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konchok

konchok

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konchok
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  • Reinstall Dead by Daylight, if that doesn't fix it then contact customer service.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/339439/whats-your-main-main

    This game is blight to me. Every single game of blight you have to play a lot of tiles differently and on the fly due to the rng of the maps. Getting better at certain things is what makes me play video games and blight has no end in that regard. I play pc and when my survivor friends want me to play, I'm that bill who can't accurately gauge distance from my lack of survivor game time.

    Yeah, Blight has ruined other killers for me. His add-ons also offer so much variety. Do I run Adrenaline Vial for the crazy flicks, or compound 21 for the mind games, or maybe double speed to go wicked fast, or maybe use the add-on where the last dash is an insta-down. So many fun choices.


    I know that Blight probably will get a nerf, but I really hope they nerf his base move speed to 110 percent rather than touch his add-ons. (Well except for Alchemist Ring and compound 33, they should honestly get a nerf or rework)

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/338645/lethal-pursuer-is-a-bit-over-tuned-no

    It can be insane on nurse if all survivors spawn together. Had nurse downing no mither kate in 5s in the game and using startruck I was so close that she managed to hit me as well and I was surpriced how fast she got first down. Then she downed my other two teammates after hooking kate.

    What you've described is an issue with Nurse, not an issue with the perk.

  • It's a perk that discourages slow down and encourages chasing. Complain about something else. Like how camping is way overtuned this update.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3110575#Comment_3110575

    Lul. Honestly feels like survivors adapted/ got over the changes. I routinely get my ass beat even when i get very fast downs.

    Survivors haven't adapted yet in my games. I am 4king nearly every game with no slow-down. But I play Blight and I run strong add-ons. But balance isn't determined by using weak killers and add-ons. Balance is the strongest that both sides have and versing each other. And the point I'm making is that I could go sweatier, but I don't need to. Survivors are not keeping up.

  • I doubt it, but if it turns out to be too good it can be changed easily. Just like the change to Thanatophobia.

  • Best designed are Blight, Oni, Huntress. and the old spirit but without any add-ons. The current spirit while still strong isn't as well designed.

  • They made a last minute change where you would get 2 prestige levels per prestige earned. extra perks gave you an incremental bonus per perk.

  • All that it would take is a perk where that person would get a substantial generator speed increase in the event that they lose a team mate while remaining unhooked, but deactivates once hooked.


    This perk activates if you have never been hooked and another survivor has been sacrificed or killed. Repairing, Sabotaging, and Healing speeds increased by 100 percent. This perk deactivates once you are hooked. As long as the perk is active, whenever another survivor is hooked, a sound notification can be heard by all other players.


    This would heavily punish a killer who tunnels or camps out a single survivor. It's also pretty risky to abuse, because if the killer is not tunneling or camping out survivors, and you try to abuse the system by letting another survivor die, you'll just get hooked and lose the bonus. The sound notification, not the explosion sound just another sound exists to let the other players know that the perk is in affect. This should help motivate the killer to leave the hook and to get in a chase.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093546#Comment_3093546

    The gen stopped sparking after he made the Overcharge skill check, I wonder if it was a latency thing where it the regression display was catching up to the actual gen progress? Unfortuantely that video only showed the generator for maybe a second after the skill check so it’s impossible to tell if that regression continued beyond that.

    I noticed it in game before I found the video. It will regress to nothing.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093546#Comment_3093546

    Without being able to speak German, is this saying that it does stop regression if you fail the skillcheck?

    I can't speak German either, but I think it might.

  • Exactly STBFL actually had a downside pre-patch.

  • https://youtu.be/cf4g1-GkCIs Not my video, but it shows the behavior better than I could.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090195#Comment_3090195

    You mean like with the survivor main that has a 500 escape streak with no keys and then got bored and stopped counting?

    Is he playing solo or with a group. If he's with a group, is his group getting 3 and 4 man escapes or do they just work to guarantee his escape?

  • You had me going until I watch the vid.

  • Mettle of man isn't endurance.

  • If you cannot kill in this update. Boy do I have some sobering news to share with you.

  • @BlightedDolphin said:

    Take off Gift of Pain and Oppression.

    Gift of Pain doesn't work with Legion as no one heals and Oppression is just terrible.

    I think "Forever Legion" is overhyped but if you want to slow the game down as much as possible as Legion use Thana, Overcharge, Eruption, Call of Brine.

    Pentimento/Plaything is another thing I see people use with Legion but it doesn't really work as Plaything negates your tracking, making it harder to get multiple hits.

    Until overcharge is fixed, do not recommend that people run the perk.

  • Considering the fact that overcharge is bugged right now and is giving you free regression, which doesn't give sparks but still regresses the gen and regression on top of that stacks, and you still aren't doing well. All I can say is that you've got to be really really bad.

  • I'm sure bug reports have already been submitted, I wanted to create a PSA for the community.

  • Yeah, playing killer is unfulfilling right now. I also don't feel like I've accomplished anything. Survivor is the opposite, every win feels like a major accomplishment.

  • @_Pun1sh3r_ said:

    only change which blight needs is to be constantly paired with swfs on comms and then the devs would find out that he is actually underpowered and should get a buff

    What?! Blight is underpowered and needs a buff. hahahahaha, that's a good one mate.

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087062#Comment_3087062

    I believe you, you don't need to pull up any stats. A survivor main would not have a Blight profile pic :p

    I agree, spreading out hooks is the best way to play. However if the killer is spreading out hooks and you still only have 1 gen on when someone is dead, then yes, you did get outplayed. Unless you are playing against a Nurse or Blight that is, then I can understand this being an issue, but that is more of an issue with Nurse and Blight (mainly his add ons) being overtuned and not the gen times.

    And no, I'm not justifying this because it favours me. I don't use any of the perks I mentioned in the above post. For future reference my build is the same it has always been - Corrupt, Discordance, Jolt, STBFL on Ghostface and Corrupt, I'm All Ears, STBFL, BBQ on Demo. Also Pain Res, BBQ, Shadowborn, Enduring on Oni but I haven't played him since I found out he is bugged and feel bad playing him.

    I didn't know Oni was bugged, what happened?

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087039#Comment_3087039

    Tunnelling and camping definitely huge issues that should've been addressed years ago. I didn't really bring it up because it's always been an issue. But if the killer is hardcore tunnelling, then most of their slowdown perks won't actually activate. At most they'll get 1 or 2 Thana stacks, Dying Light will only have very little impact, assuming they aren't tunnelling the obsession, and GoP will only affect the tunnelled survivor who isn't even on gens. 1 stack of Thana will not make it impossible to repair more than 1 gen.

    In your scenario though of someone dead at 4 gens with spread out hooks. Well, yes, you should lose. The killer is most likely not tunnelling or camping if they have spread out hook states, so unless you got massively outplayed and going down in like 5 seconds or someone gave up, you should have gotten more than one gen on at that point. And that scenario was still possible last patch. You could easily get a hook early, activate Pain Res and DMS, slow the game down massively and kill someone at 4 gens with multiple hooks. And don't forget an early down didn't deactivate Corrupt before, so you had even more early game slowdown.

    I agree with you on Deadlock. But thankfully not many people are using it right now.

    The biggest issue I feel is people just giving up. So many games I've played against full slowdown could've been an easy 3-4 escape but people just DC or suicide on first hook.

    Spreading out hooks is generally the right way to play. It doesn't mean just because you spread out hooks you should win. You should win because you played well. Right now things are balanced in such a way where killers do not need to play well to win. You can write an essay about how it's not that bad, but it obviously is a problem. You're just trying to justify the current balance as it heavily favors you.


    Just so that we're clear here, I'm a killer main. You can pull up my statistics if you don't believe me.

  • What you can achieve with slow-down perks is undeniably greater than the previous patch. And the greatest slowdown of all is removing a player from the match. So, your post where you're talking about purposefully leaving people alive to get bigger numbers is just wrong. You're not playing to get max stacks, you're playing to slow things down long enough to get a survivor killed. If you've managed to kill a survivor before 4 gens have been completed you should win. Especially if you've spread out hooks.

    But honestly you could just use dead lock and camp someone to death and win that way too.

  • @grizzlybear85 said:

    After playing a bit of killer and survivor after the big patch, I already feel another stale meta taking over once more. Let’s lift the curtains to see what it is this time ladies and gentlemen, SPRINT BURST!!! I have ran into quite a few SWF groups or partial SWF that have been running sprint burst. I never use to have an issue with the perk, but now that I feel like sprint burst has replaced DH, I honestly don’t know which I’d rather deal with. Either 99% sprint burst to gain 20 yards, or E for distance DH. Anyways, that’s me complaining about a new stale meta that’s going to be incredible to play against.

    How entitled can you get?

  • hmm, how about nerf the current slowdown perks and leave pop alone

  • @SekiSeki said:

    Unfortunately, what is stopping the killer from tunneling the weakest survivor? You can pick one guy out and keep hooking him. I don't have to interact with any other survivors but that one that isn't good in chase.

    I took a stab at it if you want to draw more inspiration from mine.

    Game Balance Attempt — Dead By Daylight

    It's all the difference in the world. Generally as soon as a survivor is killed the game is over unless the killer throws or if the survivors were just about done with generators anyway. This means that losing the game happens after 6 hook stages rather than just 3.

  • @NiiiCX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081356#Comment_3081356

    I let myself get hooked when I see this. I don't want to waste 30 minutes in a game. just to press M1.

    I remember forever freddy. Every game now is forever freddy. With Legion games being forever freddy++

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081083#Comment_3081083

    You have to buff them like that or you'll just increase the distance between solo and swf unfortunately. Imo you'll never be able to bring solo to the exact strength of swf but I think they can get pretty close.

    There's more than 1 way to skin a cat. The suggestion that I made is one where there would be no differences between survivors when the match starts, but the "buff" is the ability to customize a loadout to your benefit before the match starts. There's a reason why so many individuals are against my idea and that's because it would Buff solo-Q, but I think that they need it. But once the match starts they don't get any unique abilities. Just the ability to prepare before hand.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/336279/suggestion-for-buffing-solo-survivors

    I would rather the just throw in kindred basekit to anyone that isn't in a 3 stack or more as a quick bandaid to help solo after this patch and then work on them icons and maybe leave kindred as base.

    I've seen those suggestions before. I don't personally like the idea of having different mechanics at play for solo and swf. But I think your suggestion would be better than nothing at all. I do feel that this suggestion would be a better way to balance than giving some players in game mechanics and not other players.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081049#Comment_3081049

    That’s…not a setting. And y’all really need to let that go, SWF is fine.

    Oh, I agree SWF is fine. But Solo-Q is very obviously at a disadvantage. I am not suggesting getting rid of SWF but offering something to individuals who are playing survivor on their own. And yes by definition going into SWF is a setting.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081033#Comment_3081033

    I don’t think giving someone a major unfair advantage just by adjusting some settings is a great idea either.

    There is already a setting that grants an unfair advantage, it's called creating a SWF and loading up discord.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081020#Comment_3081020

    But you are still ignoring the part of Nurse's queue time. She is sitting on lobby and players are keep dodging her lobby. Even you can do this only one time, still this will affect some players because they wanted play with specific killers.

    And i am not even talking about matchmaking issues. Whenever you dodge lobby, MMR is finding someone else as fast as it can. They can be god survivor or completely baby survivor.

    So your suggestion will create more issues.

    I ignored it because I thought that it was clear exactly why that point was non-sense. But I guess I was wrong and I'll spell it out. Queue times a bad for killer right now because Solo survivors are at such a disadvantage that they would rather play killer than play a match of survivor. By giving Solo-Q a bone, more people play survivor and killer queue times improve overall, including Blight and Nurse, even if some individuals dodge. The overall affect would be faster times for killers, including Blight and Nurse.

  • @GannTM said:

    One of the fun parts of the game is figuring out the killer in the match without getting spoiled. This won’t fix anything.

    This is a valid point. But this can be resolved through a setting that you could disable if you didn't want to get spoiled. But most killers spoil themselves before you see them. Pig's Jigsaw boxes, or Nemesis' crates. It's very rare to actually get surprised.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3081008#Comment_3081008

    You are not seeing the point. The point is that, yeah they will lose this ability for next games. But as Nurse player, you are already waiting 10 minutes to start match. Because they are seeing you are Nurse and then leaving lobby. This will make queues miserable for some killers.

    If you want, you can play around too btw. Just start the game and alt + f4 in loading. No penalty, match cancelled. You can safely go to next lobby. This is works for me whenever i see someone used RPD offering.

    Which can get fixed by having the in game timeout include using Alt F4 after starting the match. Which honestly should already be a thing. Your point is without a point.

  • Hi Joe1975,

    You don't need to say hello when making a post.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080975#Comment_3080975

    It does not matter. Why?

    A joined lobby. A saw killer is Nurse. A dodged.

    B joined lobby. B saw killer is Nurse. B dodged.

    C, D, E, F, G did same thing. Finally H and I joined lobby, they are SWF. They don't know who is the killer. They stayed.

    Queues will be insane for some killers. So this should not be in game.

    Solo-q survivors needs ping system and action hud icons. So they can coordination better to play. And survivors in general needs some nerfs for camping and tunnelling. That's all.

    A, B, C, D, E, F , G all lose the ability to see what they're versing, thereby losing the ability to prepare before the match, just so that they don't play vs Blight or Nurse? Give me a break. I would just change up my perks. Blight and Nurse, dead hard is still a very good perk because they telegraph their movements, but I wouldn't want dead hard vs wraith. It just allows solo players to play a bit more optimally. In addition to this, it encourages more perk diversity because a solo survivor can use builds that work best vs specific killers.

    Is this a huge buff to solo q? yes. But Solo Q needs a huge buff.

  • Solo-q pain is not skill related. There are plenty of bad players that play in a SWF and many good players that play solo. The primary issue with Solo-q is that they cannot play optimally because they cannot communicate. This leads to cases where survivors are left on hook or two survivors go for an unhook together.

  • @MikaelaWantsYourBoon said:

    I am sorry but this is terrible idea. Nurse and Blight probably will never find any match, their queues will be so long. Because most of community is solo-q and they will dodge lobby when they see killer is Blight or Nurse.

    Solo-q needs buffs but not this.

    If you dodge a lobby you lose the ability to see who the killer is for the rest of the day

  • @POLBOY said:

    nah, used to be worse, wait a couple of days

    I'm a killer main, and I've stopped playing killer because queue times are too long. If queues were to go back to under 3 minutes I would be in killer queue instead of survivor queue. Something needs to be done to make survivors lives a bit less miserable. At a minimum give them more bloodpoints. Like a lot more, that 100 percent bonus is a start and then increase the BPs earned so that they're earning more. I wouldn't mind at all if survivors earned a minimum of 10k even for really bad games and 36k + for a really solid run where they escape.

  • I was having a fair amount of fun with a full scourge hook build. Monstrous Shrine, Floods of Rage, Gift of Pain, and Pain Resonance. I will say that your current strategy is probably going to be meta, so this build is undeniably weaker. Floods of rage will give you a constant target, monstrous shrine means a guaranteed scourge hook in basements, Gift of pain will give you slow down if they heal or they remain vulnerable if they don't, and pain resonance is consistent gen regression.

  • @dbd900bach said:

    I'm a little confused? Comparing second chance survivor perks to killer slowdown is kinda weird. The definition of a second chance perk is to get a second chance when you make a mistake. Dead hard is a second chance perk. On the killer side...I don't really see any second chance perks except maybe NOED. If there's a killer tunneling down one survivor...do the gens. Most slowdown perks only work if the killer is actually working for it. They have to kick the gen, they have to hook someone, they have to actually down someone first. How well any of that works depends on how good you are as a survivor but that's a completely separate thing that you can't blame perks on

    The game is a race , plain and simple. Slow down perks mean that a killer can play badly and win. Second chance perks extend the chase for survivors, buying them more time to do gens. Gen rushing is the true opposite of gen slow down. But it accomplishes the same thing, just in different ways.

    I am ok with base time increase for generators, but I do not like builds that focus on slow down. It encourages sloppy game play where the killer is winning but in the slowest way possible.

  • @Jago said:

    The devs took action based on stats, not a side whining. Stop this "us VS them" nonsense, it's tiring.

    Eat it, adapt, or quit and come back later.

    I don't think that they did. Stats have long shown that killers out perform survivors. What I think they tried to address unsuccessfully was that 4 man stacks were able to win consistently with few losses. They tried to and failed to address that. All that has happened now is that the only way for survivors to win is to 4 man stack.

  • What in the world were the devs actually thinking?

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075831#Comment_3075831

    Gens should be reverted back killers do not need the extra seconds with the slowdown meta

    I think that the idea of longer base times for generators is good. I just think that slow-down perks need to be nerfed. All of them.

  • @CyberRoninX said:

    I think it funny how they said they were supposed to lessen the grind on the game and then made players have to buy each tier of a perk from the shrine before you can then spend more shards to buy the next level. That increases the grind by a lot imo.

    Umm... There is no scenerio where the grind is worse for perks. Old system, unlocking a perk does not give you the perk at tier 1. New system, you get the perk at tier 1 when unlocking the perk and each prestige increases the tier at which it is unlocked at.

    If you think the perk grind has increased, you're not very good at calculating costs.

  • I'll just force them to burn out their flashlights

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3074511#Comment_3074511

    Yea but I'm also running adrenaline to reward staying injured, if I ran overzealous instead and cleansed a hex or a plaything to set pentimento up, I would have up to a 45% repair buff on a gen with just me and another survivor and even if they ran no gen builds that would a 60% repair buff in total percentage with two survivors and a 75% repair buff with three in total because prove thyself gives each survivor 15%

    I'll be sure to choose my team mates builds the next time I play.

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