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thesuicidefox

thesuicidefox

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thesuicidefox
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  • Billy is stronger only because he has an one shot and faster pallet break. Yes, he can be looped where Spirit can't, but stealth can hurt Spirit way more than Billy.

  • There just needs to be more incentive to cleanse the first time. As it stands, the moment 1 person does it is the moment everyone has to do it because Corrupt is so powerful that you are instantly dead if you are caught in the Broken state.

    If you are fully sick then you should get rapid fire skill checks that are smaller than normal. That would punish survivors majority of the time but not outright lock them from doing gens if they REALLY need to. It would encourage cleansing.

    Alternatively, they could make apple base kit then change apples to auto-corrupt a pool after a certain amount of time based on rarity (non-stackable though).


  • @Eguzky said:

    I love how it was fine for Survivors to hide for 40 minutes, or infinite-loop.

    But a Killer actually plays his objective of stopping Gens and suddenly it's 'He should HAVE to chase us! He should HAVE to let the other survivors work on gens, and he should HAVE to accept chase-bait or he should be banned!'

    smh

    Please tell me when it was "fine" for survivors to hide for 40 minutes? That was always something that was bannable, and it was something killers complained about non-stop for 2 years.

    I swear the people on this forum...

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/521734#Comment_521734

    If Doc just keep shocking you, preventing you from working on one gen, your other survivors are free to work on the other generators. So I dont know what you are trying to say here.

    SMH, if he has Iri King and Distressing, you will all be in Madness 3 the whole time. If he shocks you into Madness 3 he can leave you for 20s and shock someone else. It's just a revolving door of being in Madness 3.

    Again, it's clear you never actually had to play against someone doing this EXPLICITLY to keep the gens from being done. If you did you would see why you can't "just repair the gens".

  • @tehshadowman33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/521771#Comment_521771

    With the buff to PGTW's timer, any killer can run that perk now that it has 60 seconds to use it or lose it, but I get what you're saying. With Discordance/Tinkerer, you could potentially see what generator's about to go off after an unhook and make maximum use of PGTW faster than even Billy or Nurse... But again, you still have to get into a chase, which as I said previously, you give them a 20m headstart.

    What do you mean "have to get into a chase"? AFAIK you can do the gen teleport any time you want, as long as it's charged.

  • Teleporting to a gen will be crazy strong dude. Equip PGTW and BBQ/Thrilling Tremors, you will be an absolute gen crusher. I highly doubt anyone will use this power in a chase expect for a few key spots.

    Devs also said that his chain/rope add-ons will slow down survivors in dream world. So he can still technically play to slow the game just not the same as before.

    That said, I will miss the old Freddy. He will be an entirely different kind of killer now, and I honestly liked the way he was before.

  • @ShyN3ko said:

    This is not holding the game hostage.

    If he just kick the gens, then just repair them.

    Snap out of it and repair.

    You have 3 other teammates.

    If he dont attack, just repair.

    "JUST SNAP OUT OF IT AND REPAIR"

    You realize this isn't an option? You take 20s to snap out, attempt to repair and get put right back into Madness 3.

    It's obvious the people defending this have never actually played against it.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/521729#Comment_521729

    I already agreed that your scenario is indeed holding the game hostage (though I still got downvotes, funny how that works). Go back several comments and you'll see.

    However, in my admittedly limited experience, what you describe doesn't happen. In my experience, survivors don't let themselves get caught. They keep playing like normal, and then accuse the killer of not letting them win by chasing the obvious bait.

    It's rare but it does indeed happen. I've had Docs hold a game hostage for up to 40 minutes. They won't commit to a single chase they just stay in treatment mode and shock you to put you in Madness 3.

    "They keep playing like normal, and then accuse the killer of not letting them win by chasing the obvious bait."

    When everyone is in Madness 3 the killer can afford to take a chase. In the clip, at the end of the game, almost all the pallets on the map were gone. There were 3 survivors left. He could EASILY go after one of them, but he doesn't.

    There is a difference between ignoring bait and refusing to chase at all.

  • @ABannedCat said:

    Its not holding the game hostage. You can exit the game without DCing.

    Work on gen. Keep working even if Doc approaches. If they grab you off the gen, and drop you right away, congrats you are now on the 4 minutes bleed out timer (letting survivors bleed out is not bannable, by the way). If someone picks you up, keep working on gen and repeat.

    Doc can just shock you and never needs to grab or down you. If they want they can take away any option you have to finish the game, leaving only DC as a way to leave. THAT IS TAKING THE GAME HOSTAGE.

    It's honestly sick how people defend this. "Oh no the survivor hide for 30 minutes they should be banned" but then immediately will defend a killer that makes a game last hours because they refuse to chase or kill anyone, even if given the chance.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/521694#Comment_521694

    What freebies? Chasing obvious bait and letting everyone else work on generators?

    What I mean is that if he has an obvious option to catch someone or they just give themselves up but he doesn't take it, only continues to keep them from doing gens then it is holding the game hostage.

    I've had Docs do this, where they don't even take chases they could 100% win. They won't even come out of treatment.

    Like you really want to defend this kind of BS?

  • @Rottimic "As long as the killer is progressing the match in some manner, it's not reportable. "

    But this is the exact issue, THE KILLER IS NOT PROGRESSING THE GAME. They are just stalling the game indefinitely. If they are doing this past the 9 minute mark, they aren't even getting emblems point for it. So rather than take the obvious loss, they just make the game last forever. That is taking the game hostage and should be 100% reportable.

  • @ZVom said:

    https://forum.deadbydaylight.com/en/discussion/comment/521666#Comment_521666

    No it is NOT. Why are you looping him then? He is not refusing to chase you, he is trying to stop others from repairing and not letting YOU waste his time. Deal with it sb is smarter.

    The streamer... She is talking so much bullcrap i can't stand

    If he doesn't even take the freebies then he is holding the game hostage.

    Killers are there to kill, not to stall the game indefinitely.

  • If he is outright refusing to chase you or take hooks even if you give up, then yes it's taking the game hostage.

    People saying "JuSt DoN't 3 GeN uRsElVeS" you do realize this is basically impossible on Game map right? Doc with Distressing and Iri King can hold down any combination of 3 gens on that map. Not to mention that he could pick the gens he WANTS to have for 3 gen and protect the crap outta them, forcing you into a a 3 gen even if you had an option to avoid it.

    This is part of the reason I hate Doc's. IDGAF if he isn't a very strong killer, the fact he can lock down a game like this is obscene and shouldn't be an option.

  • On Monday I got 2 threats of being mori spammed by 2 different killers. One because I used a key to escape from an instasaw Billy with a pink mori that tunneled off hook to mori, and the other from a Nurse on Rotten Fields that didn't get a single kill and said I was teabagging her at the gate, which not only did I NOT teabag I left through the gate she wasn't even at, she never saw me during end game at all. I was with a 3 man, and the RANDOM was teabagging at the gate, so apparently I'm responsible for that person's behaviour.

    Survivors may be more likely to be toxic, but killers are 1000 times MORE toxic when they are toxic. They hold grudges and will harass you when they see you in their lobbies. I've been on the receiving end of this multiple times now from multiple different killers. AND NO, I don't BM or teabag or even send hate mail. I send a genuine GG after the game 95% of the time, live or die (the other 5% I just don't say anything, either because the killer was BM'ing during the game or I had them previously blocked). I don't run meta perks and I don't bully killers that I can tell aren't very good. Ask anyone I play with and most people I play against, I've been praised by some opponents for not being a toxic survivor.

  • That Myers dude would be a good villain in a horror movie.

  • Calm Spirit because FORK DOCTOR AND IS STUPID BULL SNIT.

  • What you gon' do with all that junk

    All that junk inside your trunk?

  • Neither are OP.

    At rank 1, Ruin isn't even worth using IMO. Good survivors (like myself) just do gens anyway. I play a game with 2 friends at rank 1 yesterday where we finished 3 gens super fast with Ruin up. As killer you need to really find alternative methods to slow the game at rank 1.

    DS was OP, but now it's fine. MOM too is OP now, but once the changes come it will be fine too.

    The only OP stuff in this game is some killer add-ons, pink moris, keys, and instaheals.

  • @[Deleted User] said:

    I run BBQ, Predator, Ruin, Nurse's.

    The reasoning behind Predator is that I find it much easier to tell when a survivor has doubled back with it. It shows very clearly where they stop and turn. It's also easier to track survivors when they aren't injured with it. It's an automatic win on indoor maps like Lery's.

    Predator can backfire though. The fact that scratch marks are less spread out means it will be harder to see them from a distance. It can help in a straight chase, but I find that the only perk you need for chasing/tracking really is Stridor, plus an aura perk like BBQ just to know where to look for a survivor. Plus, unlike Stridor, you can't use Predator when using MDR.

  • @tehshadowman33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/519744#Comment_519744

    Well. It depends. If you luck out and the obsession is a potato of a survivor who doesn't spawn next to teammates, you have some options that are really damaging.

    Combine it with Dying Light + Mori, or farm them for Play With Your Food Stacks and you can have the potential to snowball really hard early game as Freddy. Freddy really, really shines when there's only 3 survivors left due to his stalling ability.

    If you run Dying Light it's better to do Class Photo with ZBlock. You can find the obsession just as easily, you don't immediately give away that you are doing a DL build, and you have the most powerful aura reading in the game for the entire trial. BB is only going to help at the start of the game and chances are the survivor will wake up before you get to them. It's basically worthless.

  • NEW SURVIVOR PERK

    Right In Front - Every time you die, gain a 10% movement speed boost.

  • @drunky26 said:

    Sorry for making this thread then.

    Never seen this in my 700hrs of playtime :(

    Probably because it's a POS add-on and good Freddy players don't bother with it.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/519464#Comment_519464

    No, I'm a killer main so I don't see how often it is. But the times I do play Survivor which when I do its usually 20 matches or more, I rarely see these add-on combos. I'm referring to the OP add-ons also, i'm not talking about Killers best add-on combos. That's completely different from what i'm trying to get across.

    But you are talking about killers using their most powerful add-ons. Most powerful does not always mean pink or purple add-ons. It just means the MOST EFFECTIVE. Instasaw Billy is his strongest add-ons, but not the rarest. You see the STRONGEST add-on combos very frequently at high ranks.

    @Mellow7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/519177#Comment_519177

    Yep killer is fun at rank 20 but after that survivors aren't dumb and clueless you know?

    Subjective. I have a smurf account that I play for fun where I let survivors live and let killers kill me (unless I have an escape daily). It's fun for a short time but if you are good at the game, playing against rank 20's gets boring pretty quick. It's like playing a toddler in COD, it's not a challenge.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/519218#Comment_519218

    They're useful against stealth killers. Otherwise they're a waste.

    Spine Chill is definitely useful against all killers. If it lights up that means the killer sees you and is coming to chase you. It can let you know when the killer has BBQ or Nurse's or some add-on that reveals your aura. It can help you to juke killers at jungle gyms or in corn. Especially useful against a Nurse or Spirit in general, since if it goes dark that means they probably aren't following you so you don't have to run anymore. It can help you to know which direction to NOT go when trying to loop some spots.

    The only time Spine Chill is a waste is against SM Myers, but for that you just run because he is slow AF.

  • @LordGlint said:

    @Mochan the problem is unless your using specific perks to detect her, your kinda gonna get boned by Gen grabs that cant be helped. Not every Gen is around corn or grass for you to notice movement. For instances like the game map, thats EVERY gen where you would constantly have the possibility of being yanked with no warning.

    JESUS FLIPPIN CHRIST STOP SPREADING MISINFORMATION!!!!

    I will type this in big text so people see...

    Spirit does not move grass, corn, or bamboo while phase walking.


    The only thing that will react to Spirit phase walk are crows. If you don't believe me try it yourself in KYF. I've tested it specifically to prove a friend wrong when he made the same claim.

  • @MegMain98 The thing with Nurse's is that, once you get really good survivors it will be useless because they won't heal. That might not be often because most survivors are potatoes, but it can happen enough at higher ranks for you to consider using another perk in it's place. You can't hide from Stridor. If you are injured without IW, you will be easy to find from a full tile away and you can't hide your cries of pain like you can scratch marks, blood, or auras.

    Also those survivors that don't heal and just rush gens tend to run Iron Will so they can do that with little risk of being caught again. So now Nurse's is a waste AND you will have a hard time tracking that survivor on top of that. If they run Adren like is common with IW players then you probably will lose that game.

    Like I said, you don't want to focus on the distance of the sounds as much as the direction. Think of it like a radar and less of a "I can just hear better" perk. It makes it IMPOSSIBLE to hide from phase walk. So long as you understand that they will sound closer than they are, you should always be right on top of the survivor. If they try to juke your phase walk by walking in a different direction, you will hear them behind you so turn around and swing.

    To me it just sounds like you need to play with Stridor more and practice, because once you get used to it you can locate injured survivors with ease.

  • "I'm aware before anyone says it, "But Killers have Infantry Belt + Iridecent Heads, Pinky Finger, Insta-Chainsaw Billy, Infinite Tier lll Myers, Prayer Beads, etc." And yes, they have all these things. But how often do you normally see these things? Not often right? "

    This right here suggests to me that you don't play survivor at red ranks. You will literally see this stuff every game. The games where you do not see it are more rare than when you do.

    Also some of this stuff is not actually "the best" for that killer. Babushka + Braid > Iri Head + Belt. Tombstone Piece > Inf Tier 3. Flask of Bleach + Ether > Pinky Finger. You also fail to mention Nurse omega blinks, which I see almost every Nurse run at red ranks nowadays.

    So yes, in a way you are technically correct that you don't see some of these particular add-ons every game. But you will see killers using their strongest add-ons 9 games out of 10 at the highest ranks.

  • @MegMain98 said:

    @thesuicidefox Stridor helps tremendously against Iron Will, but how often do you run into players who have Iron Will? Unless it is lobby full of Jake players (even if it is Jake players I’ll switch to Leatherface because I want my Jake face) I don’t typically run into Iron Will.

    I don’t wanna have to readjust my tracking with Spirit and play boosted until I learn how to properly track with Stridor. It’s like learning Spirit’s phase walk all over again. If a player is new to Spirit then it is worth a try.

    It is worth a perk slot but if you don’t run into Iron Will frequently why would you use it? Maybe 1 out of 10 games I play somebody has Iron Will and it is typically a Jake player who isn’t that great. Not saying I haven’t seen good players with Iron Will but I run into the typical Self Care, Balanced Landing, Dead Hard, Adrenaline, Decisive Strike, and Mettle of Man. Iron Will isn’t very meta with these perks around.

    At red ranks there is at least 1 survivor in every one of my lobbies using IW. It's worth it when that 1 guy can cost you an entire game.

    Stridor is better than Nurse's because survivors can hide their aura, they can't hide cries of pain.

    Stridor is better than Sloppy because you won't always see blood but you can always hear cries of pain.

    Stridor cancels out the negative effect of MDR, since you can track purely by sound and don't need scratch marks.

    Survivors can't hide from you if you have Stridor, period. It's impossible. Stridor is necessary because it beats the only counter to her phase walk.

    Also...

    2YVQMEWUS0KN.jpg


  • @MegMain98 "Ehh...Stridor? It is definitely useful against Iron Will but it can also disorient you. It makes survivors seem closer than they really are. You gotta get used to the the volume of their injured moaning and how far they really are from you. I usually just let the scratch marks guide me to their general direction and then listen for their injured moaning and footsteps."

    You do have to be aware that they will sound closer than they really are but it makes it impossible to hide from you in phase walk. You want to focus more on the direction of the sound more than the distance. And once you get used to it, you will be able to easily pinpoint a survivor (not using IW) from a full tile away.

    Just wait until you get a really good survivor with Iron Will that knows how to play against a Spirit. I'm telling you it will be impossible to track them efficiently without Stridor. I do it to Spirits all the time.

    "Also, do survivors still hear Spirit making her Walugi noises when she has Insidious? Because you can still hear Huntress humming if she has Insidious, didn’t know if it was a similar situation."

    You hear the moans and glass cracking. Not sure about the wah's, but the survivor would have to be pretty close to hear that. The main idea here is to combo it with Prayer Beads so that you can pull some serious 1000IQ mindgames. But like I said it's more of a meme strat than it is an effective one.

  • Stridor is a must have for Spirit. People will tell you that only baby Spirit's use it... well they haven't played against high rank survivors using Iron Will and/or Spine Chill. But get a good survivor with these perks and they will be a nightmare to track. You will constantly be guessing wrong where they are and wasting time on them. I run both perks and I will tell you that every Spirit I face has the hardest time chasing me. You want Stridor, trust me.

    BBQ is good for her because her power let's her apply good map pressure, in the same way that Nurse and Billy can.

    MYC is very strong on her. It makes her chase potential even stronger, and since you are Spirit most survivors tend to just play very immersed for 60s, meaning they aren't doing gens or healing. After a good snowball you end up with a game where everyone is injured, and if you have Stridor that's EZ PZ kills.

    Ruin or NOED for obvious reasons.

    PGTW is very strong on her, and IMO will become meta once the buffs on PTB go through. Good combo with BBQ. Hook > check BBQ to see which gens are being done > kick gen with PGTW. Right now my main build is BBQ, Stridor, Ruin, MYC, but I will be swapping Ruin with PGTW most likely.

    Insidious is fun to use with Prayer Beads. More of a meme than it is effective, but it is definitely fun. Insidious will proc on the husk as you phase walk, meaning you don't need to wait the full 4s to get the effect. You can wait 2s, start phase walking and it will still trigger. However it will end once you exit phase walk even if you are standing still.

    Sloppy and/or Nurse's Calling are good picks, but once you get better survivors that don't heal and rush gens they become worthless.

    Discordance and Surveillance are very strong for her, especially if you run Prayer Beads.

    Devour Hope is very fun, and if you use TOTH and Prayer Beads it's very strong too.

    Haunted Ground is solid for her but people tend to expect it on Spirit so they won't always take the bait. If you run another totem it's more effective.

    Third Seal is surprisingly strong on her. If you can get 4 stacks, then you can start slugging and win the game very fast. More for skilled players though, I wouldn't recommend it if you are new.

    M&A is good for her as it makes her a bit more stealthy. I personally don't like it, I feel like most of the time it becomes a gimmick since once survivors know you have it they will be extra cautious.

    Lightborn is pretty good for her too. One of the common mind games is to just stand still and pretend you are phase walking. But smart survivors with a flashlight will try to blind you, which both reveals you are NOT phase walking and if blinded will drain your power until the effect is gone. But with LB you can sponge the flashlight, making it look like you are standing still, then trigger phase walk and catch them while they continue to flashlight you. Sadly it's a very niche use of the perk, but if you ever get a game with multiple flashlights give it a try.

    Prayer Beads are her strongest add-on, borderline OP. Mother Daughter Ring is second strongest, but requires you to have better tracking skills (Stridor makes it easy though). Amulet is her best all around add-on. Bread and butter add-on combo is speed and duration. Extra lunge and recovery are nice too, but don't help as much once you get better with her. Cherry Blossom/Juniper are very underrated and can help you mind game even harder in a chase. The only add-on I would say don't bother is Father's Glasses. Once you learn Spirit (and use Stridor) this add-on becomes pointless.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/518686#Comment_518686

    You still hear her footsteps and the moving grass still gives you a way to counter it.

    SPIRIT PHASE WALK DOES NOT MAKE GRASS MOVE.

    I've tested this myself, stop spreading misinformation.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/518621#Comment_518621

    Playing around it how? Just never touch generators again?

    This is exactly my argument. If you don't have Spine Chill you are stuck just playing immersed because that's the only counter.


  • @ScottJund said:

    People complain about it because there is essentially no counter to it. If you're bringing Spine Chill and Premonition in every match in the off chance you just happen to run into a Prayer Beads Spirit, you're kinda already wasting two perk slots every game for two mediocre perks (compared to the best survivors have).

    Pretty much, it negates all skill. The best Survivors in the game can't just randomly predict the killer is a Spirit with Prayer Beads as they get grabbed off a generator - that's an awful feeling. You don't feel like you got outplayed, you just got cheesed.

    Spine Chill is actually a good anti-stealth perk. It's useful against a lot of killers particularly PB Spirit. However that doesn't make PB fair, so I agree with you otherwise.

    @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/518275#Comment_518275

    Premonition, Spine Chill, Iron Will, moving grass and simply being cognizant of the killers location.

    Along with a few other "soft" counter type perks to help you better know the killers location throughout the match to anticipate her coming and for jukes.

    Spirit does not move grass/corn while phase walking. My friend and I got into an argument about this and tried it in KYF, IT DOES NOT MOVE. That means the only indication a PB Spirit is around is the footsteps (which is supposedly a bug but should be a feature only for PB) or Spine Chill/Prem.

  • You can hear Spirit's footsteps when she is really close. I think this needs to stay for Prayer Beads just so that you don't get free grabs all the time. I main Spirit and it's honestly dumb how easy PB makes the game, so if there was that slight warning when she's super close to you at least grabbing will be more difficult.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/516018#Comment_516018

    @FireHazard

    First chase, just got SF (Spirit Fury) activated. Most pallets were safe, so I had to break them or else I would get punished later. This is what happened soon after activated SF :(

    https://xboxclips.com/NMCKE/08e08d05-f950-4ab5-be38-2f8c9a511a04

    Haddonfield is broken for killers. The only killer who can do well on this map is Trapper because he can shut down the house loops with traps, and if he gets you in the basement it's GG.

    Also you had no Ruin, so it would be expected that 2-3 gens pop in your first chase.

    If you main Nurse then you need to practice as anyone BUT Nurse. I won't deny that some killers have it way harder at high ranks, but I'm betting that you were so dependent on the strength of the Nurse that you never really learned how to mindgame or loop properly. If you did you would be more successful, though still at a disadvantage.

    Like I first got to rank 1 as Freddy, worst killer in the game. I had to deal with a LOT of bullying and BS and it was a struggle every game. It got to the point where I learned how to beat this stuff, and even though it's still hard it's not as bad as it was before. Then I tried using stronger killers and WOW did I notice a difference. I was crushing survivors because I was so used to playing hard for kills that when I had a stronger killer it became almost a cakewalk. Yea there are still the occasional teams that pull one over on my Spirit, but as it stands most survivors die when I play Spirit. If they escape it's usually because I closed hatch and they got a door. Only twice this month did I have survivor legit get to the gates themselves, and 1 game I was playing super nice because 2 of my friends were survivors (they would have been dead if I played like I normally would).

  • @HavelmomDaS1 said:

    The optimal genrush requires survivors to work on gens alone. So your suggestion is just promoting genrushing actually (besides at the end of a match eventually) and it makes toolboxes a useless item.

    No that's not gen rush. Gen rush is when you have multiple survivors with perks/toolboxes gang up on a gen to do it in 30s. Splitting up to do different gens is not rushing because you are doing the gens at the normal speed, albeit at the same time. The only time where THAT is an issue is at the start when there are 7 gens to protect. Killers can possible protect 7 gens. But they CAN protect 4 gens, which is where most killers win the game.

    What you want is for survivors to just not do their objective until 4 minutes into the game. That is both unreasonable and game breaking. Survivors do gens, that's the thing killers need to accept. If they pop 3 in your first chase, it's not always a loss if you can hold the game at that point which a lot of good killers can do.

  • @drunky26 said:

    oh yeah punish the survivors for doing their objective.

    It's not actually punishing them, just making it more difficult to RUSH their objective.

    You could compare it to MOM or DS where it makes it more difficult for the killer to RUSH a kill by tunneling.

  • @NoShinyPony said:

    @thesuicidefox "Mistakes that become more common if their objective becomes more difficult to do."

    But that's the issue. The killer still depends on the survivors making severe mistakes.

    That's what bothers killers, that's why we are talking about adding a 2nd objective to the game: Currently, killers feel helpless because they will only win if the survivors make really big mistakes. A 2nd objective should change that and not follow the idea of "the killer can only win if the survivors play bad".

    Right but the problem is it is too easy to NOT make a mistake as survivor, particularly when it comes to doing gens. If you increase the chances survivors make mistakes then killers benefit without needing to change the core dynamics of the game. It has to be this way because if you make the game where survivors never make mistakes yet still die that is bad design. The burden of success is ultimately on the survivor not on the killer. Killers punish mistakes, and the better the killer the less room you have to make mistakes and the harder you get punished for your mistakes. If the game were designed so that perfect play from killers means no one ever escapes, that will kill the game.

    Yea it kinda sucks for killers, but it needs to be this way for the game to be as dynamic as it is. And no survivor plays perfectly 100% of the time either. I could play perfect for 99% of a game, make 1 single mistake and die to even an average killer. Now imagine if it didn't matter how many mistakes I made, I just die anyway. That's dumb. You might not feel that way because you main killer, but it is seriously dumb. In order for killer to really lose you need to have 4 survivors play perfectly against you. That doesn't happen, so therefore you should still be killing survivors. It's not as big of a problem for them because their enemy has 4 times the chance to make a mistake. Even if you have 4 good survivors, if 1 makes a big mistake that can cost all of them their lives.


  • @NoShinyPony said:

    @thesuicidefox When all survivors are still alive when there is only one gen left to be done, it IS pretty much Game Over for the killer. At this point, the survivors would have to make some severe mistakes to still lose.

    The killer needs to have at the very least one kill when 4 gens are done, 2 kills would be better. Trying to defend one gen against a group of survivors isn't fun, neither for the killer nor for survivors. (Again, think of the 3-gen-Doc.) It usually results in 30-minute-matches or even worse. Also, good survivors will keep the positions of the gens in mind and not create a bad endgame scenario for themselves.

    "When all survivors are still alive when there is only one gen left to be done, it IS pretty much Game Over for the killer. At this point, the survivors would have to make some severe mistakes to still lose."

    Mistakes that become more common if their objective becomes more difficult to do.

    And no, it's not game over until the last gen is done. You can still snowball in this situation, it's just that the odds are stacked against you. Therefore it only makes sense to have a mechanic that stacks odds in your favor to counter-act the negative odds.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/516815#Comment_516815

    I can see your point, but what I mean by punishment is that you're making things harder as they do well which is just a different PoV to how you think of it.

    I can also see the value of forcing survivors to put more focus on the generators rather than looking around for the killer.

    Punishment implies that they are stopped or have some thing done to them for doing gens fast (eg. Exposed). This isn't that. You can still do gens it will just be harder to do them super fast near the end of the game. The situation can be avoided by pacing the gens, or taking time to do other things while the overheat regresses. Or, if you are a very good survivor, you can just plow through it.

  • @SpaceCoconut

    "This mechanic punishes that efficacy and I don't think it's a good thing."

    Actually it doesn't punish anything. You aren't being punished for doing the objective faster, it merely becomes harder and harder to do as you do it faster. This means you can still do it, but it will only work if you are good at the game. It's adding more skill to a rather skill-less objective.

  • @NoShinyPony said:

    @thesuicidefox Genrush is when gens are done too fast for the killer to keep up. A good genrush is founded on survivors working at several gens at the beginning of the game.

    As I wrote above, when the survs managed to have 3 gens done when the first person gets hooked, they have already rushed and pretty much won the game.

    If the game focusses on defending the last gen, that means abandoned chases, very long matches in general, and at least for me personally not a great gameplay experience. (I'm thinking of the 3-Gen-Doc tactic.)

    I'd prefer to give the killer more time for chases and hooks (= 2nd objective for survivors).

    "As I wrote above, when the survs managed to have 3 gens done when the first person gets hooked, they have already rushed and pretty much won the game."

    No they didn't win the game. They only win when they do 5 gens and power the gates. If they have 1 gen left, then only 1 has a chance to escape through hatch.

    Most of the time when a killer wins a game, it's with anything between 1 and 3 gens left. They win because they managed to stop survivors from rushing the last few gens. Since there are less gens and more survivors, they will want to gang up on gens and will finish them in less than 30s. Sitting doing a gen by yourself when the killer is occupied is NOT a gen rush. You do the gen in 80s on average. When multiple survivors gang up on gens late game, or when they use perks/toolboxes to do them fast, THAT is a gen rush. They are literally doing the gens faster.

    Also, you can't stop survivors from doing a single gen, that's an unreasonable expectation. It should be expected that at least 1 gen is done in your first chase, if not then you are playing against potato survivors. The problem isn't there, because most of the time when survivors do a bunch of gens at the start they don't account for the gen position, leaving the last gens closer together. This makes it easier to protect them as killer, but now they will gang up on gens which makes protecting those last ones HARDER than protecting the first gens because they can be rushed.

  • S L U G T H E M

    Seriously, slugging slows down the game so much. Just knock them down and go after someone else. Trust me it will work.

  • @NoShinyPony said:

    Usually, genrush starts by all survivors working on several gens. While one surv is being chased, the other 3 survs would work on their gens without severe overheating penalty.

    When the scenario "first hook, 3 gens done" happens, it's Game Over for the killer in most cases.

    I disagree with this. This isn't a "gen rush" it's just a situation where 3 survivors can just do gens no contest. They aren't rushing to finish the gens really. They are doing them at a normal pace under no threat.

    The real issue comes when you have 1-2 gens left and survivors gang up on gens with toolboxes and perks to just plow through the gen in 30s. It's crazy that you can do a gen that fast, and ultimately that's the point where most killers win or lose.

    Plus you are caught in a situation where you have to babysit a gen because there are 3 survivors hovering around it. If you kick it, they just tap it. If you take a chase, they just double team it and finish it anyway. So if doing that became more difficult the more they messed with the gen, then killer has more chance to gain momentum and win.

  • @Eguzky said:

    Here's the thing I love; using ANY perk with an Obsessed, and having a SWF group pop in. Without fail, every time, whoever is the Obsessed quits, which renders my Obsession perk(s) completely useless against his friends.

    It's gotten so bad that I don't use any perk that relies on an Obsession, and I have not for a long, long time. It's just such a joy that I can be screwed out of a perk slot by scrubs who have to cheat to win.

    DYING LIGHT

  • Basic killer works for him: BBQ, Ruin, Enduring, Spirit Fury.

  • @JawsIsTheNextKiller said:

    I'd like to be able to hear breathing sounds with Stridor.

    You can though?? I use Stridor on Spirit and I hear healthy survs breathing all the time.

  • Left Behind: Remove current effects. As last survivor, allows you to pick the hatch lock in 12s. Start the game in the Broken state for 100/80/60s.

    Insidious: Remove current effects. Stand still for 4s to suppress terror radius for 30s. Suppress red stain and reduces character noises by 0/25/50% while perk is active and you are not moving. Becomes inactive when you attack, use your power, or grab a survivor. Requires 2 hits on survivors before each activation. While active, killer collision is broken and killer is immune to survivor detection perks.

    EDIT: Also this...

    This is a list of changes I would make to killer perks that would make them more viable in actual games.


  • Did they say this? I imagine it would actually be very easy to do. Easier than trying to figure out if the survivor is looking at Ghostface.

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