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darktrix

darktrix

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darktrix
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  • Should be plenty of survivors to go around. Guess it is the matchmaking again.

  • You know the rules of the game going in, why complain about it here? For a group hug?

  • Nerf swf? Doesn't the game give you enough solos to kick around in compensation?

  • You know what you did wrong. You went in with a 2 man swf when it should of been a 4 man swf.

  • Yes it's been discussed and rejected - all it would result in is easy killer games:

    1) Survivors don't want to be locked into staring at a gen all game

    2) It is bad enough being a loud stationary target for the killer to come get them, now they cannot even see them coming

    And the only way I see a 1st person view for survivors would work is if the killer lost their 110-115 speed advantage over them.


  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/548892#Comment_548892

    It's not the tunneling aspect that annoys me with the stun, it's the fact that you can get unhooked, bum rush another hook, get downed and grabbed, and then get a completely free save in the process and get too a loop. 5 seconds is just too strong with how I've seen people use it.

    Why would you care if people get unhooked no matter the reason? That's more point and emblem opportunities. Then at least two are wounded and likely easy to find if they aren't using up time healing. I suppose if you plain suck in chases and choose the wrong targets to go after (the bright clothed guy with the flashlight and not the gen jockeys) you probably should be scared of unhooks.

  • @se05239 said:

    A more sensible buff would be it'd be easier to stack WGLF by letting you also get a token for healing another survivor, on top of safe unhooks and protection hits.

    BBQ is a killer perk that promotes not camping by showing survivors far away.

    Or BBQ promotes camping when he doesn't or is incapable of seeing other auras. I like the slight buff (could even have a cool down) - moreso than just being a perk for blood points.

  • Maybe if matchmaking respected brackets but it does not. Now if you get in a situation where you got a pack of green and purple survivors against a red killer made even worse.

  • I find it pretty easy to reveal him, but that is probably true for anyone with FPS experience. They know how to keep a moving target centered, but there are a lot of players who aren't FPS players.

    That change is not really going to affect people like me anyway, like make it any easier than it was, and since this is not an FPS game they relax it a little for everyone to even the field. It's probably more because the 3rd person camera can get pretty jittery when peeking around objects and walls.

  • 'I was forced to report both players which I saw had claudette's perks, which will probably make my report for the real culprit not seem valid.'

    It's not valid - you falsely accused another player just because you could not tell the difference. A lot of people run with Claudette's perks.

  • @Swiftblade131 said:

    Key Meta

    Which killers counter with dodge meta, tunnel the key holder meta, and Franklin's meta. Plunderer's a better choice, with a little luck killer will not know you have a key until it is too late.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/71829/ds

    Here's an idea, leave it as it is but make it so that it resets whenever another Survivor is hooked.

    Here is the common situation - a survivor saves you, the killer is coming back to tunnel cause he wants to catch you close to the hook to speed up the kill. The one that saves takes a hit to protect you and they often will take another hit and go down close to the same hook. Now he is on the hook in exchange for you and the killer is back to following your scratch marks in the direction you were headed listening for injured noises to continue the tunnel on you. Really easy on many maps.

    in DS Comment by darktrix

  • @MasterManMike said:

    Everyone justifying using this exploit need to do as the perk name suggests. Yes there were other exploits in the past, just because there's now one on survivor instead of killer doesn't mean that you get to use it. All exploits are terrible and affects everyone's enjoyment of the game.

    The fact that I see people saying "oh well they didn't ban for this killer thing" or "oh its not that bad since you still got a 3k why are you complaining" is honestly sickening. An exploit is an exploit, both BHVR and this community need to step it up. We're better than this, and BHVR should be punishing exploits of any kind.

    Oh I agree that wrongs in the past do not justify wrongs in the present, but banning is not the answer in any case. Disable or fix it immediately.

  • @Pleymo92 said:

    same trick as before, if the survivors gets to open it, just stand above it, they shouldn't get the jump action so you will only waste 30 at max, if not, just close it and deal with it

    I don't think you can block the hatch anymore, the option to jump in appears when you get close enough to it. Don't need to be on top of it anymore. Same with closing it.

  • They didn't ban for Tinkerer when just about every killer that could keep it at tier 2 used it. If it is that broken, they should temporarily disable the perk at least (not like one more useless perk in the inventory is going to make a difference) until they can fix it.

    Tinkerer and Wake-up does not destroy a game, your screenshot proves that, though it is detestable to use a bugged perk that gives an unfair advantage. The Legion add on combo would destroy a game - basically assured a win with original Legion.

    I think they should add some means to disable perks, add ons easily when they bug them so badly - then they don't have to deal with bans and increased rage to such a degree.

  • @Tru3Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/546889#Comment_546889

    survivors also have some perks that speed the gens to make even more problem with the gen rush also survivors have aura reading example alert prove thyself its powerful if you combine it with bond use it along and its insane survivors shouldnt be easy its 4vs1 it should be difficult for them so killers dont have any problems ppl will agree thats this game its still survivor side the sound should be that for the first place so that you think of how to be stealthy

    Difficult against any killer player or just the good killer players? Cause I run solo and against the good ones it is already pretty difficult, the vault changes are not helping.

  • Why not both?

    I think the aggressive schedule of getting new killers/survivors out is more to blame.

  • I think he is talking about what comes after when the killer can see you too. Also when to use it and when not to use it.

  • @RoKrueger said:

    As a killer I realy hate when survivors equip "left behind" that perk is so OP, please stop using it!!!

    If you think that is OP wait til you see them pair it up with Technician.

  • Frozenscum: 'Spirit Fury+Enduring combo is even stronger now, since stun is shorter, surv can barely make 1 step away and you already back on their track.'

    It's devastating - I despise spirit fury most of all and every hillbilly uses that combo.


  • @Frozenscum said:

    I stopped using NOED once I got some experience with game.

    Yes, in some games NOED can help you to secure 1-2 more kills, but most of times it helps you to get 1-2 more hooks at best. I see survivors cleanse totems in all my games, since I mostly play with low-tier Killers with no perks, survivors assume I have NOED, cause they dont see other perks during match.

    If I play as survivor I always clean totems I see in my way, especially if I recognize less then 4 perks during trial.

    Though, if you play in lower ranks - survivors tend to rush gens and run away, ignoring totems, so running NOED could be useful, especially if you're not so good in chases.

    There's definitely some killers you always expect NOED with because the incidence rate is high with them - Freddy, Pig, Wraith, Hag, Doctor, Trapper.

  • @HazeHound said:

    Balanced or not i find it disgusting that survivors are allowed to have counter perks while killers not.

    Examples: bbq distortion, ds enduring

    No they have disgusting tracking and wall hack perks instead.

  • It's not actually a full giving 5 seconds to the survivor either, the animation of jumping off the killer's shoulder and landing on the ground takes some time off that already. Anything less would make the perk useless as a deterrent to tunnelers. How much did enduring take off the stun before they made it not affect DS? In version 2.6.0 stun time was 3 seconds - so they already tried that number.

  • It's like when you have three survivors slugged and the 4th finishes the last gen, all survivors have adrenaline and suddenly get up and race away in different directions. That's what noed feels like, but it happens way more often than four man adrenaline teams who happen to have people downed right when adrenaline procs.

  • I do, but it wasn't enough this time. It does really take the wind out of the killer's sail when adrenaline and hope both go off.

  • @FrenziedRoach said:

    Agreed. If the survivors I faced are so damn inept that I can destroy them quickly, you'd THINK the last thing the devs want is for me to be held back and face those poor saps again.

    If anything, you want the killer to rank past those poor sods so they can get a weaker killer.

    Not with this wonky match making system. Look on the bright side, you probably invaded their rank bracket and caused them to lose pips keeping them down in their rank for being matched against a killer that is obviously not even close to their skill level.

  • Well sure, can survivors get an emblem bonus for completing all the gens and opening the exits in under five minutes?

  • Gens are life. If you don't get them done, you are most likely going to die.

    Pretty high motivation to rush them.

  • I'd like to see more sales on older cosmetics costing auric cells to be also bought with shards as well. These shards are piling up and there's very little of interest to buy with them - the shrine disappoints every week.

  • Seems two gen is fair, but then that defeats the purpose of EGC. If we got back to two gens minimum and get a case with no gens are done and last survivor, no hatch appears for killer to close and start EGC. Then you have a stand off again, survivor cannot do gens cause that is death alone (killer can patrol the map much faster than gens get done), and killer may not find hiding survivor. It would make left behind useful again - but still niche perk.

    That's the price of being able to close the hatch now I guess.

  • Crouching does help with how loud you are too. I am certain of it.

  • @Tru3Lemon said:

    they changed it so that ppl focus more hidding and not been toxic looping etc

    Find that hard to believe since every update they introduce more tracking and wall hack perks as well as increasing survivor pain and breathing volumes, along with adding new sounds like when they jump down from something. They want people to get into chases because that is interactive, then they up the difficulty for survivors all the time to make chases shorter.


  • @RoKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/546422#Comment_546422

    No, because we should be able to interrupt AND close the hatch. No stand off, die with grace

    Majority of killers could use that advice when they stop being a killer and take a hostage at the end. Lose with some dignity. But that is another discussion.

  • Depends on how hard the killer trashes everyone. I've gotten less than 10k and still pipped and other times I've gotten 25k and no pip (both in red ranks). It's more in relation to how the other survivors did but 10k-15k is a comfortable average for most people.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/546532#Comment_546532

    Except all the others killers sounds are subtle. You could mistake them for ambient noise or another survivor.

    Oh no I don't - I always know when a Myers or Pig is creeping nearby even working on a gen I can hear it. Very distinctive to me. I can even hear the Spirit with prayer beads if I listen close enough.

  • Yes. Red rank is worse since you get matched up with greens and purple that die fast, so you make the saves because no one else is and killer is likely to ignore you after the first chase if you are good, so you get nothing in light bringer and evader, when you are the last and they chase you, you might get some evader, but probably lose unbroken due to EGC.

    Probably lot of boosted due to farming during event too.

  • @Warlock_2020 said:

    @darktrix It is not being punished for raising in rank. Higher rank is higher difficulty. Many killers are not overly viable at high rank because survivors are so much more coordinated and can use abilities to the the optimal level. Therefore, increasing the difficulty would mean more variety in killers as well.

    I just don't like the idea of being the only red survivor in a team of greens and having to do all the gens anyway against a red nurse or billy who won't stop playing those killers just because I happen to be a little slower doing a gen now. I won't hold my breath on variety.

  • You'll notice all stealth killers are loud.

    Wraith has heavy foot steps.

    Pig and Myers have very loud breathing.

    Ghost Face's cloak flaps loudly.

    Some balance for the total lack of terror radius and red stain. Least you can stalk like Myers from a distance.

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/546503#Comment_546503

    Somewhere Peanits retified that it looked closer to 43%. I don't remember where though.

    Yeah it was corrected because if you de-pipped it did not count your original rank 1, but as rank 2, or something. So the rank 1 survival was over inflated.

  • Many of these SWF are not crack swat teams either. They are over altruistic and just messing around most of the time. Much easier than going against veteran solos.

  • @Redd said:

    Echoing above sentiments; the main thing they could do to slow down high rank games without punishing low ranks would be to give you a big action speed penalty to gens for staying injured. If people had to heal then games would slow down a lot. Low ranks always heal anyways so doesn’t effect them.

    So getting punished for raising in rank? And there are no high rank games, with this matchmaking it is very common to get a mix of red, purple and green ranks in the same game. You would have to apply that individually meaning punished for ranking up. Even more incentive to de-rank.

    The nerf in healing that killers wanted resulted in people just rushing the gens instead. They even created a killer (plague) that turns every round into a no mither no heal round. Original Legion was same way - though there is reason to heal against him now.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/516803#Comment_516803

    I literally got a 4k, one person I lost and bled out, but the other 3 were killed on hook, 4 gens left, depiped. I regret not getting too survivor rank 1 because I feel it's impossible now.

    It's not impossible, you just need to treat it like another full time job (like some streamers) and hope to get lucky with the other survivors you randomly get teamed up with constantly across all ranks since the ranking system does not respect brackets that often.

    Or just roll with a 4 man swf - they don't have to be good, just dependable and not DC.

  • @Pike_Trickfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/546401#Comment_546401

    This is a leftover from the exhaustion perks triggering after a certain time. It in itself isn't really op, since you can't use another exhaustion perk until you recover so it kind of screws you if you aren't the one being chased or was injured.

    I have actually been killed because of adrenaline before. Triggers exhaustion, I then get chased before it recovers...nothing left for a balanced landing I really needed.


  • @Tzeentchling9 said:

    They should bring back hatch grabs specifically for when opened with a Key. There is currently no counterplay to Keys unless you manage an insta down before they make it to the hatch.

    Otherwise it's fine, first to the open hatch wins.

    Great, so you want hatch stand offs to return.

  • Adrenaline rewards success. It is one of those perks that is often wasted, but when it shines it shines bright and that is what killers do not like, survivors with useful perks.

  • I've noticed that survivors are focusing more than ever on gens. Even injured, they hit gens. I can't say I blame them.

    Well with each killer adding more chances to get exposed or aura read or subverting (on top of nerfing) whatever means the survivors have to defend themselves like pallets, vaults, healing, etc.; they have to finish gens or progress them as far as they can quickly to have a good chance at escape. This is just survivors 'adapting'.

    Gens are life.

  • The key is to mori as the insta heal is to ____.

    a) mori

    b) noed

    c) insta down


  • @KillermainBTWm8 said:

    They just need to be rarer I have 653 ebonies 305 instas 105 BNPS 432 Purple Flash lights

    It's ironic that the least you have belongs to the most worthless rare.

  • I would not try to stealth unless you really know what you are doing when you hear the terror radius. Just start running for a safe area and try to keep as big a lead on them as you can. Do not let them get close to you early, like if you were hiding and they find you.

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