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savevatznick

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  • Firstly, there are no killer mains. There are just DBD players who can play survivor, and DBD players who like to win. You don't play killer if you like to win.

    Secondly, it's more fun to play a boring game with friends than it is to play a stressful game on your own. Do the math.

  • Survivor is simple.

    You can be a hot chick, do it appeals to weebs and weirdos (as long as they don't notice the models are complete crud)

    Good guy vs bad guy, you want to be good guy

    It's easier to win as survivor as your skill in the game scales.

  • The fact that self-care exists in red ranks is either testament to how good Medkits are, or just testament to how terrible the ranking system is. No survivor trying to win wants a teammate with self-care equipped. No killer wants to deal with self-care unless they're running an NC gimmick build.

  • No, the reworked maps still need looking at because there are still terrible maps that just got some lipstick on their pigface.

    God knows that Haddonfield should have been the first to go if they cared about design, but since Carpenter seems stuck releasing his mediocre Halloween sequels, I suppose BHVR is mired in licensing issues and waiting for the Myers house to re-appear in the films as well as us as a community waiting for Carpenter to let out his latest medicore Halloween bowel movement.

    TL;DR : It'll come when the movie comes. And the movie will be bad, and the way BHVR balances it will be underwhelming,

  • If you trust mainstream game review sites to give accurate scores based on the true experience of any game, you're deluded.

  • @th3 said:

    Something interesting that the devs have mentioned about gate regression. They play tested it and weren’t satisfied with how it played out with the exit gates automatically regressing. Don’t know what they aim for but if they play tested that and were unhappy with it then maybe that could indicate something.

    Regardless, exit gates regressing is a good idea. The whole point of the "Endgame Collapse" was to put a hard time limit on the game ending once all the generators were completed. Right now, 99ing the gates in all but the most clutch situations is virtually the same as opening them, and allows survivors to pretty nigh-completely ignore the collapse and carry on like it doesn't exist. Yes, a killer can open the gates, but why would they when they have someone on the hook and don't want to leave it when A. Opening the gates gives the survivors an ever freer out and B. they have to leave their one last objective the hook? All the EGC really has done is push Blood Warden even further into uselessness and not really fixed the problem it was made to fix.

  • HAHAHAHA YES. This is perfect.

  • Ghostface asks to take a picture with the Trickster.

    Trickster has a big ego, and agrees.

    Ghostface mori.

  • Killer : Haddonfield. No explanation needed.

    Survivor : Hawkins, because apparently no one can run well in Hawkins.

    Both : Midwitch is an atrocity.

  • What does THAT mean? One hit as in insta-down killers? Perks that expose you? Hit and run (One hit, then drop chase?).

  • No, the Killer doesn't actually know if you have DS.

    Most killers "Respect" DS. This means that if they see an obsession on the enemy team, they might just not pick you up 60 seconds after you are unhooked no matter what happens. You can also just tell by the way a survivor plays a lot of the time that they have DS. If you're not afraid to go down, are overly altruistic, or suspiciously bad at chasing, a killer might just leave you there because you're playing like you have a second chance in your pocket.

    I know I count to sixty in my head for each survivor I down off unhook, because I know that if I don't I am going to get hit with that sucker.

    TL;DR It's an old trick and killers expect it.

  • @ExcelSword said:

    https://forum.deadbydaylight.com/en/discussion/comment/1974428#Comment_1974428

    I feel that most of this could be fixed by re adjusting window vaults. Being able to stand still and wait is so frustrating. I remember they specifically changed how fast vaults worked because it was too easy to get them at some tiles, but now it feels easier than ever.

    Heck as survivor I've been surprised at some of the fast vaults I get, like at the jungle gym with the window on the short wall.

    Oh yeah. Part of it is them tinkering with the game, but another part is survivors just getting better.

  • Survivors have also figured out what angles to wait at in order to neutralize most of the mindgames of shack. You want to keep them moving because if they wait correctly at a corner there is almost nothing you can do but bruteforce the pallet drop.

    You can play with the window vault a bit by faking the vault, then going to meet where they run, or by vaulting then vaulting back (and even triple vaulting, even if it looks stupid). Just have to be careful that you don't play mindgames with yourself while they leave the tile completely.

    It ends up being about doing half a mindgame and then committing, so that you get them to drop the pallet ASAP. Shack pallet down on a map where Shack is central or accessible is a won chase for me.

  • They aren't balanced so we don't need your propsed change.

    Hatch as a whole needs a rework. Keys are a symptom of that.

  • She cannot instadown, so get two teammates with borrowed time. Both need to go for the hook at once. Survivor 1 needs to fake the unhook to take an M1 hit then run. Survivor 2 uses the Nurse's blade cleaning anim to complete the unhook, then either the unhooked takes a BT hit, or survivor 2 takes a hit. That should get everyone off the hook and back into chase at least. It's not pretty but if it's endgame, you gotta do it.

  • Survivors can hide easily on the map and see the killer coming from a good distance on almost all the gens. Do the gens in an order that keeps them spread out and you'll win late. Just don't get basement hooked.

  • First of all, against Ghostface just try to keep track of him. Don't sit on a generator facing one direction because he might stalk and expose you. Always keep your head on the swivel.

    If you do get exposed, you need to play super safe. Drop pallets early, fake mindgame the leave safe loops. Ghostface can only go at 115%, and so he's got nothing to actually close distance with you besides sneaking up.

    If you're hiding close to him, consider not breaking him out of shroud until he is farther away. He gets buggy directional notifications if you start looking at him, and then a proper Killer Instinct locator if you succeed. If you're too close, that might be a free hit when je couldn't even find you.

    Aside from that, just split up on gens. Gen efficiency beats every single killer.

  • You can blow up gens you don't care about to wake yourself up giga quick. Being awake stymies all of Freddy's power. It brings back his terror radius so BT even works.

    Thanatophobia doesn't stop healing speed anymore, so medkits end up ruining a lot of Freddy's momentum.

    Red Herring can massively waste Frebby's time. We'll make it really messes with his momentum. Kindred helps let your team know what gen he turns toward after unhook. Distortion lets you avoid common BBQnC on Freddy and commit to gens.

  • I think it's fine as is, it just ends up being a keystone in certain builds. The effect is already very powerful, because it destroys killer pressure pretty quickly by allowing you to be healed AND do something else once you're unhooked. I'd put it with We'll Make It and Empathy.

  • Keep your cool and kill them. Really, just kill them.

  • Don't lose your cool just because three gens pop after your first chase. That's just how the game is right now - especially on Trapper, you need to be ready to fight tenaciously in the mid to late game. Trapper is actually pretty good for prolonging the game and making comebacks, since your traps end up limiting survivors' options when they run.

  • Oh nooo I ran into a corner please let me out waaaahhhh

  • Instadown Ghostface / Wraith

    Make Your Choice / Haunted Grounds / Devour Hope / Dragon's Grip

    Who needs to defend gens when you sneak attack everyone?

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1966397#Comment_1966397

    All it does is quicken the rate that all of us are going to get arthritis.

    New killer is arthritis? We buttonmash until we have severe pain in the wrists, and then we can't play anymore?

    BHVR, notify me beforehand. I need to quit early!

  • @Superyoshiegg said:

    Change the key binding for the struggle to something less noisy and prone to break.

    I personally use the scroll wheel, myself. Quiet, easy to do, and I can do it with one hand.

    Not a great solution, but it's there.

    I've changed it to m1, to m2, to scroll wheel.

    Oftentimes against my will, I lose anyways and die on hook.

    What need is there for this mechanic? It adds nothing to the game. Remove it soon (tm).

  • Your change would not address why she is so strong. Even without Infectious and Knockout, she will still be a dominant pick. Nurse is a product of Pandora's Box - devs cannot fix her without obliterating her power.

  • Dying Light, both iterations, are terrible design.

  • @lagosta said:

    Exhaustion addons are being removed/reworked to be more in line with current effects.

    GF needs a CD reduction on the shroud, but the refund on hit seems excessive. For comparison, it takes 15 seconds for bloodlust to kick in, but your suggestion allows GF to use his power to hide stain mid chase with a 10 second CD if used effectively. Beast of Prey (bad perk, I know but a perk nonetheless) grants a similar after when BL activates and requires a perk slot.

    Also, the refund on downed marked survivor promotes slugging a bit too much.

    If Ghostface successfully uses his power, that means he has already invested 5 (max unleaned time) to 2.5 (Max leaned time) of time setting up the stalk, not counting the approach (time expensive) and the chase (undetermined, between 1 and 60 seconds). He should get his power back if he successfully uses it to down a survivor. It isn't like he can directly go back into shroud after a down, considering down or hooked survivors reveal him anyways.

  • It'd be nice, but doing generators for longer is not a good solution.

    Look at the state of survivor gameplay. If you're not in a chase, you are holding down your LMB for long intervals with nothing to really do. Gameplay outside of chase is already shallow as-is. A speed penalty will not help that.

    We need a more comprehensive solution to the gen to chase ratio problem. Tacking on more numbers won't help.

  • No, never, stop it, no.

    Many people complain about the grind, so I don't have to do that.

    I am of the opinion that even having to grind for addons is a stupid feature. The game makes this stupid distinction with "Rarity" of components, as if the "rarity" has anything to do with their effectiveness or even scarcity. Iridescent head isn't OK because it is "rare". Demo's good addon is a brown addon. Stop this. Why do we need to grind for addons just to play a killer as we want to play them?

    Make addons free.

  • Pig honestly seems very difficult to balance. The RNG nature of her power ends up working against her. If you RBT a survivor and it is UNRELIABLE, you end up in a situation where the Killer can lose a lot of pressure to RNG - IE, someone gets it off on the first try. However, if you make it predictable, you end up having the potential for the Pig to exploit that and essentially proxy-tunnel survivors trying to rotate predictably between Jigsaw boxes.

    The problem is that her base kit stealth + lunge is super weak versus a survivor who has eyes. I'd like to see her weird lunging charge be reworked into something actually useful in chase, considering her stealth and loss of FoV in crouch is so weak.

  • We'll Make It, Distortion, Iron Will, Babysitter.

    Substitute Small Game, or For the People as you like.

  • You have to rely on the survivors being bad.

  • Always drop a GG WP in the chat. Most of the time I'm able to compliment survivors on something they did, and it makes them feel better about their loss. If they're salty, just drop a lol ok and jet to the next game.

    I can get why they're mad about that spirit build. It feels pretty terrible to play in the 1v1, and cleans up survivors pretty well. It's not a reason for the survivors to get super salty about it though.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1965926#Comment_1965926

    Umm... What exactly do smooth skillchecks have to do with game balance?

    It makes hitting the greats that much easier. Though, the situations where that matters is kind of silly (who even uses Lullaby or Overcharge trash perks lmao). I think it'd be a bigger deal if we had old Ruin.

    But seriously, I love being able to hit greats much more consistently now.

  • Survivors running DS are likely running BT and UB.

    The point of the DS change is due to the fact that DS right now is used as an offensive tool for extremely aggressive playmaking, not as an anti-tunnel tool. An unhooked survivor looking to play optimally will be able to either harass the killer with the knowledge that they'll either be slugged long enough to use UB to negate the slugging, or make a risky unhook play and essentially never lose a hook state for it.

    Right now, the best move a Killer can make is ignore the unhooked survivor entirely, in which case they, assuming a 20s rotation time, can do half of a gen in complete safety. If slugged, the Killer probably loses the unhooker in chase, and he cannot pick up the DS unhooked person - if they have UB, it is a free down for the survivor. At worst, the Killer picks the survivor up, and gives the other survivors 15 collective seconds of safety AND loses the unhooked survivor. He probably has to spend 20 or so seconds either catching up to or finding another survivor. It's ridiculous when you think that it can happen four times. So right now, DS when used correctly and aggressively, is a free down state for survivors AT WORST, and if the Killer ignores them, they get half a gen. That's pretty powerful.

    The change will make it so DS is no longer an offensive tool. You can't run into the killer's face after being unhooked and do a gen / unhook with wild abandon. If you're actually being tunneled, as in you get unhooked and the killer keeps chasing you, DS serves its purpose perfectly. If you start doing a gen after being unhooked, you don't need to be protected. You're choosing to play injured and greedily, and the Killer should be able to slap you for that instead of just letting you do half a gen for free because the stupid perk will punish them for punishing your greed.

  • Give him a full refund if he downs a survivor exposed with Night Shroud.

    Kick the cooldown to 25. If that isn't enough kick it down more.

    Exhaustion add-ons are poopy, if you want exhausted survivors, run Mindbreaker.

  • To be honest, BT covers most of the situations where DS is applicable. IE, a killer targets the unhooked victim and tunnels. BT gives the unhooked a sprint burst to safety and guarantees a safe unhook unless you're gigapotatobad.

    I don't use DS and am climbing comfortably. I think less survivors will use DS and flex into different, more powerful builds.I dread the day, as killer, where I respect DS and everyone else has prove thyself.

  • Freddy could be so cool, but they used remake Freddy.

    So terrible.

  • Kill rate is a dumb metric. If two survivors are left in a match with even one gen left, unless that gen is 75%+, those two survivors are dead to rights and only hatch can save them. If a killer kills two, they generally get 3 or 4 as a gimme.

    Conversely, if there are four survivors alive with two hook states left at one gen, the Killer might as well AFK because only the survivors making huge mistakes will save the game. They still have the 4:1 ratio and the killer can only chase one at once.

    The devs need an actual comprehensive analysis of how the game flows objective-wise and momentum wise. Games can flip in an instant if either side makes a mistake - DBD is volatile at almost any gamestate.

  • @ALostPuppy said:

    Alert is probably the most underrated perk of all time and nobody's mentioned it yet.

    You get to know which pallets are gone and where you should be running to.

    If you haven't yet seen a killer and they're in a chase, you find out who the killer is

    You'll see if they kick gens right after hooking so you know which ones the killer is currently prioritising

    If you ever got fooled by faking pallet breaks (I seriously don't know how it works on people but it does), you'll never get baited again.

    For a brief moment you see which direction the killer's going after breaking a pallet if you're behind a wall and need to juke them to get out of the area after they break the pallet.

    It's ridiculously good.

    I wish I had Alert unlocked, because that perk feels like it ends up being the biggest counter to Pop Goes the Weasel. That combined with the map knowledge you've already mentioned, you end up getting a ton of real value out of it.

    Does it work with special break actions like saws and demo smashes?

  • @TheClownIsKing said:

    I get annoyed with how underrated Babysitter is, and how unfairly it’s compared to BT.

    Babysitter is NOT an anti camping perk.

    It provides one of two functions in one perk.

    First, it tells the user whether or not it’s safe to heal at the hook. It often can be safe anyway depending on which killer is being dealt with, but Babysitter leaves absolutely no doubt whether a heal at the hook is safe or not.

    If it is NOT safe to heal at the hook (the Babysitter user sees the killer immediately returning to the hook), Babysitter’s second function is as an anti tunnel perk. The Babysitter user is meant to intentionally use the knowledge that the killer briefly sees their aura and intentionally draw the killer away from the survivor they just unhooked, with the no blood and scratch marks for the unhooked survivor giving them the greatest chance to not be pursued, and the Babysitter taking on the aggro instead.

    Babysitter + Distortion for three guaranteed no-scratch marks unhooks. It's really fun to see a killer come back and be plain bewildered and unable to track you, provided the ground isn't light enough to show bloodstains.

  • @MadLordJack said:

    Honestly? There's an absolute shiteload of good perks, even more than killer. There's Balanced Landing, Head On, Lithe, Botany Knowledge, Inner Strength, Detectives Hunch, We'll Make It, We're Gonna Live Forever, Kindred, Bond, Aftercare, Empathy, Alert, Spine Chill, Deja Vu, Open Handed, Desperate Measures, Built To Last, Fixated, Urban Evasion, Quick and Quiet, Self Care, For The People, Off The Record, Prove Thyself...

    None of these perks are that situational, you get between decent and absolutely amazing value out of them in almost every trial, but they aren't perks you get mindless, massively overt value from (except maybe the exhaustion ones) so they get sidelined.

    Even builds like Plunderers/Appraisal are ridiculous. It's practically a key every trial. Trust me, I like giving people presents with Ace In The Hope as well. I have had so many trials end in key escapes for either me or my team it's not funny. I think Plunderers/Appraisal with a hatch offerring might be the most underrated build in DbD.

    I think you make a good point about how a lot of the perks end up providing actual tangible value in almost every match. While it is true that meta perks end up being the "saving graces / second chances" of many dire situations like a killer facecamping with NOED and such, I think the practice of actually noting when you use a perk and how much value you get out of it ends up being pretty crucial to find out what works for you as an individual. If you're not a playmaker, the "meta" build can end up being less efficient that other loadouts if you never make use of the perks themselves.

  • @Shirokinukatsukami said:

    Aftercare -- this perk is an MVP but nobody talks about it they're too busy running Dead Hard and Decisive Strike. I have had killers accusing me of being in an SWF because of this perk when I am in Solo Q.

    We'll Make it and Iron Will are pretty meta. They are part o the "2nd string" meta, first string is BT/DS/UB/DH. Other perks in the second string are Spine Chill and Self Care.

    I personally don't think Self Care is anything past C-tier given the existence of medkits.

    Funnily enough, I see a ton of Spine Chill on survivors and have ran it myself, and I can see how it can give a ton of early warning and utility in chase so long as it isn't "abused" by people being immersed. From the Killer side, especially as Ghostface it ends up being a hard counter, but when I play survivor I see a lot of immersed Spine Chill people ending up doing absolutely nothing because the perk lights up every so often.

  • @Chocolate_Cosmos said:

    Kindred. Yes, I see more people run it, however still I feel like most solo players don't. Super key perk for solo players to have a much better time in game.

    I can definitely vouch for Kindred, though I myself don't like to run it so much (to my own detriment). The intel it gives to other survivors and just knowing where the killer is heading next is super important. I sometimes "fake" where I head off to as a killer just to throw off kindred, though sometimes I don't think I do it right. Very useful perk.

    @NoOneKnowsNova said:

    Windows of Opportunity. Its an amazing solo perk as you know which pallets have and haven't been used, as well as giving you a route to take without having to explore before working on a gen.

    If you're good at running pallets and moving around the map, I can see this perk working. I tend to try to get the gen count down to one before I am really active in the match, but you make a good point about it really helping with routing. My only gripe with the perk is that, as killer, I don't really see many survivors actually making use of the information it gives. They'll still run into dead zones and then "use" the perk to say "I'm screwed" and die.

  • Never worth it. If you want a more punishing bang for your buck, try Mindbreaker with Surveillance. You kick a gen and know you're getting an easy chase as soon as its aura turns yellow.

  • Be thankful. They aren't running a medkit or a toolbox.

  • Blood warden is garbage every since the EGC was implemented (conveniently with Remember Me nerfs as well). Survivors just 99 the gates now, and excluding clutch situations a 99'd gate is functionally the same as having a door open.

    There is no point in running the perk because it relies on survivors being ridiculously altruistic - especially when it best combos with NOED. I know that when I play survivor, I just dip as soon as I see my distortion stacks start ticking while standing in an exit area.

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