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unluckycombo

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  • I really don't mind facing it honestly. I think the issue with those perks and their combined potency comes more so from the strength of the Killer (Like Nurse and Blight) and totem spawns. I'll only ever really complain when the totem is in some sort of god spot (Like the weird box of Lery's).

    I personally don't like running it though- it doesn't feel consistent enough for me to enjoy. (Which, would be fine if they were fun perks like Haunted Grounds, but they're not- so...) They also fall into the same spectrum of a lot of perks like NOED, where the combo feels really strong when you probably don't need it (Like versus a solo group) while not being strong enough when you do. (Like against a good 4 man.)

    I can also see though why people dislike the combo with how much it has the potential to stall gens, even if it doesn't personally bother me.

    Idk, I don't think it's the absolute worst thing to ever play against these days. Back before the Undying Nerf, I would have said that, because Ruin Undying used to be stupid strong, but currently? It's fine.

  • For me, it was Jake's Lore, design, and perks. His stuff just kinda resonated with me, and I haven't stopped liking him since.

    For Pyramid Head, it was the versatility of his power mixed with his... assets ;)

    For my secondaries though, I like Nea for her bright outfits and her urban style- reminds me of aesthetics I really like irl. Steve is my fav boi from Stranger Things. Ash is... well, it's Ash from Evil Dead. Who wouldn't want that? And Leon and Felix are cute.

    I like Myers because... well, it's Myers. He's simple, fun, and has really nice legs. Nuse is for all the technical aspects of playing her, and Spirit is for all of the interesting concepts of her power design. Ghostface is purely for the crouching and Mori.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462897#Comment_2462897

    It’s not about me not loving the look of prestige or “not wanting to do it”, it’s about the time bro.

    If I dedicated myself to prestiging I’d be wasting tons on my personal time - I don’t play video games like I used to for hours on end. To P3 all-perk someone you need like 10 million or more blood points, no?

    Oh yeah, it takes a metric crapton of time don't get me wrong. I just don't mind the investment personally and is something I don't mind grinding out bc of where I am in the game- I have like 8 Survivors at P3 50 and 4 with nearly all perks (Not counting ones from the DLCs I don't own and have been waiting to come onto the Shrine, so p much all the perks I have unlocked.) And my main Killers are P3'd with decent perks, so I really don't mind something extra to grind out. (Still though, the grind for new players is extreme and I wish they would reduce the grind overall.)

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2462116#Comment_2462116

    It’ll be the biggest waste of your life if you prestige every character in this game, don’t do it!

    Every perk on every killer, sure… on survivor it’s pointless.

    Can't relate, I love prestiging characters. If it's a character I like and they have a good P3, I want it. I really like the P3 heads because of how simple they are yet how much they stand out.

  • Remember that DBD is just a game, and focus on the positives from that game.

    For example, you might have had a bad game, but maybe you got 4 BBQ stacks. That in itself is a nice chunk of extra BP! Maybe you got a 1k, but you also got your archive challenge done- hey, easy BP and more progress to the Rift. Maybe you didn't get a kill, but you learned something about how to run a certain loop.

    You're gonna get mad sometimes, but that's alright. You're also gonna have games that are just... bad, and that's also okay. Doesn't mean you can't try to learn from them though.

  • Discordance+Surge. And, depending on what Killer you are, snowballing to generate pressure by getting more injured states faster. (Or downs as any insta-down Killer.)

    You can also run Sloppy+Thana if you're playing an M1 Killer who wants more consistent overall slowdown.

    You also didn't state where the gen was, which is a game changer- there are gens that can be really safe for Survivor that you want to pressure a bit, but be okay with losing in the long run. (For example, the Saloon gen in Dead Dog. The building is pretty safe against good Survivors, but a lot of the rest of the map is unsafe, so if you identify that, and Survivors are working on a gen in an unsafe area and Saloon, you can focus on the unsafe area first to try to force down pallets and ignore main building gen. Making those unsafe gens even more unsafe, and not allowing Survivors to waste too much of your time in those super safe areas. Obviously, all of this depends on how you want to play, and if you wanna just chase guys till they're dead that's cool and you do you, but stuff like this, even if being a bit slow and monotonous, tend to have a decent payoff in my experience if you're thirsting for 4ks.)

  • They're not consistent enough on either side for me to enjoy playing with or against.

    They spend too much time getting stuck on everything and anything as Killer, while going from either not present to frustrating to verse as Survivor where they feel like they can sometimes tag team you and force you to spend substantially longer doing certain actions. (Like gen repairs or healing.)

    I wish they weren't so RNG. I think they can be kinda funny with how they are now, but I just don't like how extreme their RNG is. At least with Pig and Trapper you'll know you'll be out in a certain amount of tries. (This isn't to say I don't like RNG, as I actually love RNG in this game- I think the map RNG and chests for Survivor are fun gambles. I just don't like that half of an entire Killer's power is based on RNG that no one can really effect.)

  • @ThiccBudhha said:

    The game is poorly designed because survivors go for unsafe unhooks? I mean... I think it has some design issues. This isn't one of them.

    To be fair, if you just sit there and stare at a hook as Bubba after hooking someone, or just wander around the hook (even when no one is around and there is no sign of them being around, and you do this for every single hook) it makes unhooks unsafe. There's a big difference between situations where Survivors are forced to do safe unhooks like that, and ones where they just run in while getting chased by the Killer to unhook in your face/chased you while you were carrying the survivor to hook just to instantly yank them off hook.

    I think the argument is that certain forms of forced unsafe hooks shouldn't be as easy to get so much value out of, not that Survivors shouldn't ever have to worry about unsafe hooks and should just be able to consider every unhook 'Safe'. (For example, making an unhook unsafe by proxy camping to secure a kill in EGC, or someone entering chase and running the Killer to the guy on hook to loop isn't something I think most should say a Killer should get punished for- but someone who gets a down and just sits in front of every hook (Even if there are 5 gens left) probably shouldn't be as heavily rewarded as it can be. (Note that I'm not suggesting Killers get punished or something, I just don't think it should be as easy or lucrative as it has the potential of being for how easy it is.)

  • I mean, sure if it happens I'm alright with it if it's a few games out of the night. If it happens back to back for like multiple games in a row though I start losing my patience for it pretty quickly, especially in cases where it's like getting camped/tunneled out at 5 gens left while you're running a meme build or something.

  • Turning was improved for console and his POV being increased made him not feel like you were playing as an oddly tall midget. Mix that in with being a killer who many are considering to be up near Spirit and Nurse with strength mixed with the amount of mechanical skill needed to play him, and a lot of people really enjoy him.

    Personally, I don't find him too fun to play (Killers like him, Oni and Billy leave me really disoriented from how fast they move.) and he's not my favourite to verse, but I'm happy people can find enjoyment from him, since he is a well-balanced Killer.

  • Either don't hit them immediately when they get up and wait out the endurance, or... Don't slug? If you had 3 down at once, surely you didn't have all 3 just come off hook.

  • Jakes are really, really weird. Jake players are just an odd breed of memers and idiots. (And I can confirm, as I am a Jake main.)

    You can't trust Megs. You just can't. They're either newbies who walk everywhere, or they're teammates who know exactly what they're doing and will leave you for dead. The Megs who don't do this are a rare breed.

    Ghostfaces are, as you said a bunch of memers who also have a tendency to go from 0 to 100 in an instant.

    Myers are also memers, however they can also be tamed to a degree. Some are quite feral still, but many will indulge in memes with you. (I've killed myself to *so many* Myers who tried to let me leave just because we nodded at each other, and then when a teammate would try to join in he would kill them. Good times, makes my buds really mad at me lol.)

    People who run your typical 'Toxic Nea' get-up are usually just bad and want to practice chase, or they're bad and think they're good because they ran a baby Trapper the game before with DS+UB on Ormond.

    Dwights are really confused. I've seen a lot of Dwights just be kinda lost during the game.

    Pumpkin Head Nurses are sad and cursed beings who need a hug.

    Feng players will DC if you even sneeze in a way they don't like. (Can confirm, as I know a Feng player who will do just this.) They also care about nobody's life but their own.

    Frosty-eyed Killers are usually new and quite bad, and will probably camp or tunnel.

    Plain, School Girl and Frosty-Eyed Spirits tend to be babies who get really tilted in post-game chat and claim gen-rush, when they consistently failed at using their power.

    Twins players tend to stack every gen regression perk known to man. Three-four gen regression perks. Aura reading? Haven't heard of her. Exposed who? Not gen regression, not interested.

    Demos are sweethearts. They just are.

    Plain Bills will always UB as soon as possible in the game. 5 gens left and Killer is about to pick them up? Just stand up in their face. P3 Bills have committed war crimes and they're ready to commit more.

    Bubbas are wild cards who are all normally really funky and absolute weirdos. I love them.

    Jills will do everything they can for Blast Mine value.

    Nemesis players tend to be really grumpy. I don't think I've met a single one that hasn't either facecamped/tunneled as soon as they hook someone, BM'd at hook, or got grumpy in post-game chat, no matter the outcome of the match. (Had one last night try to make me wait out the slowed EGC as a slug... when I was trying to give him a kill because he didn't get one all game and my teammates had already left. That was a ride.)

    Claudettes will do everything in their power to never pull aggro. Claudettes that will take hits and pull chase are a rare breed.

    Wraiths will do everything possible to be rude. I've had more Wraiths BM at hook and make it their goal to camp or tunnel some poor soul out while also being rude in end game chat then any other killer. I don't know who hurt Wraith players, but I don't trust them because they all tend to be really stinky.

  • I've had this moment quite a few times myself, so I totally feel where you're coming from. Coming home from like a bad day at work, where you were already mentally feeling like crap and use this game to unwind only to get put with folks who seem to make it their goal to drag everyone they verse is depressing.

    I hope you're doing better, and just remember you can always disable chat. And here's to hoping that there are more things done in the future to discourage this sort of behavior among the community- streamers or not. There's some great moments (Like Light in the Fog event), but I do think that there are quite a few folks who are needlessly toxic who have a scarily big following in this game, and it merely encourages the spread of negative behavior.

    Hope you can one day come back to the game and enjoy it. I know I was feeling really burnt out of it for a while recently due to a mix of mental health issues and cases like this, but I've found that running random perk builds and being overwhelmingly nice and positive to nasty teammates has helped me out a lot, so hopefully you can find something similar to bring you enjoyment if you ever return!

  • I mean, it depends on what you consider a 'win'. Like, if you're considering a win a 4k, then I personally think that that's a bit of a high standard in the first place.

    Personally, I see a win as a 2k or more with full BBQ stacks, or an archive challenge getting completed. But everyone has different standards for a 'win', so...

  • I really wanna know how Trapper is so high up tbh- like higher then Wraith.

  • Dead Hard is strong because it does let you both dodge hits (with decent latency) and allows you to gain distance at pallets after greeding them. I think the real issue with it is people using it just to play safe and having 4 Dead Hards on good players is annoying.

    I will agree though, I do think Sprint Burst is overall a better exhaustion perk (And I personally like Balanced Landing over Lithe, but that's just me.), but I do appreciate Dead Hard. I think whenever it works it's a perk that really does a good job rewarding you for knowing how to use it well, but it's too inconsistent at anything but distance (The most boring part of it).

  • Nah, I think 5 gens is honestly a good balance. The issue lies more with map sizes and Survivor spawns, but as other people pointed out, on smaller maps it would just make 3 genning even easier on those maps. (I think we've all been seeing the posts about how gen spawns are getting really weird over in Lerys and I know I've been in multiple games over at Chapel with a nasty 3 gen in circus...) I think the better solution would just be to adjust survivor spawns and go from there. There's no reason every survivor should start on separate gens.

  • @Red_Beard said:

    The reason I don't mind NOED is because it is a deterrent to rushing gens and closing the game in 5 minutes. If me as a survivor is worried about NOED being a possibility, then I need to do the side objective and search for the totems and take it out of the game. It was fun to watch them have to worry about and deal with it in the hardcore challenge.

    NOED can be strong in end game. It can also be found immediately and cleansed before you even get a down with it.

    There are many perks that aren't earned. I don't think just because it has a one shot mechanic it necessarily needs to be.

    Eh, that's fair. I personally think that NOED is an issue purely because it feels like it does too much when you don't really need it, while not doing enough in games when you genuinely need it. (Like, games where you are doing well as Killer, if you get to end game with 2 dead and 2 left, NOED is going to annihilate them, especially if you already were keeping up enough pressure during the game where they struggled to even get gens done- let alone bones. Meanwhile, in games where you were already struggling to get hooks, chances are NOED is going to be cleansed immediately (Or the bones are already done), and not really give you the support you need unless the Survivors are super disorganized (ie, Solo or just a messy group), super altruistic, or don't have anything to support against slugging. Mix that with obviously being a late game perk, and I just have a hard time justifying running it over other perks where I know I'll get decent value out of them. (Heck, even solo Devour has been giving good value compared to running NOED.) I just think that it would be nice to be reworked to something that actually gave you support when you need it, instead of feeling like a sort of 'salt in the wound' situation.

    @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449103#Comment_2449103

    The problem is he has massive sway with the devs. They were even watching his stream during the ptb.

    Name a single survivor meta perk that is "earned" NOTHING a survivor does is "earned". But killers must go through multiple hoops to get a perk to proc once with a 20 minute cooldown after.

    Do bones of GTFO when the gens are done. Survivors hate it so much because they want to make a "sick" hook rush bt body block play out the exit for the youtube montage.

    I guarantee if NOED became meta then survivors would equip one of the multiple totem perks or a map and it wouldn't be an issue. Even as it is it isn't a problem for SWF. How many times did they cleanse all 5 totems during their hardcore survivor challenge?

    Uh... what? Adrenaline and Deliverance are both really popular meta perks that require you to do things to get them to proc. Detective's Haunch and Inner Strength are also popular, and they also require you to do things to get the effect. Another major one is We'll Make It.

    There are plenty of perks on both sides that have a lot of stipulations and are fine perks, just like there's perks on both sides that have restrictions that are too heavy or too inconsistent to be worth running. (Secondwind and Gearhead come to mind.) Just like there's plenty of perks that are influenced by actions purely by the other side. (Like Unbreakable or Haunted Grounds).

  • Sure, if Nea keeps deciding that she wants to t-bag at every loop I'll help her find a different game to press CTRL in when I get the chance, but I don't go out of my way to do it- especially when players like that either do it because they just want to be annoying and get attention, or you've been focusing a teammate all match and they want to pull aggro. (I'm a generally fair Killer, so I know it's not the second one for me.)

    Besides, a lot of Survivors that do that tend to be overly altruistic and you can use that to your advantage.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2449974#Comment_2449974

    You do realize it’s literally impossible to do 12 hooks on any non top tier killer if the survivors are not bots? Every big streamer for this game also says that.

    I think the best example is watching true talent get friggin slapped trying to play nice against a tournament team.

    I wanna see you go into skill based matchmaking and win some games against top tier survivors as like clown while being a basic bih killer who just downs survivors, hooks them, and then walks away to another chase all the way across the map.

    I literally bet money you won’t win.

    Are we really going to compare Tournament Scrims to Pubs? Because those are two, very, very different and should not be considered the same in any way, especially in a conversation like this.

  • It's a lot of practice! I'm not a God-Tier looper, but in my friend group I have the reputation of being the runner when we play.

    A lot of it is a mixture of map awareness and understanding the Killer you're facing. If you can read the Killer like an open book while you chain together tiles and capitalize on their mistakes, you can make loops last longer then before and make chases last a long time. Making good predictions on mindgames and understanding how to bait out attacks from certain Killers (For example, I'm decent at baiting out multiple PoD from Pyramid Heads, but I struggle against Huntresses who know what they're doing.) Along with this is understanding angles for other abilities- things like Oni's demon dash, can be played around at certain loops if you understand the angles.

    And, obviously, deadzones- you don't want to be caught out of position in a place where you have no resources, or you're just giving the Killer a kill. Understand when and when not to be in Deadzones, and if you're really worried about them, run a perk like Sprint Burst to make Deadzones safe.

    Another big thing is that you have to be okay with some Killers just being better then you or have little to no counterplay in chase. (Things like good Nurses, Spirits who understand how to phase, Hag's when chased in their Web, Trappers when chased in their area, or just being put against someone with more experience.) It's gonna happen, along with bad days, and that's okay.

    For improvement, I always recommend checking out Otz for his amazing gameplay and informative style on both sides (Killer and Survivor) and I recommend Ayrun for his Survivor gameplay. Both are amazing players and there's a lot of little things you can learn from them.

    As far as perks go, I always like recommending Spine Chill + Resilience (Vault Speed Build), since it makes Windows feel so, so good. (Tired of feeling like you get hit through more windows then it feels like you should? This combo helps. It also can help extend your chases by a long shot.) For exhaustion perks, DH is always a great option (Run what you want, just don't BM is my golden rule.). I would recommend Sprint Burst though to minimize getting caught in Deadzones, or Balanced Landing which can also minimize certain deadzones and make certain places better to loop. Dead Hard is inconsistent, but amazing if you pull it off. Lithe sort of encourages you to leave safe structures, so I don't personally like running it. Smash Hit is fun, and great at unsafe pallets, but can be hard to get off against certain Killers, and like Lithe can encourage you to leave a safe structure before you really have to for something worse.

    Final perk is your choice, but I do like running things like Alert to see where the Killer is and what they're breaking, Bond to make sure you're not running into teammates, Kindred for hook plays, or Iron Will/Bite the Bullet with a medkit for those saucey 'Losing the Killer midchase' plays.

    Just experiment though and have fun with it and I'm sure you'll learn with time.

  • @ZaroktheImmortal said:

    So a rank 1 killer had downed everyone but me and one other after they had tunneled the entire match as blight then instead of hooking the other they let them up and the other survivor pointed me out where I was to them. Isn't that an offense that can get them banned? Not to mention really crap play on both their sides. Seriously players like that should be kicked out of the game after I made that report I hope they actually do something about people like that.

    I believe you can report those players for it, but it does just happen. I've been on all sides of this, and in my experience, it usually comes down to the Killer either liking something that Survivor did, the Killer wanting the Survivor dead for stalling the game (AKA hiding out while the other person was attempting to do gens with like 2 gens left)/hiding all game, and the Killer wanting their BBQ stack.

    It is what it is.

  • Gen speeds don't need to be changed. What needs to be changed is certain map spreads (Red Forrest, where the majority of Killers cannot get to the other side of the map before a gen pops) and Survivor spawns. Survivors shouldn't spawn on 3 different gens.

    Increasing gen speed wouldn't solve these issues, and would merely make the game even more miserable for Survivor, where you'll be lucky to get teammates who know how to press any button that isn't Self Care. (This is an issue present in Duo and Trio SWFs as well, not just solo survivors, but they definitely have it the worse.) To add to it, you need to remember too that the entire nature of this game means that Killer is at its weakest in the beginning. They have no pressure, but once they start getting it, Killer does have a lot of potentials to just plow through Survivors if they're too uncordinated. (Which is common.)

  • You reap what you sow. The more people who camp and tunnel, and more reason Survivors have to click and BM in match, and vice versa.

    Play how you want, but if you camp and tunnel every game, don't be shocked when people BM you. It's p simple. You're always going to get stinkers either way. But imho I'd rather be nice and at least try to break the cycle than feed into it.

  • Balanced Landing for sure. I already prefer it over Dead Hard because it turns areas that are normally hard to play and/or straight up dead/kill zones for easy access to a better area or a fast get away, without having to manage exhaustion like SB.

  • Wow, Lery's gen spawns have always been a little wild, but that is just insane.

    My vote for worse three-gen will always go to Father Campbell's Chapel though. I've gotten multiple 3 gens practically within LoS of each other over at the Carnival more often then I've had a god-awful Lery's gen spread, so....

  • I'm gonna base my list purely on how often I see them versus how good I think they are, but...

    1. Oni. Great Killer, not quite sure why I never see him any more.
    2. Plague. I know a lot of people dislike playing her and she has a weird issue with the emblem system, but she is a fantastic Killer and I think she has some of the best add-ons in the game.
    3. Twins. I'm happy I don't see them very often. Very clunky to play, but powerful and they really do have a lot going for them in their kit.

    Idk, I think it's hard to find a truly underrated Killer these days. The Killers that are considered 'Bad' are generally considered so for one very good reason or another. (Or multiple.)

  • As someone already mentioned, Devs are still looking into Key changes, and seem to be considering making Keys and Moris base mechanics that you earn during the match, instead of making them items/offerings. (As stated in the Anniversary Stream.)

    I would also like to give a gentle reminder that the Devs are working on and with things way ahead of what we currently have and play with.

  • @Sonzaishinai said:

    We technically already have it.

    KYF ensures you play with people who you can agree with to play casually

    Eh, it kinda goes both ways though, as KYF is also what people prefer to use for 'Comp' games, as teams will be able to have complete control on what maps to go to, along with a mutual understanding of both sides being there to practice at their best.

  • Eh, I actually don't mind Tinkerer. I think it's in a fine place overall.

    But I do agree with some of your point, even if it's not about Tinkerer specifically- there are a lot of perks on both sides that feel like either complete overkill while also feeling absolutely useless when you genuinely need it, and I wish it didn't feel as common as it does.

  • PH is 100% worth the time investment, especially if you find him fun. He's a really good Killer with a unique playstyle, and those before me explain him a lot better then I can!

    So instead, I'll just leave you with the tip of not letting others get to you (Especially while learning a new Killer) and to never forget that you can disable post-game chat if you feel inclined to do so.

  • Outside of Shirtless Myers, I'd really like to see Jake beach day outfit, or any character get those sneakers that light up when you run.

  • While I appreciate the idea, there's a really, really good reason that there's no 'True Anti-Tunnel' perk in the game. Tunneling just isn't something a Survivor can change, and all they can do is stall. A perk like this wouldn't really solve the issue of the Survivor getting tunneled barely getting any points, or their fellow solo survivors not doing gens to try to give their team a chance out. To add to it, it would be way too punishing on M1 Killers. That's a big haste effect to put on a Survivor, especially after only 30 seconds of chase- that isn't a hard thing to ask for against an M1 Killer, even at a 50/50 loop unless you get super unlucky, super greedy, or just have a potato moment. Also, it relies on the chase mechanic similar to Blood Lust, which means that Killers could also just either negate it by breaking chase themselves or the Survivor could get screwed out of having it because they broke chase themselves to counter Blood Lust. (And all this doesn't even begin to cover how haste effects like this can have such a major impact on extending loops.)

    Idk, I just think the concept doesn't really cover the real issues with tunneling and would be far too harsh on many of the roster. Imho I think the best thing they could do to counter Tunneling would be to just make Kindred Basekit for Survivors. Would give them a little bit of support for understanding what is happening to their teammates or what to expect, while not handing them the same amount of direction and planning as VC SWFs.

  • I'm fine with the Add-Ons on their own. I appreciate that they're one-time use add-ons that have the possibility for a major effect, but they don't give you a free gen/health state anymore, and require you to think ahead if you want to get decent value out of them.

    Idk, I think they sit in a really good spot as ultra-rares. They're not absolutely useless like some Killer Ultra-Rares, and they're a really fair amount of game changing for what they are.

  • Not at all. I really don't think I've been so happy with a Killer's release since Pyramid Head. This is the first chapter in a long time where I feel like the Killer's power isn't underwhelming. (Don't get me wrong, I think all of the Killers that have released this year are all great in their own way, and it's not like they're all extremely weak Killers or anything, but they've felt like they've all had rocky starts in one way or the other. Blight had both an oppressive perk and add-on, but was also pretty much made out of butter and slid off of everything while while his camera was really low. Twins had meh perks, and had what was possibly the buggiest release in DBD's history- while still continuing to be extremely clunky today. Trickster has interesting perks, but also had a buggy release with the pallet stun issues, and struggles to stand on his own versus the other two range killers, and tends to be really divisive. Nemesis had an interesting concept and perks, but I'm personally not into the zombies.)

    I think Pinhead is a really great mix of concepts and ideas that generally feels pretty polished, and I'd rather get chapters with less content that feels good on release then more content that feels either 'Okay' or worse on release.

  • I mean, killing a Survivor is absolutely game-changing, especially if you catch them before they even get hooked the first time- and there's nothing really stopping Myers from doing just that with the add-ons.

    I know personally I'll do locker dodges if there's still people left alive and I know it's Tombstone, just so I don't get insta-killed and can attempt to stall more time for the team to get gens done. If I'm playing with a 4-man though, we usually will give them the achievement in the end.

    I'll also usually give them my mori in EGC/if I'm the last person, so...

  • @Mandy said:

    I'll answer as much as I can!

    1 - I believe they will be generic

    2 - can't answer about that I'm afraid, only what's explained in the FAQ https://forum.deadbydaylight.com/en/kb/game-info

    3 - The offerings will be retired yes

    4 - There's no word right now on replacement maps

    5 - I don't believe the addon names will change

    6 - I will try to get an answer on that for you

    7 - Not 100% sure on that, I believe they just will be grey'd out and non selectable but they would still be visible

    8 - I don't have an answer on that one, will try to find out

    I've tried to answer as much as I can, most things are covered under the FAQ.

    Awesome, tysm!

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2430099#Comment_2430099

    Oracle rekted Tru3Talent's Wraith with True only getting like 3 Hooks Max. That's something to think about.

    Oh yeah, I remember those games- Tru3 really struggled, but I think it also kinda just goes to show how big the divide is between Comp/Tournament DBD and pubs.

    Still tho, I guess I would have still expected Wraith to *at least* get a hook or something in 4 gens worth since Hawkins has such a high kill rate, but for all I know it could have also just been MMR being wacky, as he definitely didn't look like he had the build for versing a hyper-efficient team- though, I'm not sure how much that would have actually helped him in the game either.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2430099#Comment_2430099

    They've already said they don't intend to balance around that level of play.

    That's fine, you don't have to do a top down approach but they need to fix it.

    It legitimately becomes impossible to win if you are good.

    Agreed, and hopefully (though I'm not betting on it) it's something we can see before the MMR system becomes a main-stay (As I think it's just a test rn? Might be wrong, haven't been on lol.), but I have a feeling it won't be with how many of those issues have been in the game for so long.

  • Imho it's probably because healing gives you an extra chance you wouldn't have running around injured, making you both less vulnerable and also reducing the amount of noise you make without Iron Will.

    To be fair though, I'll always try to go with heals. I want p o i n t s.

  • I wanna know how the Wraith didn't get a first hook after 4 gens going while he was running both All-Seeing and Silent Bell on Hawkins. That's p wild to me with how many unsafe pallets there are, and with how no one had Spine Chill. (To be fair to him though, he didn't have an amazing build either, so...)

    But still, it's kinda just the way that high-level games have always been. Maps swing way too far one side or the other (Like, Haddonfield still has all of the windows open in House of Pain, and that is absolutely disgusting on it's own, without mentioning everything else on that map.) Things like this are also why there's perk band and such with tournaments, because teams stacking so many great perks+communication (I know you're not playing in a SWF, but some SWFs do play like this) is absolutely nasty to verse for any Killer.

    To be fair to the Devs as well, I think they'd have a lot of work on their hands if they want to balance around high MMR with the system, and I have no idea how they'd even start tbh. (Maybe by nerfing Trapper? /s)

  • This, 100%. It's always made worse too because it seems like whenever I see players that do this, they're Claudettes or Fengs that haven't even been chased all game.

    Idk, I've never understood why people want to do that (Specifically when it's unwarranted.) and it's just needlessly annoying on both ends.

  • Nah, I still play at least once or twice a week with my friends. I'd like to play more solo tbh, as I do find it fun, but I just don't have the spare time to justify playing alone with how busy my schedule is.

  • @TragicSolitude said:

    @Pulsar @Orion @Grandpa_Crack_Pipe @Tsulan @Raccoon

    There are probably others I'm forgetting. I apologize in advance. For all the people I've had nice conversations with on these forums, even if they're just small exchanges (recently @bm33 and @unluckycombo) : thank you. ❤️

    Hhh you're too sweet, tysm!! 💜💜💜

  • Oh no, they do make a major difference. You can feel a difference in speed when you're playing Survivor for infection rate. If I remember correctly, it increases the amount of infection a Survivor gets off of getting hit with Vile Purge, if that clears anything up- not the rate that they gain from interactions or running. So if you hit a lot of your Vile purge, they give you a good infection rate on them.

    The exact numbers (And this is from the Wiki, so if you wanna look at it all for yourself, it's there) the Infected Emetic gives you a 50% Bonus to Vile Purge Effectiveness, and Vile Emetic gives you a 75% Bonus to Vile Purge Effectiveness.

  • I've actually had the opposite happen to me when I play Survivor. I've had quite a few games where the solo will team up with the Killer and throw because they got angry at us over something small. (Like us not healing them immediately when they ran over because we almost had a gen done, them getting caught by the Killer, etc.)

    Idk, it's not often for Killers to team up with groups like that- so I wouldn't take it too bad.

  • I know everyone is pointing out the major gen speed deal (And yes, the gen popped immediately because they all threw BNPs with Prove Thyself onto one gen like goofballs.), but I wanna point something else out.

    They were a 4 man on one gen. They brought a Shroud to spawn together. If you had Discordance or Lethal Pursuer, you would have known that. Theoretically speaking as well, had you found them all together (Which I'm sure you found them together later in the game, as Prove Thyself encourages it) on that first gen, you also would have managed to get absolutely insane pressure on them and disrupt all four survivors at once.

    Not trying to down you as a Killer, so I hope it doesn't come across like that, but I did just want to point out that things like that are the drawback to perks like Prove Thyself. Grouping up on a gen can easily be a double-edged sword.

    Personally, I would have been more scared if they were broken up and on three different gens with BNP.

  • Agreed. I'm a big advocate for treating others how you want to be treated, so there are many games as Killer where I'll let people go when their team DC'd on them/actively wasn't supporting them, and as Survivor I'll give myself up for sacrafice in EGC if I feel it necessary/appreciated the Killer's Memes. (Like, Bubba didn't get a kill all game and wasn't just bad at facecamping, or baby Hags who don't understand how traps function and will play 'Small Slow Lady with Long Arm' all game and not get a hook, or the Scratched Mirror Myers me and my buds faced tonight on Badham where we sacraficed ourselves to him for being a Scratched Mirror Myers. (Especially since the man was absolutely wild, he didn't even bring an indoor map offering.))

  • Easy, because it's not fun to be immediately taken out the game just because you might have gotten an unlucky spawn, or got caught at one bad spot. Tunneling someone out of the game makes it so that player has very minimal chances of playing (as there is no counter to tunneling), will be lucky to hit 8k BP (And reminder, Survivors don't get as much BP as Killers do already, so it's just salt in the wound.) and can make the game extremely easy against most players. Tunneling someone out of the game when you're versing a SoloQ team will pretty much always guarantee it's going to be a 4k or 3k, with the 3k only being with hatch due to the lack of coordination. This is the same for duo queues and even casual 3 mans. (Sometimes even casual 4mans, bc not all 4 mans play with Comms!)

    Tunneling is a necessary evil, because there are games against Survivors where you do have to tunnel and all (Like being put against a really good SWF where that is literally your best option to get Kills), but in a similar vain to camping, it's a strat that can easily become too overbaring against most Survivor groups while being easy to pull off.

    As for your counterpoint OP, where 4mans with BNP gen rush at another player's expense and wondering why it doesn't go both ways- it does. You reap what you sow. If you tunnel every game, why would survivors want to do anything else but bring second-chance meta perks and BNPs in a 4 man? At least then they're guranteed a better chance of getting someone out. It's a cycle, and just like those games of 4 mans with 10 DS+UB with BT, DH and BNP make you feel like you should be running 4 gen regression perks and camp/tunnel, getting tunneled out of an average game against a Killer with hard slowdown build makes you feel like you should be running more second-chance perks and just genrush instead of other side objectives.

    I'm an advocate for playing how you want, but just realise it is a two-way street.

    Hope it helps.

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