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kaijudane

kaijudane

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kaijudane
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  • Killers don't need anymore aura reading perks.

  • @HollowsGrief said:

    All I got out of this was you dislike that killers use BBQ reads to find a slugged survivor (most likely YOU.) BBQ is a good perk but not even remotely close to the "strongest" it's used because it is universally useful in nearly every build AND you get double points. The entire perk is a perfect example of a perk done perfectly: it motivates you to NOT camp or tunnel and rewards you accordingly, with useful points and aura reading to help you find a different survivor. I'm sorry but I disagree with you on every one of your points, I think BBQ is the shining example of a perk done perfectly and I wish more were like it.

    In nearly 2,500 hours of play I've noticed that killers are not as viable without using bbq. Especially when paired with hillbilly, nurse, huntress, blight, spirit, and now almost every killers now that some maps are smaller. You don't get any aura reading with we're gonna live forever.

  • There's a lot of blame to pass around for why they made maps smaller and removed tiles. First is the SWF feature. They gained unearned information and that is basically cheating. Second is "fog whisperers". I don't know how or when the developers decided that taking every complaint they had as gospel but here we are. This is also how the original Freddy and Mettle of Man got nerfed and how Stridor got buffed to literally make Iron Will worthless.

    It's also funny that you mention doing 360's. There's no boldness or survival points granted for that move even though it's very hard to perform and rare to be successful at.

  • @QwQw said:

    Ah yes, let's nerf a balanced perk instead of ds+ub.

    It's not balanced. Not since they keep making maps smaller and a killer like Trapper or Clown can just keep walking over to the next survivor without doing any hunting.

  • @CashelP14 said:

    The timing is the same but it doesn't look correct. The beam doesn't fully close like it normally does.

    I don't understand why they keep changing this.

    They keep changing things according to the wishes of these "fog whisperer" hacks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834972#Comment_1834972

    That wouldn't explain what OP is seeing, and it's certainly not widespread enough to be actively hurting the killer population.

    Previously, when a rank 1 and a rank 20 queued, they'd get matched with a rank 1 killer. That was a terrible system because the rank 20 almost always torpedoed the squad and had a bad time because they were substantially worse than the killer. So, now, if a rank 1 and a rank 20 queue, they'll probably get matched with a killer that's green rank. Short of MMR, this is pretty much the most balanced thing you can do. One of the survivors is on average going to be stronger than the killer, and one is on average going to be much weaker. Seems fair to me.

    Being able to queue with someone with that much of a rank disparity is nonsense. I'd love to have the ranks displayed in the lobbies again so I can decide if I want to have a fun match or not.

  • @gatsby said:

    I just had a match where I basement camped a Cheryl as Hag. She had a med-kit and I brought Franklins. The Cheryl went struggle on first hook and decided to DC when I came back for her later on in the match.

    I felt a little bit bad about it... until I looked at her build at the end of the match. Decisive Strike, Unbreakable, Soul Guard and Dead Hard with a two heal med-kit.

    She deserved it. No regrets.

    Players like you, regardless of which side they play, make the community worse by simply being in it.

  • Part of the problem is an SWF group will be purple and/or red ranks and bring in a low rank friend which can draw a lower ranked killer. It's a broken system. I've seen red ranks bring a 17-20 in and as expected it ruins the match.

  • It's bad enough that survivors use the pointing and waving and killers shake their heads yes or no depending on how many chases they've already lost. I wouldn't want a change like that.

  • For starters, No Mither should have 0% noise from being injured built in. You should recover faster. Not Unbreakable's speed but somewhere in between. I've used it in the past with tenacity and DS so even if they pick me up right away I can buy some time. I don't know that it will ever be a viable perk even with the increase in slugging lately.

  • Buff this, rework that...I'm always brought back to when Freddy was first released. His original design last ONE week before the always obnoxious combination of inexperienced players and streamers that the devs bow down to screamed for a nerf. Then he was almost useless for another 2 years.

  • Unfortunately for decisive strike, and other similar perks like mettle of man, no one is ever going to be happy with it. I think DS is better now than it was because killers were so terrified of it they were dribbling people to the hook which was ridiculous.

  • Some of these comments...ugh. There absolutely should be a much longer cooldown if Victor is crushed. Like Hillbilly or Leatherface when hitting a wall with a chainsaw.

  • @GoshJosh said:

    Yes! Why should you have to run three perk slots to counter slugging?

    This is what I was thinking. It seems like tenacity and unbreakable should be combined with tenacity having some other function like being able to repair gens while dying.

  • It's no better or worse than lag switching in the old p2p system. As others have already said console and killers from other continents get favored with very late and suspicious hits.

  • @meatisadelicacy said:

    As a solo survivor, please god no. I don't want to hear these fools I have to play with. It's one of the reasons I like DBD and quit playing Friday the 13th. I don't want any seven year old boys squeaking in my ears. I like the challenge of being a solo survivor. It's so satisfying in the rare occasion you get actual skilled teammates who are willing to play the game and not just Blendettes who Spine Chill and Urban Evade the entire game.

    I'm right there with you. The whole premise of the game was to see if 4 strangers could work together and escape with limited communication. It's bad enough SWF teams gain unearned information in a match. I certainly wouldn't want to listen to them doing it.

  • Get the hell out of here with this. I remember when you could mori someone without putting them on the hook and the one change wasn't much better. It ruins the game for everyone, including the killer, because you're robbing the out of points.

  • @SkittyChips said:

    One longstanding debate that I have noticed is whether SWF should be completely removed or whether it should not be touched at all. Why not have a compromise between the two ideas? Perhaps a feature can be added to make SWF more fair to solo survivors and killers, while allowing those who want to team up to troll solo survivors, or to be more unbiased "those who want to play with their friends" to continue doing so. My feature suggestion is simple and easy to implement. I think that ONE of these features should be added.

    Feature 1 - Revealing SWFs.

    During a pre game lobby, all SWF players are highlighted. If there are two SWF teams, then two different highlight colors will be used. During the trial, the SWF players will instead have their icons (in the bottom left) highlighted. After the trial, the SWF players will have their names highlighted. I think this feature is fair because it does not remove the SWF feature, but also alerts solo survivors and killers of SWFs, allowing them to dodge to avoid having to play games with toxic players.

    Feature 2 - Mori SWF

    I think that SURVIVORS should be able to mori any SWF players by burning a common offering. SWF players who disconnect while a SWF mori is active will be permanently banned.

    I'm all in favor of the first part! When it's fellow PC players I'll look and see if they have their friend's list visible and make a decision if I want to team with them. SWF sucks for solo players too. In 3 1/2 years of playing this game SWF have a tendency to hook dive, use a key and leave two behind, or just play like morons. I think the worst offenders are any group that has coordinated names, characters, and/or outfits.

  • @Rydog said:

    The aura-reading is not the reason to use BBQ for most killers. Some killers, like Nightmare, Nurse, and Blight, get some good value out of it, but most killers cannot greatly capitalize on it unless the survivors don't know what they are doing.

    The maps are smaller now. In red ranks nearly every killer can rely on it. It's just more effective for killers that cover a lot of ground quickly. I only use it during bloodpoint events because as survivor I think it's annoying to play against since nearly EVERY killer runs it.

  • I'm exclusively a solo player and I've had a lot of success. That said, the old version of Mettle of Man was a perfect solo perk. It activate nearly as much as people think. I would use that, dead hard, unbreakable and kindred. It was very self sufficient.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831905#Comment_1831905

    if you play this game alot this 4 minute slug happens more often than you think. Sometimes really toxic killers even do it to new players who are just getting into it. Happens to me 1-2 per day if I play alot and isnt neccessary.

    Rarely will you bleed out more than 2 minutes. Most of those cases are hopeless slug garbage and a dc wont make a difference apart from wasting less of your time... Neither survivors nor killers should have the power to hold a game hostage. A good permanent solution is either suicide after 2 minutes or dc penalty removal. And we all saw how awful the dc penalty removal was...

    You're exactly right. I've started running more anti-slug build variants because it's more common than it was even a year ago. It was a big problem when the game first launched but then it cooled for a few years.

  • Glenvale is a tiny map with almost all generators along the main street. Killers don't need any help.

  • You know what I want? For ######### to not wait until I've run across the map to try to unhook themselves. They don't get it often, obviously but when it happens you can't replace all that wasted time.

  • There's no way to make this work. I wanted to see the usernames of who is playing killer to avoid toxic players but then it opens up the possibility of survivors knowing the killer and then you'd have a Friday the 13th situation on your hands where unskilled players team with the killer.

  • It needs a buff regardless. 3 tokens isn't enough when considering the amount of aura reading perks killers have now.

  • I think BT is fine the way it is now. It's one of the very few effective anti-camping and tunneling perks. There's still killer players who will actually count down and wait out the timer.

  • They're doing that to try to milk points and prevent de-pip. I understand that to a degree. I think it's total horseshit if a killer is afk or just not very good and everyone escapes unscathed or maybe two hooks and you actually drop in rank. I've hated the emblems for a long time. I always thought 15k should get you moving up. I've had 20k matches where I only got one save or just healed and that's barely enough for a safety.

  • @Bbreece1524 said:

    I don't usually play killer but I decided I would give it another try. I am rank 20 I was matched against rank 12 survivors. That made it not even fun to play so I guess my question is #########

    You can blame part of this on SWF groups. If you have any purple or red ranks and the others are below 10, that's a dead giveaway. I thought it worked better when rank reset put you down further. If you were rank 1 you would start at 9 or 10 if I recall correctly.

  • @FellowKillerMain said:

    https://forum.deadbydaylight.com/en/discussion/213193/ashs-perks-need-a-rework

    If you're asking for old mettle of man, you're insane.

    Flip-flop at 75% means the killer only has 4 seconds to get you to a hook if he slugged you long enough to let you reach that point. On top of flip flop you have the new elodie perk, which when fixed will be incredibly OP. As flipflop is now, it's still pretty strong, but with 75% wiggle progress, you're crazy. There's no way a killer is getting anyone to any hook with 4 seconds of wiggle time - it would be a guaranteed escape. Survivors already have a billion tools to combat slugging.

    Yes there are plenty of counter slugging perks but that's a big gamble. There's no way of knowing that's going to be a killer plan and if it's not you have 2 or 3 wasted perk slots.

  • @gibblywibblywoo said:

    I think the best change to flip flop would just be 1:1 conversion. Currently you need 95% recover to get the full effects which only removes 50% of struggle phase, and it takes a long time.

    Imo it should be 1:1 but cap at 50%.

    This is the best suggestion I've seen for that. Great idea!

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