Avatar

kaoraku

kaoraku

About

Username
kaoraku
Joined
Visits
275
Last Active

Comments

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2571077#Comment_2571077

    Part when captain choses to go North everyone on board should know they go North. Without it u won't trust your captain and question his decisions. That's why suddenly rats start to run from ship.

    It doesn't happen when everyone on boat agrees with goals and main course.

    This is a reaaaaaly realy bad example. On a ship in the old days the people down below didn't had to know where they even are, not to mention which direction they go. It is rare that they vote on a ship. The captain make a decision, and the others do it. Or they go to mutiny, or leave the ship on the next port.

    And this is the same there. Those, who can say what they want probably knew about it. The devs, who do not make decisions about these things didn't know. This is how a comapny works.

  • @Exult said:

    https://forum.deadbydaylight.com/en/discussion/comment/2571047#Comment_2571047

    Yes the three other mates should come dive at the hook you're camping to give you free kills. That's also ridiculous. Another thing is, yes, sitting on a gen holding m1 is so ######### boring which is why it's terrible when a killer camps the hook because it's no fun for anyone. The language barrier here is definitely going to be an issue, so let's just drop it. You're not worth the time to argue with.

    It is so low when your argument is about the grammar or the language... Nothing to do with the language since all your argument is that YOU bored when you repair gen, and you bored when you camp a hook. And that's why you want to force others, to play your way. And if 3 of you not able to unhook somebody only with another downed survivor, then you are really bad - but you started your argument that the killer shouldn't camp since that situation happens only if the survivors are better; So it is clear at that point, that you just another ranter who wants to force something on others since your ego so huge, that you think you have the right to tell others how should they play a game.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570968#Comment_2570968

    It's called reputation. And reputation among civilized people means a lot.

    Which part? When a decisionmaker do not ask the coder that what they should do with their own property?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570988#Comment_2570988

    They came out on Twitter and promoted/endorsed them.

    They admit they were involved and partners with them in order to make it possible.

    I write it slowly so you can understand - BHVR give them the model (clearly not for free, and probably they had a contract about it), and cdkeys. To the company. They can use it for promotion - and they do it, promote their blockchain #########.

    You hang to a phrase so you can rage about it like hell or wth? But again - there is no feature at all what do anything with NFTs. Nothing. Literally.

  • @Exult said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570864#Comment_2570864

    This is ridiculous. A killer is enjoying the game while standing in front of the hook and doing nothing? Your example is unrealistic. If it takes you that long to get a down then you should have left the survivor thirty seconds ago because clearly they're better or have a good set up. Learn to give, learn to make a three gen, learn some mind games, learn how to use your power better, learn how to pressure the map, and learn how to force them to burn through their resources. You shouldn't get rewarded for not inputting any command while you stand there and hold one survivor hostage on a hook. You should get rewarded for playing efficiently and skillfully because that takes time invested.

    #########? Why you want to tell others how they have to play a game? :D And what learn to give? When survivors give anything for free? Do not tell me it enjoyable to holding m1 in front of a generator to go on with your example.

    And if you think it takes 30 seconds after a hook to down somebody, then you clearly play against bots. It takes time to find a survivor, and if the map not a total wasteland without paletts, then it is not a law that you will end a chase within a half minute with downing a survivor.

    If they so much better and the killer should give up, then they would be easily able to unhook that one. And 1 survivor would be enough for it - what would happens even if the killer leave the hook, which is better situation for them, 'cause 2 survivor still free to repair gens.

    Hostage on a hook... Holy ######### :D That "hostage" have 3 other mates, who can use perks also to unhook. Again - why you think that you can tell anybody how to play a game?

  • Oo What? I guess you have no idea what happens just go with the rageflow.

    As they even told, they have to give out keys for the license owner every time. And they have nothing to do what the owners do with them. There is no feature what do anything with NFTs...

  • @Groxiverde said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570944#Comment_2570944

    Sorry but it's hard to believe the developer team didn't know about a feature added to the game.

    What feature? Oo

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570944#Comment_2570944

    That should tell you EVERYTHING you need to know when even internal staff at BHVR aren't aware until now.

    Why should a developer have to know about financial or law decision of a company?

  • @realflashboss said:

    If 'second chance' perks didnt exist then thered be barely any escapes. Youre up against a killer which is faster, have infinite use of their power, has blood lust and you have a map which has a finite number of pallets which once gone leave you with not much if anything to use.

    Escape rates are already poor compared to kill rates and thats with 'second chance' perks.... imagine how bad it'd be without them. Theyre in the game because theyre needed.

    Seriously, this is total bullcrap.

    The killer is faster sure - but not too much. It takes time, to reach a survivor, especially when they have (and usually they have) enough distance at the beginning of a chase. They can run loops tighter since their hitbox is smaller then the killers just to start it. Also vault way faster then the killer.

    Their power is not really infinite. For example Myers have a hardcap. Or they have to reload, while they slow down, or even have to leave the loop for reload. Or take long time to set it up.

    Bloodlust... Yeah. But get to tier 3 bloodlust is more then enough to repair a full gen. And if a killer reaches it, then you did something really badly in the chase, probably wasted paletts.

    Finite paletts... Yeah. What can stun the killer, you blind him while he broke it, and you got distance again. And did you ever played on The Game map? Even with brutal strength would take an eternity to brake all the paletts.

    And i would really like to see that statistic what you mention. I would bet, that low level gameplay is in there. But honestly, it is not really relevant.

    Sure. Second chance perks are needed (well not totally, but lets assume it) even if the killer have 0 2nd chance perks. I think killers hate it 'cause survivors can bring too many. I seen too many times all 4 surviros with 4 crutch perks, with last second flashlight or keys

  • @Vampwire said:

    Many times this week I have been told to "rush gens harder" or something of the sort every time my team escapes. Disregarding the fact that many of these killers had meta slowdown (Ruin + UD, Ruin + Pop, etc.) it always seems that the killer doesn't recognize their mistakes but blames the survivors for their loss. And to a degree, yes, survivors make the killer lose, but only when outplaying them consistently. I see a lot of people claim that "survivors are the power role in high play", and while survivors are very strong in that level, its not the whole picture. People seem to forget the fact that *good survivors should escape*. The reason these people aren't dying is because they're very experienced and know the game in and out. They know how to adapt and play based on the situation. Now, why do I bring this up? Because many killer mains will refer to this to discredit survivors. To say "you have it easier than I do, hence your opinion is invalid". And to that I have to say, you're not going against comp squads EVERY match. Sometimes you just lose and you have to accept that. And I know others will say "well what about this?" and list all the busted items survivors can bring. But also you're not going against that every game. Because if you were you probably wouldn't be complaining about gen rushing still.

    Killers refuse to just say "gg you guys did good" and want to thrash survivors for just playing the game. Survivor mains do this too, and I've experienced both on an equal amount. But the thing about is that killers are in control for a majority of how the match plays out. You are the opposing force. The killer you choose and the way you play will change the flow of the match. Its when you let survivors have control that you start to lose. And before you even start, no survivors do not control the flow of the match. They can loop and juke all they want but really its how you use your killers power and how you play that dictates that flow. You're the one who can corner survivors. You're the one who can kill them, the one who can decide where they run to next. If you know that a survivor is going to go for a vault into the next loop, you want to cut them off from that. But just because you're trying to do something doesn't mean that survivors are going to just give it to you.

    I think a lot of killers just expect survivors to roll over and die or run without a plan. And I also believe this is attributed to the skill curve of DBD. They get conditioned into going against lesser opponents to the point where when they meet a challenge they don't know what to do. So they get frustrated and blame the survivor. To remedy this they run the strongest perks they can for easier downs. But a lot of the time I don't see killers use their perks how they should. I've had killers with ruin walk right past me doing a gen to get a down and instead of going back to push me off they just hook instead. I've also had some who full commit to me then wonder why they lost only chasing one person. And their first response to this is "they're genrushing". They don't take accountability for the fact that *they let me do the gen*. They made no attempt to build pressure yet want to complain that they never had a chance to get pressure. Do you expect us to give you health states? To give you hooks? To just not do gens because it'd be nice for you?

    I understand that in some scenarios that its hard to get pressure. Say you get a map that's too big or two survivors ran prove thyself. Something like that. Does it make it harder? Yes. Does it make it impossible? No. Why do you play a 4v1 game and expect to not be challenged by the other side?

    Okay so if you see this from survivors too then why you write a wall of text about killers? I guess you just mention this so it wouldn't look like for another "boooo killers camp" thread. You rant about killers want free hooks and free hits. It is just the same, when survivors want free escapes, otherwise you wouldn't cry about camping. Most camping situations can handle, sometimes even against a Bubba. So i really totally not understand what is your point there. Killers shouldn't say that they did it 'couse the genrush? Yeah, they shouldn't. Actually they shouldn't tell anything why they did. Everybody plays how they want to play. If they want to camp, then the survivors should adapt to the situation. And if you try to say that genrush is not a problem in the game since a long time, then you should play a little more so you would see it. When you hook somebody after a kinda fast chase, and 3 gens popps then something clearly not ok with it right? And you have 2 more gens to do enough pressure for 11 more hookstate. Killers shouldn't say at all why they camped - but survivors shouldn't cry about at all either.


  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570849#Comment_2570849

    Grade literally doesn't matter. You can't degrade anymore and it has no bearing on matchmaking.

    First of all - you cannot declare that it doesn't matter for everyone. Yeah, you cannot loose grade. But if somebody wants to reach grade 1, then for them (until they reach) it's matters.

    And who said anything else? What i said was that if survivors only rush gens, and killers only camp then later it will be not enough even for a safepip.

  • @Adaez said:

    I watched someone that has thousand of hours in the game as a killer main and he recognizes the fact camping nets you more kills most of the time.

    Most survivors will stop doing gens and try to go for the save,usually at least 2 survivors try to go for the save, one trying to get to get killer attention and the other go for the save.

    If you camp,you will not only get at least a second stage on a survivor,but most likely at least 2 others injured and a down.

    What stops a killer from camping the first hooked survivor to death?Nothing,because its usually rewared for it,even if other survivors complete 3 gens until first one is dead,you can get 1 or 2 more hooks until all gens are done.

    And if you have an endgame perk like noed,that will usually net you at least 1 insta down and hook because survivors usually never take the time to cleanse all totems first before repairing all gens,you can get about 2 kills without much effort.

    This is one of the biggest game flaw in my opinion,camping should never be this rewarding but it is,because it forces survivors to do something else in a game where genrush is a huge problem to deal with as killer.

    You can either choose to let the first survivor die in exchange of 2-3 gens or give the killer an easy down.

    Camping gives you a lot more than trying to defend a gen in the corner of the map.

    I really not get what you try to say here. And also i really still not get the hissy about camping. All those, who rage about it should think a little. If the killer have to chase everybody one by one from healthy state, and we count only 1 minute for all of those chases (i know, it will be less then 1 minute after a while since paletts down etc.. but still) then how long would be a game? Yeah, exactly - 12 minutes. When the survivors can finish 5 gens in 3 minutes. What the actuall hell do you think then? Why shouldn't it reward? Or why people think the killer is only there to give points for the survivor, and not an actual player also, who want to get points and enjoy the game too?

    And do not even try to grab in the "toxic" thing. Those killers would camp even if it wouldn't reward them at all.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2568540#Comment_2568540

    Given the way MMR works, the devs are clearly intended on rewarding selfish survivors who do gens and leave their teammates rather than a team effort to get everyone to escape.

    It sucks for what it is, but MMR rewards killers for camping and MMR rewards survivors for leaving others for dead.

    Maybe in ash... But later you will stuck with your grade pretty hard if all this is wat you do in a match...

  • @Killing_Time said:

    https://forum.deadbydaylight.com/en/discussion/comment/2527814#Comment_2527814

    DUDE BE QUIET IT'S A PTB. IT'S NOT TOO LATE FOR THEM TO RUIN THEN ADD-ON LOL

    Ehm... Why are you yelling mate?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2527390#Comment_2527390

    It gets progressively harder to hit as the killer gets more hooks and kills, yes? So at a certain point it becomes near enough impossible to hit, which at the start it's easy. You either play the risk reward game and try to mori early, or save it for when you need it because you're in a hook dead zone, or just don't even try it.

    Well - maybe if it is a basekit, it could work. But as i said, what about if it comes from an addon or from a perk? Tombstone can instantly kill a survivor on the first impact (however i think it shouldn't be a thing, no killer should be able to mori somebody at first hit even if they not even meet in the game before). Or devhope - if i sacrificed a perkslot, i worked for 5 tokens and survivors even able to clean it, it still would depend on a skillcheck?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2527336#Comment_2527336

    You know c3's suggestion would've been a basekit edition right..? Like the devs said they wanted to do? So no offering used???

    It is not sounds better for me, even if it is basekit. Why would somebody risk a kill then for an animation?

  • As a Pig main, i am glad that survivors got educated about this topic. Really well written.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2527258#Comment_2527258

    Its killer choice that trying to Mori Survivor on very 1st down.

    No matter when he deicide to use it. It will be still a DS for the survivor, where the killer can only hope that he will miss the skillcheck. There would be no point to use it, and risk the kill.

    You could deicide - you left the survivor there, risking unbreak, buffed no mither with buffed vigil and such; Or can pick up, where he can use DS, they can save with FL or sabotage the hook, use brakeout and things like this; Or try to mori, where still can get away.

    And it costs an offering, what basicly just give them another chance to get away. Or an addon, or a perk. Why would killers use it?


    But you know it is ok if every time when a survivor picks up a key or try to use it, the killer gets a skillcheck, and if it is not missed, then the survivor dies.

  • @C3Tooth said:

    They'll also add some gameplay interaction on the survivor side- they will be able to do something to help counter moris and cancel it, potentially.

    I have this idea for a long time. Killer can attempt to Mori without any hook as a surprise. But Survivors can success skill check to dodge it and escape. Killer will lose a hook potential. And skillcheck is harder the more hooks survivors get (in both total number of hook and invidual).

    Grate idea. The killer should bring an infinite DS for the survivors.

  • This "already slugging nothing will change" is a really dumb argument... Yeah, some people already slug. But many dont. Many others know where is the hatch, and can manage to still deny the last survivor. But now it is gone. Now you forced to slug if you want a perfect game, or do not want to let blind luck deicide instead of your skill.

    When the ruin got changed what did we killers said? This will make killers camp and tunnel more. Then people said "already camping blablabla". And what did happened? Tunnel become more regular to remove at least 1 person before 2-3 gens. Most of my survivor main friends would be glad with the old ruin, 'couse it would make many killer to tunnel less, since they know they have time for chases.

  • I think as a killer main, who really hate keys and tunneled everyone who bring a key to the lobby this is a bad "solution". Especially with the hatch part. Now hatchgame at the end will be pure luck. So the killer no matter how good can loose the 4th survivor. And trust me, this will just make killers to slug and sweat at the end. It will be not funny for the survivors.

  • If the killer not an instadown killer (mostly only Bubba) then 2 people, or in the worst scenario 3 can bring out somebody, and nobody have to change with the hooked survivor.

  • As somebody said: tunnel means that the killer will to throw the game just to kill you. Only one thing can prevent it: you loop better then the killer. And also one thing can punish it: your team do gens. Or help you out.

    I think most killer do not tunnel if you not give them a reason. And yeah, that reason can be toxicity. Or just a bad start, when the killer needs to put pressure on the team. So he start tunneling, and many time the team come to help, so he buys some time to turn the table about the match.

    It is already basicly a free escape. And just cause 2 times from 10 a killer tunnel you out of the game there is no need to give more, stronger 2nd chance perks. If the killer camp and tunnel you your team can help you. They can bring BT, you can use DS, you can use instaheal, and also exhaustion perks. Your teammates can take hit for you what also give you a huge distance advantage. Also they can confuse the killer with scratchmarks.

    And yeah, maybe sometimes you will still be tunneled out of the game, but if you not bad you can buy enough time for your team, to punish the killer with gens.

    But i think survivors should get more points to their objective emblems and more points for the gens what others working on while they chase with the killer.

    When more people used the perk (or i assume that this is a sweaty, tryhard toxic swf team) i forced the DS out of them after the unhook (and if they had no DS then.... well it is bad luck) so i don't have to deal with it in the endgame. That (i guess) convinced them that they have to use DS to prevent tunnel. And since they use it many time i will try to force it out early.

    And give other props for the perk... Ehm seriously, no. It is alrerady a free escape, what also stuns the killer for a pretty long time. Longer then some of the blinds, and people can escape many times after a FL blind. Also longer stun? Nope. A gen can be finished around 27 seconds. 10 seconds would be the 1/3 of that time, and the killer needs to catch you to pick up.

  • This is serious? More then 2 weeks since that epic update, and rank system still not working? Why you not rollback until it fixed?

    2k as a killer is depip on rank 3.

    3k as a killer is safepip even tho i did not camp at all, and they didn't open the gates, the last one escaped on the hatch.

    4k as a killer is 0 progression, but it shows +1. And i get no rank progression. And also how the hell it is not doublepip? Near all of this I think emblems still not work right.

    ranksystem.png


  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1951755#Comment_1951755

    Losing pips in a private match was fixed. This stuff here will be fixed in the next patch.

    Well it is not mentioned to be in that patch, but honestly - it is normal that they put live an update, what ######### up so many things? And then not roll back, but "we will fix 2 weeks from now"? And we talking about emblem and rank system, not some boobphysics or a vizual glitch on a clothing.

  • I just disconnected after some epic tunnel. Got +1 pip...

    unknown2222.png


  • Unbroken still broken... If you not get out, it WILL BE empty. No matter how long you alive, if you died, you will depip.

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1878784#Comment_1878784

    "Killrush"?

    What in the heck is that made up term? Can we get a definition of what that encompasses, please?

    He is just trolling clearly the whole thread, no real argument from his side.


    I think DS seriously need rework (it is not necessary would be a nerf), cause I see too many times abusing it. It is absolutely the minimum that if you get healed, it's gone. And yeah, also if you start to work on anything (except healing yourself) it's also should deactivates.

  • @DrDeepwound said:

    It is a visual hinder added to the game when Freddy had auras, now its basically just a nerf to killers visuals with no upside except snares? meh, you could scrap the dreamworld entirely and I wouldnt care, I was Freddy main until rework and do not find his new playstyle enjoyable. I used to really enjoy playing Freddy like a legion, hit one and drop chase to go for another, keep them all injured and in auras,... once that playstryle was gone, I dropped him.

    The dreamworld is not needed, is mostly a visual punishment, and actually causes headaches, I used to play Fred for 10+ hours on stream and realized it gives yuou headaches

    Now that Freddy no longer has auras, the dreamworld is just left over mechanic they tried to salvage with dream snares yawn -

    Fact is survivors should see dreamworld when hit, but Freddy shouldnt be hindered visually any longer.

    but but "muh lore" they cry

    Anything you play constantly for 10 hours will give you headache...

  • There is still a problem on some stairs - and you want swimming in the game?

  • @PigMainClaudette said:

    For me, it's not if I lose, it's how I lose and when a killer tunnels, facecamps, only downs me with insta-saw because they can't hold a chase or anything like that, then I'm going to call our your terrible behaviour.

    From what I've seen though, a lot of people just get mad that they lost and endgame chat is just too easy for people to type and vent where as on Xbox and PS4, you have to actually go to the person's account and message them directly which you can easily ignore or block.

    I not really get that because they can't hold a chase thing. Why it is a terrible behaviour if they use their killer power?

  • @SweetTerror said:

    Last night I played a match against a very toxic huntress. She brought in an Iridescent Axe Heads which down you in one hit. Two survivors disconnected immediately. She hooked and killed the third, and with me just left standing, I tried to make it to the hatch, but she downed me. She then proceeded to pick me up, broght me to the hatch, dropped me by the hatch, and then immediately closed it. She then let me crawl my way to the exit, she opened the door, only to pick me up and hook me. 😡

    I swear the toxicity that resides with this game as unlike any other game I've ever played before.

    And how she opened the door after she closed the hatch?

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1446587#Comment_1446587

    But on the reverse I had looped a wraith for most of the game and I could tell it bruised h fragile ego. He didnt camp anyone else but stayed around the hook area for me, came straight back. Tried to tunnel me down instantly and I’m running away, at some point the final gen pops and of course crappy player has his NOED crutch giving him the speed boost and I get hit down again.

    Guy was gunning for me a lot of the game because crappy wraiths cant stand not winning a chase easily, he tunneled me down and it went into the endgame and he fully deserved a DS.

    Most killers tend to crutch a load of free hooks with NOED anyway so ya know what DS kind of balances out that endgame.

    I think some of that story is missed. Killers don't tunnel and camp someboy over the whole game just cause he is looping the killer.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/172239/playing-against-x4-ds-users-make-a-terrible-killer-experience

    Ha ha haaaaaaaaaaaaaaaaaa!

    3 Protection Hits for DS to activate.

    LOL!

    -----------------------------------------------------------------------------

    Stop tunneling.

    Go for the unhooker.

    Slug.

    Slug again.

    There are 4 survivors in the trial and the unhooked person isn't the only one you can go for.

    Problemo Solved-O.

    You are clearly some entitled survivor main.

    When someone is unhooked into your face, why would you go after the unhooker? Especially if the unhooker is unharmed? Just to start a chase for 2 hits, while they heal+repair? Especially when the unhooker stealthy enough to avoid you, or already too far away.

    Why your kind of players thinks that the killer is there to drink some tea with the survivors?

    BT and DS made against campers/tunnelers, but nowdays (especially on high ranks) survivors have zero respect against the killer, and they unhook each other when you had no chance to go further from the hook at all. Cause BT will save him. Cause even if BT failed, DS will save him.

    Slug? Yeah. But it is really not fun.

    No matter what you do. If you force them to burn early their DS, you will be a tunneller, and a camper. Even if they unhooked each other to your face. If you slug them, then you will be the toxic killer for slugging. Sure, you can do it. But as the topic creator mentioned it, it is NOT FUN to play.

  • @AvengerBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/1364450#Comment_1364450

    But the mechanic can be improved to prevent that, let's say the penalty stops whenever the killer enters a chase or another survivor is also in the hook proximity

    And how that would prevent abusing that, and have the hooked still unfunny time and penelty when somebody deicide to crouch near him to prevent the slowing of the timer? Or we should add another factor that if a survivor is near a hooked one too much time he got kicked in the ass by police or something? When this will stops?

    Devs said that is a valid tactic, and go do gens to counter it. Accept it, or play something else - seriously...

  • @Letche said:

    I always see the 'just do the gens' argument. Since when were survivors able to do all the generators in the time that one person dies on first hook? Maybe with two-three gens left, but no one takes into account having to actually locate/get to the gens first and the time that takes. You wouldn't believe the amount of killers that act like having 3 gens left is the end of the game.

    Odds are if they don't get saved they'll struggle for that 4% just to get redowned off the hook, ultimately giving them more points because they want to play too, not play lobby simulator for thirty minutes just to sit on a hook for two, which only decreases the amount of time the other survivors have to do the gens.

    9/10 Games where the killer face camps a person on their first hook to death they still get 2-3 kills (even when the victim is left to die because it's not like they're on the hook for 6-10m) and somehow 18-20k+BP while the survivors get nothing for healing, altruism or chase resulting in 10kBP at best and less because there's no interaction.

    Point is they'll always camp for their own reasons, but especially so if they're getting rewarded about the same as if they had not face camped someone. Less effort, about the same outcome or better if people are stupidly altruistic. Bottom line is no one is saying you can't play that way, but just because you can do something doesn't mean you should.

    It's still a ######### outcome but I feel as though people may be a little less worried about this scenario if finding a match didn't take so long.

    Also killers can't instadown a survivor at the start of the game, so survivors HAVE time to find gens.

    Every time when a killer come out a facecamp better then the surviros (and there is no huge skill gape between them), then they desperatly wanted to save them. Don't do it. Do gens. Period. In worst scenario he can kill 2 survivors.

    If you think killers can win games only cause this, then you maybe really forget that the survirvos are the prey for the Entity, and shouldn't be stronger then the Killer. Or the whole point of the game is gone.

  • @3067774 said:

    https://forum.deadbydaylight.com/en/discussion/162540/devs-losing-touch-with-community

    Honestly I already found away they can fix it add a new mode that's what they need add a mode called like 3 death game mode the killer can mori 3 times in the game after first down you die you wait 1 min and respawn till all 3 lives are gone from the survivor no bleed out time either so he cant camp while downed boom problem solved benefits killer by always having a mori faster then being hooked and help ls survivors from being camped problem solved but the dev's dont know what a new game mode is so idk what tf they are doing.

    You are drunk mate, right?

  • Yeah, i read it. It was about people complaining against swf. And it said basicly that swf is no impact on the game, and it is always the killer's fault if he loose. And thats simply dumb.

    Or it was about ONE game when the killer complained against swf when it was not? That really worth a thread?

  • Saying swf is not a huge advantage (especially cause of the voip) is dumb mmkay?

  • Blacklisting a killer with it's power, and also perks... Aha, sounds valid. Maybe there should be a text area, where every survivor should make a list what the killer will have to do, and if he failed, he get banned for 3 days...

    So no. It is not a different conversation. If you can say that you want to banish a killer entirely because it is not fun (and of course the 3 other survivors should do that too), then the killer, who already have less fun because the genrush amd such things ends in a game, where 4 killers could be banned for him. Even if we would say this is a good idea, then we should have to give something for that side too, to counter it.

  • I have to agree with the suggestion. The 4th survivor' so small that you almost have no chance to deicide it is a key or an empty hand.

  • Or the speed should be tweeked, or the random should work more better. It is a joke when 4 survivors start together near a generator, and/or a hex totem.

  • Did you filled an out game report too, or just an ingame report? Because in 2nd case they will not meet with your report for a long time...

  • @InnCognito said:

    Keys never needed a rework. Because if we cannot see killer mori's until loading screen.

    And how mori collaborate with the keys?


  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034118#Comment_1034118

    You'd be surprised at how many games someone tries to sabotage hooks. But hey, I'm the one running the perk, not you, and if I feel it helps me, then there's nothing you can do to change my mind.

    https://forum.deadbydaylight.com/en/discussion/comment/1034196#Comment_1034196

    And there's this, too. I started running it before the new Tome came out, but it was a bit in preparation for the sabotage challenge.. at first I would only put it on if I saw toolboxes in the lobby, and use something else otherwise, but screw that, the auto-repair on full sacrifice also allows me to re-use the same hook for more than one survivor. Record is 3 sacrifices on the same hook.

    Nobody tried to change your mind. But a fact not depends on your mind. Nowdays without the old ruin many killers have no chance on many maps. Finding one survivor who try to brake a hook will not prevent the other 3 to finish 3 generators while you get that 1.

  • Ehm why should be a blacklist? And if so, the why only for survivors? Why killer's can't blacklist perks?

    The game works that way. People payed for their chars, they want to play it. And I hope once the disconnect penalty will be a real thing.

  • I think this is clearly a nerf. I can agree, static field could be annoying, and there is not too much effort (however you become slower from it, what give them enough time to get far away when they see you coming, or more time to repair before they have to withdraw).

    Now you will have no idea where are the survivors if they are sneaky at least a little. You have to use randomly your blast, whit a grate CD on it. It will be pure luck in the majority to find somebody with it.

  • @CyberianFaux said:

    this perk needs to no longer be a hex perk. I know it is supposed to be Hag's thing to have hex totems as teachables but this simply is no longer strong enough to be a hex. It is a good perk don't get me wrong but it is designed to be a late game perk (according to the devs own words on the post) yet it is still a hex totem perk meaning that it will almost always be cleansed before it starts working. If the devs don't change this to no longer be a hex, then they should most definitely buff it massively (double the effect multiplier)/revert changes to old ruin. I would love to hear if there is arguments against my view though and will be happy to listen to/discuss with you all on this post. :D

    I totally agree as a killer main. This effect connected to a totem is bullcrap. I feel even the effect is really small, but connecting to a totem what rarely survive more then a few minutes...


  • @TheLegendDyl4n1 said:

    I'm sorry monto but no more slowing down the game "just a lil bit" I'm sorry but even with over 50 days played it's still hard to hit great skill checks with ruin, and considering all the nerds "op" survivor stuff has been getting this is a huge relief so at least we know the devs are trying to make the game feel less annoying for both sides.

    Both side? You mean both survivor sides? Cause you play since 50 days? Wake up man

    @HanginToads said:

    Good. Greats are hard as hell to hit on console if your skill checks are lagging which they usually are.

    Yeah. So because of lagging a platform all platform should be nerfed instead of fixing the lag issue. Epic.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/968816#Comment_968816

    Of course this is true - after all there has been no recent changes that have affected killers positively have there? Oh wait, Freddy got a really large rework and is now pretty strong, Balanced Landing got altered and that was a huge Killer complaint and many many more things. Fact is the Developers are not killer or survivor sided, they make changes for the better health of the game!

    Oh really? Seriously the freddy rework and ONE perk nerf the same what killers got?

    And what about new killers? Did any in the company tried it? It is not fun to play against a ruin? How fun to play against 4 toxic player who way better then you? How fun to play on rank 14 against rank 4-2 survivors with infinity loops and flashlights? How fun to play against sabotage team where you found no hooks at all, since even with a grey box you can sabotage 4-5 hooks easily? This is fun, but playing agianst ruin not? Instead of nerf it you should change the game mechanics, so some killers wouldn't be forced to take ruin to get some time.

    In the matches 90% it is joke to spot, all survivors have to do is looking for it. How about change the totem spawns? Make a rule for example, that nobody (except the killer) can spawn the proximity of a hex totem? Many MANY games a survivor starts near a totem. You can see in the starting cut before you even can move.

    And no. It is not important in the lategame. Mostly it not even survive until the lategame. It is important in the early game, so the killer have some time to pick up traps from different places and put them somewhere as a trapper. Or to spot any survivor. Imagine that 4 survivors start to work on 4 different gens. You find one, start to chase him. Before you finish (if he not total bad) all those 3 gens will pops up. That is fine? That is good? And this happens even with ruin if they good enough. Or if they have luck and get almost no skillchecks.

    Regressing speed up means almost nothing, since at least 1 person always work on a gen. So one by one they all get repaired.

    You say that you do this because of the new players. Okay, fine. But you really think nerfing everything is the way to KEEP those new players? A nerfed thin will work as it should be on higher ranks too?

1 2 3 4 5