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xZeroStrike

xZeroStrike

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xZeroStrike
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  • I'm fine with the code ones being given for free. I dislike "code" cosmetics as usually obtaining these codes is something obscure or purely luck based etc. And as they said, people abuse the hell out of that by selling those codes for ridiculous prices.

    I don't like the event cosmetics being given away though. The event cosmetics were earnable by playing, we were there to play and obtain them. It's similar to how Legacy is only for those who were there to play for them when they were available. Sure, Legacy took more time to obtain but the idea is still the same.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/834508#Comment_834508

    Surv on a video didn't move until nurse blinked, that's why nurse didn't move until she blinked.

    Nurse caught up to a surv only when he bumped into a wall.

    Nurse had no time to wait for second blink to recover (it would be 1 more second after each blink and 1 more second for surv to make distance).

    Surv could just keep running along a wall, in the video surv just stopped in place. Even if nurse would be able to hit a surv by cutting the angle (for this surv should do completely nothing in response, ofc, don't forget that nurse had 0 blinks after final one), whole chase would be reset after 1 hit (post-hit exhaustion, speed boost for a surv).

    So, from your words, in order for a nurse to catch a surv she should block them against a wall, corners and obsticals, which mostly FOV blockers that supposed to be nurse's weakness. Fixing problems with more problems, I see. You really caught the spirit of dev changes lately. Let's include there that after last PTB sounds are broken and often disappear when behind walls and obstacles, and nurse relies heavily on sounds.

    Thanks, your response is very questionable.

    I specifically mentioned the first second blink. You know, the one that was already there and didn't need to recharge, like you say it would have to?

    And again, the video example is highly impractical. You will almost never be in a position where you don't already force the survivor to take a corner or where you can't cut them off as you approach them. Almost never. On the off-chance that does happen, that means you're likely already somewhere near the middle of the map (as you'd have to approach from one side that's long enough for a setup like this to actually occur naturally), meaning the survivor would hit a wall nearly twice as fast than what the video shows.


    My answers aren't questionable, it's you taking a set up video scenario that almost never occurs during actual gameplay seriously in order to make a conclusion.

    Also, FOV blockers are Nurse's weakness, but against a Nurse, they're also a survivor's, because a Nurse can blink through them. Hence why you should never try and loop a good Nurse.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/834631#Comment_834631

    I don't suggest to buff killers to a point where they could destroy the whole team easily. I suggest to buff them to be able to compete with them.. with skill

    The problem with OoO is not because you cannot down the user, but when you're chasing them, other 3 survivors are gonna do gens with ultimate efficiency. By the time you down the users (let it be 40 - 50 sec), 3 gen are almost done. This can only be done through extra communication

    And you would be surprised of how many bad survivors that rank up and win the match they are not supposed to because of external communication

    If they really buff solo to SWF level, then random queues with 4 good survivors will perform as if they are in communication. So it can improve solo experience too

    I'm not saying it won't, don't get me wrong. Also I'm not suggesting OoO is a problem specifically. You can chase any survivor, OoO or not, if they have any form of communcation, the others will know ("Killer is chasing me").

    Thing is, every SWF can tell eachother that the killer is chasing them. Any SWF can say "Hex totem there". Any SWF can say "Killer is at shack, they're a Trapper." Any SWF can say "Hag trapped the pathway to my left and right". This doesn't make them win though, because the players individually don't have the same skill that those very strong SWFs do. They don't last as long in chases, don't hit as many great skillchecks as consistently, they don't hide very well. Stuff like that. Comms are powerful but it's ultimately still the player that needs to play adequatelly enough for that information to be worth anything.

    All I'm saying it that "buff solo to SWF levels" won't do what many seem to expect it would do.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/834567#Comment_834567

    God nurse are also rare, but devs decide to balance nurse around them

    I know you cannot nerf SWF without harming solos, so i keep suggesting that devs should buff solos to SWF level, and buff all the killers

    Otherwise, those tryhard SWF are gonna dominate the game forever, because you balance killers around solo level which makes them not strong enough to face them

    Don't really like the term "god" Nurse, rather just "good" Nurse. Because it only takes a good Nurse to win. Those god Nurses will just win before you even realised wth just put your butt on fire.


    I know they can't touch SWFs, and buffing solos to SWF levels is an option and I guess you could balance killers around that, but the core gameplay still remains shallow. The many fall or rise with the one. If one solo member messes up, then the other 3 will fall with them. Those "tryhard SWFs" are those groups that consist of 4 players with a high skill level, the likes of which it would be rare to encounter with 4 solos, information or no information. 4 incredibly skilled solo players will still likely do super well but that's because they have that skill level. The communication a SWF has is just another advantage on top of that already high skill that they posses.

    I think this is what a lot of people fail to understand. Having communication helps, but if the survivors don't have the skill to back it up, it won't matter. I see people bring up "OoO survivor sharing intel" often, but that person is likely so good at looping he puts half the playerbase to shame.

    Giving solos built in communication or ways to share information will undoubtedly make solos better and you can buff killers accordingly, but those 4 man SWFs that give killers nightmares will still make you consider wether you're actually good or not. And if you buff killers, somehow, to take care of those SWFs, then every solo or not-so-good SWF will ask themselves why they still play the game as every killer now wipes their faces in the dirt.

    "Buff solo to SWF" levels isn't the holy grail of salvation in terms of balance that a lot of people seem to make it out to be. Hence why there are still a lot of SWFs who get wiped out right now also. They can talk, too, but their individual skill levels don't back it up to really justify buffing killers to "SWF" levels.

  • Game balance is actually in a fairly decent spot to keep the game fun for both sides, across all ranks.

    Don't come to me with the "but SWF" argument. I've heard that countless times and those absolute tryhard SWFs are so rare I've only encountered a handful of them (or maybe two handfuls) throughout almost 2 years of playing. I've played during the pallet vacuum era and that was a nightmare for killers, yes.

    This? This is fine. The game's in a spot where they can't change much because changing anything will hugely tip the scale of balance in an unwanted position.

    (You can tell because almost every time someone comes up with a "buff" for a killer it's either not useful at all, or it'd boost the killer to levels where yes they could kill more but it'd become infuriating to verse them. Example I once saw was that Trapper should have Bloody Coil's injuring effect should be basekit. OP? Maybe, maybe not, but it would make Trapper games very boring / annoying.)

    This is because the game is fundamentally quite shallow. If they make every killer able to kill within 30 seconds, then only the well coordinated teams of survivors that genrush will have a chance. Same thing if they increase the time it takes to do gens or they add new objectives with nothing more.

    If they buff survivors in any way, then it becomes bad for killers again. At this point, the game is at its most balanced state it has ever been, and probably will ever be, because the core gameplay doesn't have much depth to it.


    What DbD could really use is a "DbD 2.0", that basically adds tons more depth to the core gameplay. New mechanics for survivors to approach stealth and chases along with new and additional objectives. New ways for killers to approach chases or to possibly change the way they play during the games itsself. Improved map design and new, exciting game mechanics that can completely spin around the way a game's going.

    With more depth, things could be changed more freely without immediately affecting everything else along with it.

  • Setups like these don't exactly prove a point. She wasn't in a position a survivor would normally be in, and you definitely weren't, and you were catching up (albeit, I will admit, slowly (Additionally, you would have caught up faster if you started moving while charging your first blink, and if you used a second blink at the start, as this second blink didn't need to charge then.)).

    In an actual game scenario, she'd be closer to map boundaries and also, most likely, surrounded by objects, preventing a scenario like this in the first place..

    Plus, she'd have been an easy kill after she hit the wall. (Map boundaries are another reason "running straight" doesn't work, you'll have to take a turn at some point.)

  • @Eclipsa said:

    https://forum.deadbydaylight.com/en/discussion/comment/834047#Comment_834047

    I loved old Nurse because there was no slowdown. Her gameplay was always dynamic, with no cooldown inbetween. I enjoy playing Plague more after the Nurse's changes (and she is a m1 115 killer) which says something.

    Also, your math takes into consideration that the Nurse will always predict where the survivor will go and she will be in lunge range. (Also I wanna mention her lunge is very weird after dedicated).

    Again, she is not underpowered or garbage, but I still feel like she needs some work on the CD. By how it isgoes now you might as well play Spirit. Is a lot easier and is just as efficient

    Dedicated servers do hurt her, I'll agree with you on that.

    And yeah, my math does expect you to predict where a survivor will go because that's how you get downs as Nurse. If you fail your predictions but still get downs then you only got lucky. (If all goes right, aka dedicated servers don't mess up her lunge, then Nurse also has the same lunge range as every other killer, which covers quite some distance, too, you don't even have to have pinpoint blink accuracy.)

    I'm sorry to hear you don't like Nurse. The point I'm trying to make here wasn't really directed at you per se either, rather at all these people saying "Running in a straight line counters Nurse", which isn't true, or the people who act as if this change has absolutely destroyed the Nurse (and there's quite a few people who act like it did).

  • @Eclipsa said:

    https://forum.deadbydaylight.com/en/discussion/comment/833068#Comment_833068

    Addons weren't the problem (aside from omegablink) from what I remember watching the dev VOD. They just updated them since they got old and didnt abide by their current standards.

    Frankly speaking, the base kit change didnt "just extend chases by 2 seconds". Ive explained it in the post already but going out of fatigue and having 2 options: blink once max 20 meters (survivors have already gotten out of that effective range by that time) or wait 3 more seconds to have a chain blink. In both cases Nurse struggles.

    Please do not give me the "she is still SS tier, ure just not a godlike Nurse" crap. I feel like everyone who says that is a content creator wanting to say "good riddance" but doesnt wanna get cancelled. She isnt dead, she isnt Pig or Wraith per say, but she feels very sloppy and unrewarding to play. Take spirit or even billy for example. Both have lower skill floors than the Nurse currently but what they can offer (in sense of kill potential) is around equal to that of the Nurse, which I find to be poor balance. Having easy to pick up/easy to master (looks at spirit) killers be as effective as a hard to pick up even harder to master killer is not OK.

    I feel like her power needs to be changed in another way. I am not exactly sure how, but keeping her at bay for so long between blinks with her amazing 95% movespeed feels like poor killer design.

    Welcome to my ted talk LOL

    You blink, hit the survivor. Your first blink has recharged by the time you recover from Nurse's basic fatigue. The second blink recharges in 3 seconds. Blink again, hit survivor. You still play Nurse the same way. First blink to get close, second blink to adjust to any movement the survivor might've made.

    There, chase lasted 3 seconds longer if you hit after both your blinks (which you should if you're experienced, you don't even have to be godlike).

    If you have to blink another time (e.g. pre-chase because you saw the survivor but there was some distance), it'll last ~6 seconds longer if you hit after both blinks.


    Nurse's satisfaction comes from the fact that you hit her blinks, telling you that you predicted very well where you'd be and where the survivor would be. It just takes 3 seconds longer. 3 seconds! That's it, unless you missed your blink and/or attack.

    (It doesn't take any longer (if you can land your blinks and hits), survivors move at 4.0 meters a second and 6.0 after hit for 2s. If you instantly blink again for 20 meters after 3 seconds, after hit:

    6 x 2 = 12 | 12 + 4 = 16. They moved 16 meters. If they kept running straight, your blink range + lunge range would hit them perfectly. And that's if they run in a mathematical straight line, which happens rarely.

    If you wait for your second blink (12 meter blink), another 3 seconds, the survivor would have moved an exact 12 meters, you still have your lunge range.

    And this is after a hit. If you missed, they'll have 4 meters less of distance. That's sufficient enough for "running in a straight line" to not work.)


    If you don't feel that landing blinks feels rewarding, then you didn't like old Nurse either. They're basically the same, except this one kills slightly slower.


    Also, nowhere did i place her in a "tier". I'm not making a tierlist. (If I had to, she'd still be S tier in the hands of a skilled Nurse player, A(+) in the hands of a lesser skilled Nurse who's still decent enough to land their blinks the majority of the time.) But if you're good at Nurse, she's hands down still the strongest killer in the game, and if it doesn't satisfy you to land a good blink, the whole point of Nurse, then you should find another killer to play.

    Nurse may be harder to master than Spirit, but that would increase the satisfaction of mastering her even more. Though I suppose that depends on the individual you ask the "is Nurse satisfying to play" question to.


    And hey, if blinks are boring, become a 115% M1 killer by using the add-on. Welcome to the world of almost every other killer not named Nurse, Hillbilly, Spirit or Huntress. See how satisfying that is.

  • I just have to say it, but... people who say running in a straight line works are either bad at Nurse, overexaggerating or they simple haven't played her yet and are jumping on this "Nurse is dead" bandwagon. She's all but dead. It takes 2 seconds longer before you can blink again, a survivor doesn't run nearly as fast enough for the "running in a straight line" to work.

    I just saw a (add-onless, No Ruin, No Stridor) Nurse video and one of the survivors "ran in a straight line". Result? They got beat. And even those that didn't run in a straight line still got downed incredibly quickly.

    Many have already said it: if you're a good Nurse (and then I mean an actual good Nurse), you'll still mop the floor with Survivors harder than Spirit does or a good Billy, with or withour add-ons. All Nurse's change has really done is extend the chase vs a good Nurse by 2 seconds.

    Nurse basekit change is only an issue if you, the Nurse player, mess up too many times. It's more punishing than before. If you don't mess up, or only mess up once or twice every now and then, you'll still be the strongest killer in the game, no doubt.


    I also don't get why the add-ons of old Nurse suddenly became the problem soon as Nurse basekit change was announced. Prior (almost) everyone agreed Nurse was broken because she literally took every means of survival away from survivors, aside from attempting a mindgame like doubling back, but we all know how well that worked against someone who was actually good at Nurse (or someone who had good headphones and could track you through the wall purely on sound alone). I'm a trash Nurse and I still managed to 4k sometimes even against survivors who had some clue what they were doing (granted, I was running Ruin and Stridor, but that's because I acknowledge I'm not all that skilled at playing her). And this was on PS4! I remember encountering a PS4 Nurse player who was so good, he'd wipe everyone in 2 - 3 minutes, without add-ons.

  • Pallets are already limited, pallet drops can be baited / stun avoided, Enduring and Brutal Strength exist. Multiple killers have an ability to instantly destroy pallets. Spirit Fury exists.

    All that said, pallets are the only one out of 2 means of "defense" survivors have and are meant to stall the killer for a few seconds. Leave it be.

  • @Eleghost said:

    https://forum.deadbydaylight.com/en/discussion/103513/methods-to-lower-graphics-on-pc-version

    I used to play on a laptop and had my graphics set to basically atari graphics. It wasn't very interesting to look at and i still got under 30 fps. I recently got a newish computer that runs it pretty decent on medium/low but i have issues with frame drops since the last update when playing on medium.

    Same. i5-7400 3.00Ghz cpu and gtx1050Ti gpu. Get 50-60 fps most of the time but lost of frame drops since not too long ago. Still playable for me (as I am used to console stuff), but damn annoying.

    Everyone saying optimise console but imo my PS4 handles the game better now than my PC does atm (Medium graphics).

  • As the others have stated, if you get hit by DS you're either tunneling, steamrolling the survivors, or you put yourself into that position by choice.


    Usually what'll happen when a survivor gets unhooked, they'll go hide and heal. That already wasted 20 seconds if not more of their DS timer. Meanwhile you, the killer, should be chasing someone else or patrolling generators, but likely chasing. By the time you get that person down and hooked, even more time of the DS will be lost. At this point, there should be, at most, ~20 seconds left.

    You then have to patrol generators, find that survivor, and then down them within ~10 seconds and have picked them up.


    Quite frankly your own doing if you get hit by DS so much it becomes an issue for you.

  • I once had someone say "Toxic?" in chat when I joined. I asked them why. They said it was because I was a P3 Meg, so there was a high chance I was a toxic player.


    Thought it was quite funny. I'm pretty much the opposite of a toxic player.

  • Genrushing against a camper may get you to escape, but you'll not get many points because you won't have any chase or altruism points.

    I dislike it when people say "just do gens" in any scenario that involves a camping killer. Sure, if escaping is all I wanted to do.. but I want to have a fun game and score points while I'm at it, not "just escape".

  • Tbh I don't get the fuss about DS. Ever since DS got reworked I've only had 1 game (1!) in which I got DS'd more than once. And that was because the survivors weren't playing very well and they kept being overly altruistic. (Safe to say despite their DS' I wiped them.)


    I really don't get how people can still find this perk so powerful. Yeah, it's "60 seconds immunity". But what'll usually happen is the person with DS goes to get healed, which already wastes half of it. Meanwhile you, the killer, should be patrolling gens and chasing others. By the time you encounter that DS player again, the timer's ran out. On the off chance you do run into them, slug them if you really don't want to take the DS (that usually doesn't get them very far anyway). Really, DS isn't a problem unless:

    A - You're absolutely destroying face, at which point I don't see why those few seconds are that much of a problem, you're steamrolling them and it's incredibly rare that it actually causes a "comeback".

    B - You tunneled.

    C - You got yourself into a chase with them again and downed them within less than 60 seconds, even after, most likely, they healed, and you finishing another chase, hooked another survivor and patrolled your generators. (At this point, refer back to point A.)


    The only time I get to use DS as a survivor is when the killer tunnels me. When they don't, I heal up, and by then my DS timer is almost over. By the time the killer then gets me downed, I don't have DS active anymore.

    So, I really don't get all the complaints about DS still.


    Edit: Yes, DS is somewhat becoming a mandatory perk nowadays because tunneling happens quite often.

    Source: Confirmation bias, PS4 purple and red rank gameplay.

  • I ignore them most of the time and secretly hope their console / PC explodes so that there's one less of them on the internet.

  • " The Entity grew strong enough to create a physical proxy, and became able to hunt survivors itsself. Of course it would keep its other loyal, and not-so loyal, servants to hunt more while it was doing the same. Now, all that the Entity needed was a shape. Something to visualise to instill fear in its victims. It looked through the other world, from which it had snagged all its previous victims. There was a boy watching something on a strange device... a clown-like creature appeared inside the mysterious box... the Entity could sense it... the child felt... fear. And thus, the Entity knew exactly what its proxy would look like. "


    And Pennywise entered the roster.

  • @projecteulogy said:

    https://forum.deadbydaylight.com/en/discussion/comment/812130#Comment_812130

    Ive completed about 50 games and i'm only on tier 11 because I don't enjoy playing killer. At all.

    Then, since I have a real life, being able to get to tier 47 in just a few more days of the event is literally impossible. Unless we will be able to earn Sirum after the event expires(the rift closes in 61 days, the even ends in 2[?]).... I have no reason at all to even attempt to complete it. The cosmetics are mostly junk and can be bought in the shop. So that being said, I will not be purchasing anything premium. If you can play so much that you can get through all of that in the small window of time then you're a legend.

    Cosmetics get you tunneled most of the time anyway. I'd rather take No Mither as my only perk lol

    As @TragicSolitude said, the serum is tied to the rift, not the event. Only the offerings and the event hooks / generators will be removed when the event ends.


    You not wanting to play killer is on you. It's fine if you don't like it, but don't expect the devs to change the way something works because you refuse to play the other half of the game.

  • Perks are sorted alfabetically per color, so if you're looking for a perk, that's a relatively easy way to find them.

  • Let both the unhooking survivor and the unhooked survivor see the killer's aura for 4 seconds.

    The killer can see the aura of the unhooking survivor for 4 seconds.


    This would give the 2 survivors a hint of where the killer is (so that they don't run into them, and they can see if a killer immediately returns to the hook or not).

    This would give the killer incentive to chase after the rescuer so that the unhooked survivor has more chance of succesfully hiding as the killer chases the rescuer instead.

    It promotes the "putting yourself in danger to save your teammates" aspect that WGLF is going for by its description.

  • I mean, it sounds difficult but then there are people who are already on tier 20 something. You've already gotten 1/4th of the progress you need and the Rift's time hasn't even passed 1/7th of its lifetime yet?

    You really can't complain if you've achieved those numbers, iirc.

  • I'll leave when I'm teleporting everywhere because the killer's net went from the greens in lobby to the thousands in game. Those games are just not fun.


    I may dc if I'm having game after game in which the killer camps / tunnels me and it gets to a point I'm simply not having fun and turn the game off. Those times are rare though, I think I've only done that twice in the 1 + 3/4th years I've been playing.


    Oh and I'll admit, I have dc'd from games when the killer slugged me to give my SWF friends the hatch. Sorry not sorry.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/759149#Comment_759149

    Wut. 360's absolutely do not work against Leather faces chainsaw. Well they don't work in general unless the killer is bad, but LF's chainsaw specifically attacks in a 360 arc, it's literally impossible to dodge it with a 360.

    180 arc*, not 360 (the chainsaw doesn't hit behind him). It is technically possible to "360" a Leatherface (source: done it myself once by sheer luck), it's just incredibly difficult because of the chainsaw hitbox. (and will never work against a competent killer, as you said, unless they are having a very bad day).

  • @Theoretical_Heart said:

    https://forum.deadbydaylight.com/en/discussion/comment/757791#Comment_757791

    But it HAS been implemented it is the ptb. We also have eyes. Most of us have been playing dbd for years now. We can see when something will be unfair and grindy.

    Now is the time to voice our concerns not after.

    In the PTB, yeah, not in the live game yet. There's still a difference.

    Yes, now is the time to voice your opinion, and I've already told you where to do that (and how: not so rant-y).

    Additionally it's up to players individually to decide what's unfair and grindy to them and what isn't, that's not for you to say in their place.

    Referring to: "We can see when something will be unfair and grindy."

  • @se05239 said:

    https://forum.deadbydaylight.com/en/discussion/comment/757283#Comment_757283

    Sorry to burst your bubble but the devs have a horrendous track record when it comes to them changing things for the better following a PTB. Its mostly just a hype generator. A free taste of new content, if you will.

    I'm not living in a bubble, so there's nothing to burst.

    I also addressed this as the following: "a lot of things may, or may not, still change" and "changes are still possible".

    I'm being open-minded about it. I neither said things will change, neither that they won't. They may have a track record for not doing so, but they may surprise everyone yet. Just look at how far the game has come since a year or two ago.

  • @Theoretical_Heart said:

    https://forum.deadbydaylight.com/en/discussion/comment/757283#Comment_757283

    How much do you get paid to dmg control? Lol. Now is the time for us to voice our concerns as customers and you try to undermine our voices? Awfully fishy. No way in hell are you not employed at BHVR.

    I'm neither a BHVR employee, nor am I being paid for damage control.

    I'm merely saying that The Rift isn't even implemented yet. I'm saying: be open-minded about it. Things aren't set in stone yet and this is what the PTB is for: trying things out. So, go over to the feedback forums, and post your concerns there, or bump up a post that already addresses your concerns. I think it's much more likely to be seen by the devs there as a feedback forum is naturally more valuable to them in terms of development than a forum for discussion about anything is.

    And I'm not undermining anyone's voice here. I'm just providing my point of view on all of this with suitable argumentation for why I came to those conclusions.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/757283#Comment_757283

    I am giving it a chance, and I do want it too be perfect for all sides, but right now with how buggy the game is with infinite loading screens, DC's, campers, tunnelers, crashes, there is a lot of problems that will make it very hard for a casual player too get everything without paying, which is my problem.

    Is it just one person's math, yes, but I feel it should still be taken into account. Plus the Battle Pass shouldn't be implemented until the game is more stable and everyone gets a fair chance at unlocking everything. And if a rant is needed then so be it, they're problems in the game that need too be addressed, and sometimes a rant is needed.

    The game has some problems but it isn't nearly as buggy as you're portraying it to be.

    Infinite loading screens haven't been as much of a problem in a very long time, if they are at all. Campers and tunnelers aren't bugs, this is inherently still a PvP game and that is something you, the player, should take into account (and did when you decided to buy the game).

    DCs are apparently a problem with the Dedicated Servers. This is worth its own topic so I won't go into detail about it but bottomline is that it's the servers, and not the game (so when devs disable Dedi's and return to P2P after the "testing phase", those issues should be resolved).

    Crashes happen rarely.


    From my experience, and from occasionally stopping by the Bug Reports forums, most bugs are not game-breaking. Those that are, aside from DCs and SWF party bugs, appear to be rare.


    TL;DR - Bugs exist, but bugs being the reason that you can't complete The Rift seems incredibly unlikely. You'd have to have terrible luck for those issues to occur so frequently you physically were unable to complete The Rift.


    On the topic of ranting: rants rarely work. At least they don't until almost everyone goes with it. Additionally, rants lower player-dev relationship, which may have undesirable results in the long run. Also remember that developers are still people pouring time into creating this game for us, the players. Don't rant, provide constructive feedback in a non-ranty way instead. Better for everyone.

  • I'm just saying, nobody knows how long this will actually take.

    On top of that, all of this is based on the math of one person, who uses a variable in said math, that being how long a game would last in order to calculate the total required hours to gain all rift fragments, and he didn't even write down his mathematical process of reaching the amount he has obtained. I'm not saying he's wrong per sé, but banking on this alone to make an assumption such as "it'll be impossible to achieve if you don't do X" is just a little far-fetched.

    Also add the fact that The Rift is still in its PTB phase, and will still take a couple weeks before it'll see implementation in the live environment, so a lot of things may, or may not, still change.


    There's also the fact that this is still the first "battle pass" to be brought into the game, which means that there is still the need to learn for everyone, especially the developers, on what is a good middle ground to make The Rift rewards obtainable my most players whilst still requiring the player to dedicate some time to the game.


    And let's not forget that buying the "Premium Track" is entirely optional. In fact, it is entirely possible for you, the player, to not buy the Premium Track, play the game and level your Rift progress, and then buy the Premium Track when YOU are satisfied with the rewards you'll obtain from it, if at all.

    Some games don't allow you that freedom (Fortnite), because those games require you to have purchased the pass in order to make the most progress possible. This isn't the case in DbD.


    TL;DR:

    • The Rift is still in PTB, changes are still possible.
    • The Rift is rather non-predatory, as the player can level the pass in advance before deciding to buy the Premium Track, and this is no secret. The Premium Track also doesn't feature "XP boosts" like other games have to encourage buying it before the end to "level it up faster".
    • This is the first iteration of The Rift, it's entirely possible the devs are still looking for a good middle-ground to make The Rift accessible to all whilst still requiring some dedication and effort from players to complete.
    • Companies need to make money. The Rift having a price shouldn't be surprising, and is still amongst the better value-for-money additions to the game compared to single cosmetic sets costing equally as much.
    • All these assumptions are based on the calculations of one guy, that didn't list his mathematical process, and that was made during a time in which The Rift was still in a "beta", meaning that any future changes will make this entirely irrelevant.

    So, as with all things: Don't rant. Don't get upset over it. Give your feedback regarding your concerns about The Rift to the devs in the therefore designated forum category (https://forum.deadbydaylight.com/en/categories/3-3-0-ptb-gameplay-feedback), and wait and see if they make changes. Give The Rift its chance to be implemented in a way that will be benefitial to all.

  • I've looked through the challenges and most if not all of them can be (and select challenges have to be) done in 1 round. If you're somewhat decent enough you can likely get through these challenges in a short or at least reasonable amount of time. (Provided they remain the way they are in the PTB currently.)

  • I'm going with @xXNurseXx - standard meta builds will work best.

    Only thing I wouldn't take on her is Whispers. Sick survivors have a pretty visible green cloud and cough super loudly, Whispers won't be necessary. The other perks (s)he suggested are solid picks.

  • Well, Plague is an M1 killer unless survivors cleanse. If you're good with M1 killers, yeah, she's worth it. Try playing Michael Myers. If you're good with him you should do well with Plague.

    If survivors don't cleanse you're essentially a permanent EW3 Myers with normal lunge range, and if survivors do cleanse you're a machine gun Huntress who barely needs to aim.

    You'll just need to be on point with your M1 killer gameplay.

  • I think people just mistake "OP" for "Annoying to play against". I've made a comment on the why's and all about it on another post that I'll link here for anyone interested in reading it: https://forum.deadbydaylight.com/en/discussion/comment/731819#Comment_731819

    @xZeroStrike said:

    I think the general view of spirit is split into two parties: the one that thinks she's fine and the one that thinks she's not.

    I have a feeling that everyone is slightly missing the point. Spirit isn't "OP" in the sense that her power is Nurse-like. She still needs to respect boundaries such as pallets, windows and general map structures.

    The problem with Spirit is this:

    She's boring to play against, because playing against a spirit is a guessing game, not a mindgame.

    I'll try and picture this a bit more clearly:

    • Mindgame: Just like Chess
      • With Chess, both parties start on equal footing. In DbD, this is a simple pallet loop mindgame: Both parties make a move, and one party will win a move when another makes the wrong one. What differs this from a guessing game is that you can see what your opponent is doing. They just moved their Horse and my Queen is in its targetting area, better move her away. In DbD, a mindgame is similar: The killer moved left, I noticed this, I can now move the other way. But wait, I just saw that he has set up to double back all along, I change my direction and hope I can still win this.
    • Guessing game: Like Whack-A-Mole
      • You don't know where the mole is going to pop out from but you make a guess! Hit! Nice. Next one! Missed... now the mole is gone, I lost. In DbD, facing Spirit is like this, except this time the mole is trying to whack you and you need to dodge it. You've got no clue where the mole, or the Spirit, will pop out from. But the mole knows where you are. You can guess and hope the mole missed or that you dodge it succesfully, or you can get a hammer on the nose. You've got a 50/50 chance of winning this and no tactics will help you, because if you dodge left to early, the mole will just pop out on the left and hit you.

    This is honestly a stupid example but it encompasses exactly what's going on when facing a Spirit, you'll just need a tiny bit of imagination. Facing a spirit, beads or not, is a guessing game. She'll know where you are, but you don't know where she is. You can drop the pallet, but how do you know if she's not already on the same side as you? She has ways to track your every move, you don't.

    This doesn't make Spirit "broken" the same level a Nurse can be when she laughs in Blink as she teleports through the loop and gives you surgery, but it does make her incredibly annoying and frustrating to play against, as your fate is in the simple hands of a coin toss.

    Personally, I just don't enjoy playing versus a Spirit because of the reasons I mentioned in my comment. Is she OP? No, I don't think she is. Is she boring / annoying to face? Yes. Very.

  • I second what @Daniel101773 said. Especially when a survivor gets some distance and stops running so they don't leave scratch marks. Plenty of times would there still be blood for me to follow and find them hiding in a corner.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/731819#Comment_731819

    You forgot that the meta Spirit would get countered by is also the one meta no one likes to play. So instead of adapting to playing stealth and being like a blendette people prefer to loop the one killer who has the single highest non broken chase potential in the game. If she stays the same people will adapt to her just like they have with Nurse. Everyone wants to get nerfs because why learn something though. I still get people who dnt know how to play against plague, freddy, and legion.

    Otherwise your examples were spot on and how I tell people on psn.

    Well, I'm not saying to nerf Spirit. I'm just stating why I think she's getting so much hate, and that also encompasses how I personally also feel about Spirit. I absolutely have no fun playing against her.

    Also, stealth is more or less a viable option, but not entirely. You're bound to get found at some point when facing an experienced killer and there's another myriad of "issues" that make stealth, as the game currently stands, a very weak option for survivors.

    I'll refer you to a comment I made on another post here recently, one about how survivors are too strong in chases. My comment is about why that is and talks about why survivors need that strong chase game: stealth is too weak - for a variety of reasons. Some points will apply here also, as such: https://forum.deadbydaylight.com/en/discussion/comment/722560#Comment_722560


  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/731030#Comment_731030

    You can tell if you're going against a Freddy due to the sleep timer on the survivor's hud.

    Yeah, but at that point you're in the game and can't change your perks anymore.

  • I think the general view of spirit is split into two parties: the one that thinks she's fine and the one that thinks she's not.

    I have a feeling that everyone is slightly missing the point. Spirit isn't "OP" in the sense that her power is Nurse-like. She still needs to respect boundaries such as pallets, windows and general map structures.

    The problem with Spirit is this:

    She's boring to play against, because playing against a spirit is a guessing game, not a mindgame.

    I'll try and picture this a bit more clearly:

    • Mindgame: Just like Chess
      • With Chess, both parties start on equal footing. In DbD, this is a simple pallet loop mindgame: Both parties make a move, and one party will win a move when another makes the wrong one. What differs this from a guessing game is that you can see what your opponent is doing. They just moved their Horse and my Queen is in its targetting area, better move her away. In DbD, a mindgame is similar: The killer moved left, I noticed this, I can now move the other way. But wait, I just saw that he has set up to double back all along, I change my direction and hope I can still win this.
    • Guessing game: Like Whack-A-Mole
      • You don't know where the mole is going to pop out from but you make a guess! Hit! Nice. Next one! Missed... now the mole is gone, I lost. In DbD, facing Spirit is like this, except this time the mole is trying to whack you and you need to dodge it. You've got no clue where the mole, or the Spirit, will pop out from. But the mole knows where you are. You can guess and hope the mole missed or that you dodge it succesfully, or you can get a hammer on the nose. You've got a 50/50 chance of winning this and no tactics will help you, because if you dodge left to early, the mole will just pop out on the left and hit you.

    This is honestly a stupid example but it encompasses exactly what's going on when facing a Spirit, you'll just need a tiny bit of imagination. Facing a spirit, beads or not, is a guessing game. She'll know where you are, but you don't know where she is. You can drop the pallet, but how do you know if she's not already on the same side as you? She has ways to track your every move, you don't.

    This doesn't make Spirit "broken" the same level a Nurse can be when she laughs in Blink as she teleports through the loop and gives you surgery, but it does make her incredibly annoying and frustrating to play against, as your fate is in the simple hands of a coin toss.

  • Lery's memorial institute:

    Lery's is a mostly random map. Windows and doorways are placed randomly as far as I know, barring some (e.g. library), so no two games will be alike. As such, adapting on the fly is key here rather than figuring out good chase routes in advance.

    Each window has a nearby doorway.

    If a survivor vaults a window, there's always a doorway nearby. This wasn't always the case in the past, but it is now. Use the doorways rather than following through the window. You can cut survivors off this way.

    Lery's map is square / rectangular shaped with rooms in the center.

    This means that you can cut off survivors easily. Lery's is a mindgame as a whole. Use an alternate route than the survivor to cut them off and get them by surprise. Survivors may double back or hide nearby, so figure out what type of player you're going against and change your play accordingly.

    Lery's does, in fact, have landmarks.

    The central room, this is round and has the myriad of windows up to. And the library. Both these locations can also have the basement in them. These 2 rooms, and the corners of the map, can give you a rough idea of the map's lay-out (and more potential paths / methods to catch survivors by surprise).

    Almost every pallet on Lery's is unsafe.

    There are a few that aren't, but most are. Simply mindgame the survivor around these for easy hits, and don't waste time breaking the pallets, unless they're safe (or you really want the points).

    The library and some pallet + window set-ups (they are uncommon) can be turned into a lenghty loop by a good survivor.

    Bamboozle is very strong on Lery's. If you get brought to one of these loops without Bamboozle, however, observe the situation. If you can catch the survivor quickly (they messed up), do so. If not, and they know how to use the loop effectively, decide: If you have time, force the pallet down or force window blocks (risky) or break chase and find a survivor in a less advantageous location for them.

    Aside from that, Lery's is really just a map like any other. Play your mindgames, choose your chases well and succeed in using your power effectively.

    Haddonfield:

    A heaven for some, a nightmare for others. Haddonfield is all about forcing survivors away from locations they are strong at. You'll have the most success on this map if you have a killer that can block off areas (Trapper, Hag), use quick or unpredictable movement (Legion, Hag, Spirit, Nurse, and even Demogorgon to some extent). Stealth killers can generally work here too but will require a little more misplay from the survivors' side.

    Houses can be a blessing or a curse.

    If a survivor has balanced landing, a house can end up badly for you. Specifically "Myers' house", as people have come to call it, as that house has no open roof access, only windows. Survivors with balanced landing will "abuse" the slowdown you get from vaulting a window to loop back through the house over and over. This is where certain killers, like The Trapper, are immensely powerful, while others not so much. If you notice a survivor is looping you around the house, take a quick glance at the situation:

    • Does the survivor make mistakes? Chase them, you'll catch them.
    • Is the survivor on point? Try doubling back, force them off the roof and return back down the stairs, blocking their access to the roof. This forces them to relocate.

    If absolutely necessary, abandon chase and find an easier target. It is crucial that you force pallets near the Myers house, so survivors can't use them to loop back around to the house. Once done, forcing them to relocate will usually result in a hit while they're traversing to another location.

    The long, straight and blocked off pathways are a killer's friend.

    In every aspect. Only one way for survivors to go here: forward. Nearly guaranteed hit, as survivors can't dodge, don't have a pallet or window, and are forced to run in a straight line. It's a killer's dream, so attempt to herd the survivors into them. Killers who can block off areas like the Trapper excel in this, but simply catching a survivor in a bad spot initially will do the trick here.

    Most of the loops that do not involve a house are unsafe.

    Force the pallet down and leave it there, as nearly every loop on this map is an unsafe one. Despite what my subtitle here says, even most of those with a house (barring Myers', read above) are unsafe too as most of these houses have open roof access (a doorway). Play your cards right and a survivor stuck around these loops is a free hit.

    That's all i can tell you:

    Aside from that it's really just a bit of luck sprinkled in, and your overall skill as a killer. For example, in Haddonfield a survivor with Balanced Landing will hurt you a lot, but a team in which no survivor has BL will be much easier to catch on Haddonfield as they'll be slowed down immensely every time they jump from a roof.

    For more tips on playing as a killer on Lery's or Haddonfield, I suggest you visit any of the DbD streamers' channels that are known for their excellent skill in playing a killer, and watching them from time to time, paying close attention to any tricks and tactics they may employ on these maps.

    With all that said, I hope I helped you somewhat with this. Good luck!

  • Small game is just not very useful to me. It can find stuff but there's little ways of telling the difference between totems and killer traps, and if the killer isn't Freddy (who's running pallet add-on), Trapper or Hag it's fairly redundant. (And since most Hags that I encounter play the same way and I'm a Trapper main and know most trap locations, there's little reason to run SG vs them for me, giving me even less incentive to do so.)

    Besides, perks shouldn't be the method of countering something because you can't see who the killer is prior to a game.

  • Even if Hex totems spawn near a killer, all it takes is 1 rotation for them to be found.

    Hex totems are a risk and while some spots like this one are still very visible, most totems have been tucked away pretty well.

    There's not much the devs can do. Survivors will eventually learn (common) totem locations. Devs can keep switching them but even they will eventually run out of places to properly hide them unless they changed entire maps specifically for this purpose, which will never happen as that's just... asking for so much work from the devs for something so small.

    I hate to say it, but this is a risk you take when you enter a round with a Hex totem. 2 of them, even (and technically 3 because you're also running NOED).

    In my opinion, you really shot yourself in the foot by bringing Ruin with DH, as Ruin will always have (a) survivor(s) looking for totems.

    Edit: Camping Hex totems is a bad idea. Sure, it's Ruin, but survivors will just power through it while you spend your time on it. If you have Hex totems, set up a defense if you can (Trapper, Hag, Demo, ...) and then move on. It's likely to get found at some point and babysitting it only hurts yourself more. If you bring a Hex perk, be prepared to lose it too.


  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/725369#Comment_725369

    But you can try and memorize which pallets are fake and which aren't. Of course you won't be able to always know which ones are real and which ones aren't, but you also shouldn't be able to totally counter a killers power.

    @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/725369#Comment_725369

    There’s a brown addon for it. Staying awake really isn’t a niche, just look around a generator for real pallets when you’re awake and you should be good to keep him busy for a while.

    That's a fair argument. While I agree with the both of you, I do personally still feel it's a tad bit too overwhelming for solo players. (Just the pallets, everything else is fine and can be outplayed in ways other than "remember the entire map and pallet setup out of your head" or "don't get hit".) Freddy's pallets eventually turn into a guessing game with a 50/50 chance of succeeding it which, in my opinion, isn't very fun gameplay-wise.

    (Personal opinion, of course!)

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/725369#Comment_725369

    Pallets are from addons, snares are the base power that gets replaced by pallets if one of the pallet addons are used. The brown pallet addon gives just pallets, while yellow and green versions also give you some aura reading on survivors who throw down pallets.

    The brown add-ons didn't read anything about pallets, but the Freddy's base power did. I'll have to read up on it. I thought it was supposed to be an add-on but this encounter confused the heck out of me, hah. I'll look it up.

    Edit: You are correct in that it's supposed to be an add-on. Not sure why it was listed as base power in the game (PS4). But yes, it's an add-on, ignore the part where I said otherwise!

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/725357#Comment_725357

    Unless they changed something drastically the last time I played, it’s an addon. The counter is to stay awake. A rainbow map shows pallets and small game I believe gives them away as well. Hags traps have less counterplay than the pallets if you ask me and everyone seems to be cool with her

    Staying awake is a counter but a niche one. The only time you use a pallet is in a chase where you'll most likely be asleep or will soon be.

    I thought it was an add-on too but I versed a Freddy yesterday with 2 brown add-ons so I thought "pallets is a brown add-on? That's stupid" but then I checked and it was written in his power description.

    Not sure about Rainbow maps and small game. Rainbow maps can be good, small game will still be niche and a detriment to run in almost every game, unless you're not familiar with totem spawn locations.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/720685#Comment_720685

    I’m confused...

    What’s the point of the pallet addon if it only gives you a similar effect as enduring and only on the pallets you created? Like as killer you want these pallets gone, you don’t want to create more pallets even if you have enduring.

    Give it the same effect as doctor abd then what’s the point of playing pallet Freddy? I prefer hanging out the killer that can shock survivors and block them from vaulting or throwing pallets. Looking at how most people view the Doctor being weak, this ability would be extremely underwelming.

    Freddy is perfectly fine the way he is.

    Apparently Freddy's pallet power isn't even an add-on. It's base kit functionality.

    There's very little to no counter to Freddy's pallets in its current state. Not even Dead Hard can save you once you've started the drop animation. The point of the "fake" pallets is to trick survivors into feeling safe when they're actually not.

    The suggestion I gave are just that: suggestions. Not set in stone changes that need to or even will happen.

    With Doctor's fake pallets, a survivor can at least attempt to juke or DH or something in an attempt to survive. With Freddy, this is impossible because the animation keeps you locked in place.

    This would be totally fine if there was some way to tell a fake from a real pallet, but as far as I'm aware not even WoO provides that functionality, and that's an entire perk.

    Is it OP? No. But I'd personally rate it on the spectrum as "too useful" or "too detrimental to a survivor".

    Add to this that he has quite a few other tools in his kit, being his snares and his "mobility" through gen teleports, it can be extremely frustrating to verse a Freddy as a non-SWF who hasn't got full coverage / intel over the map and each individual pallet and their state (used / not used).

  • Instead of cosmetics, I think something smaller would be better. It would make the people that didn't get to participate in an event (for whatever reason) feel less left out while still giving those who played the event something nice to show.

    An idea: Titles. A title under your name (visible in the lobby and after-game scoreboard, maybe in game) to show you've been there. We could use last year's "Summer Barbecue" event as an example: A title for survivors could be "BBQ Master" and for killers we'd have "Meat Tenderizer". Perhaps these titles could also have different colors to indicate a "tier" of them. Bronze, Silver, Gold and Diamond, the Diamond being a blue-ish color that could even have a glowing effect or an effect related to that event, in this example it could be "burning" for the BBQ event.


    Just a tiny example.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/720574#Comment_720574

    Thats why they have BBQ, Nurse Calling Whispers and other stuff to find survivors, why would someone on earth want to interact with a toxic Hillbilly or fast killers?

    Interaction between survivors is ok, interact with the killer isnt, he has to do something... like try to find survivors, earn his points.

    So as a surv in red ranks I have to go to chase a killer because doing gens only I can depip, and I have risks while the killer doesnt, he has the survs ¨interacting¨ with him and no risks, no death and a crapload of points.

    Killers are not out of their comfort zones, they rely on BBQ which I find sad.

    If you escape you should have a safety pip and thats it, the game has no punishment for tunnelers either or tryhards using OPed addons that are infinite and ruin the game for everyone, like mirror myers, tombstone, silent Spirit, etc.

    The whole ¨entity¨ thing is a made up excuse to cover all the nonsense going on, this game is good when there is no toxicity happening, I would tell the ¨entity¨ to fix those out of this world hitboxes, like vaulting a window from the first floor and getting hit from above when you are almost touching the ground.

    If the fast killers or those "toxic" Hillbillys are good enough, they will find you. If they aren't good enough to find you, maybe they aren't good enough to kill you either. If they're "fast killers", your turn to get chased will come, rest assured. You'll get your chase points.

  • Only thing I would change is the pallets, if something got changed. Have the pallet either stun him, but for a short duration (Like an Enduring.. 4, or something), or have it be similar to Doctor's fake pallets, but the pallets explode into blood instead. Maybe they could also pull camera like a Hag trap.

    In the current iteration of the pallet add-on, I feel it's a little too strong, at least against solo players, since there is no distinction at all between a fake or a real pallet, and the "drop animation" is a bit too detrimental.

    This is a "I would welcome it but it's not entirely necessary" thing for me. I wouldn't say it's super strong but it's a tad bit too powerful. It's not impossible to beat, though.


    Aside from that Freddy is completely fine, in my opinion.

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/720574#Comment_720574

    I think you missed the point, we are not talking about pipping we are talking about NOT depiping when you do your job.

    No matter how you slice it, achieving my victory conditions must give me a black pip

    I did miss the point slightly, yes, my apologies. But the idea remains the same. The system was designed to promote variety in survivor and killer actions (and interactivity between the two) throughout each game. And it does that well in most scenarios. There are oddities on a case-by-case basis, like the game you had where you fulfilled the survivors' objective as indicated by lore.

    From a gameplay perspective though, the system deems you "unworthy". We can tie some lore to this, perhaps it's the entity that demands to be entertained, and you and your crew, as well as the killer, failed to entertain the entity, and therefore there was no bread at the campfire that night. Outside of lore, you simply didn't fulfill enough interactions in the game to safety pip. It's annoying, yes, but the intention behind the system is to push both roles out of their respective comfort zones and do things they normally wouldn't do if they want to succeed.

    There is no real way for the game to tell the difference between a game that didn't provide opportunity for a safety pip (because one of the roles didn't play on par with the other), or a freeloader survivor hiding in a corner and escaping without risk of getting deranked. If escaping guaranteed at least a safety pip no matter what, or killing would grant at least a safety pip no matter what, players who "succeeded" but, from a gameplay perspective, performed poorly all things considered, wouldn't be punished for it.

    I hope this makes sense, I'm trying to explain as best I can think of!


    It's an unfortunate circumstance in which you've wound up in, but you should see it as a necessary evil, is what I'm trying to say. Luckily, oddities like these don't happen often (from my personal experience), so you won't encounter this "issue" often.

  • @stonecold said:

    The perk shouldn't stop working in the first place because the perk itself encourages you to hook multiple survivors...meanwhile the obsession is doing gens so fast. So if killing the obsession hurts the killer is unlogical.. The killer will not even have time to tunnel if it's objective to increase token is to hook multiple survivors.

    You can pressure the obsession without killing them. As @Steve0333 has mentioned, play the game as normal, and keep track of your Obsession hook count. If you've hooked the obsession twice, slug them instead. This keeps them out of the game (they can't do anything so their buff is irrelevant), and another survivor needs to take their time to go ahead and heal them. Meanwhile you can simply play the game as normal. You'll get your Dying Light stacks, and your obsession will be like any other survivor in the game with the exception that you slug instead of kill them when they are on their death hook.

    Dying Light is a niche perk, but that's what a lot of perks are: powerful if they play out right, weak if they don't. Aside from a DC or suicide on hook, you as the killer have full control over how strong the perk will be during your rounds.

    Overall, Dying Light is in a pretty good spot in my opinion, as it's a perk that can turn out to be very strong if the killer can make it work. High risk but high reward perks are probably amongst the most well designed perks.

  • The pip system may not make much sense in some scenarios like this one, but it works well for the majority of the time.

    There are 2 points of view you can have on this: your personal point of view, in which the system is flawed, or the point of view the devs went with: the one that promotes gameplay and interaction.


    The system currently works for the second point of view and that's to keep the gameplay fun and add variety in each game. It may not make much sense to escape and depip, but from the view the devs had and how they intended the system to operate, it does.


    It's frustrating at times, but imagine if the system would reward simply escaping or simply killing. There would be survivors who do gens and nothing else. It would promote hatch-camping once more. It would encourage killers to bring Ebony Mori's, because all they need to do is kill.


    It would make more sense, but it would arguably drain the fun out of the game rather quickly. It'd be unhealthy for the game in the long run, which is why I think the current system, despite its quirks during the occasional round, is a good system that works the way it should.

  • A description of how I play, what I value in each role (survivor / killer), and the results of my games are:

    How I play as survivor, what I value as a survivor, and how I perceive my results as a survivor:

    Spoiler Spoiler Warning ▲▼

    As a survivor, I play dynamically. I'm not set on a certain role (e.g. gen jock). I go for whatever I feel I need to do at any given moment in a round. If you were to ask me what I prioritise in a trial as a survivor, it's altruism, as this category not only gives points quickly and easily, it's also the only category that provides WGLF stacks.

    My goal is always to score points, while also proving to be a valuable asset to my team. I go for gens when the killer isn't around, I'm not being chased or there are no opportunities to assist a fellow survivor. My playstyle can vary wildly, from being immersed (usually only while injured and on deathhook) to sometimes even cocky (in times where I feel it is required, such as attempting to lure a killer away from an objective / other survivor).

    I'd personally say I'm a versatile survivor player with a good enough understanding of the game.

    My survivor game results vary wildly. There are games where I feel like a God that can't be caught and that hits every skillcheck as a great one, then there are games where I feel like I should be tossed back into the yellow ranks. Overall though, my games are average and on par with green-purple rank players (on average).



    How I play as a killer, and how I perceive my results as a killer:

    Spoiler Spoiler Warning ▲▼

    As a killer, I'm very aggressive. Operating under the "hook-and-forget", and "screw-your-pallet" terms, I chase down my targets with fierce determination. I'm decent at tracking, so losing me for a few seconds won't guarantee you've got rid of me. You best not try and squeeze in a loop you're not certain you can make, I will swing through that pallet and if you're not on point, I will get you. I will also pressure gens quite hard. If I chased you off a gen, I will hit it and then track you down. If multiple people are near a gen, I will not leave it until all of them are injured and scrambled, then chasing my latest target.

    I am, however, a provider of fun, within reason. I will not farm with you, but I will not camp you on my own accord. Rest assured, if I do not leave your hook, it is because I have reason to stay there: blame your teammates, I have most likely picked up tracks of their presence. I will not tunnel either. You may be in luck if you face me: if someone unhooks you in front of me, I will chase your teammate instead. If I encounter you, and only you, after you just got rescued, I will knock you down but leave you there: a teammate may rescue you if they are able. If you are cocky enough to self-escape or deliverance off the hook near me, I will do the same. Once I hooked at least one other person, or you were healed back to full health, you best watch out as you are now back on my target list: I will hook you next time I get you.

    There are exceptions. I play with an "eye-for-an-eye" mindset in the back of my head. If you deliberately try to ruin a game for me, I will do the same and, for example, I will tunnel you if I am able with no remorse.

    My results as a killer vary too, but I get 3 / 4 kills in most of my games. Rarely will I get only 1 or 2 kills, and on very bad days I may get the odd 0 kill game.

    Edit: Spoilers are whacky, anyone know how to color text here?

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