster them together they'll usually run away from generators making surge pretty much useless as you want and down them next any.

    There is also a bug I don't know if it's been fixed or not that would basically eat your Pop Goes the Weasel if surge goes off without actually applying Pop Goes the Weasel

    At this stage honestly if I suggest any buff for surge it would be for it to apply any effects that would happen if you kick the gen including overcharge and pop goes the weasel.

    You might think multiple Pop Goes the Weasel was going off at once it's strong but keep in mind you would also have to Hook somebody and down another person within 32 m of multiple gens with a basic attack

    The bug has been fix i use that perk on freddy and i dont have an issue with it

  • @gofu said:

    First off, let me start by saying that this is probably the most poorly worded perk, let's have a look.

    https://us.v-cdn.net/6030815/uploads/EXLW9Y39ZXNA/image.png

    Surge

    ''Putting a Survivor into the Dying State with a Basic Attack causes all Generators 

     within a radius of 32 metres to instantly explode and regress.

    Surge applies an additional regression of 8 %.

    Surge can only be triggered once every 60/50/40 seconds.''

    So you'd think the gens explode causing a regression of 10% and then additionally apply 8% regression, right? Nope.

    After confirmation from peanits himself and the wiki and interact testing, it only applies 8% regression.

    So

    Why do you state "additional" in the description if it's just 8%?

    Literally anyone who reads it for the first time thinks it does 18%, but after they look it up (if they do) they're just surprised.

    What in god's name can I do with 8%?

    Instant Regression is too little

    This perk is straight up a waste of a perk slot, if you put a survivor in the dying state you can literally just hook him then use pop and apply 25% regression.

    Regression over time is literally prevented by just tapping the gen and running away

    So some may argue, it's not actually for that 8% but its to cause it to regress, but once you pick the dying survivor up anyone can just sneak 1 tap the gen and completely prevent that. Again, useless.

    VERY Situational

    It's uncommon to be within the radius of more than 1 gen as soon as you end the chase through putting someone in dying state, especially late game unless you go for a 3 gen or if you're playing on an indoors map which are often small in size.

    Oh, and by the way, basic attack requirement.

    In conclusion think this perk deserves a bit of respect. As @newduls said

    Surge is another in a long line of "We want to pretend to slow the game down but not really" perks.

    Surge is not a bad perk the only problem is its only good on freddy that how i use it i down someone surge activate then i hook the survivor with bbq i tp on the gen the other survivor are i pop it and because of brutal strengh i start my chase sooner in that example you have my full build and you can see how surge can be strong if you try this build out on freddy but overall i dont find surge to be good on other killer

  • If survivor are design to get caught i dont understand why i cant 4k every single game and btw survivor have some aura reading perk too

  • You need to see this that way in lobby killer have more info but in game the survivor have more info overall the second you get hit by the killer you will kniw if he got sloppy or not the second you touch a gen you know which slowdown perk he got etc... so in my opinion the amount of information killer receive is lackluster in game if you compare to the survivor

  • Its a survivor offering this will always appear before the killer offering and most of the survivor play with friend im not saying as a 4 man swf but a 2 or 3 man squad so they will know if they put that offering

    in moris Comment by batax90
  • @batmanscar said:

    the mori offering before the trial starts should be secret

    The offering is secret but the second you see a hidden offering you know its a mori because its the only offering who are hidden lol

    in moris Comment by batax90
  • @CantDeadHarder said:

    One of my main gripes about this game is getting tunneled for the whole match or tunneled till I die, it's really annoying. This post is not gonna be an "Is tunneling unfair?" thread, so let's not argue about that.

    The issue with getting tunneled till you die or until all 5 gens are completed is you don't get jack for being good at the game, the killer who threw the whole game trying to get you will still get more BP than you, like why?

    Plus, tunneling prevents everyone else in the match from getting points in other categories, essentially as a killer you can cap everyone's BP from sacrificing your own, making the match not worth playing and extremely boring.

    I seriously think during Chases we need double BP for actions being done in chase, make more scoring events for dodging hits, vaulting, etc. If the survivor getting tunneled gets max chase points, I feel like any points gained in the chase category should instead go into altruism and other categories, that way you don't leave the match with 8k BP after being tunneled for 5 gens.

    Then stop running away the only thing the killer want is to kill you

  • @Sir_Bassington said:

    Would there ever be a possibility to get colorblindmodes for people who struggle with following screatchmarks and bloodtrails?

    its far to difficult to use bloodtrails on out door maps for people like me who have protanopia and find it hard to see the difference between red and green. Most modern games have this feature in the graphic setting. it would make a really big difference for us struggeling with color!

    and seeing the sound being bugged every other patch or update to the game would also really help to find survivors, considering Iron Will and off the records are perks that mute survivor sounds completely making it even more difficult for us with colorblindness.

    They implement something for color blind people you have predator and bloohound that probably the reason they dont have a feature for them if they did no one would use those perk XD

  • @Macymj6 said:

    Yall need to calm down with the killer buffs. FOR REAL. and this is coming from both a killer and survivor main. yall got rid of infinites because some killer mains complained? yall removed infinites that didnt even need to be removed. its actually insane how y'all constantly buffing the game for killers and never let survivor mains have anything, yes the hex ruin nerf was nice but what about all of the OTHER OP killer perks??? they have so many op perks and add ons, like infinty myers, noed, etc. im tired. this game is getting unplayable for survivors. its so hard to win a game these days. im not saying im supposed to survive every game but im not even surviving a quarter of the time. not even. coming from a rank 2 survivor. this game makes me so mad to the point where i dont wanna play it anymore. quit giving killer mains everything they want and listen to the survivors for once. and what are yall gonna do about camping and tunneling killers? borrowed time is a counter to it, but as soon as BT runs out its useless. just please quit giving killers useless buffs. they are getting to be way too OP. Killer mains quit complaining about everything. The only reasons im complaining is because I think us survivor mains deserve too.

    Its funny because when i cleasne totem noed dont activate but when im on hook my adrenaline activate amd when im solo i have kindred so my teamate know if someone is camp and can play with that knowledge. Yes i will miss the infinite it was so easy escaping with those loop but did i really won that match because i abuse a exploit because yes the dev call those loop exploit and when im killer i used to ignore those section so i play 80% of the map and if 1 gen was there it was a free gen for them so they keep it for the end and this was an easy escape for them. Im curious which perk you think killer have is op because most of the strong perk have a condition like pop and bbq and the addon like each killer got at least 1 strong addon just like each item got strong addon too and when im survivor and i get tunnel i have DS as a backup plan and dont underestimate a 5 second lead its a lot of distance unless you camp the first pallet you see. I think right now the game is balance killer addon need some tweak but its the same for survivor perk like my adrenaline should not activate when im hook and huntress iri head should have a distence requirement just like the deathslinger

  • @AChaoticKiller said:

    Idk about how they would change mori's for balance but i have a really good idea for a key rework.

    https://forum.deadbydaylight.com/en/discussion/132937/my-full-hatch-and-key-rework-idea-longish#latest

    Easy you cant really nerf mori without making the offering useless i have seen a lot of suggestion and the best one was you need to hook all the survivor 1 time each before you are able to use the offering but what happen if a survivor dc you cant use your mori at all dont forget this is bug by daylight they cant do a patch without any bug. The commun thing people want is the survivor need to be hook twice before you can mori them but what happen if the survivor enter the struggling phase on first hook and not only that but most of the time hooking someone take less time then a mori so at this point i will just hook him and save myself sometime and go on my next chase because of bbq

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1256478#Comment_1256478

    But when you get hooked you get a second chance...........

    I will tell you how to play against a mori you need to hide from the killer start trying to loop him when the game is almost over so when you get hook you can just escape

  • @Cixon said:

    I understand the devs added moris for neat animations and to give the killers more character but god does it kill a good vibe.

    You really can't do anything against and it's becoming a little too common in matches.

    So I figured since keys need at least all but 1 gen left and lack of 1 survivor to spawn hatch, how bout Moris need all but 1 hook left to kill their victim?

    More fair than the current state in my honest opinion.

    If you want to kill the mori that the way to go because honestly most of the time it take less time to grab someone and hook him i dont kbow if you knew but the mori animation are more or less 15 second

  • @Kolossoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1256163#Comment_1256163

    "It would make every killer feel stale"

    That's a silly argument.

    Survivors are technically the same thing altogether (not to mention stale), but they don't fly across maps.

    https://forum.deadbydaylight.com/en/discussion/comment/1256165#Comment_1256165

    "if you're not going to explain why I guess we should just drop it."

    Here's the answer you probably missed: "flying across maps is idea-wise stupid and should be prevented in a chase game."

    It's a CHASE game, not a teleporting simulator.

    What's the point in running and CHASING when you can hover/fly/teleport anywhere?

    I mean, you do realize the four (especially the Nurse and Freddy) are practically frowned upon by the players to verse against right?

    Like I said, the current four can keep their abilities, but more would simply make the game too difficult too counter.

    Survivor are skin but killer are unique each of them got a diferent gameplay so they should not limited themself with that kind of thinking

  • @adalesmo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238012#Comment_1238012

    that makes no sense at all. It only activates if the survivors have successfully finished their objective. It's 100% a reward for failing.

    Like most perks, NOED should be reworked to be earned by the killer. At this point, it just rewards failure - your comment makes zero rational sense.

    That mean DS reward failing but from the survivor perspective its fine the answer i get most of the time is dont tunnel so i can give the same type of answer for noed and its just do bone they are always at the same spot

  • @RevivedBeast184 said:

    Now, I’m no killer main, but I feel like Dead Hard and Head On barely have any use besides making a little bit of space, and you get 40 seconds worth of exhaustion. Then we have Sprint Burst, which makes a lot of space, and has the same exhaustion time. Now, it may be too overpowered, but I think that Dead Hard and Head On should have cool downs for 40 seconds instead of exhaustion, so if you’re good enough, you can use it twice in a chase to make it as viable as meta perks like Sprint Burst. What does the community think?

    You cant run if you have sprint burst if you do you exaust yourself then you need to 99 it and if you do you cant stop running and a 40 second dead hard is too low and dead hard is prob the best exaustion perk you can use in the entire game

  • @Kyxlect said:

    Tried playing earlier on both sides, couldn't find a game for a long time so I quit and played something else. Steamcharts says this game has 50k people playing at the moment...like #########?

    Tried again hours later as Killer, ten minute wait, finally get a game and it ends up being a cancerous 4-man SWF group. Here's a kicker too, I thought it was just two streamers in the same lobby since I checked ones profile and they weren't in the same game as any of their friends but they were totally in the same game because they had comms. So I guess SWF's try to hide that they're SWF's now. Started questioning myself awhile back because of that same thing since they seemed very organized as well but they pointed that out. But I guess that turned out to be a big ass lie.

    Anyway, while listening in to these streaming SWF's I hear the typical things you'd expect, gen rush here, killers here, t-bagging at the exit gates. I find myself asking the same question each and every time I play against SWF's, how in the holy hell does Behavior think this is at all fun or fair for the Killer? I waited ten minutes to get a game full of SWF's on a ######### large forest map that caused the game to last less than ten minutes. So now I'm even more frustrated because I already had to wait, then deal with that, now I can wait again or wait for Survivor queue which is still long. Psh..probably just go play a different game again.

    Has Behavior EVER spoken about this topic in the least bit or are they just continuing to feign ignorance and hopeful that people will just stop complaining about it eventually? This whole SWF thing has been a large cancerous tumor in this games side for a very long time.

    The game is broken right now most of the killer i know stop playing because of the bug the only one in my friend list who still play main nurse so he dont care about the bug they dont happen to him

  • @BlueFirebilly said:

    I like adrenaline but I want new perks in the meta, where everyone isn’t using adrenaline, BT, DS, SB, Iron will, Unbreakable..

    The change should be: One health state gained if you are on the floor, or injured, and if up you are fully healed you get the five seconds of 150%

    Hate on it if you want because that’s all you run along with DS, BT and unbreakable, but please try to leave constructive criticism

    In my opinion if adrenaline could leave the person who are hook alone the perk could be fair

  • Billy need his addon yo do good without them he is an average killer and most of you say billy is easy to play but for me he is hard to play i do better with leatherface then him and leatherface is a bad killer

  • @AvisDeene said:

    Kindred counters camping, once hooked your teammates can watch the Killer and see if they leave.

    Camping is also countered by learning the maps better and being good at looping the Killer. The longer you waste the Killers time, the more time your team has to rush the gens. It's your fault if you go down in 5 seconds.

    You are not entitled to get an escape, nor are your teammates entitled to save you. It's obvious if the Killer is camping the basement, but most survivors flock to the hook like moths to the flame.

    NoEd is countered by doing totems and counting to 5, Detectives Hunch, Small Game and Maps. You don't even have to cleanse all the totems, just remember where the totems are and cleanse it when one of them lights up.

    If NoEd Procs and your team dies to a camping player in Endgame, that is totally on your team. They should have left you and escaped.

    Wow this is the best thing i have seen in a while a legit explanation without any BM

  • FB_IMG_1588391954314.jpg

    @The_Bootie_Gorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248895#Comment_1248895

    I guess I've been lucky to not get stuck...i've been playing nothing but rancor roulette builds and i'm using nemesis as one of the perks so i'm trying to get pallet face smashed.

    This is what happen when you get stuck and you cant move so you see why i say playing killer is a pain right now

  • This new patch is hell sometime i can hit someone at the window and i see him down near the locker behind me im like ######### happen there

  • @Demicaster said:

    Ok so I just want to post this to see how others feel about the game right now but this newest update im feeling the game has become extremely hard to win as survivor not due to the removal of infinites but the straight up lack of palettes now. The past three games i played today at rank 2 ive played autohaven and the map seems to only have 6-8 palettes.

    If you pallet stun the killer you have a chance the killer will be bug in the pallet so you can win easy unless he dc

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