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  • Spirit.

    Slow while not in her power without stuff like hatchets or hag traps, and I just... don't enjoy using her power at all for some weird reason? Doesn't matter if I do well or do poorly, I just have more fun playing anything else.

  • Not really for that reason but playing both help.

    Killers that seem like they never or extremely rarely play survivor might not check common hiding spots as often even if they know someone's nearby, as they might not know how "obvious" of a hiding spot it seems like to a survivor trying to remain undetected.

    Same for people that just don't play particular killers. I don't play a lot of Demogorgon for example so I often misjudge the range of his pounce both while playing as him and against him.

    Ans same yet again for people that only play survivor, or almost only play survivor. Often misjudge killer FOV and the limits of certain powers in my experience, as they haven't experienced it first-hand.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/931163#Comment_931163

    I wasn't in a SWF. We all just happened to load in with toolboxes. You can't predict that. Sure I could go in and last second switch every time I play survivor but why should i have to? They removed showing player ranks because they didn't want people dodging lobbies but killers get a free pass it seems.

    Yeah I know, and personally I'm pretty neutral when it comes to lobby dodging. I'm fine with killers getting to counterpick stuff if they want and I understand dodging stuff like 4 toolboxes, but when people start dodging cosmetics with "toxic" reputations or 2 flashlights I just roll my eyes.

    And I've experienced your scenario as well several times. All I'm saying is that last second switches are an option if you really want to, and with the challenges that encourage people to bring flashlights or do gens there might be more people that want to use flashlights or toolboxes to help with that.

  • I've certainly seen some that straight up abandon a chase with an injured survivor to go back to the hook seemingly no matter how far away it is, but most of the time it just means they didn't get in another chase yet.

    If you don't see a survivor and an unhook happens you know exactly where at least 2 survivors are at that very moment.

  • It's not even a strict punishment unless your list of things that make you DC is way too long. The first few steps of the MM timeouts you can take with minimal waiting or just go to get a drink. And if you don't DC that much you're not the kind of player the system really wants to primarily punish in the first place.

    I agree that reducing the amount of frustrating things is a good idea, but people have such an incredibly varied definition of "frustrating" that we'd end up with a flat textureless map with 5 T-posing stickmen playing tag.

    @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/930690#Comment_930690

    Funny you say that when killers literally get to choose whether they want to face 4 toolboxes or a flashlight or whatever. Had a lobby yesterday where 3 of us loaded in with toolboxes and the other had a med kit. I didn't even have time to take my toolbox off to avoid the potential mori(not that if I took it off the killer would have took off their ebony had they equipped one after seeing that). I don't DC but you can't say that you can't pick and choose what you go up against when one side literally can.

    Just last second switch if you want to, even if it's a 4x toolbox switch the killer can't dc/alt+f4 during the offering/loading screen without punishment in the current iteration of the DC punishment system.

  • @Unicorn said:

    https://us.v-cdn.net/6030815/uploads/215/3RB5IDNLJ8DW.jpeg

    When he stares into your eyes πŸ’œ

    That's one weak Bubba. He should at least look his friend in the eyes while hanging out with them πŸ˜₯

  • As much as it sucks it's probably better to just let them die.

    If they really don't want to play they'll just go afk on the ground, and other survivors might go to pick them up just to see they never recovered. Or they get picked up and stand there.

  • Depends, no real rules or guidelines I follow. Sometimes I do, sometimes I don't.

    I'll say it now though, if I ever get a survivor that manages to proc MoM 2 or more times in one match I'm letting them go. Even one time is a power move, 2 times in one match is superhuman πŸ˜„

  • Does anyone know if the DC penalties apply if someone closes the application during the loading/offering screen? Then it would punish people dodging moris/map offerings as well. And I guess last second switches from survivors too.

  • I really wish I could know exactly how it works, as I've had times where it really looks like there's some sort of pattern going on πŸ˜„

    But that's the nature of randomness, roll a die enough times and you'll eventually get that unlikely pattern you're looking for.

  • @The_Second_Coming said:

    Overrated - Self Care. Seriously, run Pharmacy instead if you insist on healing in a corner all day.

    Underrated - Hope, or Wake-Up.

    Hope is really good when you get to use it. I feel a lot of people just see 7% and think that's low, while a better way of looking at it is that it basically halves a 115% killer's speed advantage over a survivor. Very situational but allows for very greedy plays when the stars align and it comes into play.

  • @TbagThisLag said:

    What rank 1 killer uses whispers ? Even if you use it , 32 meters is a lot of distance to hide . And that’s assuming they use it .

    I think that all high rank killers would rather use :

    1 . Ruin

    2 . NOED

    3 . BBQ and Chili

    4 . Random perk / iron grasp , bamboozle .

    also , how would they know to use it if this was the first time you played against them ? How would they know your style unless you stream ? You only put that as a solution because you know the strategy . I know I probably play way different than you , because I am a plunderer player , but I can gen rush you through ruin . Also I don’t play Claudette since even using her , to me , is a crutch in itself , like UE , Noed , and Ruin . I play feng with her sweater so I’m white as can be . But I also use her blood red shirt if I want to have a good chase . πŸƒπŸ»β€β™€οΈπŸ’¨πŸ’¨πŸ’

    Whispers is a solid perk not only because of when it tells the killer there's survivors nearby, but when it tells the killer there's no survivors nearby. Can save a lot of time while patrolling or searching as you can check entire corners of the map without actually walking there.

    NOED is also relatively rare at high ranks in my experience, by no means a common pick.

  • Disconnecting is against the rules even though it's not handled like many other rule violations (aka you report them and stuff), so no.

    Dying on hook on purpose to try to give someone hatch is a legitimate strategy though, as it doesn't break rules or circumvent the non-instant hatch opening that is supposed to happen when the penultimate survivor dies on a hook.

  • I play almost daily but I also play several other games. Some days I play a lot, some days I just see what daily I have and then I'm done.

    I can't play any game exclusively to be honest, I've burnt out on games in the past by doing it and I don't really want that to happen.

  • If I somehow have ping that would make it feel like I'm playing from a colony on Mars.

    That's it, don't care about anything else.

  • Good thing that game wouldn't even count towards the statistics then, because games with DCs in them are automatically disregarded. Peanits has said this like... several times by now πŸ˜„

  • It's the same mindset, be it a survivor closing the game to dodge a mori or a killer closing the game to dodge a Haddonfield offering. They don't want to deal with something they don't enjoy going against, and both moris and Haddonfield offerings have bad reputations in a way. For moris people might associate it with killers that mori-tunnel hardcore after first hook, for Haddonfield offerings they might associate it with Balanced Landing squads.

    Doesn't "justify" it but it's really not any more deep than "I don't want to deal with that".

  • As long as it puts a hard time limit on the game it doesn't matter if it helps the killer or survivor(s). Its purpose is to force the game to end, and sometimes the gates are within view of eachother for the killer, while sometimes they're far away with lots of obstacles obscuring vision.

    Serves as a healthy reminder that no, a player doesn't "deserve" the final kill just because they killed the other 3, and they don't "deserve" a better shot at escaping than the game offers them with the gate locations and map.

    I do agree that the super-close gates with a hill between them are silly though, but in my eyes it's like dying to NOED when you "should've escaped" - you got to play until the end of the match and presumably got most of your BP and emblem score already. I'd take that over getting mori-tunneled 1 minute into the match any day of the week to put it that way.

  • If they decide any or all should be changed, it doesn't matter what order they do it in.

    Balancing a game isn't some zero-sum game where there's a finite amount of Balance Tokensβ„’ killers and survivors fight over, or where you have to make sure to change killer stuff in one patch and survivor stuff in the next or the other way around to keep it "fair".

  • Whispers for me. So many uses, from finding someone quicker to finding the last survivor and everything inbetween. You can check entire sections of the map for survivors without actually entering them and wasting time looking around.

    Deerstalker is nice to have but unless you bring a proper slugging build it doesn't really shine, Whispers can fit into basically any loadout with one uncertain slot.

  • I mean, once someone gets hit by it everyone knows even if they're all solo survivors.

    They're usually very hesitant to hit survivors with M1 if they're running it, at least healthy ones. You can't always do it but on the loops where Huntress already struggles you can really mess up an iri head huntress that refuses to swing at you.

    The only time it's revealed and the survivor that gets hit doesn't get to use that knowledge is if they get raised-hatchet hard camped or something, but that's just like any other type of camping. Do gens and all that.

  • MoM is honestly fine if you ask me. As long as protection hits work properly there's builds that can be made around it but it's not a freebie like before. I ran it for the new bodyblock while the killer carries someone achievement with a juicy medkit, botany knowledge and Breakout and it activated quite a few matches.

    I personally don't have much of an issue with DS but I understand why many people do. I think there's a variety of changes that could work, like disabling when going on a gen, someone else gets hooked or you unhook someone. I disagree with the people that believe the intended idea behind DS (anti-tunneling) shouldn't exist as a perk in the first place though.

  • If they do that they are 100% scrubs and the most you should do is just laugh at them. If they complain anyway.

    I've been complimented on clutch BT saves where I sacrifice myself, and funky killer builds like stealth doc.

    I've been yelled at for "abusing" DS when the killer genuinely tunneled me and instantly picked me up like a dummy, and by other survivors for not having DS to justify their garbage no-BT save for them.

  • That match wouldn't even be counted for the stats because there was a DC in it. The only nerfs I could imagine they'd even consider for Billy would be charge speed addons not stacking or something like that, and even that's a stretch.

    I agree that ranks are a mess though. Someone can say their matches are "unwinnable" at red ranks and someone else can say they steamroll like crazy, and both can be right depending on what matchmaking randomly matches them with. Every rank has an extremely wide range of skill levels.

  • I see your point but I gotta disagree, to me it's in the category as a killer hiding their red light and stuff like that. It's a trick that makes chases more interesting, and it only takes a moment to check if they did it to you if you're unsure (I guess on consoles doing the turn might not be as instant as on PC though?).

    It's really not something that should work consistently against a killer, if a survivor does it once the killer should be on the lookout for it and it inherently makes the survivor gain less distance than if they just ran normally after vaulting.

  • I play normally, because unless it's something that breaks the rules like exploit spots I can't hit them it doesn't actually change anything. I mean if they want to tbag or whatever so much that they actually make less distance with pallets and vaults I'll appreciate the assistance I guess πŸ˜„

    But then again I can't think of anything people can do in a match that I'd consider "toxic" in the first place. To me that's more or less exclusively reserved for people that can't just move on and feel the need to act like cringelords in postgame chat.

  • It has its uses, but too many people treat it like a rule. I've died more times because I had to touch the gate to open it while injured than I've died to the EGC and Blood Warden combined.

    I guess it works better with a more coordinated team but yeah.

  • I like it, but then again I like sneaky killers and Trapper/Hag and they can do some mean things to survivors on that map.

    The freaky statues are a great touch as well, love them πŸ˜„

  • Do gens. If the killer is genuinely just standing on the hatch you can 99% every gen remaining if you want to, and then pop them whenever you want. Check any chests you see as well as you might find a key which lets you just hatch out once the killer does close the hatch, and since they might very well have NOED if they're doing that break totems you see as well.

    Sometimes you still just get screwed though, with the hatch on a hill with view to both gates or something. In that case just do gens and then jump on a door for some extra points.

    And you might get killers implying you're taking the game hostage or something by doing this but you're not. You're working towards an attempted escape and the killer can close the hatch at any point if they want to put a time limit on the match.

  • Ace, Meg and Kate.

    They're all P3 all perks and I just like how they look + their cosmetics.

  • Styptic's very similar to before with the added benefit of helping vs instadowns. It just requires the survivor to use it in the correct situation now, otherwise they get nothing out of it.

    Syringe seems fine to me, honestly I almost feel like they should have their rarities swapped. I like using it with a medkit that lets me heal once normally and then have the syringe for a second heal along with a healing speed increasing add-on to go with it.

  • You forgot the most important shared rule.

    #888: Anyone that disagrees with you in any way is automatically not a "real <role> main", because everyone knows killer mains and survivor mains are actually hiveminds.

  • @Xerge said:

    https://forum.deadbydaylight.com/en/discussion/comment/917109#Comment_917109

    I wonder how many survivor mains would say something similar to that about moris.

    I mean, sorta?

    I don't like moris or keys, but that doesn't mean I'll whine at players for using them. They're in the game and even if I disagree with them being in the game in their current forms, it's silly to grow hostile towards the players themselves for using them.

  • @Helevetin_nopee said:

    https://forum.deadbydaylight.com/en/discussion/comment/907507#Comment_907507

    No, you defending a sweaty SWF all running meta perks kind of points it out.

    Guess I'm survivor biased then πŸ€”. They're using stuff that's in the game and using comms is explicitly allowed, it's scrub behavior to claim it makes them "sweaty" or whatever and no different to survivors whining about killers using strong add-ons or playing in a way they dislike.

    By all means discuss the strength of the perks themselves and all, but don't attack the players themselves by calling them "sweaty", "tryhard" or anything else with a similar meaning.

  • Huntress for flashy mechanical skill like crazy hatchets, Trapper for feeling like a megamind as someone steps in that weird trap you just had a good feeling about when you put it down earlier.

  • If it's a thread that asks some sort of question they'd be expected to have the answer to it has that effect on me, yeah.

  • @Majora said:

    Noob Freddy's don't realize Freddy got a huge nerf now that they made borrowed times deep wounds unaffected by Freddy's power. And they nerf him again in a hotfix lol.....

    Meanwhile oni gutted and wraith STILL bugged missing his uncloak lunge

    Freddy can still prevent the activation of BT, can't he? Because of Oblivious any survivors in the dream world can't activate BT on an unhook, so the common "take a hit and rush the hook with BT" saves don't work against him.

    He just can't do what is an instance of a survivor being doomed to go down in a predetermined amount of time, something that is very clear the devs do not want in the game in any shape or form.

  • I'm gonna asssume you're being intentionally hyperbolic when you say "every survivor you've gone against", because the only alternative is that you've completely embraced your own negativity bias with no self-awareness whatsoever.

    Some players have a very firmly rooted scrub mentality though, that's for sure. They go "all out" and whine when their opponent(s) do the same. They're gonna do it no matter if they happen to play survivor or killer in a given match, and they exist on both sides. I've had survivors do what you mention recently, but I've also had killers whine about getting hit with flashlight saves and toxic SWF when they down someone next to a wall and opt to not even look at the wall while picking them up. It's the same stupid mindset, "you didn't win properly, so I didn't really lose πŸ™‚"

    Besides, it's scrub mentality in itself to call stuff "crutch perks". There's no such thing, people are using perfectly legal stuff that's in the game to their advantage and it's none of your business what they decide to use, just like it's none of their business how you decide to play as long as you don't break any rules.

  • You'd be surprised how quickly totems can be exterminated if you have 4 survivors that know their spots actively looking for them. Or even one guy with a map with or without totem-finding perks doing it in a "serious" SWF while the other 3 hit gens/chases/saves like normal.

    Even maps where there's juicy totem spots now would quickly be learned if totems were a proper secondary objective at all times, which would completely kill all hex perks as a side effect. And as a Devour Hope enthusiast that's a no thanks from me πŸ˜„

  • Firstly, I highly doubt the devs would want to implement mechanical differences based on ranks.

    Secondly, ranking up needs more incentives, not less. No matter how balanced it would be being rewarded with more M1-holding for ranking up would feel #########.

  • Try running Resilience + Spine Chill. The 15% or whatever extra vault speed might seem small but it honestly feels amazing to use and lets you get away with some greedy vaults.

  • Because Tru3 seems like he defines a "win" with pipping, and Wraith sorta prints emblems like mad when played in the hit-and-run style that he plays, especially with addons that help the playstyle out. Otzdarva sorta touched on this in his video.

    He's completely right that Wraith is underrated and the way he plays him can be quite effective and fun, but I'm just confused as to why people think it's something new (same with the no-stalk Ghostface playstyle). Of course stealthy killers are good at an ambush-oriented playstyle. In my eyes that sorta goes without saying πŸ˜„

  • Because purple ranks are within 6 ranks of red ranks, and as long as the players in a match are within +/- 6 ranks of eachother that's considered working as intended.

    And it's a complete waste of time and energy to insist on the use of voip apps being cheating. Explicitly been said by the devs it's not, and the official discord server even has voice channels intended for people to use while playing together πŸ™‚

  • Camaraderie x4 would be a nice meme, 2 minutes and 16 seconds extra hook time πŸ˜„

    But the true power move is Tenacity x4. I don't know for sure but I feel like the killer wouldn't even be able to catch up to you if it's just Tenacity speed times 4.

  • Don't direct your grievances with perks onto players no matter what the situation is.

    By all means have a discussion about perks you have an issue with, but don't blame players for using something that's in the game and isn't bugged or otherwise not working as intended. Both you and the Wraith player were in the wrong in your example, even though they were admittingly worse since they couldn't keep their pointless scrubby crying out of endgame chat.

  • @Meiygo said:

    not in all matches but a 4 k is just possible with slugging. or the last survivor get the hatch. a win is just a 4k and 32bp everything below is a killer lose.

    i get 1-3kills but 4k is very rare

    So anything besides the most perfect game theoretically possible is a loss to you? Of course you're going to "lose" in the vast majority of games you play then. That's like playing a fighting game and just giving up if you get hit once, because you didn't perfect your opponent so you already lost πŸ˜„

  • Of course you can run whatever perk you want, and people can have their issues with perks if they want to. There's a big difference between criticizing a perk and criticizing a player for using it.

    "I think this perk should be changed" is fine and can actually lead to interesting discussion.

    "I think you suck because you use that perk" is whiny scrub behavior and is just uselessly screaming into the void.

  • Headbutt walls and trees, especially after getting hit.

    I'm also terrified of any area where a vault and a locker is close to eachother because I've gone in the locker on accident one too many times.

  • If you're rank 12 and go against rank 2s that's not because of SWF, but because matchmaking itself got drunk. SWF parties are matched based on the highest rank, and +/- 6 ranks is supposed to be the range matchmaking will search within.

  • I'm just bothered by them being too lazy to make sure they have their perks equipped in the same order. Weak performance! πŸ˜”

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