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silverwolf4455

silverwolf4455

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silverwolf4455
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  • @[Deleted User] said:

    I will say, although I disagree with a change, I do also acknowledge that the game doesn't only exist in red ranks. Ruin is admittedly far more oppressive the lower you get in rank. I just feel that many killers lack tools to apply early pressure when 4 survivors are healthy due to map size.

    Yes the game doesn't just exist at red ranks, but games should always be balanced around top tier play. That's how all other games are balanced, the newer player is eventually get better.

  • @WRussoW said:

    The game has a feature to rate survivors and killers. Why doesn't it impact anything? What do you think of an idea to sort out the players? It'd be nice to see toxic players go with other toxic players and good ones play with good ones.

    I get it, there will be a lot of people who will just dislike everyone just because. Maybe add some kind of bonus for liking someone? Like, you can dislike someone but you'll have to sacrifice your potential bonus for that.

    It would be abused by people who already abuse the reporting system. The same people that think body blocking the hook is reportable or tbagging or flashlights, camping, tunneling, etc.

  • @Levitika said:

    I'm relatively new to this game, but more and more frequently I'm becoming the target of Survive With Friends groups of players who make it their goal in life to make mine as miserable as possible for the crime of playing the Killer. Why are there no preventative measures to stop flashlight spam, generator rushing, teabagging, hookbombing, and bodyblocking? Why are players allowed to queue up with their friends for unfair communication advantages over the Killer, with absolutely no incentive to play alternatively? When are developers going to try and make the game actually enjoyable for Killers at all levels of play, instead of making it feel more like an uphill struggle the longer you stay?

    Reporting has done nothing. I run into the same toxic people, sometimes even multiple times in the same day. It's genuinely discouraging, and making me regret playing the game.

    Body blocking isn't toxic *there are perks designed for it*

    Flashlight clicking is them wasting their time and item battery

    Tbagging is in most games... I mean just ignore it or hit them on the hook... same thing.

    Hook bombing is great for the killer, it wastes time the survivor could sit on the hook.


    If you are struggling at higher ranks you might want to try a different killer, some are stronger once you get the hang of it.


    And the friend que is because people like to play with their friends. The game has slowly become less disastrous for killers over the years, it still has much to work on but its inching closer and closer to a balanced game.

  • @Quiet_Observer said:

    I'm sorry but this is getting crazy on how many survivor mains are crying that it isn't fair. Why are most (not all) survivor mains so entitled to think that every thing in the game should be catered to them. If a killer kills three of you and finds hatch and closes it before you, why should anything be added to make it easier for you to escape after this? "Gates should open faster" "Hatch should reopen after awhile" "sometimes the gates spawn to close and its easy for the killer to find me"

    YOU FAILED YOUR MAIN OBJECTIVE YOU SHOULD BE PUNISHED FOR IT NOT THE KILLER!

    Why does it need to be easier for you to escape after failing your objective? Why do you need to be rewarded for an easier escape option? Why should the end gave with one survivor left need to be in that survivors favor? It shouldn't be in your favor and it shouldn't even be "fair" it should be in the killers favor because once again, YOU FAILED YOUR OBJECTIVE.

    Easy they should've brought a key... otherwise they can just sit down, their mistake.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/966356#Comment_966356

    Well survivors can kind of afford to waste perk slots on just blood points where as killers don't have as much of that luxury.

    I'd prefer those blood point effects at baseline though and then give an effect to WGLF.

    I mean BBQ isn't that good... if it didn't double bloodpoints I wouldn't run it, it has to many counters...the auras are a nice extra but not what makes it good.

    I was just wanting something similar for survivor, like when you unhook you see the killers aura for 4 seconds like that babysitter perk. Something equivalent.

  • @LoreTyr said:

    Borrow Time-While a survivor unhooks you within the killer terror raduis and you have borrowed time equiped it activates for 4-5-7 seconds and prevents the next hit that would put you into the dying state to be prevented after being hit you suffering from the mangled and Deep wound status affects

    Big Pro

    Prevents you from relying on other to not be down instantly while the killer wait for D strike to run out while baiting in other survivors to help and just end up falling.

    Big Con

    Time cannot be extended on this new borrowed time since if it were. You would be able to block for the healthy or injured survivor and still get away. Leaving the killer annoyed(but hey that's where the two affects deep wound and mangle would come in for the maximum punishment of this action and rewards the killer for playing normaly)

    Ruin(not a totem anymore)-Normal skill check regress the generator 3-4-5 great skill check don't regress or increase generator progression this affect less for 20-25-30 seconds.

    Pros-Prevents 2 gens from literally being done instantly and benefit some perks early on such as Discordance,Dying light and Play with your food stacks

    Con-Low chance of this causing survivors early on in low-meduim ranks to roam and search for chest and totems

    This would benefit both survivors and killers big problems and really make the winners those with skill and who know how to mind game. Instead of who can down and rush gens faster/who can camp and mess with killers with D strike hardest

    We'll live forever-Doesn't benefite you or your teammates just waste a perk slow should be given an extra affect like start with 1 survivor highlighted to you for the rest of the game while a nerf to prove thyselfs. All this would fit in really well with my previous thoughts on Ruin and borrowed time.

    What do you think?

    Why would BT need a buff? It's already one of the strongest survivor perks and 30 seconds non hex ruin is laughable.

  • @underlord99 said:

    I know not all of you do it but what's the point ? are you trying to be jerks and rub it in my face that I couldn't find you because you were hiding the whole time ?

    I only tbag at the gate if the killer was trying to face camp me and failed or tunneled me all game.

  • @Blueberry said:

    Why would we buff BT when it is already probably the second best perk in the game. If anything it needs nerfs.

    That Ruin "buff" is a very hard nerf. Get rid of the totem and make it last 3 minutes maybe. 30 seconds is laughable.

    We're Gonna Live Forever doesn't need changes.

    It would be nice if we're gonna live forever had a secondary effect with auras. I mean the killer equivalent in BBQ has a second effect... just saying.

  • @underlord99 said:

    Why do so many survivors DC over a hidden offering ?

    Same reason killers lobby dodge keys

  • @NurseMainBTW said:

    Just so you know my answer is dated April 2019. At the time my answer was correct but Legion is such a mess things keep being changed because of a balance disaster.

    I didn't look at the date... why the heck is this topic even back at the top of the discussions lol. And yes they keep changing legion because they are broken and need a rework but instead they just keep getting these nerf/buffs... it is hard to keep track.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/958750#Comment_958750

    I've heard rumors from these videos that speed limiter Leatherface is the new oppressive killer as well.

    I mean he is op... didn't you get like 30, 4ks with speedlimiter? Lol... Definitely doesn't have anything to do with killer skill or some survivors being potatoes... LF is op and must be nerfed to where his chainsaw gives everyone DW.

  • @p1ague said:

    Unfortunately, that never lasts, you might as well just make a joke, because by the time you answer, the answer has changed twice. But the sarcastic answer stays true. I got here trying to Google what it does *now* since IME anyone affected by it can just remove it once they get bored of having it, I almost never see the timer deplete at all, much less all the way

    It's not meant to drop people just to slow them down a tiny bit. But it's been nerfed to be pretty much a joke nowadays.

  • @NurseMainBTW said:

    This answers lmao.

    Ok, let me explain precisely what it does:

    If Legion hits you while using their special ability (or you get hit by any killer while under the effect "Endurance" given from the perk "Borrowed time") you enter a special injured status called "Deep wound".

    "Deep wound" starts a timer under your bar that slowly depletes. The moment the bar completely depletes, you automatically fall into the dying state. The timer, however, does not deplete when being chased by a killer. To cure this status effect you have to mend yourself by pressing m1 (just like the perk "Self Care"). If you completely mend yourself you'll go back to the injured status.

    Remember that you will NOT fall into the dying state while you're mending even when the bar completely depletes. Letting go of the mending at any moment while the bar has depleted completely will make you go into dying state.

    All clear now?

    DW isn't tied to chase now, it's only tied to running.

  • @VoodooChild said:

    https://forum.deadbydaylight.com/en/discussion/comment/958444#Comment_958444

    YES the cabin would be such a good map, it could share a realm with Camp crystal lake too. I get the tie in is technically from the show but im pretty sure Bruce has the rights to all that #########, and he even did the voice lines himself so i really think they under utilized a horror legend. I wish they would rework Laurie to be Jamie Lee Curtis too, i feel like dead by daylight has oddly became the smash bros of horror and imo should be used as a celebration and tribute to the greats. If they really did that what horror fan wouldn't be a dead by daylight fan?

    God I wish theres just soooo much they can do it makes me hype just thinking about it @mcote please hear my prayers

    There is only so much they can do. These are licensed dlcs so they have to follow the contracts or risk the characters getting pulled.

  • @CLAUDETTEINABUSH said:

    I believe that even as a secondary objective,dull totems are not worth cleansing. I believe that they need a full rework. Here are my ideas;

    Firstly,make totems cleanse time shorter with each totem cleansed. Meaning that the cleansing speed would be; 5 totems alive,14 second cleanse. 4,12 seconds. 3,10 seconds. 2,8 seconds and 1,6 seconds (just a cool idea)

    Second,make them affect LUCK. I know that luck is indeed useless but with my other forum that suggest changes with luck,it could make them an interesting duo. I'll re-edit the post to show you a link of my other forum.

    Lastly,make them affect the exit gates. This could be an op idea,but with each cleansed totem,reduce the time to open an exit gate by one second

    What do you guys think? Let me know down below.

    Here is the link;

    https://forum.deadbydaylight.com/en/discussion/115505/luck-needs-a-rework#latest

    They don't need to be cleansed faster. It doesn't take that long and it's a free 1k points. Also with perks like inner strength it's worth cleansing them.

    They dont need any nerfs, they just need better spawns on a lot of the older maps.

  • @gibblywibblywoo said:

    I dislike the way the challenges force me to use perks like noed or self care.

    I will prolly do it again if I like the cosmetics.

  • @CandyBard said:

    https://forum.deadbydaylight.com/en/discussion/comment/958667#Comment_958667

    Yes, Spine Chill triggers it, but I'm not able to see the visual effects of his cloak, because my vision is trash.

    https://forum.deadbydaylight.com/en/discussion/comment/958672#Comment_958672

    If you have nothing useful to say then keep it to yourself you mongoloid.

    https://forum.deadbydaylight.com/en/discussion/comment/958661#Comment_958661

    I have been very consistently getting hit with coldwind every game against Wraith, for ththe last few days of trying to play, and I usually last until late game, but because I havent played since the last 2 resets, Im stuck being paired with new players that throw pallets immediately, so I dont get to use them. Im already rank 11 but Wraith is the only killer that gives me this much trouble. Even Spirit is easier to deal with, imo.

    That seems like it's more of your teammates sucking than the wraith needs a nerf.

  • @CandyBard said:

    Yes, I understand he's an M1 killer, dead that conversation, and before anyone asks, I'm a console player, and have been on a break from this game for about 3 weeks, until today.

    My issue with Wraith, as I'm sure a lot of people are expecting, is the fact that his ability encourages players to play recklessly. By having no cooldown, a faster movement speed in cloak, and a speed boost when coming out of cloaking, a survivor cannot punish any mistakes the Wraith makes, especially when addons like Windstorm and Swift Hunt reduce the timers on the windows that we have, especially with the update back when Stranger Things came out, that gave his cloak undetectable.

    Yes, I understand that killer needs to be overpowered to make the 1v4 fair, but I feel that there needs to be some give and take. Lowering his movespeed in cloak would be a good start, but if not that, it would be great if there was a cooldown associated with the wailing bell, to prevent killers from immediately cloaking after catching someone off guard so they can get another speed boost to hit them even faster. I dont want Wraith to be unfun, but I dont like that everyone is abusing the same techniques that arent possible to avoid on the console port of the game.

    Hahahahha... wraith is kinda low tier... why are you wanting to nerf him? Some tactics can be used on him effectively with good killers, like hit and run silent bell + nurses.

    But he doesn't need nerfs whatsoever. This is coming from an xbox player btw, reluctantly at red rank survivor every season for like a year and a half. Never have I felt threatened by the wraith. You can literally see him most of the time tho he is supposed to be invisible.


    You can fake him out at pallet loops when he is uncloaking or just get a stun.

  • @WhTe_Tygre_DBD said:

    Just had a game of survivour and all gens was completed in 3:32.52 seconds and we wasn't even in a 4 man party.

    Rather than nerfing gen speeds, which is horrible because they are boring as hell. They should get their butts in gear and rework these maps. They should all be no bigger than the springwood maps like 140sqm. Some of them are like 170+. Then they need to fix the god windows and make loops more fair like in the springwood map or the lab.


    That will come along way because killers will be able to pressure easier.

  • @Clevite said:

    Just curious if this is a popular strategy or not.

    Killers do you look at the map at the start and try to lock down maybe 4 or 5 gennys all game. Or do you start patrolling all gens right away and take it as it comes?

    It depends on what killer I'm playing, some like hag and trapper are best at the three gen because they give up pressure setting up.

    Sometimes if 2 or 3 gens pop I'll look what I have left and try to force it if survivors have done their gens poorly. Best case scenario is that it never gets that far... but you gotta have a backup plan.

  • @Mikeasaurus said:

    I only use Self-Care since I play with randoms, and let's face it. They abandon you the second they even smell the killer nearby. So for me, being able to heal comes in handy, but overall, I'll always try to get a teammate to heal me. If they stop running a marathon across the map that is

    You should try running inner strength instead it's a nice backup incase teammates won't heal you. Plus it incentivizes cleansing totems and stopping noed.

  • @[Deleted User] said:

    I've been struggling for last few hours with this. How is this remotely fun to anyone? Low ranks DC and highranks just teabag nonstop and then bully in the end game chat. Is matchmaking system even on?

    https://us.v-cdn.net/6030815/uploads/838/C8PNHYS2BPC3.jpg

    I believe the problem is that there is a shortage of killers. When indo play killer it's an insta lobby and from green to now purple ranks I'm getting red rank survivors.

    A lot of killers have gotten fed up waiting on balance changes. The devs really need to balance some of these awful maps and maybe some slight buffs to some of the weaker killers. I dont want to he forced to play a select few killers because if i dont then I won't feel like I even have a chance.

  • @Brucecastro81 said:

    I just wanna try it out again so can someone can say to me why I would use it and when I would use in match

    I laugh as killer when I see multiple selfcares in the post lobby screen and would love to thank them for making my life easier. I curse all the time wasted as my fellow survivors self care in a corner and arent productive.

  • @ALEXISDIMOU01 said:

    I just dont think there are a lot of rift fragments to even go half way through. What do you think?

    I'm only lvl 56

  • @Mrwood204 said:

    I dont get it. I try to throw one in there everytime whatever it might be.

    Why do people save them, or is it just they cant be bothered?

    I usually run out on some of my characters that I haven't put bps in a while on. Plus a lot of times like they said their niche. Same with items, I dont usually bring those in either.

  • @SpaceCoconut said:

    Why don't you play the Hag?

    Just curious :)

    I like the hag, but her camera height sucks. Also it can be annoying going against good players that know to disrupt all your traps while you are carrying to hook. I have to be in the mood to play her.

  • @The_Second_Coming said:

    Now, this is to bring light to the fact that there are reasons where players are forced to DC, and that they need to be fixed before any penalty is implemented. This is just one scenario.

    I just had a Ghostface (same guy, all 3 times) body block me in a spot. Fair enough, I assumed the first time he'd just stalk and hook me. Nope, he just tea bagged for about 5 minutes a piece.

    Devs, your heads, remove them from your behinds. Think these things through.

    Thanks! <3

    Rather than complain on the forums about it. Take evidence and submit a ticket. Body blocking someone into the corner and holding them hostage for large amounts of time is reportable.

  • @itsmyghost said:

    https://forum.deadbydaylight.com/en/discussion/comment/948202#Comment_948202

    But it was this time...and I hate it. Killer got 2 extra kills and they definitely did not deserve it. At this point, I'm considering not trying to help someone doomed again. At least not without Borrowed Time. I hate to say, but I'd rather have the one camped survivor die than risk getting caught and offering the killer extra bloodpoints for free. You want the points, work for them.

    If 2 survivors threw themselves at the killer knowing he was camping and he got to extra kills, then it's their fault and the killer deserved them because his tactic worked.

    Camping is fine, you lose in the long run unless the team is overly altruistic. But it is a play that a killer can use and there is nothing wrong with it.

  • @ELECTRIK_VISION said:

    For a while now it seems that leather face is just a bad billy, how would you guys and gals buff him? His own add ons? Different way of using the chainsaw? Or something I’ve not thought of?

    He needs to not be slowed down so much when he begins revving his chainsaw. He gets a slow, meanwhile Billy gets free map pressure and practically no slow. They also need to fix his chilli addons *they are broken and dont do anything, and have been broken forever*

    They could also give him the yellow scratchmarks addon basekit. Half the time the survivor can run in a straight line and just outrun the chainsaw. Also the last swing of his chainsaw needs to have a hit box, it can literally go through survivors but It doesn't damage them.

  • @Primalux135 said:

    Here I will post the changes I would do to the Oni to be a proper killer.

    1-While on Blood fury action speed increased same as Michael myers and pallet destruction 1 sec

    2- While on blood fury your movement speed increase 120% and you can M1 to insta down but your lunge will last 2 secs to be released.

    3-While on demon dash you can only hit forwards (So survivors can evade it)

    4- Hit a survivor and downing it greatly reduce your meter. You can cancel your power but it recover lowly and you need blood orbs to fill it faster.

    Basically would be like a Michael Myers with Hillbilly chainsaw for movement

    Oni doesn't need changes unless they were to give him back a bit of the flick..

  • @TheCoolDBDGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/947447#Comment_947447

    Exactly. That's why you are toxic for looping the killer when he has hooked nobody and ensuring they can genrush and they all get out just because of you looping.

    What does that have to do with a key escape?

  • @BagelLord said:

    I have been seriously wondering this for a while, I understand it technically is a way for all survivors to escape without gates, but that's only when all gens are finished either way. The way it works is for 1 survivor to get hatch spawned is that everyone else is dead, and every other amount of survivors require 1+however many are left alive to even spawn in the first place. I frequently see keys being held on an even level with moris, and I simply don't understand why.

    One survivor dead, you have a 3 gen because the survivors messed up. Everyone is on death hook, you patrolling your gens and suddenly all 3 escape.

  • @danielmaster87 said:

    I hear a lot that, "NOED users have no skill", which is exaggerated and wrong. Then I hear, "What, do you need an insurance perk?" and that statement better defines how strong NOED is. But why is it so "overpowered" when compared to other killer perks, and I should add, survivor perks? Being a hex totem, NOED is naturally a throw away perk of survivors decide to cleanse totem, and with this gen speed I'm sure they'll have more than enough time to do that AND finish all the gens in 6 minutes. Devour Hope, another Hex, allows you to 1-shot as well and even Mori people, so why is it not considered "overpowered"? Rancor gives you Exposed and Mori as well, even if it's only one survivor. Survivors have Dead Hard, which is an insurance perk, though you'll scarcely hear it be called that. It even gives you invincible frames. Adrenaline to me is overpowered, because it's like two perks in one: It gives you a sprint burst, heals you a full health state even from the dying state and while on hook, and is activated merely by completing the gens. NOED is like the counter-Adrenaline since it gives you speed and Exposed. If you ask me, NOED is simply leveling the playing field.

    With those examples in mind, that brings me to my real question: Why do survivors get to use overpowered perks without any flak, but when a killer does the same, it's a crime?

    You should worry less about what other people think and say and build what you want to.

  • @Sonzaishinai said:

    I really like the idea of this perk but i'm having a hard time making it work

    An example that often shows up is killer shack, I run the killer around some, drop the pallet, i blind him as i break it and then i see this would be the perfect oppertunity to Quick and Quiet into a locker

    But it's on cooldown cause i vaulted a window earlier

    How would you people make this perk work best?

    Q&Q would be really strong if it didn't have a cooldown. It synergizes really well with lithe and dance with me if you break LOS. Also making some fake scratchmarks and then jumping into a locker can work, it's always a gamble but so satisfying when it works.

  • @humanbeing1704 said:

    if I'm honest I don't know why they even made a new status effect could have just made all stealth killers immune to aura reading

    By making a status they can easily add that status to any power or perk and adjust them all at the same time. Rather than changing each killer/perk individually like when they made it immune to OoO.

  • @Myers_loves_KFC said:

    For example, if a killer needs 5 bear trap captures and downs you then motions for you to step on them till its done, will you do it? As killer I sometimes do this for the really bs challenges but of course let them escape if its end game or let them off until I find them again if theres some 3 gens left

    I have, I also kinda farm when I'm destroying a team. I figure ok, they aren't the greatest let's chill and play a little. Did it with pig and got all 4 to boop the snoot.

  • @CLAUDETTEINABUSH said:

    Moris allow you, in the best case, to completely kill by your hand an entire survivor group.

    Moris in my opinion aren't balanced, but I can clearly see why the devs added them in such way. You need to hook a survivor in order to gain acces to a channel that last some seconds and allows you to kill them, while the survivors are probably doing gens.

    Here is the problem tho; the only thing you sacrifice in order to gain access to a Mori is some bloodpoint offerings that you can't use since you are allowed to have one offering and have some luck to find them in the bloodweb. The drawback is minimum and I think that they are the most game-changing offerings.

    From a balance perspective, though,it is hard to nerf an offering. Some can argue that they can make them usable after hooking the survivor twice,but will make them useless since you can hook them to die. How about removing them as offerings and make them perks or/and add-ons, then they will be used rarely and it won't be worth to bring.

    In my opinion I think that in order to make them more balanced there should be an objective to fulfill in addition of 1 hook. For example; protect 4/3/2 totems or hook 1/2/3 survivors in order to activate, then the survivor must be hooked at least once in order to kill them by your hand.

    I know it sounds like a big of a nerf but I can't think of anything else, what do you think? Remember that moris are important additions to the game

    Mori's should just be base kit after 2nd hook, that way they are just a flourish. Also keys need to be looked at. Maybe the hatch closing after someone uses it so no multiple escapes unless multiple keys.

  • I think you should not be able to cancel a mori once its started, clicking it should start the animation like pig putting on traps.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944630#Comment_944630

    They can't hide. If they stay still too long they get crows.

    You can stand still and emote every 30 seconds or so and not get crows

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/943449#Comment_943449

    Just because a killer isn’t played frequently doesn’t mean they aren’t good. I don’t see a lot of Nurse at red ranks but she’s still easily the best. I don’t see a bunch of Spirit anymore and EVERYONE knows she’s a great killer.

    Trapper is played a bunch but he’e not the best killer.

    Plague isn’t played a lot but it doesn’t mean she’s not good. I see her just as much as I see any other killer.

    It's more like only the people that are really good with them still play them. I still see plenty of spirits because she's easy to play. Never seen a bunch of nurses because console so meh. But I would assume because she is now harder to play only the really good ones still play her.


    Plague is meh... she spends so much time getting everyone infected. Then she's gonna get in 3 chases to get her stacks and down someone.. and whoops gens are done.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/943259#Comment_943259

    Survivors who aren’t aware of their surroundings will get snuck up on by a Ghostface. Not all maps have multiple LOS breakers like the indoor maps. Some maps are wide open areas (Autohaven, Asylum, MacMillan, etc...) you won’t always have a free hit on survivors if they are aware of where they are and their surroundings. Plus Spine Chill is pretty meta. Yeah you can go undetected but good survivors will know when you’re coming.

    Plague has the potential to snowball incredibly easily and keep three gens on lock.

    Ghostface is a normal M1 killer. He has no way to counter a loop. He can hide his red stain and try to mindgame but he can’t counter it. Plague at least has Corrupt Purge and the ability to instadown if they don’t cleanse which Ghostface does not have (if we are only discussing “No Stalk” GF).

    I’ve 4K’ed over 10 rounds in a row at red ranks with Plague. I don’t lose that often. I typically win. That doesn’t mean anything though. One round I can kill them all easily and the next round I can get looped and demolished.-

    Plague can get gen rushed...as can any killer in the game. A team can gen rush any killer.

    I’m not saying Ghostface is a bad killer or that the build isn’t strong. I just believe Plague has the potential to be stronger and has better control of the game.

    If plague is so good where is she at red ranks? Never see her. The only times I do is when she is running the black incense addon. Which to be fair makes her really strong.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/942471#Comment_942471

    I definitely see her above Freddy and Ghost Face, especially with the new combo between Nemesis and Play With Your Food, where she doesn't lose stacks of PWYF by damaging survivors with Vile Purge. Ghost Face has a very inconsistent power which gets countered by awareness and Spine Chill and has a long cooldown without add-ons on top of that. Freddy's Snares are really not that good despite how much people praise them and while his gen teleport is very good, it has quite a long cooldown too and Freddy's snowball potential and add-ons are far worse than Plague.

    You dont stalk with GF.. nurses and sloppy and he has insta downs... and Freddy has a lot of map pressure with his teleport and you can stack his snares around strong loops and force the pallet or get a hit.


    Meanwhile I'm just gonna loop the plague into oblivion because there is no real reason to cleanse. I figure out she's running the nemesis/pwf combo it's easy counter just like spirit fury/enduring drop the pallet early.

  • @Marcus said:

    I think she's fine the way she is. I started to see much more survivors cleansing against Plague even in red ranks, the matches where everyone just stays broken are not as common anymore, especially with the new combo between Play With Your Food and Nemesis which really incentivizes cleansing agaisnt Plague. Honestly, I think she's the 5th best killer right now ( especially because of the new combo I mentioned ).

    5th best... idk about all that... she's alright but not strong. I can't see her being stronger than, spirit, nurse, billy, GF or Freddy. And as for the rest idk..

  • @Aztreonam78 said:

    Or another cry-thread about Hex Ruin.

    Why I have to gen tap to avoid skill checks during these 3 seconds and hurt my Lightbringer emblem for doing it right?

    Why I have to mindlessly check any Totem spot and hope, HOPE I'll find it as quick as possible (this is a problem of all Hex totems and Hex mechanics, totems are stupidly RNG based)

    Why I don't have Bloodpoints? Why Hex Ruin skill checks steal my Bloodpoints? I can waste more than 100 seconds to repair one gen and get something like 1400 BP. This is pathetic.

    Why this Perk cannot just reduce repair speed?

    Yeah, I am crying, but this perk is boundlessly annoying, for everyone.

    For Killers having 3 perks bcs Totem Spot system is great and it may appear in completely open space (yeah, I am talking about Disturbed Ward), or Survivors spawns in few metets from the totem..

    For Survivors for feeling helpless bcs they checked numerous spawns, but they were out of LUCK. Or they simply cannot hit it bcs skill checks aren't based on your game expirience, it is something you cannot control, you HOPE you'll hit this successfuly.

    Hex Ruin is the most awful Killer perk for Survivors, like DS was (is?). Everyone hates it, everyone hates the disgusting RNG based totem system.

    @Peanits please tell, do you have some possible decisions for this problem?

    Or you could practice hitting the greats and depending on how often you hit them it's actually more BP because 150 per great skillcheck.


    I always have a love/hate relationship with it. Especially as killer, when survivors can still spawn on ruin, corrupt might be a better choice for any killer that sets up and pop might be better for more aggressive killers.

  • @GrootDude said:

    https://us.v-cdn.net/6030815/uploads/403/6I26TUNDXNS3.jpeg

    I’m not quite sure what I should do with this pallet, how does everyone else use it?

    There is a small unsafe loop with it but it's not very safe. It can be used to mindgame if the killer respects the stun to get to the window vault on the stairs. Other than that it's another unsafe pallet you just need to make sure to get a stun with.

  • @Satsui said:

    So there is a trend lately that Self Care is overrated, and that you better off not use it, pro players / over 9000 IQ entitled survivors don't use it blah blah blah.

    Let me tell you something.

    Self care is NOT overrated. It is very useful, and very good perk to have. It is NOT a waste of time.

    People saying things like - "Self-care is a waste of time you could have worked on a gen! You could use bond instead! Boo-hoo I lost cause 3 Blendettes were self caring while I died!" Are looking at things in a narrow-minded way.

    As someone who plays a lot of killer AND a survivor, I can tell you that survivors running around injured are GREAT for me when I play a killer. Not only it's easier to track them while they are injured, especially when they don't run iron will, it also cuts chases IMMENSELY.

    Running around injured makes stealth game THAT much better for the killer. On normal circumstances, when you are not injured, if you try stealth (which is basically a high risk high reward tactic, since you let the killer get close instead of keeping distance), you might get hit and then you get a chase in which you can stall the killer depends where you are, how good at looping you are, mind games, available pallets, etc.

    If you are already injured - and your stealth game fails, you get hit and thats that!

    Chasing an injured survivor, assuming you didn't try stealth, is also easier against injured survivors, as its harder for the survivor to lose you due to blood and sounds.

    I would wager that "wasting" 32 seconds to get healed can prove very beneficial for the team. That healing state, could save your team 30-60 seconds FOR EACH SURVIVOR TEAMMATE the killer is chasing you, netting in a great advantage for your team, thanks to that "wasted" 32 seconds you gained another health state.

    Now for bond - it is a pretty silly argument. Bond is a nice perk, I agree. But you waste time finding another survivor, and then 2 survivors get occupied for 16 seconds to heal you up. Instead, you could have had self care, and healed up in 32 seconds, while in those 32 seconds that other survivor would have been doing a gen. There is literally no advantage, healing wise and efficiently-wise, running bond over self care. Nevermind the time wasted finding a survivor and running around vulnerable.

    Bottom Line & TL;DR:

    People arguing Self Care is overrated are clueless and are total nabs & need to git gud at brains. Also they are sheeple 🐑.

    And I'm saying that jokingly but also in all seriousness. 😤

    Also makes me wonder why there is the eggplant smiley on the forums lol. 🤣🍆

    Cant agree with your argument. Your time would be better suited to doing almost half a gen in the time it takes to selfcare... if the killer isn't running sloppy or thana.


    I love it as killer when the survivors waste time self caring, gives me plenty of time to make sure my pressure is kept up.


    There is always a time and place to heal, and if you want to heal so badly a medkit is always the better option. A lot of time especially at red rank it's just more efficient to push gens so that you proc your adrenaline. With perks like dead hard and iron will, it's not always the end of the world staying injured while pumping out gens.

  • @prettygoodjobsofar said:

    https://forum.deadbydaylight.com/en/discussion/comment/941533#Comment_941533

    i understand that. im always rank 1 or 2 and im sure there are enough survivors in my region in red or even purple ranks. but somehow i don't get matched up with them.

    i don't know its really weird. i mean even at 4 or 5am there must be enough people.

    hopefully we get dedicated servers soon what could help maybe idk. until then i dodge i think.

    Tbh matchmaking is pretty broken

  • @prettygoodjobsofar said:

    Im playing on the ps4 pro with lan cable. so my ping is really low and i have a good connection.

    i live in the EU. whenever im searching a match as killer after 2 or 3am, im getting 95% of the time people from saudi arabia in my lobby. so there ping is like over 100. i check their profiles on psn and really most of the time they are swf groups from saudi arabia.

    so does anyone else have this problem?

    is it so difficult for the matchmaking to get my lobbys filled with people of my region? i don't get it.

    It can't be like there are no other players after 2am in the whole EU region.

    this is not a 1 day issue. its like this for over a month now and i don't wanna dodge every 9/10 lobby to play the game.

    The game prolly looks for survivors near your rank and cant find anyone. They could all be in other games when you search.. and you are looking during a low play time.

  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/939963#Comment_939963

    but why in horror game should be safe zones for survivors idk, this is ridicolous idea, and people think "nah...that's ok" god...

    If there are no safe pallets might as well just not play. Having a couple in a match like the shack pallet is fine as long as all the others are weak.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/939581#Comment_939581

    Problem is that their idea of balance is adding MORE loops, but slightly smaller, and have a long safe side and a short unsafe side... aka they are still safe loops.

    I still cant stand springwood with safe pallets in the school and buildings, and a smattering of loops that lead into each other around the grounds... they hardly changed anything.

    Springwood is a balanced map, yes there are a few safe pallets bit the majority of them are mindgamable. Having 0 safe pallets wouldn't be any good.

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