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kingcarl2012

kingcarl2012

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kingcarl2012
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  • Technically hasnt it always been pay to win, I mean up until the last patch, DS was the defacto meta perk and it is locked behind a paywall.

  • I think the game actually needs more pallets at least 10-15 more for those demo, nemesis, bubba games

  • I mean thats true but it isnt that slow i bought dredge last week and im halfway to my next character playing a couple hours a night on average

  • @Davenport916 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131202#Comment_3131202

    Just because he can find people with static blast doesn't mean he can't benefit from aura reading perks. What happens when blast is on cooldown and you didnt get any hits from it? I can probably think up at least 50 scenarios right now where he can hugely benefit from using every single one of these perks. This reminds me of a girl who said my Myers stealth build was bad because he already had base kit stealth. Like okay, and what's your point?

    I believe i stated my point quite clearly but i will put it more bluntly.

    Of all the killers in the game Doctor needs aura reading perks the least.

    Between his static blast and being able to track with illusory doctors putting all those aura reading perks on him is a waste. You can make a case for lethal pursuer to be 100% with your first blast but you really dont need it 99% of the time. BBQ and flood are a complete waste because 99% of the time by the time you do a chase and hook your blast is off cool down.

  • @Davenport916 said:

    https://us.v-cdn.net/6030815/uploads/P28J7KAFASQP/screenshot-20220812-195244-chrome.jpg

    Lethal pursuer let's us pick and choose the best line of attack early.

    BBQ Is nice to maintain pressure but can be replaced with discordance in my opinion. Although you get Less synergy with discordance, you can potentially be more consistent at interrupting survivors but because we're already running lethal pursuer we'll go with BBQ for the synergy tonight.

    Jolt is my regression perk of choice for this build because you'll always know where survivors are, you can massively cripple gens if survivors decide to group up.

    Floods of rage is nice with BBQ because you can get double aura value from one hook if you manage to get the scourge hook.

    Add ons can be whatever you want. Use my suggestion or go double restraint add ons.

    Pretty fun build in my opinion. Tell me what you think of it

    With his static blast Doc doesnt really need any aura reading. I'm all ears might be good for planning shocks in chase but generally if you get near the middle and static blast youll almost always find someone.

  • @Z0mbiv0r said:

    Okay, so I keep seeing many people claiming DbD it's CampFest and demanding changes, so I thought of a way to encourage going away after hooking someone without it being unfair to the killer. Let me think what you guys think.

    If the killer stays within a 10mtr radius of the recently hooked survivor for 10 seconds, while not in chase, survivors are granted 10% base speed bonus to repairing, healing, cleansing and unhooking (no opening doors/chests or using boons, though).

    Also, if the killer stays within a 15mtr radius for 20 seconds, while not in chase, survivors are granted endurance for the next 10 seconds.

    Additionally, when hooking someone, survivors in a 3 mtr radius scream and reveal their auras for 1 second.

    This, in my opinion, should prevent both killers camping and survivors swarming and bullying the killer, while also leaving place for perks to enhance these basic effects for both survivors and killers.

    Tunneling is another matter entirely to which I haven't come up with a 'fair' - always from my point of view - way to prevent, but maybe it could be something like, if a survivor goes down 15 seconds after being unhooked, other survivors get a buff. Dunno, will think about it. Thoughts so far?

    If you want to not make it unfair, for every debuff you suggest there has to be a buff for playing along.

    So your 10% speed boost becomes a 10% slowdown if the killer follows your criteria

    Your endurance becomes exposed

    And the 3rd one is ridiculous because 3m in such a tiny radius

  • @MommyHunktress said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128801#Comment_3128801

    oh yes let me use offerings that will run out quicker than i can farm. damn my problem solved, hell the whole playerbase who has been screwed many times due to maps issues have been solved. thanks

    Your welcome.I'm glad i could solve all your worldly problems

  • @MommyHunktress said:

    im sick of this game hating me, i swear to god for the past YEAR every time i play huntress i get indoor maps. today i wanted to try billy on pc and got the freaking GAME MAP and then garden of joy. so i was salty and started huntress just to be sent TO GARDEN OF PAIN. so then i wanted to try bubba with hysteria and blood favor hoping to do something fancy to multiple survs around jungle gyms just seeing what i could do..... MIDWICH. this game rng is bs. indoor maps should have the LOWEST chances of spawning. that or lock maps for certain killers. its not just a skill issue, there is legitimate issues with killers on certain maps. nemesis cant hit over windows on swamp, billy is useless on indoor maps mostly same with most killers. and its not just me as a killer wanting this, i hate having a billy or oni or bubba on lerys and midwich where they struggle and the game isnt even freaking fun at that point.

    You could just use an offering

  • @Phinick said:

    1- Replay feature, we get to watch our past game from each player perspective. Not only we can learn from other players / own mistakes, it also gives BHVR something to verify when players reported cheating in game.

    2- Bleed out timer, it should give survivors an option to bleed 200% faster so they don't need to waste 4mins in a game doing nothing when the killer slug for the 4K, some killers would even pick you up before you bleed out and refuse to let you out of the game until they get their 4K. If killer get to open the exit gate and start EGC to avoid player holding the game hostage, then they should be an option for survivors too.

    3- Different mechanic on each map, like The game, gates open when gens are done, I would like see stuff like that on other map.

    For example Midwich, the map was normal at the beginning but when killer get certain amount of hooks / time past certain minutes, we can hear siren sound and the map turn into these rusty look, certain path will be blocked and certain area will be accessible.

    4- New mode, a casual one, since it's an option to pick in previous survey, I believe BHVR is considering it. We all know killer and survivors hate each other so it would be fun if both side need to work tgt to survive the night from the entity. :D

    1. Sure why not as long as its on their system and optionally downloadable.

    3. Sounds fine.

    Number 2 and 4 is where i have issue

    Number 2 i would only agree with if it also came with the feature that as killer if i open the gate i can leave the trial and not have to wait for the survivors to leave for my match to end.

    Number 4 is tougher because queue times can be pretty rough as is and splintering the player base could make it worse.

    Also there would be nothing stopping players from playing in casual to noobstomp people who actually want to play casual. If you wanna play casual you already can in custom matches.

    You would also have to have better rewards in regular than casual, or no rewards in casual which would just make it custom games but with randoms, and generally because of the grind most people will probably stick to the regular anyways.

    Would you really wanna play in a casual queue if you knew you were only getting half/no bloodpoints?

    What might be a better option could be a new player queue where for your first 50 hours (maybe more maybe less) you only queued up with other new players but this would have the same issues, people playing on new accounts to noobstomp, new players who bought the game to play with friends being kept out of their friends games because of the new player status.

  • @PCB2022 said:

    I've been playing for nearly 12 months now mainly killer, I only play survivor when the tome is on. I had no prestige characters and after the update all trophy's popped and I noticed that a lot of perks were added. That was a fun challenge for me to gain a certain perk for each killer now its all too easy it seems like I have them all. I would of liked to have had the opportunity to prestige a killer too.

    I was confused before the update and still am I have some killers at 3 and some survivors at 3 but there all mainly on 1. It just seems to have taken away the grind which was not so bad.

    Playing killer was easy after the update, I had several games with nemesis 5 generators left standing on more than one game. I ended up just letting them go in the end. I'm not saying I'm a excellent killer I'm just an average not too bad player.

    I played survivor and it was so slow, maybe now players have got used to it. The whole team were wiped out, some players do not even do generators which was annoying and were just running around waiting for others to do them.

    I enjoy reading all the posts in here but I'm annoyed that the update took away a lot of the end challenge for me and just give me a lot of freebies especially since I've been grinding this game for the last year.

    My hours have dropped drastically since the update hence my late response to it. 

    I just hope the next chapter will spurn me to go again.

    When the dropped the update they used a catch up bonus to reward players for progress on characters they has spent blood points on.

    For any prestige level you had unlocked you got 2 bonus levels in the catch up, so a prestige 1 became a 3, a 2 became a 6, and a 3 became a 9

    Beyond that you were also rewarded prestige levels based on the number of perk tiers you had unlocked on any characters. If you had 70 perk tiers unlocked 1 prestige level, 120 unlocked 2 pretige levels, and 170 unlocked 3 pretige levels.

    The catch-up mechanic was capped at prestige 9. Your prestiges were a reward because you would have already had them under the new system

  • @Kieryn_ said:

    Pretty much every game at this point they think they are hiding it well but it's just blatant half the time, we need cross play console only and pc players can be left on their own, until behaviour actually do something.

    You realize you can turn crossplay off right

  • @ZeroEthics said:

    Hello All!

    So I'm still relatively new to the game. I've been playing for a maybe 2 months, and have just over 300 hours if I remember correctly. Let me start off by saying that while I enjoy the game, there are Killers and Survivors that I don't ever intend to play, and actually have zero interest in. Nurse, for example. I know Nurse is God Tier, but I hove no interest in learning, or playing her.

    However, in order to unlock her perks, I have to waste literally millions of Bloodpoints to unlock loads of consumables I'll never use, on the road to to P3 her. This is pretty silly, and as someone still trying to unlock a majority of perks, the grind is literally killing my desire to play the game.

    Think about this. I play every day, and grind my way to Iri 1 on Killer, and earn, lets say, a million bloodpoints. My joy is shortlived, as now I have to go flush all my points down a toilet on a character I have no interest on, knowing I have to do this repeatedly probably 5 more times. Leveling a character to 40 to unlock was great, it was a quick and achievable goal that allowed me to spend minimum points on other characters, thus, allowing me to spend more points on my main.

    At this point, I haven't touched the game for days, and am just waiting for the 13th of the Month, so I can waste another Million+ BP on Nurse in my quest to unlock a freaking perk. This is on Killer, sweet baby ray, imagine how crazy this grind is on SURVIVOR mains, who get half the Bloodpoints!

    Please, PLEASE...either return the perk unlock to Lvl 40 as it was before...OR...have ALL PERKS available to buy in the Shrine. P3'ing to unlock perks while still having to wait 7 Days per Shrine reset. Please do something about this.

    "You're killing me smalls!"

    Cheers! 😄

    You really only have to get to prestige 1 to unlock the perks then you can level them up in individual bloodwebs same as you would have before at level 40

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126047#Comment_3126047

    Slippery meat used to apply it's effect for bear trap escapes to make it easier

    I wish i knew that i have always had the worst rng with bear traps, to this day im shocked if i get out on less than 4 struggles

  • @Moto_girl_bg said:

    Hello, I was wondering why only cannibal is camper? Like for real camper and I say this because absolutely every time I play vs him he always hook someone and stay with chainsaw near him. I was thinking in beginning ok happens maybe just player is noob but no, I played so much until now like thousands of games and every single time when he is the killer it's only camping. Yes I know some people with no skills use this but I didn't see so often other killers do it. And in same time I never saw cannibal play normal. Any suggestions why this type of killer is camper?

    Any killer can camp bubba just happens to be one of the best at it.

    I had a fun game against a bubba recently at first we thought he was afk, but it ended up he was guarding the chest in the basement. We tried to get to it by distracting himand in the end we bargained other items for the one in his chest, it actually ended up being a pretty fun match.

  • @GoshJosh said:

    A while back, the devs reworked Slippery Meat and Small Game because they stated that they did not want perks to have particular interactions with killers. Flash forward to today, we still have Adrenaline waking up a survivor against Nightmare (Freddy), and Iron Maiden providing faster reloads (which I would constitute as different from a locker search) for Huntress and Trickster. Some perks are obviously going to synergize better with certain killers than others, but this is a benefit for an action only for Trickster and Huntress. And again with Adrenaline having an additional benefit only against Freddy.

    Could we therefore either get the old effects of Slippery Meat and Small Game back, or uniformity in this line of thought by removing the above interactions?

    Iron maiden is fine it does the same thing for everyone, it also makes the dredge locker perk work better.

    On adrenaline do they wake up and gain a health state or is waking up instead of the health state? If its instead its fine, if its both then it should be instead. I'll take an awake survivor over a healed survivor.

    What did they do to slippery meat?

  • @Mymomisbacon said:

    zombies get stuck near rocks, trees or any object on the map they are bound to get stuck. why is the code so terrible?

    It funny because some maps they are useless and stuck the whole match, while other maps they work perfectly and are awesome.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125663#Comment_3125663

    Yes, All the challenge checks is that you downed a survivor who is exposed while also having dragon's grip equipped.

    Good to know i had just given up that one cause it was annoying, that makes it extremely managable

  • @GoshJosh said:

    Add Wesker and the First Aid Spray to the list. Why can't survivors hold a temporary item, as well as regular item - and swap between the two? Would it be that broken?

    Broken maybe, maybe not but extra coding and bugs for a situation that only happens in certain matches its not really a pressing issue, especially as most times you pick those items up and then use them right away and can just pick your item back up anyways.

    Alternatively you can stash your item somewhere safe before going for the other item.

    If you wanna be able to carry around a second item like that i would propose that while you have 2 items the killer should get killer instinct on you the whole time you have it

  • You can also wait till you get ab afk macro killer, I had a doctor on lerys spawned next to a pallet with a locker nearby. Get hit vault pallet jump in locker heal repeat. We farmed the crap out of that guy, and he scared the crap out of us when he finally started playing in the endgame lol.

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3123933#Comment_3123933

    Dude, you haven't even read what I said. The point is not about this being avoidable (which depending on the map it isn't but that is beside the point), it is about it being an inconvenience that isn't even about gameplay. The only thing it does is incentivize the killers to let the survivor bleed out, which is a huge waste of time for both sides. I am really not giving a survivor another second chance (because they already have too many), if you want to wiggle out when the game is already over and there are no hooks around then you are being petty since, unless the killer is stupid, you know that you will be just left to bleed out wasting 4 minutes of your time and 4 minutes of the killer's time just because you don't want to accept that you lost the game. It is simply annoying and gives a way to express petty behavior from the survivors.

    First off it is always avoidable. Secondly you're making the choice to bleed them out and waste your own time you got options.

    A. Pick them up and try to hook them.

    1. You hook them, game over.

    2. They wiggle out and stay in the deadzone, chase them around keep them contained the worst case your done in 2 min.

    3. They wiggle out and go for a door or some other play you get them outside the deadzone, hook them, game over.

    B. Tab out watch a video or some other thing to amuse yourself so your not wasting time.

    Problem solved.

  • @Decutor said:

    I want to keep leveling my main characters to grab items, add-ons and offerings in their inventory but I don't them to keep increasing prestige. I don't have any interest in reaching prestige 100, quite the opposite.

    One. It will lead killers to dodge until the devs hide it from the pre-match lobby.

    Two. I love symmetry. I want to spend 2 mil BP on Kate but I don't want her to be the only survivor at prestige 20 while everyone else I play (Dwight, Meg, Claudette, Nea, Feng) is at prestige 9 with no intention of getting them near Kate.

    I am avoiding spending BP on characters that are at prestige 9 until the situation is changed. Please, make prestiging an optional feature.

    Not gonna happen, the whole reason they changed it was because when it was optional most people never bothered with it, now its mandatory.

  • @Hensen2100 said:

    I been on the lightweight train. Scratch marks lasting half as long + you randomly don't have them sometimes is honestly super clutch.

    The only problem is that it's very hard to notice if it's working or not. Other than that, it might be the best survivor perk of the patch?

    Run fixated so you can see them

  • @Milkymalk said:

    Is there a way to know which perks I have unlocked previously via the shrine of secrets, so I can decide which survivors to still prestige?

    Also, let's say I unlocked level 1 of a perk in the shrine and then P1 the survivor, does this unlock level 2 or had I just wasted my shards in that case? Or in other words: Is the unlocked level of a perk the sum of shrine purchases and prestige? I know that you buy levels from the shrine on top of what you already unlocked via prestige, but does it work the other way?

    If you unlocked a perk in the shrine or unlocked a teachable before prestiging in the old system it will show as level 1 on an unleveled character other than that i dont think so.

    For part 2 i dont believe so but i havent actually tested that yet

  • @Butternubs69 said:

    So, I'm trying to get every survivor achievement, a lot of them I got just by playing the game long enough, and now I only have 2 left until they add more: the one for unhooking yourself 50 times (just bring deliverance), and this one. this one doesn't seem like one I'll just get casually, so I'm trying to plan a build entirely around it. I'm thinking Lightweight, Quick and Quiet, and Overcome, but not sure about the 4th perk, and also not sure if Overcome is the right choice. any ideas?

    Lucky break, Quick and Quiet, and Overcome/Iron Will (not both)

    Plan for it on your first chase, take your first hit and use the speedboost from overcome or just the hit and the lack of blood and scratch marks from lucky break, zip around a corner quick and quiet into a locker if you dont use overcome then iron will will still make you pretty hard to hear a d the killer may think you just zoomed away with overcome since no blood or scratch marks.

    For the 4th you could go with red herring as itll give the killer a loud noise that will either give away that you jumped in a locker or sinve you dissappeared the killer may just go chase that gen instead or inner healing to heal in the locker to make it harder to hear you if you go overcome over iron will

  • @Killing_Time said:

    They didn't reduce the grind at all. I think it's stupid that you gotta prestige 3 times to get p3 perks. Is that really any different than getting to lvl 40?

    You dont have to prestige 3 times to get level 3 perks once you prestige once you can level them up in the bloodweb same as you always have. Getting to prestige 2/3 just unlocks them at level 2/3 across all characters without having to find them in the bloodweb.

  • @GlamourousLeviathan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122544#Comment_3122544

    The difference is that the punishment for those things are completely different. If you don't manage your 3 gen you may lose the game, but if you create a hook dead zone as killer you won't lose the game, you will simply have to leave the survivor to bleed out since you have nowhere to hook. It is not like you will lose the game because of a dead zone, on the contrary, it is most likely that you have already won before it even becomes a factor. Therefore, this isn't a game-changing mechanic, it is just an inconvenience, almost an anti-QoL change, because all it implies is that you are going to have to wait 4 minutes waiting for that survivor to die.

    The only time youd be waiting for the survivor to die is the endgame, because otherwise they would get picked up. And you have already closed hatch or you still have something you could be doing.

    So in this scenario the worst thing that happens is they wiggle out you chase them around and the game ends in 2 minutes. If they go for a door you can defend it and get them in an area with a hook, or if they stay in a deadzone just keep them there and dont down them so the timer goes faster. I still dont see the problem here.

    As to your respawning hooks as long as the same thing happens with pallets im fine with it. If your not ok with that then you just have to manage your resources better.

  • I didn't say that. I was just Saying that seems extraordinarily rare most times in a killer Gets you in a corner they're gonna hit you and then you can get away.

    As for the idea itself I mean I mean I guess it would work although there is also the question of how it might get abused by people deliberately getting crows hiding in a locker and then using that lack of collision to escape In the end game.

    In any case best thing to do is record them Report them and submit a ticket so they can disciplin Because that's definitely a reportable offense

  • @Leguś said:

    Once Survivor gets third, maybe second even, Stillness Crow, they will lose collision with the Killer, in behaviour similar to how collision works when Killer hits Survivor with attack.

    I have literally never had this happen

  • @Peanits said:

    I can confirm that it starts at 75% of the base regression speed, not 175%.

    What about the starting rate for overcharge + call of brine

  • @GoatyTCO said:

    I find this to be problematic because I have lost an aspect of the game I prior relied upon and am forced to re-grind these perks in order to obtain lvl 3 on each different character. (For those who don't know, unlocked t3 teachables will stay unlocked, but for further bloodwebs killers will only be able to obtain t1 of those teachables. Furthermore, P1 characters were upgraded to P3 with the new update, but P0 lvl 40 characters have received no similar benefit.)

    Had I known this and been playing the game prior to the update, I would have taken them up to P1 without a second thought, but this is an issue nonetheless. The BP difference between P0.40 to P1.01 (prior update) and P0.40 to P3.01 is beyond negligible.

    Lest this be resolved, may I ask where to go for to obtain some kind of BP compensation? This has ruined unlocked teachables for me on 4 survivors and 13 killers, which I estimate may cost me around 71.53 million BP under the new system [approx: 25k*40lvl*17cha. + 45k*70lvl*17cha. + 20k*17cha.] (confirm if correct?). When I would prior have only spent about 10.2 million [approx: 60k*10lvl*17cha.] in order to P1 them all prior to the update.

    Calculated format: [nk (avg bp cost in range) * nlvl (levels in range) * ncha. (characters) + 20k*ncha. (prestige cost)]

    Not sure on the correctness of my numbers, but I think players should either be compensated in the form of either BP or getting those 3 prestiges like P1 characters did.

    Thanks for reading the long discussion post, either way.

    Sorry my friend you read wrong, all teachables you unlocked you will still have unlocked you get them for free at tier 1 on all characters and can still upgrade them to tier 3 in the bloodweb as you always could.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120983#Comment_3120983

    You're not listening, to what I'm saying or to what you're saying. Killers don't just get a 3-gen. Even if the killer plans one from the very beginning of the game, things almost always go wrong like one of the gens getting done or not enough pallets there getting broken, even though they tried to prevent those things from happening. Believe me, I've tried it.

    Managing hooks is completely different from pallets. Hooks are not a resource, but they're an objective. If you don't have access to your objective, you can't end the game in the intended way, and instead have to resort to having everyone bleed out, in which case perks like Unbreakable, Soul Guard, and even No Mither make it impossible to win in that way. Survivors, even when 3-genned and pallet dead zoned, are not incapable of winning the way they're supposed to: doing gens to power the exits. But on top of that, they can also just let each other die and wait for hatch, which is also not how they're supposed to win, even though the devs disagree. Having bad gens doesn't mean you can't do them, but having no hooks around means you can't hook anybody.

    The killer is not always at fault for anything that happens in the game.

    Well obviously hooks are a resource or we wouldnt be having this discussion.

    I was playing several matches tonight and there were a few times i didnt go for the closest hook because i didnt wanna create a deadzone. The hooks you lose due to sacrifices are the ones you choose outside of someone suiciding on first hook, and even then you have to realize that anytime you hook you're risking losing that hook.

    If your not okay with losing a hook you may need to slug or go for one slightly farther away, its something you have to build into your game mentality just like as a survivor with gens i usually dont do the first gen i see i go central i try to get a sense of the map and try to identify a 3 gen early.

    I agree that killers are not always at fault with everything but as I have stated before hook deadzones are 100% the killers fault just like 3gens are 100% the survivors fault. Suggesting any other blame scheme is 100% hypocritical.

  • @KokoFoka said:

    Guys i just spent 1.700.000 BP, and i got only 8 flashlights, What is this?? Behavior plz can u incerase chance to get flashlight in bloodweb. What u guys think about that btw

    No thanks, i dont want them.

  • @DoritoHead said:

    What do these smell like

    Rotting deer carcass and korean bbq

  • Is a 10 second google search really that much of a nerf when your picking a perk, maybe in the olden days, but considering your on a device connected to the internet and probably have a smartphone sitting next to you?

    If it is then you can also go to the in game manual and there is a tab in the survivor section titled conspicuous actions that lists them out there.

  • @Claudettemain202 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121046#Comment_3121046

    Sounds stupid, and I don’t need hatch pity from killers. And no I don’t hide without doing gens. Won’t respond to you any further.

    I was specifically referring to experiences i have had with other teammates in general, that post had nothing to do with you or your playstyle, which i couldnt possibly know anything about.

    And i never implied that you needed hatch pity i was just giving you an example of my mindset when playing killer and deciding if/why i give someone hatch, that have nothing to do with race or sex because the i hold dwight and meg to the same reasoning.

    No offense was intended, i give no apology, and feel free to ignore/not respond have a good day.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121038#Comment_3121038

    Unless the killer has Agi, the survivors control where they're hooked.

    My shortcomings as a killer? My guy, if I couldn't hook anyone, I'd slug the entire team to death. I'm still winning, it's just more boring.

    I disagree while the surrvivor can try to influence where they go down, the killer decides when and where that happens, as well as where they carry them to get hooked, now another survivor can influence that with a sabo forcing a drop, but the point still stands that the killer 100% has the control in that situation.

  • @Claudettemain202 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118803#Comment_3118803

    Ok was really wondering if it was just me. Just really annoying and it doesn’t happen when I play my other main.

    Well i will take a shot here, first off which outfit were you wearing? Im not trying to victim blame, but if you are a bright flashy Claudette, i will consider you for hatch, a dark hidey Claudette and you get the hook.

    Secondly as a base character and this goes for dwight/meg/feng/jake and more, unless you do something extraordinary, i hold prejudice because of past potato trauma due to matches when i play survivor and your character left me on the hook while they were stealthing around not doing gens while the killer chased someone else for no reason.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121002#Comment_3121002

    Shelter Woods still has enough pallets to do that.

    Hook deadzones are literally always because of survivors lmao

    Well isnt that the pot calling the kettle black. So both 3 gens and hook deadzones are the survivor fault, how does that work exactly?

    Survivors choose what gens they do in what order, killers do the same with hooks.

    Survivors choose where the chase goes, because killers cant zone them into/out of certain areas? Even though killers do this with pallet deadzones all the time?

    Maybe stop trying to blame survivors for your shortcomings as a killer and move on.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120983#Comment_3120983

    Pallet RNG is never bad enough to where you can't predrop pallets for a 3 minute chase. Resource management is a completely different story for pallets. And getting 3 genned is always completely on the survivors.

    Shelter woods and your done. Also not if teammates already did that before my first chase. And hook deadzones are completely on the killer always.

  • You are right absolutely busted on the game, but on shelter woods where you can have as few as 8 pallets and then almost nothing but deadzones its actually not that unfair of an idea.

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120254#Comment_3120254

    Not how that works. Hook RNG can be REALLY bad. No way to plan around it, especially if the survivors stay in one area.

    And pallets can be removed because throwing them all down mindlessly can quite literally get you a three minute chase.

    Right because there isnt any rng to gen/pallet spawns, or what map you go to controlling the number of resources available, and you cant do anything about a 3 gen if the killer starts protecting it from the start. Resource management is part of the game.

    @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120254#Comment_3120254

    How can you even make that comparison? Hooks respawning, or never getting destroyed at all, is a good idea because it's the killer's objective that they have to do to win. Pallets are important for survivors' survival, but they escape through doing gens and the exits, so why would pallets get respawns? Especially with god pallets like shack pallet still being rampant in the game, like are you kidding me? And the "planning around it" plan falls off as well, because there will be numerous games where this mechanic fortunately never comes into play, so why would you plan around something, specifically a game mechanic, that's not even ensured to affect you? At least you recognize that getting 3-genned is the survivors' fault, as opposed to it being some (alleged) uncounterable killer thing. You just can't apply that to hooking people, which is way more simple and essential to killer gameplay.

    Well survival is essential to survivor gameplay, which is counter balanced by hooking survivors as you pointed out. If you can create pallet deadzones then hook deadzones should also exist because both are forms of resource management.

    Sometimes maps spawn with very powerful 3 gens and sometimes they dont have one or are addressed early accidentally by where you spawn. Either way its the survivors job to pre-assess and deal with that, much like it is with knowing the area your in and what resources are available in a chase, I dont get to scream foul and not get hit because i didnt know someone else used the pallet already in a loop I'm running to, which is actually much less fair than a killer creating a deadzone where they cant hook anyone because they did it to themself.

  • @Katzengott said:

    Afaik the only time a hook will get destroyed PERMANENTLY is when a survs dies (and that 1 surv perk which can break the hook). Not saying that hook spawns on certain maps (i look at you, Midwich) and saboing is fine, but there was actually a time when hooks NEVER respawned after saboing.

    Breakdown lasts 3 minutes

  • @Pucci21 said:

    The generators do feel really long and when killers run perks like Call of Brine and Overcharge, seeing my 70% gen go back to 10% after a few seconds is really demoralizing. Other than that my worse experiences had to do with teammates throwing or killers tunneling (although running OtR helped on the latter)

    Exaggeration much, overcharge and call of brine takes 2 and half minutes to go from 99% to 0%, I dont think thats possible even if you add in pop goes the weasel for the 20% instant reggression.

  • @INoLuv said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120251#Comment_3120251

    Artist does not have a perk like that, the flannel would not be overpowered either way. The twins idea would not be bad and the aim one is good, but the artist one is a sarcastic stretch to invalidate my point.

    https://forum.deadbydaylight.com/en/discussion/comment/3120252#Comment_3120252

    It is not annoying if the player can turn on or off, also does not make nurse easier to play, on lerys against a good survivor there will be a hard time, flannel never helped me to really get a 4k because of it. Not overpowered either, no need to do a upset remark. Invalid.

    No its not its an accessibilty option i want because she is hard to play for people who have bad spacial awareness skills

  • @ciaranr1997 said:

    Why not both?

    I'd say P100 is an achievement but that's just me I guess

    It is but for alot of people P100 is nothing but a pipe dream maybe on a single survivor since they are much easier to main as they all play pretty much the same but especially if you play multiple killers or both sides, the amount of grinding for that is ridiculous especially for newer players.

    Better options in my opinion would be gameplay related or heck even achievements for completing the tomes

  • @GlamourousLeviathan said:

    I am not kidding when I say that it is probably the third time this week that I had to leave a survivor to bleed for 4 minutes because the only hook on a certain area got destroyed after a survivor died on it.

    Like, what is even the point of that mechanic? From my experience, it never gave survivors an advantage since on most cases I can just let them die on the floor which is just a meaningless waste of time.

    Also, it makes maps with already bad hook placements (Midwich, RPD, Temple of Purgation and Family Residence) even more bad in that aspect, since if you destroy the only hook on a certain area it makes that whole area a dead zone.

    IMO that mechanic needs to go, since it isn't really much useful for both sides and encourages survivors wasting the killer's time.

    You can argue that this can be useful to counter scourge hooks, but this mechanic was in the game even before Pinhead.

    Well let's see maybe pallets should respawn too, I mean if hooks cant be removed why can pallets, killers shouldnt be able to create dead zones where theres nothing to use for defense in a chase.

    Seriously though just plan around it, it like how survivors have to plan around 3 gen if you get yourself into that situation its your own fault.

  • @INoLuv said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120201#Comment_3120201

    Nothing wrong with it, a good feature. Nothing game breaking about it, no funereal remarks needed either.

    https://forum.deadbydaylight.com/en/discussion/comment/3120209#Comment_3120209

    Flannel distracts the player to learn, helps with accessibility and those that need it. A veteran nurse player is not using flannel.

    https://forum.deadbydaylight.com/en/discussion/comment/3120221#Comment_3120221

    That would be a aim for ranged killers, victor would go to that category even if twins is not a ranged killer. A aim fixed pn the screen would not be bad either, but this comparison is flawed and unrelated. Bird does not need aim, her crows are obvious and she is accessible enough, fortunately.

    No there is an add on for twins that gives a plaid flannel for victors pounce it isnt auto aim. It should also be active for demogorgon for his shreds

    A crosshair on the screen wouldnt be auto aim either it would just give you a visual aim point on the screen for huntress it could even show the arc of the hatchet like some fps games have for grenades.

    For artist it could show the bird flightpath like a laser beam to help you know when the survivor is running into the flight path it can be difficult to recognize that when your looping and not looking straight at the bird from the back.

    All just accessibilty options.

  • @INoLuv said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120152#Comment_3120152

    Wrong, accessibility should always be a concern that is valid. Flannel is not op or game breaking, no need to despise a always valid idea of inclusion.

    Yep and the one for victors pounce too and a crosshair for ranged killers and artists birds should highlight to let you know when to launch them

  • @ciaranr1997 said:

    I think it would be a cool idea to add more achievements for different prestige levels since the max is no longer 3.

    Personally I'd like to see them being:

    P3

    P6

    P9

    P25

    P50

    P100

    But it would give a goal to getting that high at the very least

    No thank you, I'd rather have more gameplay achievements/trophys than pointless grind ones.

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