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steamed_hamzzz

steamed_hamzzz

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  • I can think of a certain sexy, seductive killer who’s cuter who’s name also starts with S…

    that’s right, Sawyer, Bubba Sawyer to be exact

  • @premiumRICE said:

    Because unless you are a terrible killer spinning doesn’t give any advantage unlike hug tech.

    “Tell me you’re not a console killer going against PC survivors without telling me you’re not a console killer going against PC survivors”

  • @MikaelaWantsYourBoon said:

    Did they confirmed spinning is bug? I don't remember exactly.

    I’m sure I remember multiple people on the forums before claiming that the devs said it was bug?

    bug or not, it’s still an unfair advantage to PC.

    imagine if one day the devs said they were adding a really strong aim assist/ auto lock for console for killers like huntress, slinger ect, there would be an uproar from PC players sayings it’s unfair

    Yet all this time console players are just expected to lie back and accept a feature that heavily favours PC and puts console at a clear disadvantage

    Things like that shouldn’t exist in a game where crossplay is the standard. The devs should be doing everything in their power to try and balance both sides as equally as possible

  • Go against an efficient SWF and then see how you feel against Boons, more specifically Circle of Healing

    Unlimited fast heals for the whole team is definitely not a “killer perk”

  • Definitely needed, I’ve played her quite a lot since release and I’ve only ever gotten one Mori with her power, and that was on release week where a survivor pretty much let me do it!

    some ideas I had was

    • Make inserting a tape take long enough so a survivor can’t do it mid chase.
    • Make the tape a “primary” item, so you have to drop your med kit/ toolbox to pick it up (like Pinhead or Nemesis).
    • If a survivor is fully condemned they become exposed
    • Make her teleport noise audible only to survivors outside her terror radius (like spirits old phase sound) this would make her a proper stealth killer then

    those are just some ideas I had but I’m sure there’s more that I’m not thinking of, either way she’s definitely on the weaker side right now and could do with buffs

  • Every prestige level they nerf Pig a little more

  • The Grudge/ Ju-on

    would be absolutely terrifying to play against Kayako, although I doubt we’ll ever get it since we already have two J-horror/ Onryo characters (Spirit & Sadako). I can only dream

    Jeepers Creepers would also be up there, but I don’t see that happening anytime soon. I doubt BHVR would want to associate themselves with that franchise given the directors history

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028302#Comment_3028302

    Pray tell how shoving a survivor to the side would be any more effective then simply *hitting them with your weapon which forces them to move if they don't want to go down*?

    It's a cooperative game, and the ability to bodyblock to buy time is an altruistic move.

    How would it be more effective? Okay then what about if the body blocker has BT and safe from going down? What if the gates are open and you’re chasing an injured survivor but there’s a healthy survivor blocking your path and hitting him would ensure they both escape? What if healthy survivors are taking it in turns to body block a hook while you’re carrying someone, buying them enough time to wiggle off?

    there’s plenty of situations where “shoving someone aside” I.e losing your collision would be more beneficial than hitting them

  • @OneGoodBoyDemo said:

    Honestly if i'm carrying a survivor and the other 3 want body block to free the other and they all end up injured, l see that as an absolute win.

    Body block is fine.

    So you think BT body blocking is fine?

    BT is an anti tunnel perk, if you’re blocking the killer from hitting someone else then you ain’t being tunnelled, you should 100% lose collision during the endurance status effect

  • @IlliterateGenocide said:

    The whole "Does not make sense so it should not be in the game" argument is invalid

    I was merely pointing out that in a game where you play as a powerful/ monstrous/ supernatural killer, not being able to push a tiny survivor to the side and get through a doorway doesn’t exactly make you feel powerful

  • @Kira4Evr said:

    She child :)

    She’s not a child

    Samara from the American remake is a child

    Sadako from the original Japanese film is an adult

  • @Tsulan said:

    And yet, there are people defending the bloodpoint cap. When this issue could be solved so easily, by simply removing the cap.

    I think a lot of people have the mentality of “I’ve suffered through it, so should you”

    they want everyone else to have to grind just because they had to, instead of being happy for new players who’d have an easier time if the BP system was changed

  • Apart from character inspiration they’re nothing alike, also Spirit is still a top tier killer while Sadako definitely feels C tier at best, which pains me as I love the films.

    Hopefully she’ll see some more buffs in the future

  • @Azshhh said:

    Never thought I'd see the day someone claim Calm Spirit as an op perk lmao

    the strength of the perk by itself isn’t an issue, it’s the fact that the devs created these perks with the power to counter certain killers in mind, either that or it’s just a huge oversight which wouldn’t surprise me either.

    So someone can run a fairly mediocre perk like Calm Spirit, but if the killer is playing Doctor then they’re literally robbed of a big part of their power all game

    same thing with Iron Will and Spirit, if 4 survivors have Iron Will against a Spirit then she literally has no power to track them, with no counter play

    same goes for Huntress and Dead Hard, every survivor gets a third health state then and she literally has to hit every survivor with 3 hatchets every chase

    Survivor perks should not counter killer powers, period.

  • I don’t enjoy it, I always prefer a fun fair game, but with each patch that becomes harder and harder

    Right now with lightning fast gen speeds, insanely fast infinite heals with Boons, huge maps and a plethora of survivor second chance perks, tunnelling is becoming more and more necessary to win games

  • @TragicSolitude said:

    Claudettes and Megs are useless.

    I can confirm this, had a survivor game earlier where a Meg was hiding in a locker with AFK crows while I was being slugged right next to her

  • @Avilgus said:

    Because it's not a bug, but an intended mechanic.

    Definitely feels more like an exploit.

    Fair enough if you’re playing against a Boil Over bully squad on a map with a plethora of hooks, if you pick up and they’re using Sabotage and Breakout then you can simply try and hook somewhere else, I’ve countered it plenty of times

    But when you’re in a situation where there doesn’t even need to be another survivor helping with Sabbo or Breakout and one survivor can wiggle off 100% of the time because of one perk and taking advantage of a certain spot on the map, that feels like an exploit to me

  • The generator only gets blocked for the remaining duration of DMS if it stops being worked on, it will never actually kick you off it

    as long as you commit to repairing it and never let go then DMS will never activate

    as for being paired with Scourge Hook: Pain resonance which makes survivors who are working on the gen with most progress scream and interrupt them, thereby activating Dead Mans Switch, all you have to do in that situation is temporary come off the gen BEFORE your teammate gets hooked. The gen will lose progress but you won’t be kicked off it so you can easily avoid DMS

  • Some people are really missing the point of the argument

    the major issue wasn’t that “4% is OP”

    the primary issue was the fact that it’s only 4%, so survivors use it as a tool to rage quit and screw over their teammates without actually quitting and receiving a penalty

    the fact that it also screws over killers when it does actually work is just the salt in the wounds of a bad mechanic

    removing it would make solo queue survivor a better place primarily

  • @CluelessWanderer said:

    No. Holy crap, it's only a 4% chance. A goddam miracle if it happens.

    Exactly? did you not read my post?

    the fact that it’s only 4% makes it a tool for survivors to kill themselves on hook and essentially “rage quit” without rage quitting and receiving a leavers penalty. The amount of survivors that do this because they don’t like the fact that they were found first is staggering

    that’s the main issue. The fact that it also screws over killers when it does actually work is just the cherry on top

  • MMR is a joke in this game. It doesn’t take into account hooks, injures, downs, chase time, weapon accuracy on certain killers ect, you know things that actually define skill

    A win or loss for a killer is purely based on if you managed to get at least one kill or not…

    meaning that you could chase survivors all game, not hit anyone, get no hooks until the final gen pops, but just because you maybe managed to kill one person right at the end because of NOED the game defines that as a win for you and says “well this guys games are clearly too easy, better make the next one even harder and put him against even better survivors”

  • @Yankus said:

    Yes it's fair, the game looks much better in stretched res and doesn't give any benefits

    Not sure if this is a troll post or not…

    If it’s not then oh boy, do I got some news for you…

    Benefits include:

    • Seeing over taller loops, reducing the mind games.
    • Being able to see killers coming a lot sooner by seeing over more obstacles.
    • Both of the previously mentioned things might give you advantages against stealth killers, or allow you to see things like Trapper placing traps during a loop ect.
    • Revealing Ghostface over obstacles you otherwise wouldn’t be able to, robbing him of his power much more than regular survivors.
    • Taller FOV as nurse means it’s easier to track survivors during her fatigue state, effective shortening chases as they’re in your LOS more often allowing you to know where to blink to straight away.

    I’m sure there’s more that I’m missing as well, you can check out all of these examples on YouTube as well if you don’t believe me.

    Stretch res is cheating, period.

  • Survivors bring Iron Will and/ or Shadowstep

    Spirit: “Ah s**t, here we go again”

  • @douggie123 said:

    Every nemesis player is a facecamping tunneling jerk for me

    Face camping at 5 gens, fair enough that would get frustrating

    but given the current state of killer you can’t get mad at someone for tunnelling, not with CoH, lightning fast gens, DH pretty much being base kit and all the other second chance perks

    it’s sad but it seems like playing nice in this game is a thing of the past, you try playing killer and 2 hooking everyone before killing anyone. You’ll be greeted to a 4 man escape and a cheeky tea bag/ clicky click at the exit gate pretty much every game

    unfortunately tunnelling is the most efficient way to play killer, and often times necessary if you want to secure at least one kill before the final gen pops

  • @Mekochi said:

    I know this won't help a lot, but hopefully it gets you some stuff on your characters, new codes are available and blood rush event is coming out on the 14th

    REVEALED for 100k Bloodpoints

    59th39 for 59k Bloodpoints

    https://us.v-cdn.net/6030815/uploads/C1F7ZULJF57N/screenshot-20220112-140319-420.png

    Ive already redeemed the codes lol thanks though

    also I feel like 1.5 or 2x blood points should just be standard now for everyone. There’s definitely enough characters and perks in the game to justify it

  • @AstroLive8333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2741346#Comment_2741346

    how do the twins get destroyed by circle of healing?

    also noed with the teabagging thing, I think imma do deathslinger

    Circle of healing gives all survivors infinite fast heals which can be stacked with med kits and other perks to heal even faster

    so a lot of the time if you’re playing Twins and send Victor out and latch on to someone, by the time you’ve switched back to Charlotte and caught up to them they could already be fully healed, especially if they’re playing with friends or just with another survivor

    not to mention Twins play style encourages slugging and Circle of Healing makes it so you can pick up dying survivors faster than ever, so if you’re trying to slug multiple people in an area where a survivor has set up a Boon then you’re going to be in for a bad time

  • Go with Deathslinger

    In my opinion he’s much more fun and satisfying to play, not to mention Twins get destroyed by ‘Circle of Healing’

    He’s also got the better perks. Hex: Retribution is a great information perk and absolutely deadly when paired with Hex: Haunted Grounds and Dead Man’s Switch is about to get a huge buff and possibly become a new meta perk (providing it makes it through the PTB without too many changes)

    Deathslingers gun also counts as a basic attack as well meaning it has synergy with a lot of perks such as Jolt, Hex: No One Escapes Death, Devour Hope ect. there’s nothing more satisfying that reeling someone in with NOED who was teabagging and clicking at the exit gates

  • Translation: “I don’t want to play against top tier killers like Nurse, Blight, Huntress ect and want to rage quit every game without consequence, ruining the match for my other teammates.

    “I only want to play against the ‘worst killers’ so I can run them for 5 gens”

  • @Mat_Sella said:

    The real question is why they're nerfing a Zombie add-on, when they've yet to fix any of the issues with the zombies AI?

    right? Lol

    ”Zombie stuck on tree all game, too OP plz nerf”

  • Great argument. It’s no wonder survivor queue times are getting longer and killers are quitting

    Killers should be powerful and every single one of them should feel like a threat, even to the most experienced SWF squad

  • @OnryosTapeRentals said:

    I feel like this would just heavily promote slugging and camping. I think Ghostface needs some changes but I don't think this is the way to go.

    Other survivors could still break him out near the hook if he was camping so it wouldn’t be that much of an issue

    as for slugging, that’s just a valid strategy for the killer in general, same as body blocking and taking hits for survivors

    This proposed change would simply make him more of a threat and make him feel like a killer with an actual power against a group of survivors. SWF comms already destroy his stealth gameplay so it would be nice if he had some way to deal with them all grouped up or hovering around a hooked or dying survivor

  • It’s a feature, what the Furin add on does is make it so all survivors OUTSIDE of her terror radius will hear a general none directional phasing sound, and any survivors INSIDE the terror radius will still get the regular directional sound

    The main benefit to this add on is if you start your phase while the survivor is outside of your TR then they’ll still here the none directional phase even as you’re getting closer to them and they’re now inside your terror radius, allowing for some sneaky gen grabs and spooky jump scares

  • No you’re not allowed.

    section 2, page 8 of Survivor Rule Book: volume I clearly states…

    ”End game perks are strictly forbidden under punishment of teabag and “EZ baby killer” messages

    and don’t even think about slugging or tunnelling, everyone knows that once you hook someone you must close your eyes, turn around and walk at least 100m away from said hook and allowing a full reset before chasing someone new.

    I’m sorry but those are the rules

  • I’m sorry but if there’s one thing this game doesn’t need right now it’s faster heals.

    You can already stack med-kits with Boons and perks such as Botany Knowledge, Resilience ect leading to incredibly fast, infinite self heals

    Fully healing shouldn’t really be a thing you’re able to do mid chase, whilst looping a killer, it should be something you do in a safe spot that takes time and often others to help you do it, this is why Circle of Healing is considered so powerful right now. Repeatedly stopping to heal in front of the killer should be punished so that delay is necessary

  • The hatch now only spawns when there’s one survivor left alive, regardless of how many gens are completed meaning 2/3/4 man escapes through the hatch are now impossible

  • 7 Nurses in a row is nothing compared to killers going against at least 3 Dead Hards for the 1000th consecutive game

    Pair that with map offerings, Discord, Boons, broken loops and lightning fast gens and it’s no surprise killers are forced to play the only few viable killers left to compete with good/ efficient survivors

  • The major difference between PC and console lobbies is mindset

    For some reason a lot of PC players seem to have this superiority complex and think they’re better than all console players. case in point, this thread

    Is it a case of “my PC cost more than your console so I must be the better player”? Or another reason, who knows

    All I know is that this isn’t the first ‘PC good/ console bad’ thread and it certainly won’t be the last

  • @RakimSockem said:

    Like you said, survivors killing themselves usually hurts the rest of the survivor team more than it hurts the killer (unless they're going for the adept double pip)

    If you really want to end a game quickly as killer, go stand in a corner and face a wall. The survivors will spend a little time looking for you but once they realize they can't interact with you, they'll just do gens and leave.

    That’s not really ending the game on your terms though, that’s just waiting for the survivors to get bored. Which if they’re playing to annoy and troll they’ll drag it out as long as possible

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/302044/how-come-survivors-have-an-easy-out-but-killers-don-t

    Survivors don't have an easy out, they have to wait 60 seconds on a hook, then they have to wait whatever amount of time it takes to miss 2 skill checks. It might as well be 120 seconds now.

    So intentionally killing yourself on hook is not a thing? Most survivors who go for 3 self unhook tries in a row right after being hooked know exactly what they’re doing.

    they know the base percentage is so low that they’re almost guaranteed to force stage 2 right away, then they can just miss the skill checks and boom, they’re out of that game in about 10-15 seconds

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708935#Comment_2708935

    A power role does not mean that you can stop something through sheer force of will. If a survivor commits their entire build to an escape, it is on the survivor to fail at the one thing they've set themselves up to do, not for the killer to overcome it by existing.

    If you are getting run for 5 gens there are macro decisions that are going wrong there, not micro decisions like what you are doing in a single, very long, chase.

    So you’re saying that if a survivor commits an entire build to escaping they should be pretty guaranteed it? Okay then so what if all 4 members do the same? a 4 man escape every game just because a survivor brought the correct perks? That sounds very fair

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708906#Comment_2708906

    Okay, but the survivor committed their whole build to ensure their safe escape. That means no adrenaline, any exhaustion perk, spine chill, resilience, built to last, prove thyself, normal BT, any of that.

    In fairness, I have threads for killer buffs as well

    Fair enough but at the end of the day the killer is meant to be the power role remember

    committing a whole build to a safe escape still shouldn’t guarantee it, just like committing a whole build to looping shouldn’t mean you should be able to run the killer for 5 gens

    the killer should still hold the power, survivor perks should just be there to give them a bit of an edge, not a guaranteed escape

  • Imagine it’s end game and a survivor gets hooked, all gens are done and everyone else is at the exit gates so the only thing the killer has left to do is confirm this one kill…

    …but wait, suddenly they yeet themselves off the hook with Deliverance, and they are temporary invulnerable with this new self BT perk, combine that with DS and Unbreakable and you’ve got a survivor who’s literally un-killable and can safely stroll through the exit. Now times that by 4 and imagine dealing with that all game

    Jesus why don’t you just take the last of the killer mains out back and put them out of their misery lol, I swear survivors won’t be happy until killers are walking around with rubber weapons unable to deal damage and get kills anymore

    We don’t need anymore second chance survivor perks

  • Translation:

    ”booo I can’t run the killer for 5 gens, too OP please fix”

  • I’ve not heard any yet but that sounds like a teaser for the next chapter, Ring/ Ringu

    If you’re not familiar with the film basically you watch a cursed video tape and then you receive a phone call telling you you’re going to die in 7 days

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706115#Comment_2706115

    Nothing done in that game was an "exploit". No one was hacking/cheating or doing things that weren't supposed to be in the game.

    You don't know if any of those survivors were using stretch res since you don't see their POV.

    Sometimes even when Ghostface is in the middle of your screen, you don't reveal him. It's just a power that was badly implemented for both sides, which has nothing to do with this game at all.

    Nurse is fine the way she is. She is incredibly difficult to master, and if you're able to do so you should be able to do fine with the strongest killer in the game.

    I’m sorry but you seem to be missing the whole point of this argument

    I never said the survivors in that game were using stretch res. I was simply making a case against your “no one was banned so it’s not an exploit” argument

    I was saying that if the developers are not going to ban anyone who uses stretch res even though there’s countless videos online showing just how much it gives people an advantage and is clearly cheating, then they’re certainly not going to ban anyone abusing these locker mechanics which are lesser exploits, but exploits none the less

    It just seems like the devs let people get away with murder on this game. Unless you’re playing killer ironically

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706092#Comment_2706092

    "Exploits" are bannable. So no, there weren't any "exploits". Another over used word that people dont know what it really means.

    Lol you think the devs care? They haven’t done anything about stretch res yet when that’s clearly cheating. You can literally reveal Ghost Face over obstacles you otherwise couldn’t, you get an advantage in loops and if you’re playing killers like Nurse you don’t lose track of survivors as much during fatigue

    If they still haven’t addressed stretch res then they’re obviously not going to class “locker tech” as exploits when evidence suggests it is

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706026#Comment_2706026

    Which part of this was bullying? Did they insult him in end game chat?

    How about the part where they were abusing obvious exploits so he literally couldn’t get a single hook, thus unable to progress the game.

    what was he meant to do? Stand in the corner with his back to the wall and just accept being “outplayed”

    I swear survivors will tell killers to just “play chill” and “not care about hooks or kills, just play for fun”, all while they’re playing like SEAL team six and are purposely playing to annoy

  • Survivor mains will watch this video and swear there’s nothing wrong

    “fLaShLiGhTs aRe tHe wEaKeSt iTeM”

    ”everyone’s injured so it’s perfect for the killer”

    ”if everyone’s being chased then no one is on gens”

    ”just face walls better when picking up”

    “it looked like a fun chase, what’s the problem?”

    I personally can’t wait for the next patch when exploits like these are completely overlooked and we get Artist nerfs instead because anti loop killers are OP and un-fun right? Or maybe we’ll get more Cenobite nerfs because he’s still “over performing”…Who knows, who knows.

  • @pinkpowerranger said:

    If the blind occurs during the animation lock it doesn't stun or save, it just blinds. This means the blind has to be timed to occur immediately at the end of the animation, at which point the killer would obviously be starting to look away on there screen because of latency.

    I'm not a professional but I think adding validation to this would mean there would literally not be even a split second window in which you could time a flashlight save, Effectively making it impossible, and as such very different than the subject of dead hard validation

    So what you’re saying is the only reason flashlight saves work now are because of a broken mechanic and latency issues? and if we fixed that on the killers end then it would be too hard for survivors to get flashlight saves?

    If validation was added then flashlights saves could still be on things like CJ tech’s, or killers foolishly standing in the open and not paying attention, or situations where they literally cannot face a wall, which is how it should be.

    what it would fix would be times where killers timed their pickup perfectly and/ or baited survivors into running away, quickly going back for the pickup and turning just in time, effectively doing everything right on their screen. because doing that now and STILL being blinded and stunned just doesn’t seem very fair

  • To anyone against this idea, do you really not see the double standard?

    First we had hit validation on pallets, where survivors could safely camp them and even if it hits on the killers screen AND we get blood and hear screams the game decides it wasn’t a hit and you get stunned instead

    Then we got Dead Hard validation where again even if we get screams and blood on the killers screen the game then says “yeah, nah that wasn’t a hit bruh, try again”

    All I’m asking is for a little fair treatment for killers and that’s too much for some people? Are killers not meant to have a fun time too?

    I dread to think what survivor queue times are going to be like in the future if this trend continues

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