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  • @GodDamn_Angela said:

    https://forum.deadbydaylight.com/en/discussion/comment/1382628#Comment_1382628

    If you didn't kill anyone any of them that grabbed a crown also would have gotten it. So I really don't see why this is a big deal. If the Killer decides to fool around after getting the crown they are pretty much guaranteeing most/all survivors will escape.

    Thats because that is how I played nurse, because I hate playing her. However if I play a killer for a real match, I get the crown for existing, they get the crown if they escape. That isn't quite equal terms. I get the crown no matter how well or bad I played. They have to play well to get the crown.

    I am not saying my solution is perfect, I am just saying it puts both sides earning the crown, not one side given it for existing and the other earning it is all.

  • I am pretty sure that is the reason. However I counter with this argument.

    Why not make it a BP requirement instead, because than both sides have to earn it on the same grounds.

    For example, It could have worked with this condition. After collecting the crown you must finish the match with at least 15k BP. Which means most survivors have to play the match, because I've made it to end of matches with less than 15k if it wasn't for my escape. But most of the time I do make over 15k BP. However me not escaping doesn't stop me from earning the crown if I die with 16k BP.

    This also means you can't do what I did with Nurse, which was enter the match grab the crown and chase people around without blinking for 4 minutes. Match ends and I got a crown. with like 7k BP or something stupid.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1378643#Comment_1378643

    I don't even know how to begin.

    The whole 2K thing is BS. The game works out players individually, not as a whole. That means that those two people that escaped effectively won, the two deaths probably won (pip is the system the game uses, remember?) and the killer at best drew. Even if the two deaths also black pipped, that's 2 other people that are borderline guaranteed a 'win' in a draw game. A DRAW GAME WHERE 4 OF THE 5 PEOPLE 'WON'. And, by the way, it is mathematically improbable, if not outright impossible depending on the character you play as, for a killer to pip with only 2 kills because of the sheer amount that kills add to their scorecard. (I'm taking this from the red rank pip maths, because why wouldn't I.)

    Now try playing an average killer with no gen slowdown. Your sainted 2K matches just won't happen against teams that are at your skill level: the game is balanced around each survivor team having a moron that dies easy and just gets them a minute of gen time. But this is DBD, where SWF rule and pipping is easy, so each and every match could be yet another deathsquad, solo or SWF it really doesn't matter, or it could be 4 morons that barely know the game. That inherently muddies the stats, and is the Devs cheap way of 'proving' that the game has this magical 2K average, but refuses to take into account that escapes aren't wins (or letting your team die to get hatch would be an automatic pip) and you were destroying/getting destroyed by people under or above your skill level. I know DBD is a casual game... But casual and unfair are not the same thing.

    And now for pop: the perk that you shouldn't use more than a couple of times per match. It does not add a whole extra generator or three: it regresses an already existing generator. If someone is working on it solo, that's 20 seconds a pop. Or 11 seconds for 2 people. Or about 7 for three. See where this is going? Unless you're playing one of the top mobility killers, mindlessly hooking and popping doesn't help at all, especially of the team splits into 2 teams of 2.

    If there was a perk that ACTUALLY added 2/3/4 extra generators, that would be the meta. Hands down. Nothing would compare. So don't pretend that pop is as powerful as actually adding extra generators. Dont even pretend it's as powerful as adding 1 extra generator. That's just silly. A whole extra generator? Just imagine the 3-gen strats. You would have 1 almost every game. Doc would be meta.

    As for your first part, the game is team based with two teams, not individually based. Even excluding SWFS, its still 1v4 not 1v1v1v1v1. This means that a win/draw/lose status is more based on the actions of the team as a whole not an individual. So this whole, they survivor PIP so they won. Honestly All you need to PIP even in red ranks is 2 deaths and do well in the other three groups. I am a killer in the red ranks and average between 2-3 kills per game so I know this is true.

    As for your second paragraph. I don't run any gen (or slow down for that fact) related perks with the exception of Corrupt and I only run it because it doesn't effect survivors, it just effects which gens can be done. I play all of the following killers at red ranks Wraith, Hag, Huntress, Freddy, Pig, Spirit, Legion, Plague, Ghost Face, Deathslinger and now the Executioner (I've only played him perkless since release). So you don't need gen perks, you need to get off your high horse and realize there are four other people playing this game most likely trying to have fun and not feed your tryhard sweaty playstyle. And I am just going to skip over your "swat style SWF" section, because honestly it happens so rarely its not even worth mentioning.

    Onto the next section of [BAD WORD], Pop removes 25% of progress... Each time you kick a gen, you essentially add 25% more progress that needs to be done tome complete it. So no it doesn't add physical gens it adds gen time. A gen normally takes 80 seconds to complete, a Popped gen can take between 80 and 160 seconds to complete... Interesting 160 seconds is a base gen plus a whole other gens worth of time.

    popping doesn't help at all

    HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA DAMN I am glad I wasn't drinking anything when I read this. If Pop was as useless as you say it is, it wouldn't be run by 9/10 freaking killers. Hear I'll even be nice, 8/10 killers. If Pop was so useless people wouldn't care about Repressed Alliance. Which by the way only last 30 seconds but the Pop Perk boosting so many bad killers to red ranks last 60... So you can literally wait RA out.

    You seem to think adding more gen time isn't equal to adding another gen and I do. If I have to work on a gen for 80 than its one gen, if I have to work on it for 140 seconds, then its a gen and half, if I have to work on it for 160 seconds than its two gens, if I have to work on it for 200 seconds than its a 2 and a half gens, if I have to work on it for 240 seconds than its 3 gens. I don't care home many physical gens I have to work on, I care how many much time I have to work on a gen.

  • Grabbing a crown and AFK isn't harder than completing 5 gens and escaping. We're not talking about which side is harder to "win" the round. We are talking about the complexity of earning a crown.

  • @goatslinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1379918#Comment_1379918

    But every person who plays this game has to do the same thing to unlock the crown for a character if i'm not mistaken. For you to get the kate crown you need to find it and escape. For me to get the kate crown I have to find it and escape. For you to get the hag crown you just need to find it. For me to get the hag crown I just need to find it. So you, and I have to do the same things to get the crowns. What is not fair about this?

    I understand you are meming, but for those who come across this. Think of a game of dodge ball. Where one side is the killers and one side is the survivors. Currently dodgeball is balanced because to win, you have to eliminate each side. However if the rules were written like this.

    • Blue team to win all you have to do is not step out of lines (DC)
    • Red team to win you have to knock out all members of blue team (escape)

    @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1379898#Comment_1379898

    Farming is indeed already a thing, but it is relatively uncommon. If earning the crown was tied to BP then the amount of farming games would explode. Honestly I think the way they have things set up is the best way to do it to not incentivise anyone to ruin games.

    Why does Survivor require escaping? To prevent Survivors from suiciding once they have a crown.

    Why does it not require a certain amount of blood points? Because that incentivises Farming.

    Why does Killer not require a 4k? Because if it did, there'd be Ebony Mori's for days and no one wants that.

    Like... right now for Killer, you are incentivised to find the crown and then... nothing. Maybe play a little more dirty to end the game faster but it isn't required. Right now for Survivor, you are encouraged to... well... survive which is your normal goal anyway. On the more toxic end of things for survivors... they're encouraged to Gen Rush and maybe bring a Key which are, well, valid tactics.

    Matches end faster by AFK.

  • @goatslinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1379910#Comment_1379910

    Sure. But it's that way for everyone is it not? So you can get your killer crowns just as easily as I can get mine correct?

    As in, you and I have to do the same thing to unlock the Kate crown cosmetic, yes.

    As in the killer and survivor can earn the cosmetic with the same or even similar ease, no.

  • @goatslinger said:

    It is fair because it's the same for every single player. When you play killer, you get it easily. When you play survivor, you have to escape. It is that way for me, for you, and for everyone else playing the game. How is that not fair? I could see a complaint if it were only you that had to escape, but im pretty sure it's not.

    You don't have to "play" killer to earn it, you just have to grab the crown and AFK.

    You have to "play" survivor to earn it.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1379860#Comment_1379860

    That... y'know... I can't see why they couldn't have gone with that. Though one could argue that's still not exactly fair because Survivor has worse BP gains than Killer. Like a sub 15k game as Survivor is reasonably common for me. A sub 15k game as Killer means I got wrecked really badly.

    Oh wait... I know how this could get abused. Everybody just starts trying to do farming games which is a different sort of ruining the game.

    Yes I understand that its not perfect, but its better than their current solution. I also choose 15k because it usually means you played the game. AFKers wont get it and people who die on first hook wont get it.

    As for farming, that is already a thing, can't help that.

  • @FFirebrandd said:

    It's not exactly fair, but consider this. Without the requirement to survive, what is the most time efficient way for players to get the crown on all the Survivors?

    The answer is this; Run around looking for the crown. Once you have it, find the killer. Get them to hook you. Suicide on first hook. Requeue as another Survivor. Congrats, whoever decides to do that just ruined that game and... a minimum of however many unlicensed Survivors are in the game at this point. This issue compounds insanely quickly if there is only one crown per match (which I think is how it works? Idk.)

    Compare that answer to the Killer side. What's the most time efficient way for a player to get all Killer crowns? Well the answer is... to absolutely murder the survivors as quickly as possible. A killer who gets lucky or heavily outskills the survivors can end the game through completing their objective far faster than by throwing and letting the Survivors out. Now... you might get Killers playing more sweaty than usual, but they won't be outright ruining games.

    Survivors have the extra requirements to prevent a lot of games from being ruined for the duration of the event.

    The answer to that is require BP to earn the crown, my example in my thread is 15k BP. This way neither the killer or survivor can hope in the match grab a crown AFK/Die on First hook and get it. Instead they have to get the crown than play the match and earn at least 15k in Blood Points to unlock it for that character. This condition would apply to both survivor and killer.

  • @Khalednazari said:

    I'm a survivor main, and I already have it on 6 characters. It's not that hard. 1 escape compared to 4 kills, it makes no sense. And why would you want killers to camp you or tunnel you hard because they want to get the cosmetic. This event makes perfect sense.

    Actually I suspect this line is what you're referring to now

    Killers are not babies, if survivors have to earn their crowns than make us earn them to.

    Which was simply implying that it is 100% easier to enter a match grab a crown and AFK than to enter the match complete 5 gens and exit it. I personally think they should have just made it a BP requirement instead of anything else.

  • @Clevite said:

    Well to be fair, you can really escape with no perks as a survivor. It is the same situation when doing a daily on a character you rarely play.

    Killer is also inherently harder than playing survivor in general. And killers are going to get a lot of flak for killing people with crowns as it is.

    I personally am letting anyone with a crown live during this event.

    Yes you can escape with no perks. Is it as easy to escape as just AFK in the game? Because that is all a killer has to do to essentially earn a crown. Why should it be so easy for one side, and so risky for the other? I am not asking to just give the crowns out. I am saying they should have made it as a BP requirement.

    @Khalednazari said:

    I'm a survivor main, and I already have it on 6 characters. It's not that hard. 1 escape compared to 4 kills, it makes no sense. And why would you want killers to camp you or tunnel you hard because they want to get the cosmetic. This event makes perfect sense.

    Can you not read? I at no time said the killer should need for kills, I specifically said it should be a BP requirement, which you don't need four kills to hit 15k.

    For example, once you get the crown, if you score more than 15k BP in the match, you unlock the crown for that person. Killer or Survivor

  • @Orion said:

    This is what I've ascertained so far, please post any corrections you might have.

    • A pedestal spawns on the map.
    • Once a player interacts with it, or after a certain amount of time passes, a new pedestal will appear somewhere else on the map.
    • If a survivor escapes with the crown (symbolized by the golden particle effect), they will unlock the crown cosmetic on that character.
    • If a killer completes a trial with the crown (again, symbolized by the golden particle effect), they will unlock the crown cosmetic on that trial. "Completes a trial" means that the trial ends without the killer disconnecting, regardless of the result.
    • Escaping with a crown rewards a small amount of BP (I think 500 BP). I'm guessing completing a trial as killer does the same.
    • Only one pedestal appears on the map at any given time. This does not mean only one person can get the crown, since a new pedestal will appear somewhere else on the map.
    • Although anyone can interact with the pedestals, crowns can only be acquired by non-licensed characters.
    • Crowns do not "drop" if survivors die.
    • Killers cannot acquire crowns by killing survivors with crowns.

    If a killer completes a trial with the crown (again, symbolized by the golden particle effect), they will unlock the crown cosmetic on that killer.

    I think you meant killer instead of trial.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1376162#Comment_1376162

    The game didn't need an anti-pop perk. That's the problem: PGTW exists to correct the fact that the game is balanced around 1-2 survivors each match running around like headless chickens. It definitely doesn't add an extra 2-4 generators to the game, it just makes hooks actually valuable. And makes certain killers overpowered by easy, but that's not a perk problem and it shouldn't get baindaid-fixed like the Devs love to do.

    The game is balanced around 2 people escaping, not a 4k for the killer. The devs have said multiple times they want a 2k with 2 escape as the average.

    My apologies you are correct its only an extra 2-3 gens not 2-4 gens. Every time you hook someone you can regress a gen by 25%, meaning every 4 uses of Pop literally added a whole gens worth of time to the survivors side. You should be able to use pop up to around 9-10 times before the game is over.

  • I want him tweaking in a way that doesn't encouraging camping/tunneling behavior. But I've been playing him perkless for a week now in red ranks doing just fine.

  • @Bovinity said:

    Get a sharpie out and draw a nice little crosshair on the screen. Super helpful, and it'll work in any game! 😎

    If you got a gaming monitor, some of them have built in crosshair in the settings, not program needed

  • Are you actually complaining that their is finally "sorta" a anti-pop perk? Pop literally adds an extra 2-4 gens to the game.

    Repressed Alliance doesn't even fully counter Pop, because it's duration is way to long. It's currently 40/50/60... Meaning it easily last longer than Repressed Alliance can.

    How would you like it if I said.

    As a constant red rank for the past 2 years, killer and survivor main. Whenever I play survivor I constantly fight these red ranks tunneling and camping toxic killers. I am a rank 1 survivor who tries his best to play fair, no DS or Hook Rushing. Every game I play nowadays is full of Ruing and Pop. I don't see how anyone could resist the urge to t-0bag this dirty killers who are abusing slowdown perks. I hope someone at BHVR reads this and understands they need to stop being so killer biased. This is why the killer queues are so long, I don't know how much longer I can keep playing this game. I'm sure there's many other people following my lead.

    Now to be fair, I play more killer than survivor, but this statement goes both ways.

  • I am old school and still see DS as Anti-tunneling not Anti-momentum, so for me if you get off a hook and start doing a gen right in front of me because you have DS, I see you as being toxic, if you go somewhere else its fine.

    Really the only other thing I see as toxic is if you block me and prevent me from chasing someone else because you have BT. I don't mind if you take a hit, but if you prevent me from chasing, I also personally find that as being toxic. And yes I know its a strat, but so is tunneling you to death. If I am trying to avoid tunneling you and you are giving me no option, it is what it is.

    Other than that, I don't really think survivors can do anything else that is really toxic.

  • Yeah, deathslingers max range is 18 and he needs 15... Huntress can hit you across the map... Maybe learn how to throw hatchets?

  • @xBEATDOWNSx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375755#Comment_1375755

    Caging is something that should be used at an optimal time. Let's say you hit 3 survivors with torment. Send one to a cage and one survivor goes for the save. That tormented did little to no pressure because now you lose two stacks of it. You could argue that it's one less person on gens since someone is going for the save buf you are still losing, arguably, the most important part of your power.

    I find it way more effective to hook someone and save the torment for endgame/ quick Mori. Especially because by time you even cross the map, whomever you have caged is 9/10 times saved and on the move. I'd rather hook/ slug and keep the turning the screws without worrying about being down two torments.

    In my opinion, just not worth it.

    Especially because by time you even cross the map, whomever you have caged is 9/10 times saved and on the move.

    Why even go to the cage? I never go for the cage, I just down someone else and send them to a cage.

    That statement alone just tells me you and I play this game completely differently.

  • @xBEATDOWNSx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375707#Comment_1375707

    My build: Pop, Surge, Whispers, Infectious Fright

    If someone gets Tormented by my dragging, I don't send em to the cage right away. I save it for end game when it's much more critical (when someone is on deathhook and it's more or less endgame)

    I spend more time hooking people for my Pop to go into use.

    Pyramid Head is fine where he's at. He has shaken up the meta for survivors and their upset about it. That doesn't change the fact that he's very easy to counter. You can and will go games without being afflicted by torment if you know how to loop. Sure you may go on a hook but that's the nature of the game.

    Which kinda prove's my point. Those who are running pop are not taking advantage of his torment power and are the ones who find it never really does anything.

     You can and will go games without being afflicted by torment if you know how to loop.

    This is where we completely disagree, I find it stupid easy to get people into torment. I've yet to have a problem caging people, but I am going to assume you and I play the game completely differently. As I don't rely on slow down perks, so getting hooks isn't really required for myself. Technically I haven't spent 1 BP on him since release and have been playing him in red ranks all week without issue.

    You have to learn when to cage someone. For example, I use the cage when I know it will force the survivors to have to go to the other side of the map. For example, when there is only 1-2 gens. and you know catching will send to a blank space in the map its perfect. I also use the cages to avoid stun saves and flashlight saves.

  • @xBEATDOWNSx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375688#Comment_1375688

    The thing is, you can go a whole round without EVER being caged. I can count on one hand the amount of times I've been caged since he's realized.

    One time. That's in who knows how many matches as a survivor. I know this may not be the norm but it's laughably easy to pull off.

    The cage is a nice feature to the game. It makes certain things more risky for survivors and helps add a level of tension

    I am not quite sure what you are trying to reply to.

    Though I would like to ask, how many of those killers ran perks like Pop? Because in my experience as playing him, I've had no problems getting people into torment/cages. And playing against him, I found most killers only really tried to use the cage mechanic if they were tunneling. Other than that they never really used the torment ability.

    PS: To get someone tormented is crazy easy, you literally just put his crap on the other side of a window in a loop or under the pallet. The survivor than has to leave the loop which would generally give you time to BL and catch up or they get tormented and can be caged.

  • If you get certain group of survivors that want to do gens and get out and do play specific perks or playstyle then yes. But in general I don't find gen rushing to be common. Though I will admit that like 2 Mondays ago, my longest match was like 11 minutes with almost every other match being under 8 minutes. But that was just one specific day not really common in my opinion.

    PS: I believe the perfect timeframe for a match is 10-12 minutes.

  • @EvilJoshy said:

    "Maybe people are mad cause BT and DS are practically wasted perk slots against him? LMAO, come on..."

    Now survivors have a taste of what killer goes through when you spawn next to ruin. Oh boy hoo :P

    To be clear, I don't care if cages support perks or not, it doesn't really matter to me either way. Now that is clear, I would like to point out a major difference here. As killer you choose to run a hex perk knowing it can be cleansed. As Triangle head, you can choose not to run hook related perks because you know you are playing Triangle head. Survivors do not know that info before the match starts, so yes their perks can be rendered useless without them knowing it. Its not the same as ruin, where it can be rendered useless but you enter the match with that knowledge. The closest we had to this before him was Plague, because she basically counters healing perks, however the game had a built in way to counter this that also powered up the killer. With Triangle Head, he just disables perks, there is no method to make those perks useful again.

    Once again, I am merely pointing out a very important clarification and could care less either way.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1375460#Comment_1375460

    So from me telling you it doesn't happen often, you immediately just give me 2 anecdotal scenarios that happened to you. That doesn't show anything.

    Torment also is only removed from saving at a cage or being caged because the effect literally does nothing to you. All it does is save the killer some hook time.

    Yes it counters survivors hook perks and it also counters all the meta killer hook perks.

    "If you make a killer that basically counters all survivors perks meant to prevent camping and tunneling you are going to have people abuse it."

    I haven't seen this abuse you're referring to. Nothing more than any normal match against other killers.

    "Honesty, I don't see why he needs to see the cages, but then again, I am also a person that believes the pig shouldn't be able to see her boxes."

    I don't think survivors should see the boxes until the trap is armed.

    "Some people say, it helps them know where other survivors are, but you still get this information without the need to see cages auras. Remember you get an icon in the bottom left of your screen and you know the cage spawns as far away as possible."

    I'm fine with having the aura removed from the killers sight, I just don't think it would do much. The killer also needs other buffs though.

    "As for the argument, Cages are basically free unhooks as a reason for not including this feature is BS. Because Cages are also free hooks in the first place."

    That argument doesn't make sense at all. They are not free hooks....you literally had to get downed for you to be caged. There's nothing "free" about that at all.

    "Unlike picking up a survivor where other survivors can prevent the hooks (flashlights, stuns, taking hits and break hooks) cages have 0 counter play to them. Under pallet, cage them, flashlight near by, cage them, no hooks near by, cage them."

    That is very, very rarely happening unless the killer is playing really dumb or we are talking about low ranks that don't know what they're doing.

    Your counter was not getting downed in the first place and you act like you are getting some excessive punishment for being sent to the cage...it's literally just a hook...that your team can get a free save on you instantly.

    Please learn how to use the forums, they have a quoting system that would make you're replies much easier to respond to. Secondly, the first section was a response to you, everything after the "---" was meant as a general reply to this thread. Though I could have made this more clear.

    So from me telling you it doesn't happen often, you immediately just give me 2 anecdotal scenarios that happened to you. That doesn't show anything.

    I was listing off just two instances of streamers doing this, not how many times this happened. My exact quote was

    Naw, this happens alot. I played two streamers specifically that were happy that they did it.

    I was trying to imply this happened a lot, but I specifically had two streamers that supported and promoted this playstyle. Once again, I see where I could have been more clear. But this was relatively implied by the format of the sentence.

    Yes it counters survivors hook perks and it also counters all the meta killer hook perks.

    This is a bad argument, because as the killer you can choose not to run hook related perks because you know you are playing Triangle Head. However the survivors have no idea who you are playing and can't switch their perks out to make up for this. So yes even though it counters all hook related perks, only one side knows this until the match starts. To be clear, I don't care if perks work or don't work on cages. My point is brushing torment off as some weak ability because perks don't work on it isn't a valid argument because only one side knows that before the match starts and can change their perks to make up for that ability.

    I haven't seen this abuse you're referring to. Nothing more than any normal match against other killers.

    I am actually just going to quote you here: So from me telling you it doesn't happen often ... That doesn't show anything.

    I'm fine with having the aura removed from the killers sight, I just don't think it would do much. The killer also needs other buffs though.

    He has a ranged attack that can be faked to close distance, he counters all survivor hook related perks and can counter any chance the survivor has to rescue a carried survivor by using his cages. He is a pretty strong killer. Oh yeah and his ability can give him map awareness. I've been playing him for the last week in red ranks perkless and doing just fine. I would say if I had to rate him, I would say he is a B tier killer due to his lack of map pressure. I would say the closest thing that would need buffed is how easy it is to dodge his ranged attack, but given that it goes through things and its a sword in the ground, I kinda understand its limited turn radius.

    That argument doesn't make sense at all. They are not free hooks....you literally had to get downed for you to be caged. There's nothing "free" about that at all.

    you broke this apart, it was a statement as a whole

    As for the argument, Cages are basically free unhooks as a reason for not including this feature is BS. Because Cages are also free hooks in the first place. Unlike picking up a survivor where other survivors can prevent the hooks (flashlights, stuns, taking hits and break hooks) cages have 0 counter play to them. Under pallet, cage them, flashlight near by, cage them, no hooks near by, cage them.


    That is very, very rarely happening unless the killer is playing really dumb or we are talking about low ranks that don't know what they're doing.

    Ummm... then you are playing him wrong. literally all you do, is place his torment crap under a pallet or by the window. Than all loops became unsafe or require people to run from them because if they stay in that loop they will get the torment status. Then guess what, free uncounterable hook state for you. Also once again, just going to quote you: So from me telling you it doesn't happen often ... That doesn't show anything.

    So thanks for that beautiful quote, its been so useful.

    Your counter was not getting downed in the first place and you act like you are getting some excessive punishment for being sent to the cage...it's literally just a hook...that your team can get a free save on you instantly.

    I have no idea what your talking about here. I am not saying the cage system is bad, I am saying it allows the killer to easily camp and tunnel. Which yes is a valid strat according to the devs. However, I am disappointed that they made a killer that encourages this via his power.

  • 5 Hatchets but only works on a range of 24m +. This range is coming from the achievement.

  • @Blueberry said:

    I honestly am not seeing any of this "tunneling" from cages everyone else is. This makes me think it's players playing badly and calling it tunneling when it's not. The killer has to literally cross the entire map before a teammate saves.

    That said, remove the auras and it doesn't really change much. PH still needs the recovery time on his ranged attack lowered and to apply Torment to its hits to reward good plays. Currently using the ranged attack in most cases just doesn't feel worth and all you really do is fake it, which isn't fun.

    Naw, this happens alot. I played two streamers specifically that were happy that they did it. One specifically said "This is how he is meant to played, get over it"... This dude had 500 viewers at the time. His torment only ever wears off if you are caged and if you save someone out of a cage with torment on. His torment has no wear off condition other than those. Its already BS. If you are having problems getting people in torment, just but it through a pallet or window. Its super freaking easy to get people into torment.

    Yes his ranged attack is complicated to hit, but I've been playing him for almost a week now perkless, I've gotten pretty good at hitting those ranged attacks.

    ---

    If you make a killer that basically counters all survivors perks meant to prevent camping and tunneling you are going to have people abuse it. I get that the Devs said that Camping and Tunneling are legit strats, but am highly disappointed in them for making a killer that basically encourages it.

    Honesty, I don't see why he needs to see the cages, but then again, I am also a person that believes the pig shouldn't be able to see her boxes. To be being able to see the cages just encourages tunneling/camping nothing else. Some people say, it helps them know where other survivors are, but you still get this information without the need to see cages auras. Remember you get an icon in the bottom left of your screen and you know the cage spawns as far away as possible.

    As for the argument, Cages are basically free unhooks as a reason for not including this feature is BS. Because Cages are also free hooks in the first place. Unlike picking up a survivor where other survivors can prevent the hooks (flashlights, stuns, taking hits and break hooks) cages have 0 counter play to them. Under pallet, cage them, flashlight near by, cage them, no hooks near by, cage them.

  • @USELESS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1373464#Comment_1373464

    I wish they had at least killed some deadzones on midwich, this is by far the most survivor sided map ever, if you aren't playing as doctor, you going to lose no matter what

    But than you have maps like Hawkins, which is just stupid killer sided. It's just the way maps work. They are never going to be perfect.

  • @USELESS said:

    https://forum.deadbydaylight.com/en/discussion/comment/1373425#Comment_1373425

    What I mean with the QoL changes is, reduce the amount of pallets in a certain area, do something about the gen speed because it is disgusting the way it is now, the pallet stun range that for some reason is HUGE, amount of breakable walls that you are forced to break or you will never catch a survivor, and things like PIP system for killers and the reason it is so unfair

    Lots of maps now have just dead zones from their recent changes. So yeah they did this one.

    Gen speeds are fine, I am a red rank killer and the closest to a slow down I run is Corrupt, so maybe try learning to play the killer you enjoy better. Most killers are viable. You just need to find your playstyle.

    They have already stated that the emblem system is bad and broken and are going to make a new match making system.

    So basically all of the things you complaining about they have looked into or are looking into. Next.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357370#Comment_1357370

    While i agree cage location should be random, removing his ability to see cage is not a good idea. This is why:

    1: It'll be too safe for survivors to do the uncage and healing, making the cage worse than the hook.

    2: If you cage a survivor during EGC, it's basically a free save and free escape because you can't defend it at all.

    • 1. This could be a balance due to the fact that sending them to the cage is penalty free. A survivor can't wiggle, there is no chance for a flashlight save, they can't take hits to prevent a hook, and lastly there is not pallet save for sending someone to the hook. The ability to make it safe for uncaging and healing could be that you used a method survivors can't counter to get a hook stage.
    • 2. Sending survivors out of your TR could also be a way to prevent an escape just as much as a way to get an escape. For example, I just used his power to send them into a cage on the other side of the map away from both doors. So this is a double edged sword. Also you don't have to send them to a cage, you can still always pick them up an carry them to a hook. He is a very flexible killer.

    The question is, do you see his ability to tunnel without consequence as an issue?

  • Starting off, I understand that tunneling and camping are legit strats, I refuse to admit they are good for the game.

    Stating that, I think his biggest power is also the reason every survivor is going to hate him. The game should be fun for both sides and this killers whole power encourages the play styles so many people dislike playing against. His power also removes all of the abilities that help survivors counter those play styles.

    Now do I want his power to change Yes/No. I think right now he is a solid A killer due to is ability to counter anti tunneling and camping perks. I would suggest the following changes to at least make his power a little less tunneler approved

    • Remove his ability to see cages
    • Survivors are sent to a random cage outside of his TR

    I believe these simple changes would easily drop his status to B or C which is still good, perks like DS and BT still wont work which is good. It will make it slightly more effort to tunnel out of cage but not impossible.

    PS: I am aware people who want to tunnel are going to hate these changes, but honestly if you want to tunnel and knowingly make the game unfun for one side, I honestly don't care about your opinion. The game should be fun and rewarding for both sides.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356620#Comment_1356620

    I totally get the legendary ones. TOTALLY understandable. I'm referring to the Cheryl outfits and the plethora of shirts you can buy for her.

    I feel like you misread or didn't read the very first line in my statement

    To be fair, I completely understand the "legendary skins" for Lisa and Alessa, but the two green ones confuse me.

    Basically I also don't understand why the green ones are "legendary"

  • To be fair, I completely understand the "legendary skins" for Lisa and Alessa, but the two green ones confuse me. Like I was actually going to buy them because I thought I would be able to mix and match them. I like the pink shirt and the dark jeans but will never get to wear them together, so I opted not to buy them.

    I do think they were being a tad tricky in language though. Like they should all be called "Legendary Skins" in the title and not have separate rarities. Because until someone explained to me that the icon in the top left indicated they were legendary on not the rarity I though I could mix and match.

    But as much as I love DBD and BHVR, their not great with words, remember "end game perk"...

  • The huge problem is that you would be locked into that killer for that lobby.

    For example, I never play trapper, so If I chose trapper I would be rank 20 and enter a lobby with rank 20 survivors. But then if I switched to Huntress, I would be rank 1 with rank 20 survivors. Meaning if they ever implemented a system like this, you would have to be locked into the killer you choose.

    Which really isn't that big of an issue, I rarely see people change killer unless they see someone they know in their lobby than they might switch killer for that person, but any system that would and skill to a killer would also have to lock you into that killer once you got a lobby.

  • @oxygen said:

    Click options and go to match details, you can click there.

    The killer doesn't show up there.

  • A company itself can't stand for anything, its the people that matter. Knowing the handful of devs, I believe they honestly support the LGBT Community.

    So the question really is, if the majority of the employee's support the community and its a plus for the company to say it does as a whole. Then why wouldn't you. As @Orion Said

    They're a company, saying they do something for profit is like saying the ocean is salty; it adds nothing to the discussion.

    So the question comes down to, do the employee's support the LGBT community and like I said I can't speak for them all, but I suspect most if not all do.

  • I play normally, if I am not streaming myself (I don't put TTV in my name but it's in my profile) than I like to go back and watch the VOD to see where I can improve.

  • Pick one you like.

    I play quite a few because the one I am best with I find boring to play. For example, many would call me a huntress main because I am better with her than most other killers. But honestly after about 1.3k hours as huntress she is just not entertaining for me to play anymore. I love to play Spirit and Deathslinger. But so many survivors find them boring to play against and I want people to enjoy their games.

    I've recently just been hoping around from killer to killer hoping to find one I enjoy to play but survivors don't mind playing against. It's actually been a struggle and has made me lose interest in DBD all together. I still play it but I don't have the same energy and love I used to have when playing Huntress.

    Now keep in mind, I have a bunch of self imposed rules when playing killer to make it more of a challenge for myself and in general more fun for the survivors. But my advice is the same, If you are going to be a one trick killer, pick one you enjoy playing otherwise you'll get bored of the game quickly.

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/1352449#Comment_1352449

    It absolutely would not be OP.

    I've already gone over why opening the door is a terrible idea since it removes all of the the killer's pressure and forces them to guard the gate they just opened for the survivors.

    As for BW, remember that the EGC timer slows when a survivor is downed or hooked. Having already tried to get kills with the EGC for a challenge, (another atrocious design choice by the way) that it's very difficult to get value out of it beyond a down or 2. Since once survivors know you have it they'll just hide and wait out the timer, usually right outside BW's detection range, and escape once it's done.

    The point of the End Game Collapse is to prevent end game from lasting forever, not for you to get more kills.

    Yes opening the door is a bad idea if you want kills but not if you want to end the game, Its called End Game Collapse, not get me more kills.

    As for why starting EGC as soon as the last gen is done and why that is just stupid powerful for the killer. One, yes the survivors could complete a gen next to a door but that is not always likely. Meaning a survivor could have to travel between 10-20 seconds to get to a door, opening a single door is 20 seconds (36 with remember me) meaning the EGC would already be at 30-56 seconds over. Thats 1/4 or 1/2 of the 2 minute timer gone. That doesn't even account for if survivors our injured which can add 8-16-24 (assuming only 3 injured and the killer chasing someone, add 8 seconds for 4th injured survivor) seconds to that timer bringing it to a total of 38-80 seconds

    And the timer slows down to half when someone is downed or hooked But has a maximum time of 4 minutes. Meaning after a certain point it doesn't matter if someone is in the dying state or hooked. BW takes up at least 1 minute of the maximum 4 minutes. Also remember this slow down only counts when someone is on the hook or in the dying state. Meaning assuming you didn't do an entirely crap job as killer and the person you hook dies. The BW uses up a whole minute of the 2 minute timer, because it's not slowed due to a survivor being in the dyning state or hooked. They are dead, there is no slowdown.

    So essentially if you were to hook someone and the survivors uses their 38-80 seconds to open the door and heal and that hooked person died than BW would kill the remaining 3. You wouldn't even need the chase them. That is OP AF

  • Um, killers can open the door. Having 2 minute timer to open doors and save people is crazy.. plus BW would be OP AF at that point.

    If you want the timer to start faster, open the door.

  • @Rivyn The forums wont let me quote.

    Thats my point! I don't care if someone uses BT or DS in cases where it feels like it was needed. If you were just off hook and I pick you up. Go a head and DS me. If I cam back to hook for whatever reason and I chose to go after the unhooked person, than yeah BT is fine. Trust me, I have videos of my tunneling people because someone with BT blocked me from chasing the other person. I have videos of my tunneling people with DS, because they got unhooked and instead of running away, tried to work on a gen in my face.

    I've got no complaint with this. My initial statement was, killers can be petty. Which pretty sure most people will agree with. The game is 5 people trying to have fun. Anyone who is abusing game mechanics to make it unfun for the other side is being pretty. For example, the two example's above would be examples of survivors being petty.

    However, what I am trying to make people understand is, killers often force "hook rushing" without realizing it. For example, playing with my friends we often end up in circumstances where one of us tried going for the save, and when the killer was after that person, we had another go for the save. But then the killer gave up chase on the first person to try and stop the save. At this point that second person really has no choice. Letting (killer forcing) a survivor into stage two on one hook is petty. At this point you have to just do a hook exchange or hope the BT person can take a hit (To be clear, take a hit, not force a hit).

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336233#Comment_1336233

    Thats applying pressure to as many ppl as possible.If a killer chases 1 guy while allowing the rest to regroup and heal up...he's only pressuring 1 person and the other 3 are free to be on gens. If the killer swaps targets and gets a hit like in your example... There's probably gonna be a hook trade if an unhook takes place, the fresh unhooked guy has to find someone to heal him because he doesnt have a teammate/time to heal up under hook AND the guy being initially chased also has to go off and heal. A killer's gameplay revolves around keeping as many survivors busy, and therefore off gens for as long as possible.

    Yeah, which is my point, its a time that its okay to use BT. As for a killer being petty would be to chase down the BT user and hook them. If its a simple hook exchange then its whatever. I've never met a survivor who got mad because he traded hooks with a survivor because he felt like he had no option to go for the save.

    @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336246#Comment_1336246

    No no, a Killer who applies pressure and prevents a save is a bad and petty killer. Didn't you read the rulebook? Thou shall not inconvenience thy Survivor in any capacity.

    Clearly you missed the point here. It's only petty if the killer decides to chase the person off hook. As a killer you left the survivors no option but to use BT and hope for a hook exchange. I guess in your defense, I could have made that more clearly, but thank you for showing me that your a standard reddit/forums user.

  • To be fair, #2 can also just be the killer being petty at times.

    For example, I've seen many cases where the killer was chasing someone, then saw someone else going for the save, gave up chase and hit the new person going for a save. At that point you have at least 2 people injured and one on hook. You might as well use BT.

    Now I am not sure if this has a name like "camping" or "tunneling" does, but to me its not different than camping. You are giving up chase to make sure someone doesn't get saved.

  • Doesn't this game get an update every 1.5 months? Like I know many games that go much longer.

    BHVR does big updates, not really small ones. There updates are pretty regularly scheduled.

    EDIT: To be clear they do some small ones, but the majority of there updates are bigger.

  • @a_good_player said:

    apart from the salt, i suggest you to develop a new chase style, which doesnt involve bloodlusting pallets. you may catch weak survivors that way, but good ones will make you eat dust. also, its boring :D

    I was doing the chase someone for X amount of time with Beast of Prey Rift Challenge... I was just goofing off and Blood lusting chases.

  • @Lx_malice said:

    You'll never be able to please everyone so it's just best that you do you and ignore people like that.

    I mean I did, I was just screwing with the dude because he got so upset in a game where he got 19k and escaped...

    Like I said, I don't need a 4k to feel good about the match, I don't even a need a kill. I actually had fun in that match just screwing around. lol

  • I like that this thread degraded so much from the question that like two people actually answered the topic... LUL

  • @AvisDeene said:

    Just spare Quentins, they’re rare enough already.

    I see more Quentins then I do Tapp or Adam's

    @Mooks said:

    Well, maybe try to dodge a lobby if you get a survivor two times in a row. Because if you only Mori one person in 2 matches it could be seen from his perspective as trolling him specifically and not the character.

    I do plan on changing my name to something like "D1: Dweets Must Die" and adding a little thing to my steam profile for the day.

    @Mooshroome64 said:

    Sounds pretty funny imo! I'd suggest doubling up on some days with the lesser used survivors like Adam +Jeff, or mori related survivors on a day like Steve + Nancy.

    Alternatively you could just skip having a mori Jeff day, that's a good solution too speaking as someone who mains him. ☺️

    Yeah the lesser know survivors are going to be tricky, like Adams day I am really worried about because I rarely if ever see him.

  • Assuming all players, survivor and killer are equal in skill, the game should realistically end in a tie, 2 kills with 2 escapes.

  • @DisappointedUser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1195993#Comment_1195993

    No hope of escaping? Do you play in green ranks with NOED or something?

    I play at red ranks, rarely do I get a 3-4 survivors with 5 gens completed. Usually when get to end game, at least 1-2 people are already dead. When the exit gates are down to a point where I can see both, I can in general down 1 person and either slug them or hook them to apply pressure. This usually results in me getting 1-2 more kills.

    Now when its just one person and I've closed hatch, its dumb that the poor survivor who ended up making it that far is completely screwed by RNG because I can stand still and see both gates.

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