Avatar

darksouls3600

darksouls3600

About

Username
darksouls3600
Joined
Visits
1,136
Last Active

Comments

  • Let's nerf all gens speed perks, prove now is 2% per survs, resilience now is 3% and go on...

  • @Predated said:

    Right now, not too many people might have realized it, but after nerfing gen regression perks, they were made stronger than before.

    Back before the change, Pain Res+DMS was annoying, sure, and when combined with Ruin it was even stronger, but you could get rid of Ruin.

    Now, with DMS being only 30 seconds, that means there is 15 seconds to also apply Pop to a generator since the generator gets blocked instantly on hook. So that's basically 40% gone from 1 generator that survivors cant do anything about to prevent in the vanilla game. This is especially powerful on mobility killers like Nurse.

    So please, for the sake of game health, buff the regression and slowdown perks, but make them exclusive in their own catagory. No one enjoys mending, being slowed down by gift of pain AND thanatophobia. No one enjoys losing 40% of generator regression without being able to do anything about it. Just like no one enjoys the PTB endurance stacking or the 2017 exhaustion stacking. I dont mind Thanatophobia being 25% if it means it doesnt stack with other slowdown. I dont mind Pop being 30% if it doesnt stack with Pain Res. But please, put a stop to the snoozefests.

    I'm main killer and when a see that PR+DMS returns with DMS "nerfed" this will be a hell with POP and barbecue on blight, but I don't know, doing this will kill a lot of perks that have a good synergy, like Pyramid Head with ruin, the best slowdown he have is garbage now

  • @ByeByeQ said:

    Currently Thanatophobia, Hex: Pentimento, Scourge Hook: Gift of Pain and Dying Light all stack their penalties together to create truly absurd action penalties. I'm not exactly sure on the math but it looks like the these penalties can be stacked together to reduce survivors effective action speed to -50% or worse. If a survivor can only work on a gen at 50% effectiveness then that gen is going to take 180 seconds and I believe that is too harsh.

    I suggest capping the Maximum Action Speed Penalty at -30%. Even at -30% it takes a survivor working alone 128 seconds to complete a generator which is still very punishing. This would stop Legions and Plagues from using these 4 perks as a build to make the game almost unwinnable for survivors. Then Thanatophobia could return to 5/10/15/20 and not be so oppressive and be useful on all killers again.

    I also think Hex: Pentimento might be a bit too strong being able to hit this cap on it's own with just one stack but whatever. Survivors can just get off their gen and check on that totem over there they just cleansed.

    On the flip side also think maximum healing speeds should be capped at +100% so heals would always take at least 8 seconds.

    Survs have resilience and prove to counter that, now that thana was extremely nerfed, for pentimento work well the killer need plaything and pentimento is a hex that can easily be destroyed, gift of pain, if you gonna injured again you lose that penalty, dying light you need stakes, but is not a big deal, sometimes works sometimes not.

    Those perks are good the way they are, they don't need any changes

  • @JoaoVanBlizzard said:

    I have nothing against the killer wanting to have fun, but all killers use this perk, it's not enough for the gens to be slow, they still regress fast, the games I played we can only complete 2 gens, I don't like to complain, but with this perk is impossible to have fun

    images (16).jpeg images (17).jpeg

    I need to say something?

  • @DbDPlaya said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109637#Comment_3109637

    Thank you. Even though I enjoyed survivor more, I had my specific builds for specific killers that I enjoyed a lot like infinite Tier 3 Myers with Fire Up + Bamboozle perk that would make him so fast when it came to vaulting. Or speed limiter Bubba with chainsaw replenish add on and Save the Best for Last perk. It would allow me some great plays because survivors would expect an ordinary Bubba.

    Anyone who had some experience in killer knew how to play around Dead Hard. It was made so much of a big deal for no reason. I haven't booted my game since the update was rolled out. I'm playing other games now.

    https://forum.deadbydaylight.com/en/discussion/comment/3109846#Comment_3109846

    I agree with everything you've said except the ultimate Dead Hard nerf. It didn't need that much of a change. Every experienced killer pretty much knew how to play around it.

    I'm also playing online PvP races on Forza Horizon 5 and Dying Light 2 with my friends in co-op. Haven't looked back at DbD once since the update was rolled out.

    DBD now is... Well... the waiting time to find a killer match is very bad, yesterday I played for an hour or an hour and a half, maybe 2 hours, I only managed to do 4 matches, we wait 5, 10 and even 15 minutes depending on the time , I'm an average killer, I can play very well or very bad and if I play really bad... boom a game that lasted 5 min and I'm waiting 10 min for the next one, I'm playing DBD very little too, I play more other things , Elden Ring, Star Wars fallen order, overwatch.

  • @DbDPlaya said:

    As of (7/19/2022) with the 6.1.0 patch, developers took away how some of us used to play. If you take away something, you should give something back in return. This patch gives nothing but insignificant tweaks here and there. I'm just glad I had the time of my life when the game was fairly new and it was just getting popular. The developers don't even know how to properly execute things.

    Dead Hard did not need a nerf, everyone pretty much knew how to play around it. And if it were to change, it should have never applied Deep Wound status effect. It should have worked like Mettle of Man where it negates the killer hit, gives you speed boost without giving you Deep Wound status effect. Dead Hard was meant to assist the survivor, not turn the screen darker and waste one's time by having to mend. It's not even worth taking up perk slot anymore.

    Spine Chill was completely changed into a useless perk. Its purpose was to give survivor an early warning to getaway (that's at least how I used it). Now it lights up based on terror radius and if the killer has direct line of sight on you. (??? What the hell is the point of that?) On the other hand, Whispers, aka the killer version of Spine Chill remains untouched and works the same way the old Spine Chill did. See the hypocrisy there?

    Iron Will, one of my all time favorite perk has been nerfed because of people insisting not to learn how to play against it but demand an easy solution by modifying the perk.

    Self-Care, a perk that was barely alright-ish if you were playing solo survivor is now completely useless. I can't remember know how many times Self-Care saved my life regardless of when I was playing either solo or in swf. I pulled off so many plays taking a hit, healing myself away from the killer and jumping back in action either to tank another hit for a team mate or to rush for an unhook while being healthy to take a hit after unhooking my team mate. (wasn't much fan of Borrowed Time). Not to mention Self-Care countered Franklin's Demise really good not having to worry about losing a medkit and being unable to heal yourself in case you thought about bringing a medkit.

    These 4 perks were my unchanged perks for many years. Now BHVR wants me to play differently and I am not going to play differently. If it ain't broke, don't try to fix it. These perks were never broken and they functioned the way they did for years until recently.

    I hope queue times to find a lobby as killer will take a huge impact and increase over time. I'm expecting player count drop and interest to play survivor is going to decrease over time.

    After 3130+ hours (Devotion 13) since 2018, I've come to a conclusion that I am uninstalling this game because of developers not nerfing but killing perks. I never thought there would be a day that I would consider giving up playing DbD. This patch marks the day.

    Good luck catering to new comers BHVR. Nothing stays forever. Time for me to move on to something else.

    Note: I'll leave my DbD stats link for those who think I only played survivor because I know there will be claims. (https://dbd-stats.net/profile/76561198090221481)

    Bloody hell you played a lot on both sides, and win a lot, for you and other people that play dbd for a long time... I can't imagine a bit your frustrations with the devs.

    Good luck, out there.

    ... DH for distance was a pain In the...

  • @Seraphor said:

    It's still essential for Plague because you need to make survivors cleanse.

    Yeah, just plague can use thana now, but still need to combo with dying light or cenobite scorge hook.

    Because of this

    images (17).jpeg

    9% gen speed.

    And...

    images (16).jpeg

    15% per survs on the gen

  • @yes_hello said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109056#Comment_3109056

    I've stopped responding or even acknowledging individuals like that lol. Discussion does not have to be rude or dismissive and your own perceived skill/knowledge does not entitle you to act as such. When each post I see oozes a tone of off-putting, self-assured arrogance with triggering imperatives like "stop whining" ...... nah, have a good day, man lol :)

    To add to your actual topic, though, even as an anti-Thana+Legion/Plague survivor main, I'm scratching my head lol. The change would not have much value for such minuscule numbers when not all four are injured (most other killers), yet, will continue to be a headache on the two killers they nerfed it for? I don't presume to know how to balance this perk myself in such a way that makes everyone happy, but I'm not sure if this was it.

    At the VERY LEAST, they responded to initial feedback and specifically said changes are fluid and will keep happening. Was this dev response perfect? NOPE. We just need to continue to voice our concerns! :) The only other option is stop playing, and no one REALLY wants that to be the outcome! :P

    Said everything

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/338652/bhvr-listen-to-your-community-this-6-1-2-update-sucks

    You can't use that build on Nurse, since 2 slots are for Starstruck and Agitation. Jokes aside I understand why they'd think PR/Merciless Storm might be a bit much but I also think that bringing back PR/DMS is a bad idea. The thing about Thana is that this perk was massively overused. People would just slap it on any killer and enjoy the slowdown. So it is a good thing they actually want to do something about it. I don't know how I feel about Thana now basically being back to square one on Legion and Plague and more or less useless on the rest but at least it won't be in pretty much every single game anymore.

    Good joke, I don't know, I feel sad that all killers except legion and plague, will not have a good or ok benefit at least from thana, I think thana can be surpassed by gen speed perks now, now I thinking... Thana without dying light will be weak but together, yeah, probably nerfing thana was for the best.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108927#Comment_3108927

    It's the build that gets the most kills though. Why would you need late game perks if your perks prevent late game from even happening?

    That guy simply don't want to talk, he is the number 1 killer of the game

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3108803#Comment_3108803

    That still won't work unless your team is bad.

    PR hits Generator, Survivor work on it, Blight comes back, Generator gets blocked by DMS (around 20 second left on DMS, 35 on Pop) Survivor loops Blight, gets hit, DMS runs out and there's around 15 seconds on Pop. If the Survivor plays smart, the Pop will run out before the chase ends

    Yeah, is very situational, depends on how the team work together, a very good killer that don't make mistakes so often, this will be a pian, and can be combined with CoB to have a plus of 200% faster regression and the notification, to keeping pressure

  • @Reshy said:

    Feels like a knee jerk reaction to me to people bitching and moaning about thana.

    I don't know, nerf thanato like this... Like ok 22% of slowdown in every action was to much, because that I think 16% or 18% only in gens it's fine, and others killers can still try to use it in some build.

  • @ThatOneDemoPlayer said:

    PR/DMS is weak, stop whining and get off the Generator before the Survivor is hooked. PR/DMS/POP doesn't even work.

    How brain-dead is the DbD community, like honestly

    30s of DMS, 45s of POP a blight can easily pressure gens with DMS and guarantee a POP, I am main killer, and I know that combo will be ridiculous op on some killers, maybe u are brain-dead, I tried to see de best for everyone, survs and killers

  • @Clockwork_Enigma said:

    Current Thanatophobia

    • Each injured, dying, or hooked Survivor incurs a stack-able 4.5%/5%/5.5% penalty to all Survivors' Repairing, Sabotaging, and Cleansing action speeds, up to a maximum of 18%/20%/22%.

    The Problems

    • Generators were already nerfed heavily in Patch 6.1.0 wherein they not only took 10 seconds longer to complete, but Killers now had the ability to apply a 2.5% automatic regression to them.
    • There are certain Killers who benefit far too much from Thanatophobia's current effects alongside the Generator repair times. These include Nurse, Blight, Legion and Plague.
    • This Perk can be used with other slowdown Perks in order to make the game too miserable for the Survivor playerbase, and due to its must-have nature, makes it boring to use for some Killers over time.
    • The effects of the Perk are just completely removed once Survivors heal from it. This means that if Survivors have good healing builds or you are playing a Killer that doesn't get much pressure from hitting Survivors, this Perk will be nigh-on useless.

    However, simply altering the numbers won't do anything to solve these issues. You can lower the numbers if you want, but the perk will still be unhealthy due to the fact these Killers can exploit it to no end. Instead, it needs a rework.

    The Solution: Thanatophobia (New)

    • When a Survivor is hooked, Thanatophobia activates and afflicts all Survivors with a 8% penalty to repairing, sabotaging, cleansing and blessing action speeds for the next 50/55/60 seconds.
      • The penalty of Thanatophobia can stack per Survivor hooked, up to a maximum of 32%.
      • The duration of Thanatophobia is reset whenever another Survivor is hooked after the prior Survivor.
    • Thanatophobia does not stack with other Perks that apply a penalty to action speeds.

    This new version of Thanatophobia gets rid of the Killer's ability to gain its potential through means of injuring or downing the Survivor. This means there aren't any situations where Killers who can easily injure Survivors repeatedly can exploit the Perk to its fullest potential anymore.

    Instead, the new effect of Thanatophobia is that it is applied only whenever a Survivor is hooked, and for a set duration of time afterward. This incentivizes going for hooks rather than hits and rewards Killers capable of getting hooks. Since the new requirement to activate the perk is as such, and the fact that it now has a set duration of time, the Perk's effects have thusly been buffed to compensate, granting increased slowdown to offset the fact you need to hook Survivors to get it.

    And since it has a set duration of time that can only be reset upon subsequent hooks on OTHER Survivors, camping with the perk wouldn't be recommended.

    Pretty much a more modernized and healthy version of it.

    "The penalty of Thanatophobia can stack per Survivor hooked, up to a maximum of 32%."

    Sure, because is very common hook 2 survs at once

  • @catnipthegreat said:

    I have been going against people stacking 2,3, and sometimes 4 slowdown perks all at once.. and it makes it almost impossible to get out. It just feels bad... the fun just goes out the window.

    Like this that I just went against..Call of Brine, Oppression, Overcharge, and Dragons Grip

    Stacked slowdown + the additional gen time added with this patch... it's just really overwhelming. Solo Queue is just doomed.

    Something has to be done to reverse some of the changes.. soon.

    https://us.v-cdn.net/6030815/uploads/ANUB3KNQH2DR/image.png

    And every single game I see this

    images (16).jpeg

    With this new prestige mechanic, every one is using prove

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/329401/bhvr-im-afraid-of-the-new-prestige-mechanic-i-dont-want-to-farm-again

    You aren't going to lose anything you have right now.

    Prestiging after the change won't lose anything you've unlocked, and you will still have everything after the game auto-prestiges based on how much you've unlocked for a given character.

    If you've only levelled each character to 50 and stopped, the grind essentially won't change for you, it will keep going as it did pre-patch, however for each character you do prestige the grind is lowered by never having to unlock their perks again.

    I see, so maybe I ok, but I still a little afraid

  • @Marcavecunc said:

    The new prestige/perk progression system is exactly to prevent the grind. Once you've prestiged someone, their perk is unlocked at that level for everyone else. P1 Claudette unlocks all of her perks at level 1 on everyone else. P3, at level 3. So once you've gotten someone to p3, their perks won't show up on anyone else's web anymore. So yes, it's grindy to get everyone to p3, but once you've done it, no more grinding for 200+ webs to max out anyone.

    Oh and prestiging with the new system will let you keep your items/offerings too.

    my question is if I'm going to lose the perks I already have, or if I'm going to have to get them again, it will be faster... it will be faster... but I don't know, get these perks again... a little disappointing

  • @kaskader said:

    What?

    PT-BR, is portuguese Brazil, te description of the addons is the PTB version

  • @Veinslay said:

    Any killer that uses any slowdown perks is a skilless baby that needs to git gud

    Any survivor that uses any second chance perks is a skilless baby that needs to git gud, what a f... U are man.

  • @Vampwire said:

    Tricksters power is only problematic because of how many knives he has. As it currently is there is no realistic way to survive a chase with him. He has to hit you like 6 times for an injure I think? And he has 44 knives. So you have to dodge at least 33 rapid fire projectile blades. Surviving against Trickster is literally just hoping you can make a high wall loop with decent enough length to react to mind games. Pallets are a 50/50 except if he respects he hits you with 4 or 5 knives and if he doesn't he can just keep walking anyways and kill you anyways.

    "NOOOOOOOO!!!! YOU CANT NERF TRICKSTER HES ALREADY WEAK JUST LEARN TO PLAY THE KILLER YOU ENTITLED SURVIVOR MAIN!!!!!!!!!" No I don't need to make your check list of assumptions to criticize things.

    Just because he's bad doesn't justify his ridiculous power in chase. No, it isn't an instant injure but it's also not hard at all to build up the laceration meter. Trickster cheeses almost every chase with very minimal effort. He's not a blight or a nurse but playing against him feels like breaking a wall with your head all the same.

    I would nerf it to like 28 knives. It leaves potential for him to get multiple downs but also is less forgiving for missing over half of your ammo.

    he don't need a nerf, he has no map presence, but he is good at chases, but... Not always you will have good chases, and on console is a bit more dificult to play him.

  • @BenihimeWrath said:

    His knife count was already nerfed. You are welcome.

    "Nerfed", but yes, he don't need a nerf, he has no map presence, but he is good at chases, but... Not always you will have good chases, and on console is a bit more dificult to play him ,that guy complain about trickster, imagine him play against a huntress, "oh god!!! Look this hitbox!!! Aaaaaaaaaa!!!"

  • @LeFennecFox said:

    I'm sure you were losing all those games before this change because of those dastardly stretched res swfs! This will completely change the meta and killers will now win games 50% more!

    Will be more fun to play ghost face in top MMR matches now

  • @AnneBonny said:

    most people are just happy that bad players can stop blaming stretched for losing lol

    Is not a problem for me at all, like you said, even with stretched resolution, if you play correct, GGs, but I think it's unfair, it's my opinion.

    For new players is really unfair, they are learning the basics and play against a SWF that use stretched resolution, will not be fun.

  • @GayDwight said:

    PUBG (the game has the same engine as DBD) also had such a problem and it was solved somewhere in one and a half to two months after the release of the game. Here it took almost six years. And you are so happy about it. How cute (no).

    Hum... Salt I love, are u angry, better late than never, maybe at that time BHVR didn't think it was a problem, because DBD IS NOT A FPS, in FPS stretched resolution is big problem, because you can pre shot and is a lot easier to shot other players, you see guns in DBD?

    Compare a FPS great issue with DBD...

  • @PhantomChimera said:

    As a survivor the last three matches I have played have had someone disconnect when the killer either picked them up or hooked them. The last match I was in had two do it. The penalty should start at 15 or 30 minutes and go up from there.

    No, if some hacker (survivor or killer) force you to DC because he's a little ######### and is holding the game hostage? I not gonna wait 15 or 30 min because that, unfortunately if someone DC is theirs problem not yours, if you are not having fun because X reason, just let the killer kill you or let them do the gens, or... Stop to even care about that and play the game like every streamer you see.

    Just chill, relax and play the game without care, will be a hell less frustrating, I give my word.

  • @ThMnWthNVwls said:

    This happens in almost every single match and it's really boring to be left on the ground for up to 4 minutes while the killer hides nearby for the other survivor to reveal themselves (if they're wraith, pig, ghostface, michael, or insidious), or just to go look for them.

    Plus after the hatch change, the slugging for the 4K makes the hatch even less relevant. It's nice that it exists as a potential last chance for the remaining survivor, but... it's completely irrelevant seeing as 95% of players will slug the 2nd last for as long as necessary in order to prevent the remaining survivor from taking it. The only time hatch is relevant now is when the killer is friendly and gives the remaining player hatch.

    Can there just be a button to bleed out if I'm left on the ground for more than like 45 seconds if I'm the 2nd last survivor? I just wanna move onto the next game, I don't wanna wait 4 minutes. At that point, I usually just turn off dbd, especially seeing as it's every single game. And sure, there's unbreakable, but after you use it the same thing just happens anyway.

    I don't like to slug the 2ND last survivor, it's pointless for me, I just want to play the match and go to the next match, I don't like to make the match longer to me and to the others

  • @darkshadows8326 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2798386#Comment_2798386

    You only lose stacks when you hit the survivor with a BASIC attack not a special attack. Please do read up on the listed perk before putting out false information.

    Sarcasm man

  • @Mandy said:

    Things like this have been discussed - the whole timer issue, for a variety of reasons - survivors hiding and not doing anything, 3 gen Doctors etc. I don't believe a decision has been made on whether to implement one or not but it is something that has been discussed and the developers are aware that this can be an issue.

    And will be good because of hackers holding killers hostage in some matches

  • @darkshadows8326 said:

    Save The Best For Last should lose stacks when the obsession loses a health state just as Remember me gains stacks when the obsession loses a health state.

    what? but you already lose stacks when the obsession loses a health state, have you tried hitting the obsession to see what happens? lol

  • @AngyKiller said:

    Just had this pop into my head in a different thread. Having your teammates kill themselves on the hook is BS and unfair. Here's two different ideas to fix it while still making attempted Kobe's dangerous:

    What if every attempt to escape the hook did not shorten hook times (to prevent Hook-Induced Rage-Quits), but instead cause the next unhook attempt on that Survivor to take longer per each failed attempt? Like 0.5 seconds longer, up to 1.5 seconds.

    Or

    What if each failed attempt would applies Mangled for <x> seconds when unhooked. Something like 'Every attempt to escape the hook that fails applies Mangled for 15 seconds, to a total of 45 seconds.' And thus increases heal times for a bit? The excuse could be that trying to wriggle your way off a meathook is making the wound harder to heal.

    Then the players will just AFK, and if someone needs to leave the match for X reason and don't want to DC? Unfortunately there's no turn around for rage quit or simply quit for some reason.

  • @NinjatheeClumsy said:

    Hot Take.... having 10 gen slow down perks doesn't make the game balanced. If a killer needs those perks to balance the game at high level then the game is not balanced.

    Lets remove the gen slow down perks and balance gen speeds instead of making bandaids killers need to have :)

    This is the stupidest idea I've ever heard.

  • We have a imposter among us, complaining about gen slowdown perks, as a "main killer"... Hum...

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791776#Comment_2791776

    The issue is not about the kills, I dont care if I even got 20 0ks in a row, I want hook games. I rather have a 12 hook game with 0k than a 2k with 2hooks, its boring killing someone on his first hook and also not fun at all trying to get your first hook till all gens pop.

    Yeah, like some matches that we have, the killer down a survivor really quickly and the survivor DC for nothing ruining the game for everyone, I like to play for hooks too, is more fun, you play, the survivors play, everybody get happy and blood points.

    DBD have a lot of toxic players, not everyone, but a lot, DBD in fact is the first game I played that I meet so many toxic players, they turn mad just because you play good or bad and curse you for no reason.

  • @Vyne456 said:

    It's only 1 month until the Ringu chapter comes out and I'm excited for that license but there is a 6th anniversary on the way and I will be more fun to have another new chapter.

    Are you guys excited for this chapter to come up? Share your ideas with this new chapter and hopefully that it will make it more exciting for this hyped up chapter.

    I not exited because one thing... ELDEN RING and because I afraid that BHVR will make something cool and then nerf her, making her useless.

  • @Reshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2792203#Comment_2792203

    If that's the case then it's not really warranted. But as a new killer at low MMR I still run into SWFs like 75% of my games, and they run those perks and purposely antagonize the killer. If you look like you're in a SWF then the killer will act like you are (since there's no way to tell most of the time except by analyzing their behavior and lobby). Like if you pick Kate and wear one shirt, and another survivor also picks Kate and wears that same shirt, the killer will assume you two are a SWF. If you both bring an item, especially the same item the killer will 100% think you're in a SWF. It's just a bad state that killer is in right now that they have to play like they're always against a SWF and it can be aggravating the amounts of BMing that go on.

    Honestly, if you wanna complain about toxic behaviors start with survivors. Killers have to play reactive to what survivors do, and a lot of survivors are really toxic and cocky when they know they have those perks I mentioned, which every killer has to assume that everyone is running these days.

    Yeah, I always wait for DH

  • @KateMain86 said:

    I had a match against a very toxic trickster where they decided they wanted to make the game as miserable as they possibly can. This trickster thought it would be funny to spam knives on hooked survivors, reload them from a nearby locker and then do it again and again until they die. This happened to me and another survivor but before I died, the killer thought it would be funny to watch me crawl all the way across the map to the open door just to pick me up at it and throw me on the hook and then proceed to spam throw their knives at me like they did the other survivor. There was no reason for them to do this other than to be an extremely toxic troll. Killers that do this in game shouldn't be allowed to play it. A line has to be drawn. Spam throwing knives on hooked survivors who can do nothing is toxic. Watching survivors crawl to a door a mile away just to hook them when they get there and spam throw knives on them is toxic. They could've picked me up long before that but decided to waste my time and hold the game hostage knowing my only other option was to disconnect. Killers that do things like this should be banned from the game. They are doing nothing but making the game miserable for others who are just trying to play the game and don't want to put up with a toxic troll's pathetic gameplay. This has to stop. It ruins the game and does nothing but further the conversation of how toxic people are in this game.

    TOXIC SURVIVORS RUIN THIS GAME. CERTAIN THINGS HAVE TO STOP.

    same side of the coin friend, the one thing different is that I don't care about "toxic" survivor, they have resources and will use, I have a match with a SWF this morning when 2 survivors switch to a flashlight in the last 6s, total 3 flashlight, they're very good survivor and I not a hell of a good killer, I am ok as a killer, not a #########, but not very good, I make a loot of mistakes on that match, but they make a lot too, (very confident on end game) and because of this I get a 3k.

    Just chill, this things are common, just play the game without care about "toxic" shi.t, like a killer tunneling or camping or throwing knives on you and slug.

  • @FrankTheLeader said:

    https://forum.deadbydaylight.com/en/discussion/comment/2788074#Comment_2788074

    Who the hell would use Pop with DMS? Pop is super useless with it....

    Just saying... OMG...

  • @Rofly said:

    So is anyone from the DbD Development team going to aknowledge the fact that it is physically impossible to hook a survivor if he/she gets downed at the top of the library in RPD?

    Never mind the new boil over which gives it a 100% success rate, just the new wiggle interaction is enough if the survivor hits all great skill checks or most of them.

    My question is: why the hell is there NO hook in the room in the first place?!

    That would immediately solve the issue without having to massively rework the map...

    True, if the killer is not a pyramid head, that place is a living hell

  • @legacycolt said:

    Please give it a cooldown.

    No, he is easily to counter, like... if you know the killer have just stop working before the hook and go to another gen, if the killer don't have pop or ruin will be fine, and if the killer have pop, active DMS to block the gen and don't get a pop on your gen, is not a 3 head best to counter.

  • @ChristinaPirog said:

    Pig is in a really bad spot right now, making an irisdescent addon basekit would definitely benefit her and all the other killer mains, finally making her playable against good survivors. Everytime i play pig i barely get any sacrifices in comparison to playing Nemesis just because she puts pressure on survivors doesnt mean shes useful. Stealth modes ambush range isnt even long and stealth mode itself is pretty useless. Greetings Christina

    No, just try to be better with pig, you know a streamer called CMWinter? He is a good pig main, for me he is the best pig main, go see him play and try his tricks, pig will be to op if she can see auras all the time, any killer is op with infinity aura reading

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786533#Comment_2786533

    Not every Killer can force a trade.

    Nobody plays Bubba like a regular Killer. Almost everyone just facecamps with him because its an easy 2K+

    And one more thing to add, if we face camp with bubba, we will probably not take a rank up, because we all know that camping a survivor make we lost a lot of points, that's no point for a good killer play bubba like this, people who face camp with bubba are probably frustrated or just want to have "fun" is not fun for the survivor... but when a killer is totally bullied by a full team, that's not fun for the killer, for me is totally normal a facecamp bubba in this game when we have a lot of bully squad around.

  • @Milo said:

    Imma start with: Yes, yes it does.

    However, ranks or "grades" don't really mean skill. It's just "How many games can you play?" now.

    True

  • @fulltonon said:

    I have a simple solution for it, let the every survivors die on first hook and we have no camping problem.

    Survivors are humans, one hit and they're dead, except for legion he will need 2 hits, he have a little weapon, imagine taking a hit of Pyramid Head great knife in real life...

  • @zippie said:

    While you are on the hook, all other survivors gain a 2/4/6% speed boost to repairing and cleanse anytime the killer is within 6m of the hooked survivor. This effect persists for 3 seconds after the killer leaves the range.

    the 3 seconds prevents the leaving and coming back argument of some other anti-camping perk suggestions, and since it doesn’t apply to exit gates or healing, it can’t be abused by SWFs during endgame collapse.

    Obviously the consensus is when facing a face-camper, to “just do gens” because then the killer will only get a 2k. Well this might be enough to drop that to a 1k and start discouraging face-camping.

    Additionally you have to consider the bell curve of players. Most players are only average and solo que. In those ranks you can’t depend on someone else to have BT.

    This will not gonna work, imagine, the killer is playing nice, not tunneling or camping, but when he hook a survivor other survivor just run like a potato to try to save the other survivor, what you think will happen... Of course the killer will chase him to not let them have a free unhook, if the survivor loop around the hook... Well I imagine you don't think in that scenario, the survivor will basically force the killer to "camping" to give his teammates a buff and DBD have a lot of hooks in strong loops, and in maps with 2 floors... Yeah, you don't think about that too.

  • Someone is crying about a D tier killer... Wow

    @SilentShepherd said:

    It's become abusive at this point to go Bubba and then ruin everyone's day with toxic gameplay. Every single Bubba I see, is an abusive toxic player. Face camping, etc.

    I think a fair nerf to Bubba would be, once you use your chainsaw, add a cooldown of 20 seconds before Bubba can revv it up again. So Bubba's can stop spamming it. Or, if not a cooldown, then change it from AoE, to you can only down 1 person at a time with it.

    There is no looping when it comes to facing Bubba. Every single one of them just do their special ability and get to lunge forward with an insta-down AoE (area of effect) attack that downs everyone and anything in it's path. It's easy to control, unlike Billy, who has to charge in 1 direction. Bubba can change directions during the entire special.

    Why does it last so damn long? He gets to swing about 10 times with that thing and insta downs everyone.

    And forget trying to save your teammates. He can facecamp everyone 1 by 1 and even if you come 3 strong to try and get save, he will just AoE everyone in a couple swings and insta-down EVERYONE from healthy to dying.

    Bubba needs a nerf bat. really hard. Shorten the time his special lasts.

    I'm at the point now that if I see another Bubba, I will intentionally kill myself on first hook and move on to another match.

    @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765566#Comment_2765566

    You're joking right?

    Don't pretend like you don't know what I'm talking about. Every Bubba I face is a facecamper tthat abuses his special ability to insta down everyone.

    And his special ability lasts way too long. This is a fact. He swings about 10 times with that thing and insta closes gaps. And if you try to use corners to mess it up, guess what, he's not like Billy. Bubba can actually turn too. It's too strong.

    Git good.

  • @Zolfo16 said:

    https://forum.deadbydaylight.com/en/discussion/306413/nerf-the-blight-please

    The game needs adjustments and some aspects of the killer gameplay should be taken into consideration for some correction maybe.

    But i think nerfing any killer that is not nurse is completely out of discussion.

    Blight, Spirit, Pyramid.... the strong killers BARELY can keep up with the game pace.

    And PH don't have good addons, imagine if they nerf him... I just want good addons...

    and about nurse, it seems BHVR likes her title of strongest killer in the game, because instead of nerfing her, they gave her a 3 blink, for the blood pact satanic good nurse players, this is a... OP, BHVR never gonna nerf her.

  • @FriendlyBubba said:

    My dad would be so happy if I hang more hooks around my basement with cow meat hanging on it. I want to make it more spooky and gore.

    Hum... Silent hill theme on basement... What a ######### good idea!!!

  • @DBD78 said:

    1. Bubba ends two chases all game, hooks two players who dies because of camping. Chases lasts 23 seconds and the other one 27 seconds.
    2. Bubba gets 8 hooks all game, chases lasted between 30 seconds to 1 minute 46 seconds. All survivors escaped.

    When people say the second Bubba was more skilled, it's only because they don't like the first Bubbas playstyle. First Bubba game was also shorter since non camped survivors only did gens.

    A killer should be judged on kills not hooks, destroyed pallets or gens kicked. MMR for killers should by far give most points for killing and the rest just smaller bonus points for number of hooks, downs etc.

    Unfortunately... Yeah it's true, but I will appreciate if the devs made it easier to get rank with killer, because with survivor is like, gen, save, cure and if you die you already guarantee a rank up.

  • @CrashMADDS13 said:

    Eh, cool idea but not very feasible. I don't think AI legion members is the way to go.

    I think they just need to balance frenzy to be both useful in the first injury, and still capable of downing, but in a non-oppressive and unfair way.

    I'm sure there's a way to do it, maybe his speed is back to 115 while chasing an injured survivor, but maintains vaulting ability?

    Let him down in frenzy if two/ three survivors are in deep wounds?

    We have to be reasonable with the devs, they won't be able to magically add something new like AI legions or a clone/disguise mechanic. They need to fix frenzy into something good

    maybe an addon that does that: active frenzy, hit survivor, lost your frenzy, wait for the cooldown, active frenzy and down the survivor, and probably will have more time the cooldown for frenzy.

1 2 3 4 5