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drakolyr

drakolyr

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drakolyr
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  • Well hiding and avoiding killer is a core thing you have as a survivor.


    How many bloodpoints do they get? Also i had so many killers say i just hided while i did 3 gens and did some gens without being noticed. So, its maybe not just hiding. (Also kinda hard to not get AFK crows if you dont do Gens at all)

  • Survivors need to work together, so stacking is fine.

  • Nah, dont exceed the penalty until something is done in the first place.

    The dc's happen for a reason and the core issues should be adressed.


    Before the massive killer update there was less dc's. Also even less before MMR. If after a patch suddenly dc's are higher, then maybe its something off.

  • @SuzuKR said:

    If you just take the perks, you'll never have to deal with them again anyways. It's a one-time investment. I don't think that's too shabby. And those perks could always receive changes or buffs in the future. It also means another slot for something else that could be better, like a wanted add-on.

    Again, some perks are not bound to survivors and cant be prestiged to 3 for everyone. And some of them are just a waste of bloodpoints.

    @konchok said:

    The old system was worse, This system is better. If you can't see that than I don't know what else to say.

    Its my opinion that the dev's were lazy with that. An outdated system is an outdated system. But still some things are just not understandable. Critic the dev's isnt something that just stops. lol

  • @GoshJosh said:

    Look, you buy a perk and level it up once per character no matter what now. P3 a character and never pay BP for any of their perks ever again. And BHVR (finally) actually did massively reduce the grind just this last patch by lowering the cost of everything in the blood web by a large margin.

    I don’t see much more room to complain about the leveling or prestige system. Other than removing clutter from blood webs (luck and mist offerings).

    There are plenty of useless perks which aren't bound to prestige.


    Also why not just keep something? It just looks like dev's want still grind, instead of making the system fun, rewarding and feeling good.


    The funniest part is also, they reduced stuff, but lied hard. Its not nearly 75% reduction (it was proven via math). They made a change that prestige will cost something etc.


    That they reduced cost of blood web was needed, otherwise you cant use items/addons at all without being robbed.


    The system itself is still old and i dont get why they just not made an overall new one.

  • @Tsulan said:

    Why should the killer? It's not like survivors regularly give a pity kill, when all are about to escape. So why should the killer give a pity escape?

    I actually do that a lot. Especially if we as survivors wreck the killer. I gladly give a pity kill.

  • Simple:


    Your Killer MMR is not the same as Survivor MMR.

  • Its a bummer, but at the same time i think the power sometimes laggs behind and i get catched where i was 1 second ago.

    Why they didnt tested that? They just made a dev update 1 week before release and then new issues are there. Why having a PTB for so long in the first place?

  • @VikingDragonXii said:

    I think part of the issue is that let's say the game says it need 50 more survivors to balance the matches so it issues the bonus.

    But 150 Players play survivor so the system I think is getting a bit buggy because it offered the bonus and those players should get it but it will pay out to the 50 that was needed

    If there stands 100% bp bonus while i queue, i should get 100%.

    Everything other, is just bad design.


    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160339#Comment_3160339

    I have a 25% bonus to Survivor but my friend has a 100% bonus.

    My other friend has a 100% bonus to Killer.

    We all live within 5 miles of each other.

    Its buggy all over again, they rather released the money stuff, than actually fixing issues.

  • And at the same time, i got grabbed 1 meter away. Big ooof with such things again...



    @topic


    Since they dont adress the core problems and unfun stuff, people will kill themself on hook. At the end, its a game mechanic. And personally, if i get selfish teammates and a killer who tunnels/camps, i rather die quickly.


    Also killer queues will be long again.

  • @scenicpickle said:

    well done the incentives are working nicely killers get quick games survivors get more bp its wins all around

    Except its because this patch released 2 survivors too.


    Survivors dont get really more BP, since its buggy all over again.


    I will say after 2 days killer get long queues again, since the problems aren't adressed.

  • Yeah i know it was kinda confirmed... but the updates on such stuff are either delayed or not done or not good enough. So my hopes aren't high

  • @Pulsar said:

    Sometimes the bonus doesn't seem to apply.

    Another thing they "fixed" it. My ticket is also still open where i got robbed from levels and reset, they said they are testing something on the PTB. Nothing since then...


    Typical BHVR...

  • @Someissues said:

    Is that new?

    why do i see no one talking about this on Reddit?

    It was released on the last patch, but it was buggy.


    @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3160118#Comment_3160118

    My queue times for survivor haven't lasted any longer than 10 seconds so far, so I imagine there's a reason it's 100% for survivor.

    Well it makes sense, a role that needs people finds fast matches and get the 100% bonus.


    I still think killer will have long queues since they dont fix anything for solo q and the anti camping perk got nerfed.

  • I see actually more slugs, especially for 4k.


    I dont think its that good that they dont respect DS at all tbh.


    @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138587#Comment_3138587

    People hate everything. They hate being slugged. The hate being hooked. They hate it when killers respect DS. They hate it when killers don't respect DS. There's no way to play the game and appease everyone.

    Same thing applies to killers. Some killers think being good at chases is toxic.

  • If you are in a situation where you cant get out at all? I think thats broken. Every situation should have counter play for both sides.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137632#Comment_3137632

    Killers also hate body blocking, flashlights, pallet saves, DS, hook sabotage, etc. When are we going to address those?

    Very unfun to go against, results in total denial of hooks, preventing the killer from acheiving their main objective.

    This is a pvp game, your not supposed to enjoy it when the other side win. Your supposed to play well enough that they don't.

    Your logic has flaws, one prevents people from playing the game at all (camping and tunneling) and yours is a mild inconvenience, but the fun part in most cases you can punish the survivors for it.

    With the new anti camp perk you can punish finally. But its still a band aid fix...


    @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137636#Comment_3137636

    There's nothing unfair about it. The game is an asymmetrical elimination game. Playing survivor means you are on the team that is getting eliminated.

    Tunneling and camping are both valid tactics with the only actual problem is face camping which is hard to address due to many counters to it affect normal gameplay negatively.

    You can bring this argument how much you want, but enjoy your long killer queues. Also instead of justifiyng such tactics, maybe for the fun for both sides, ask for... actually fun for both sides?

    It is actually possible. *Shrug*

  • @ThatOneDemoPlayer said:

    Zombies are already really bad, let them do something that isn't just situational information gathering

    Just because they are in some situations bad doesnt mean they need a broken mechanic. Ask for a rework instead.

  • Give them time!

    They need 10 years for this. Also they need to make new DLC's like resident evil first. Way more important to get money.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138262#Comment_3138262

    You're not "playing for the win" at that point, you're refusing to accept the loss and begging for a draw.

    Just because one is left, doesnt mean he lost. Otherwise make the game 3vs1.

    1 Survivor should still have the chance to win and shouldnt be impossible.


    Also in most cases, survivors do something. Maybe you dont see it.


    Doing Totems, healing others or hiding while in terror radius (which litterly gives points) isnt doing nothing. And the reason for proof is simple, not every killer playing sees everything.



    Also for @topic, i dont think killers should automatic win when the timers run out. Killers slugg too to find the last survivor instead of just hooking him to "end" the game. Also some killers can do things to keep the game hostage.

    It should result in a draw.


    Also having endgame collaps and still needing to do gens? ######### no. Endgame collaps always powers gates. Simple as that.

  • See plenty of camps happen, even when noone is near.


    New perk is good for that and it should stay that way, or they should not do a band aid fix.

  • @AnchorTea said:

    It should not cover the entire basement expedition.

    It should. Its litterly for that. But 5 seconds are not enough.

  • Did you know what prove yourself actually buffs? It shows whats wrong with gen times.


    Survivors get a penalty per another survivor working on a gen, always 15%.


    What does prove thyself? It gives you 15%. So survivor suffer no penalty on a gen. Thats it.


    I think gen slowdown should be done differently and not with slow down perk meta... "Meta change". Nah just for survivors.

  • For most things on sluzzy, i agree. Especially in this thread. Survivor right now doesnt feel nice at all. In SWF's its okay.


    The thing is, SWF's is also an SWF if someone just plays with another person. Solo Q feels terrible and dev's dont even bother to help with that, they just want to release resident evil first.

    They changed way to many things, way to much.

    A game should be fun aswell for both sides, right now, survivor on the most part, doesnt.


    MMR is, was, and still be terrible. Especially if Kills = win and surviving = win. (Still so mad about this, since the game is so much more than escaping or killing...)

  • Its funny that some killers rather let someone bled out before even trying to hook on another location.

    Its a good game mechanic, and it should rather engage killers to play better.


    Or just add 2 gens more ingame so survivors cant 3 gen anymore and you can have your hook respawns, no problem.

  • Camping and tunneling gets too much rewarded, thats true.


    But survivor score events need to be adjusted and pumped up. Atleast by 50%, also i think it needs new score events overall. Many actions are connected and should reward both categories.

    • Most killers are above their goal MMR and after the update its even worse.
    • Tunneling and camping shouldnt be a "strategy", preventing players to play is just not good.
    • There are too many hooks ingame. It shouldnt be possible that some hooks are in near 2 meters each other.
    • The game shouldnt be focuse on escapes and kills it should only focus on the fun.
    • MMR is overall not good and it shows so many times.
    • There should be more events ingame, with different goals.
    • BHVR is lying, unthankfull and has bad communication
  • You relied too much on Dead hard.

  • It was quite unfair, especially that it was announced short before the update.


    Now i panicked and prestiged some characters and lost not just levels also prestige levels. I dont know how long i need to wait, but the support says its an issue they need to look at.


    They should have just give the 2x bonus prestige also to perk tiers straight away.

  • I think its intentional, doctor can easyily prevent you from escaping otherwise.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091682#Comment_3091682

    Many players are currently too focused on killing and escaping. So I would suggest focusing not only on winning, but on having fun.

    Yeah and thats why people kill themself on hook in an unfun match. Simple as that.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090901#Comment_3090901

    Wrong. If you go into games with such a bad attitude, you might as well play something else

    Or maybe, people dont have fun in match, they die on hook, cause its litterly something you can do and its a gameplay tactic.

    If you dont like it or not, if its something we shouldnt do, then it wouldnt be in the game.

  • The argument "killer will stop camping/tunneling if they are buffed" is just not right.


    Camping and tunneling are very effective, especially with certain killers. So it will always be like that. Right now, tunneling is the most effective way to get a 4k.

    Killers get no punishment for tunneling, except some seconds. Which are not a big deal after this update.


    The tunneled survivor cant play the game, doesnt get much BP and has nothing much after a loading screen and then be rewarded with 2 - 6k BP. (And probably lost item and addons worth 5k)


    I understand why its done, its effective. But what i dont understand, that this strategy is not hard punished with hardcore less BP. Cause its just easy.

    Or give the survivor a BP bonus if they die fast or get tunneled out. 10k+ Bonus BP for being tunneled, and its less frustrating and survivor get something out of the match.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090658#Comment_3090658

    I'm not sure how a tooltip not updated makes reports useless.

    If done correctly, the reports work and lead to punishments.

    You mean, i have to record the whole game, gather information, be still ingame so i can get my ID, the offender aswell and then i need to give extra informations.

    And even then, its not guaranteed that the report is accepted.


    Oh and if you forget one thing, the flag ingame or ID or cause the match already is done and disconnected, you cant report at all.


    Sorry, its just not a good system, especially when ingame reports only do something, when you give extra information online.

  • @Rizzo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090014#Comment_3090014

    That report screen has never been updated, the game rules are what you should refer to when discussing what is reportable or not.

    Another reason not to use reports at all.


    Since they dont care about reports and i dont see why i should do all the work.


    Reports are useless right now.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082413#Comment_3082413

    solo q is not all of the matches, and you aren't playing all the games that happened.

    Yeah, i'm pretty sure, you now my personal experience better. I'm just stating my opinion based on my experience. My friends had the same experience.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082413#Comment_3082413

    Based on the stats someone posted from an aggregate site in another thread, it looks like the kill rate across all games probably increased about 16% from around 48% to 64%, making the average kills per game a little under 3. So it's not quite as high as "80% of matches are 4k" but it's definitely a lot higher than it was pre-patch.

    Some of that is obviously because the patch was intended to raise kill rates, the devs explicitly said raising the kill rates was a primary goal because they were too low. Some of it is also probably because of short term factors like the 70% of survivors who had used Dead Hard suddenly having to learn how to path well without Dead Hard in their pocket for an extra loop, or survivors who are still trying out Off the Record and are wasting it on pointless bodyblocks, etc. So my guess is that seeming 64% kill rate will go down over time and we'll end up with like a 55-60% kill rate in the long run as survivors get better in the new system.

    Also note that eventually the devs will probably get back to finishing up those extra HUD icons for solo queue that they announced in January. I'm assuming they were put on hold because of everything else that was in the pipeline this year, but hopefully they'll get back into the development cycle once the dust settles and it will help boost the solo survivor escape rates a bit to level the playing field with the swf players.

    Yeah, i saw the site. And i dont think it can track everything and everyone, so i dont think i can trust on that.

    For example, i only used Dead Hard in tombs, wasnt playing much of meta perks at all and most of my games are 4k stomps for the killer. Right now, i only play solo q.

    @lav3 said:

    Solo Q has been ignored and neglected so long and after patch timebomb just exploded.

    Just adapt? That's what I heard back when Undying was released.

    BHVR made such a terrible mistake giving huge buffs to killers and not touching Solo Q at all.

    Solo q needs buffs. And now its more shown than ever,

    @rvzrvzrvz said:

    I mean they made camping and tunneling even more effective and you say people are overreacting... they should atleast hotfix DS back to 5 seconds until they balance the game properly, it's rly bad right now

    I mean, before the patch, every 5 game someone tunneled. Now its the other way around, only in every 5 game someone doesnt tunnel.

    @LittleBigSunset said:

    https://forum.deadbydaylight.com/en/discussion/336408/overreacting-about-solo-q

    I'll break down for you why solo queue is now even worse than before. And no, it's not because survivors need to 'git gud'.

    1. With gens now taking even longer than before, this means that coordination and strategy are a must to ensure that the killer is occupied for an extended period of time while gens are still being completed. This is effectively impossible to do in solo queue. There is no base kit kindred. You have no idea what your teammates are running or doing, nor if they are capable of running the killer long enough for anything to get done. It is easy to make mistakes and the killer now has much more time to capitalise on said mistakes which can effectively end the match.
    2. Killers are guaranteed to have shorter and quicker chases, due to the buffs to pallet breaking, attack cooldown, bloodlust and the nerf to the distance a survivor can make upon being hit. This emphasises that gens need to be repaired and repaired quickly before the survivors start dying and become overwhelmed, and in solo queue this means you need multiple survivors on gens and coordinating efficient saves and chases. Essentially Killers get more room to make mistakes while survivors get far less. This room is amplified by the excellent gen slowdown now available.
    3. You would think the base kit BT buff would do wonders for solo queue, but as it turns a five second BT that the killer KNOWS you have can easily be waited out, preventing it from any impact bar from if you were getting facecamped and have a pallet two feet from you. This in fact encourages tunnelling and camping because now killers know survivors will (at present, anyway) not be running the perk BT as they technically have a built-in BT for free. DS being nerfed into the ground for no apparent reason (the endgame bit was justified, the rest was not) only encourages tunnelling further and a solo queue team will have little chance of taking the heat off of the tunnelled survivor.
    4. Camping is further encouraged due to the increased gen times and may in fact reward killers now, especially against a solo queue team that may not be able to coordinate rushing gens.
    5. The gen slowdown available is stronger against solo queue teams. It is harder to be healed by your teammates in solo queue (that's if they even want to heal you), meaning Thana stacks are more consistent. Call of Brine is particularly good as you have no way of informing your team that the gen you got run off has been kicked, meaning it is likely to regress a fair amount if not all of its progression.
    6. Nurse got pseudo-buffed by this update rather than nerfed, and she already kicks the ass out of every solo queue team in existence (if they're competent). Have fun being slugged on the floor at five gens and not being able to do a thing about it (my experience for most of my first day of playing post-update).

    TLDR: Killers are given much more room to make mistakes while survivors are hardly given any, and solo queue teams are very likely to mess up at some point and be unable to recover. Camping and tunnelling is encouraged even more. Gen slowdown is more impactful against solo teams. Nurse is Nurse.

    This! So much.


    I still think base BT is not a buff at all, its way to short for that. Also killers can easy count to 5.

    BT was strong before, cause a killer couldnt know if you have it or not. Now they know you have it, easy countered.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3082320#Comment_3082320

    Did you know the fact killers will not 4k nearly every match? it might not be an idea that can easily be accepted, but it's there.

    Yeah, but right now, 80% of the matches in solo q (atleast in my case) are 4k's or seldom 3k's cause someone found the hatch.

  • Its not overreacting.


    Killer mains now posting that survivors are fine, when some things are clearly broken. Killers shouldnt 4k nearly every match. I mean the argument "survivor sided" came, with SWF's, which are just a tiny part of the survivor population.

    But i guess it will be complained about long killer queue.



    The game should be fun for both sides. And solo q was before not good, now its really not enjoyable.

  • I guess that appears if you use certain words.


    Mods close threads also if you want to discuss a bug, even tho you clearly stated a discussion question and wanted to post the bug anyway...

  • @Archvile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081730#Comment_3081730

    Assuming you have full stack Thanatophobia and one stack of Pentimento, that's a 55% slowdown which should result in 139.5 seconds per gen. What's the third perk that lets you get to 164?

    Well. I read it in the forum and then didnt calculated again. I guess its not 164 seconds.


    It can be with dead lock and scourge hook pain resconance be extended. (Not to mention gen kicking with instant 2.5% regression)

  • @Archvile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3079464#Comment_3079464

    You keep repeating it, but Thanatophobia does not make a gen last 164 seconds, that's a 82% slowdown. Full stack Thana applies a 22% slowdown, which is 109 seconds.

    True. I'm sorry it was late.

    Thana with other perks push it on 164 secs. Thanatophobia and pentimento for example.

    I know i repeat it, because i have seen it nearly every game.

  • @NamesCris said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078058#Comment_3078058

    My problem with this argument, which Im glad you laid out, is that teammate issues are quite literally in every game: Overwatch, COD, League, CSGO, etc. Teammates are always going to be garbage sometimes. And even if they are garbage you’re not completely helpless. Personally, if I escape and I have barely any points, I will not be satisfied. Escaping is the name of the game but so is the tedious grind for bloodpoints, which i surprisingly have heard absolutely noone complain about. Escaping gives you 5,000 extra bp and no other incentive other than a higher unbroken emblem grade.

    Camping hook has always been a non-issue for people who arent hooked. If a leatherface is camping, then literally just do gens.

    And off the record and decisive being disabled after the gates are powered is a quality of life improvement for killer. There was nothing more frustrating than hooking someone when the gates arent powered, they get unhooked, powers the gate and you down them and then you literally can do nothing because all they have to do is hit a skill check and you dont get the kill. and now that they are disabled after the gate it incentivizes more teamwork after unhooking someone to protect them from getting picked up or hit again. Even then they still have dead hard they can use they just have to have the right timing when they use it.

    Tunneling is a get gud issue on both sides. If a killer is tunneling its going to cost him the game, if a survivor is getting tunneled they are going to have to play extremely well or just take one for the team and get downed.

    Slugging has always been around, and I had to deal with it yesterday against a legion with Knock-Out, if you want to prevent slugging separate from your team and then pick them up when you can, otherwise leave them and do gens.

    Kindred is honestly one of my fav perks and I use it all the time, but I dont think its necessary all the time especially if your mmr is good enough for good teammates. Again an issue that isnt in your control and honestly shouldnt be. If noone is going to unhook then just take the 4% chance and if you fail, whatever, go to the next game maybe with a different loadout or item so you dont get hooked so early.

    Thanataphobia is stronger sure but Legion is the most bottom tier killer in the game and is useless when it comes to downing people, just spread out and get out of his terror radius and you’re fine. And then you can just heal a teammate if you get the chance. Similar idea with plague. but this time Just use a fountain. Honestly, a plague with thanat is how i pictured plague would be played years ago because its a good gameplay loop for her because she will actually get her corrupt purge because everyone is going deterred by thanat and use fountains. And if your team cleanses in every fountain on the map it gets rid of all the fountain and plague automatically gets her power which is actually bad for her. Not only that Thanatophobia is had a 2% change which is barely anything even with added gen time.

    And if the 5sec endurance time isnt long enough, then like run Borrowed time??? Like everyone did before the endurance was a thing.

    "Camping hook has always been a non-issue for people who arent hooked. If a leatherface is camping, then literally just do gens."

    So, there we have the first problem. The other 3, dont know if he is camping. They either look 1 by 1, or get downed on an instant. Especially with insidious.

    Also "Just do gens", with the new slowdown perks, thana for example, on the max is 164 for one gen.

    So, until the team got the information, either some more are hurt or run back to a gen, its already the first hook state.

    This strategy only works on SWF's.


    "And off the record and decisive being disabled after the gates are powered is a quality of life improvement for killer. There was nothing more frustrating than hooking someone when the gates arent powered, they get unhooked, powers the gate and you down them and then you literally can do nothing because all they have to do is hit a skill check and you dont get the kill. and now that they are disabled after the gate it incentivizes more teamwork after unhooking someone to protect them from getting picked up or hit again. Even then they still have dead hard they can use they just have to have the right timing when they use it."

    Well i agree with DS, but not with off the record. The perk is deactivated completly, while it only should for endurance.

    Also the case is, that its now frustrating for the survivor, cause not only are always every survivor there (especially when you are alone), your perks deactivate now completly.

    It should be equally fair.

    "Tunneling is a get gud issue on both sides. If a killer is tunneling its going to cost him the game, if a survivor is getting tunneled they are going to have to play extremely well or just take one for the team and get downed.

    Slugging has always been around, and I had to deal with it yesterday against a legion with Knock-Out, if you want to prevent slugging separate from your team and then pick them up when you can, otherwise leave them and do gens."

    And the same argument is made above. Also if a killer wants to tunnel you out, nothing will help you. And the killer has the advantage of that. Always. In Solo Q especially, since teammates will play selfish.

    And with thanaphobia or other slow down perks, with buffed gens doesnt do the job.

    "Not only that Thanatophobia is had a 2% change which is barely anything even with added gen time."

    Its already proofen thats not true. A full Thanatophobia goes from 90 secs of a gen, to ridicoulus 164 secs of gen time. And with plague, for example, you see fast on which gen survivors are. You are fast infected again and if she gets mid chase her bad vomit, you are down.

    Legion is better now, Legion got buffs and legion profits from every buff killer got. And especially gets better with the buffed slow down perks. I dont think Legion is low tier anymore. Spreading also only works on big maps.

    "And if the 5sec endurance time isnt long enough, then like run Borrowed time??? Like everyone did before the endurance was a thing."

    You know, thats the core problem. Killer now you always get 5 secs of borrowed time. So its useless. They wait automaticly 5 seconds. In solo q, i never see someone take borrowed time anyway.

    Sure its a bad teammate situation, but thaths why it need to consider and solo q needs buffs.


    Since you talk about your Survivor experience, can i have a look at your steamprofile? Would like to know.

  • Its funny that some people make a post, get good games in soloq and claim that its just that.


    Solo Q was a bad experience, now its worse. And some people want explanations, i'll give you plenty.


    • Killer camp and tunnel more, since the update. Its more efficient, since slow down perks are buffed and you can camp scourge hooks.
    • Against certain killers, you litterly cant do much of gens, thanaphobia with plague and legion on small maps, with 164 seconds on a gen is just ridicoulus.
    • Second chance perks deactivate at the endgame, where solo q need it the most. Why? Cause seldom people take protection hits.
    • You need to run kindred, otherwise you dont know if a killer is camping. Or other survivors go for the safe.
    • The endurance 5s effect is most of the time not helpfull, either killer wait it out or for example a trickster in his fast form can down you too fast.
    • Selfish teammates, had litterly a match where another survivor teamed with the killer.
    • Slugging killers are still a problem, with Solo Q, you dont have much of a choice there.
    • No communication overall, i still think they should introduced the solo q images they are working on earlier.
    • Teammates often just leave in the endgame, even when they have 0 hooks.
    • Teammates farming you off hook.

    • ... etc
  • The problem is, tunneling and camping got even more efficient. The 5 sec bt doesnt help anyone.


    And from my personal experience killer tunnel and camp even more. Why give up an effective tactic? They dont get less BP, they are not punished for it, they are most of the time revarded.


    Best case: 1 survivor on hook, rescuer down.

    Good case: Hook trade

    Worst case: Everyone is atleast injured and you can go after them.


    Since its not punished and very effective, it will not change.

  • @Cramps said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073885#Comment_3073885

    So, it's a problem that sometimes a survivor can't do much during EGC in the same way that it's been a problem for killers to secure a kill during EGC for quite some time? I'm going to assume that you were here complaining about how unfair it was for killers on the other side of the coin too then, right? I mean, you must have, because "It should be equal for both sides to kill/escape", right?

    Of course not. You didn't care previously when it was unfair for the side you were playing against, but now that you have to face a similar scenario, it's unfair. Shocking.

    "It should be equal for both sides to kill/escape, but, there should also be a reasonable bias for the role I'm playing" - seems a pretty fitting quote in regards to a lot of complaints I've been seeing recently.

    Oh look, its us vs them.


    I honestly dont use DS anyway and off the record. Also its just for discussing and i answer in thread. Also i'm not on every thread on this forum. Dont know where you come from with your "point".


    Sad that you need to be unfriendly in a discussion like that.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073889#Comment_3073889

    Off The Record gives you 100% sound reduction for 80 seconds after both unhooks.

    Using Self-Care combined with Bite the Bullet lets you hide somewhere and be silent while also giving you a little healing progress.

    And in what point does it help to not hear the annoying sounds when injured?


    I just want something that i dont need to hear Jane moaning like she is shagged good. I think also many survs runned iron will so they dont need to hear it themself.

  • I think that 2 things are needed now:


    • An option as survivor to disable the grunts, some survivors are so annoying.
    • Equally the sounds from every survivor, since for example Jane is much louder than others. Or elodie.
  • I understand that in some situations it was just loose. But now its the other way around and most survivors cant do much in endgame. It should be equal for both sides to kill/escape.

    And i think its quite unfair to have a perk completly disabled, just because you didnt need to use it.

  • Open a ticket. Done this too.


    Many prestige levels are not there and atleast 140 survivor levels are missing. From my side atleast.

  • Elodie didnt get a full tome, but a really good skin out of the previous ones.


    Also since the survivor skin draw competition only picks female survivors (like the 4th time in a row) as winning skin, i'm glad the next tome is for a guy again.

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