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xenotimebong

xenotimebong

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  • @Fibijean said:

    I've seen really good killers slay with total meme builds. I don't think that killers are anywhere near as perk-dependent as many people seem to believe. Good perks help, sure, and buying the DLCs is an easy way to get them, but I wouldn't call that pay-to-win (especially since you technically don't need to pay for any of those perks if you get lucky with the Shrine).

    Sure, good killers with experience can clean up with meme builds or no perks. The problem is that new killers are the ones most in need of good perks to help them compete, but are also the people least likely to have them.

    Let’s say I’m a new killer who has reached rank 10 for the first time. I’m going against survivors with hundreds or thousands of hours in the game. If I want matches that last longer than 3 minutes and that are fun for me, I probably want perks like Pop or BBQ or Corrupt to help me. Except that because I’m new, I don’t have them. I have to buy the DLC killers, then level them to unlock their perks, then level my killer(s) of choice to get them. By the time I’ve done all this I probably don’t need to perks as much anymore. It’s backwards.

    The same thing applies for survivors - new survivors are the ones most in need of help from good perks. Except that most of the best perks for newbies are on default survivors or are baseline perks.

  • @Fibijean said:

    I've seen really good killers slay with total meme builds. I don't think that killers are anywhere near as perk-dependent as many people seem to believe. Good perks help, sure, and buying the DLCs is an easy way to get them, but I wouldn't call that pay-to-win (especially since you technically don't need to pay for any of those perks if you get lucky with the Shrine).

    Sure, good killers with enough experience can clean up with meme builds or no perks. The issue is that new killers, who are the most in need of good perks to help them compete, are the least likely to have enough of them.

    If I’m a fairly new killer hitting rank 10 for the first time and being matched against survivors with hundreds or thousands of hours, I’m gonna need stuff like Pop and BBQ if I want the game to last longer than 3 minutes and be any fun for me. Unfortunately, because I’m new, I have to buy all of the DLC killers, level them up to unlock their perks, then unlock those perks on my killer(s) of choice. By the time I’ve done it I probably don’t need the perks as much anymore. It’s completely backwards.

    It’s the same with survivor in that new players are more reliant on good perks to make the game easier and more fun for them. Only as survivor, most of the best perks for newbies are available on free or default characters, or are default perks.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228323#Comment_1228323

    Nope, he'll be too busy camping the hook to grab the last two survivors, assuming the third doesn't lose them with their adrenaline

    You don’t need to camp the hook once your NOED procs, lmao. You go to where the last survivors finished their final gen for an easy clean up. As long as you’re not blind it isn’t hard to find survivors running for the gates.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228240#Comment_1228240

    That's still a guarenteed win. 3 gens pop in 80 seconds, assuming all 3 survivors were split. The Survivor on the hook still has 40 seconds on the hook, 25-30 after factoring in time to find generators. the 3 survivors can finish a gen together in about 36 seconds, so they have MORE than enough time, since the Killer will have to reach the generator theyre on, assuming he picks the right one. If he guesses right, the two survivors not being chased can finish the final generator in about 45 seconds. Since the Killer is camping, he likely is fairly bad in chases, so it's entirely feasible that the two survivors can finish the last gen in the time it takes the last survivor to go down. Then the last survivor can pop their adrenaline/DH to reach a pallet or lose the killer, thus all three survivors get out.

    You’re not accounting for the 70 seconds MINIMUM it takes to cleanse all 5 totems. In reality it’s longer than that, and in reality no survivors are 100% optimal and do all gens in the fastest possible time. If they don’t just “Do BoNeS” they get downed by a 119% ms instadown killer.

  • @Smiler said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228240#Comment_1228240

    There's always the possibilty of just being better and outrun the killer.

    So you think it’s reasonable to expect that every survivor can run the killer for multiple gens? I thought this was the problem with the game, and the reason why maps were being reworked and gens slowed? Which is it - survivors should just loop the killer indefinitely to avoid cheesy strats, or survivors need to be nerfed so they can’t loop the killer for extended periods of time?

  • @Smiler said:

    https://forum.deadbydaylight.com/en/discussion/comment/1228212#Comment_1228212

    Just saying the truth. Be ready for it and just cleanse totems. If you hate NOED so much, use that one perk that helps you find the totems.

    But the point is that if the killer camps, you don’t have time to do all five gens and all five totems. The person is on the hook for 2 minutes and you have three survivors doing gens at 80 seconds each. It’s a piss-easy way to win every game because it’s almost impossible to counter it.

  • I also experience the most bizarre matchmaking on PS4. I’m talking a rank 8 put into a lobby of literal rank 20s, or a rank 15 killer going against all red ranks. I think this is related.

    In any case, I wouldn’t be surprised if there were killer population issues on PS4. People have been screaming about optimisation for years and the performance is still unbelievably #########. Low frames, low sensitivity, game freezes when a survivor uses Dead Hard or you get blood lust, auto aim that cucks you out of hits if the survivors swerve the right way, certain skins and maps make the low FPS even worse, and some killers are just unplayable. Plus the players tend to be really toxic and awful. I stopped playing killer on console a long time ago and after going back to it a bit this week to see if the experience had improved, it hasn’t.

  • At the moment it’s Deathslinger. I hate the way his power works and the fact that his slow ms and low map pressure basically guarantees that most of them proxy camp. I get it, I just hate to play against it.

    Though I’ve also started to hate the way that every Hillbilly match is the same. All survivors spawn together, Billy instadowns one of my teammates in 30 seconds, he uses Infectious Fright to slug and down more and either the match ends there with everyone dead on first hook or the team can never recover from him ping ponging from hook to down to hook to down with BBQ. I used to enjoy facing him since I find chases against him tense and fun, but Infectious Fright becoming meta on him just sucked all of the fun out of it for me. They all run the same build and play the same way, and I’m never in coordinated enough teams to do anything against it. It’s extremely unfun.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227206#Comment_1227206

    I understand they're the strongest traps in the game, but they can easily be avoided, DH through, or disabled like every other trap. He also has the longest set-up time and the least mobility so he can be tracked and watched the easiest too.

    Disarming isn’t really a huge problem since they added the ability to reset traps - if your placement is good you can just reset and then catch people during chases, when they can’t disarm. You catch people by chasing them into your traps and you effectively become an instadown killer.

    If Trapper could hold all of his traps at once you could make certain buildings or structures impregnable. Think about the school in Badham. Get someone in the basement, throw down four or five traps and if they disarm them just reset. Nobody gets in or out.

  • Because his traps are really strong and the setup time is designed to balance that.

    They’re not really comparable to Hag or Freddy’s traps, since you can disarm their traps nearly instantly by running over them and they don’t stop the survivor from actually being able to do anything. If you step on a Freddy trap you can at least try to run or 360 or Dead Hard or something. If you step in a Trapper trap you’re incapacitated and become either injured or downed.

    I do think they should give Trapper the ability to hold more than one trap by default, but I think giving him all of his traps would be a bit too strong. I say this as someone who plays Trapper a lot btw. People underestimate how strong his traps are.

  • Moris are “ultra rare” in name only, some killers get one in nearly every bloodweb now that shards have been removed. I never use my ebonies because I think they’re gross and I have tons of them.

    I’m not sure how anyone can argue that removing two hook states is fair or okay in any way, ebonies in particular are completely busted and need to be looked at. BNPs got nerfed for the same reason: straight up deleting required objectives with no counterplay is awful game design and extremely frustrating to face.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1227068#Comment_1227068

    I was once told they wouldn’t do it because people would dodge lobbies if their team wasn’t running meta perks... ugh

    Yeah, I think I saw a similar response. But who cares? Now that lobbies aren’t disbanded due to dodging anymore, and considering survivor queue times are long BEFORE the lobby, I really don’t think it’s a problem if a minority of people dodge. Killers can dodge lobbies with items but they still show that because it’s useful information. The devs’ priorities are a bit messed up in cases like this IMO. The benefit of being able to see perks would be so great for solo players.

  • This map is pretty small and not much spawns down near the shack, so if you get a couple of L/T walls down the sides there probably weren’t enough pallets overall and it resulted in this.

  • I really don’t think you want to penalise survivors for stacking two on a gen too much, or you’ll open an entirely new can of worms. Which feels worse: losing one gen to three/four survivors early game, or losing three gens because the survivors knew to split up?

  • @Raptorrotas said:

    DbD mobile does show each survivor loadout to every survivor in a lobby. It could be added to our DbD too.

    Highlighting team-oriented perks might actially be worth trying out.

    That would also be an amazing change, but I’m not holding my breath on that one lol.

  • Come on, you already know the answer to this. Behaviour doesn’t want to add kids to their game where people are chainsawed in the back, slashed with various weapons, caught in bear traps, murdered and have their organs eaten, and get thrown onto a meat hook. Because people would freak out and complain, for obvious reasons. It would be a stupid move and would open them up to negative consequences, and it really wouldn’t benefit them in any way to do it.

  • Yep. I don’t cleanse all 5, I leave the obvious totems and just cleanse the ones that are hidden/out of the way. Most of the time if you do this someone cleanses NOED within 30 seconds of it activating since the totem was super easy to find. Remove the chance of it spawning in a bad spot and it’s just as easy to deal with as any other hex.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1224129#Comment_1224129

    Did you read what I said though? It would be changed in terms that it doesn't affect generators that are outside of the Killer's range. Hence why a bit of work is required from the killer's part to do map pressure. Sure, there would be more genrush, but it wouldn't be a Hex anymore and those that 3 gen themselves are pretty much as good as dead.

    Also on another note, I personally feel like Deerstalker would be somewhat overpowered for it to be basekit because there are rare cases where the survivor finds the hatch while crawling. Happened to me a few times.

    Being able to see nearby survivor auras on the ground would be overpowered because sometimes survivors can crawl to the hatch, but the killer having a built in ability to regress all gen progress in a certain range wouldn’t? I totally disagree. Deerstalker would mostly just be a buff to those who are hard of hearing since you can just listen out for survivors on the ground anyway. It’s really not that strong of an ability, hence why very few people even run the perk.

  • Kindred with a much nerfed killer aura range, and Deerstalker.

    Basekit Ruin with no totem would be awful, it’s way too strong and would encourage survivors to gen rush even more.

  • @finitethrills said:

    To be fair, the second part, having your swing pulled into inanimate objects also happens on the pc. Though not usually when going for window hits.

    True, this happens to me sometimes too. It’s much less frequent on PC than PS4 though in my experience.

  • I’m glad they removed the ability for people to hold the game hostage. Remember those clips of killers bodyblocking multiple people in the basement until they disconnected? Or the last survivor creeping around for 30 minutes going locker to locker until the killer disconnected out of boredom? So glad this has gone.

  • @Respectfulnancymain said:

    When a killers toxic its because "they had a few bad games" i have seen that excuse thrown around on the fourms and it just dosent make sense. Why try to justify killers toxicity by blaming it on survivors?

    By toxic i mean nodding your head while facecamping or playing insidous bubba with a mori

    If your gonna reply please dont call me a survivor main (i play both sides equally) or mention my username (my names just a meme

    Same reason people demonise their political opponents, or different sports team fans, or people who drive a different type of car. “People from X group are BAD but people like me are good” essentially.

  • @Stitch7833 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1223192#Comment_1223192

    Theyre strong perks yeah? we can all agree on that, if we cant then theres no point in a discussion. i play survivor most of the time tbh but i still want the game to be fair and balanced for everyone, the argument that these perks take no skill is the fact theyre such strong perks but take no build up to use them, for example you can use BT up to 6 times yourself (8 if everyone runs it) thats alot of free escapes or time wasted just for using BT which lets be honest takes no skill you just run up and unhook, theres no fear or anything same as DS you get 60 seconds free of not being hooked, if you get picked up in that time you escape and can lead on another huge chase or the killer leaves you and time has just been wasted. these perks are so very strong that just having an obsession in a match will force killers to ply so very differently and i feel they shouldnt be so free, while yes every perk takes no skill some have requirements needed to be met or downsides to them but both DS and BT do not and thats why they become so meta. the real issue is when so many people use these perks in one match, even worse when the unhooked survivor blocks with BT because even if he gets down he has DS and its all abit of a mess when you come across that level of play, on the most part games arent too bad but DS time needs to be shorter/deactivate after a hook so it counters tunneling (should also counter moris in my opinion) and BT shouldnt be free altruism (maybe any damage dealt to the unhooked player inflicts mending on the savior so you cant just run in careless). i dont wanna ruin the game for either side but i also want balance, i could understand the ruin nerf carrying killers but so can DS and BT, hell i see it too often on my team. most perks need a buff, but DS and BT need a rework/change.

    I’m not disputing the fact that they’re strong. If you said “they should be changed because they’re too strong” then I wouldn’t necessarily disagree, but the argument that they take no skill or are free is a bad one because you’re arguing against basically every perk in the game in that case. All perks are free bonuses and very few of them require any skill at all. Should we nerf all perks then?

    There aren’t really any perks with downsides except No Mither so that’s not a great argument either. BT and DS are perks which, like almost every perk in the game, give you some in-game effect just for equipping them. If you think the effect is too strong then that’s the argument to be made.

  • @Stitch7833 said:

    60 seconds is too long simple as. reduce the time or disable it once i hook someone else. BT is also an issue as its just free altruism, allows people to do unsafe saves and still be rewarded for it. BOTH DS and BT are too free and easy to use and should not be given as free, DS means you dont need to be worried about getting hooked for 60seconds and BT means free unhooks. both take little skill and compared to other perks too strong for such little effort.

    I never understood this “no skill” argument about perks. Which perks do take skill, exactly? There are almost none, pretty much every perk in this game is just an unlock for a neat boost. Aura reading, easier heals, slowdown, more movement speed, and so on. Even the perks that require timing or management of tokens or whatever really don’t require much skill at all.

    Also, BT and DS are not “free” since they require a perk slot. Like every other perk, you use a slot to unlock some kind of bonus effect. That’s the opposite of free.

  • @domai36 said:

    Hey! Hope this isn't too long. Compared to most people on here I'm a pretty big noob. Only 300ish hours played, only reached red rank as survivor once and have never reached it as killer. I just wanted to share a little revelation I had while playing a game last night that NEVER occurred to me at all until now. I was curious to see what more experienced players think about it and how they think it impacts some games of DBD, as I don't hear it discussed at all.

    Like many less experienced DBD players, I started off playing to immersion. Hiding in the shadows, crouching past crows to not alert them, running 2-3 aura/spine chill skills and playing very cautiously/passively. Over time I have of course evolved as a player and slowly learned to run killers somewhat well. That said - I still have games where I never SEE the killer, let alone run from them from, time to time, and I always thought this type of play was perfectly valid. Until last night.

    Last night I was playing Pig (my main), and came across an unusual team. Two of the players were extremely immersive, two were extremely active. I went the entire game only seeing the two active players until the very end. I NEVER saw one as they got a hatch escape. The two immersive players had a fine game, but the two active players were extremely unhappy - to put it nicely. I got called proxy camper, tunneler etc. etc. I know I didn't camp them - I even slugged each one on their third down out of pity instead of sacrificing them, but when you only see two players in the entrie game, they are the only ones who are going to get chased, hooked and sacrificed.

    Ideally as a team, it stands to reason that you want to spread out the hooks as evenly as possible, so to keep the 4v1 advantage as long as one can. When you have a large disparity like the game last night, this becomes impossible as a team and the players are likely doomed to a 4K/3 with hatch, as was the case there. Because of this, I think as a solo player - it's technically the best strategy to match the style of your team as best you can - as you get a feel for it. Had the two active players hid more, or the immersive players taken more chances, the game could have gone much better for them. I know I will be paying more attention to the "flow" of the game from now on in a more meta sense than I once did.

    What do you think?

    You’re absolutely right and this realisation is part of becoming a better survivor player in my opinion. You have to match your playstyle and actions with those of your team, and those of the killer. This is another reason why SWF tend to play better, and why information perks like Bond and Kindred help out in solo so much.

  • @PigNRun said:

    The latest change to the Bloodweb that came with the Stranger Things chapter was nice. But I think people dont realise how much of a BP boost Archives are. Its introduction made it easier to go through levels by increasing the amount of BP you get. I realised this halfway through the second Rift. I was getting Zarina levelled up pretty fast.

    https://forum.deadbydaylight.com/en/discussion/comment/1220076#Comment_1220076

    The problem is, why did you unlock those "80% of perks that are useless" as a new player if they are useless to you? For example, when I started playing on Steam, I really liked the Pharmacy + BK combo. I only levelled up Claudette to level 35 and Quentin (my main), and went on playing with that one perk setup as well as WGLF (David was my third character, I think?), with the fourth perk being whatever I was getting as I was levelling up. I got my desired build very easily, only having to level up 3 characters and focusing on those perks, rather than making everyone level 40 and then building up a character. Sure, lack of foresight sucks, but its a given if you are one of THOSE.

    Only once you have a functional build you should consider getting more teachables.

    Because I like to play multiple killers and leaving them at level 30 just so I don’t have to unlock their godawful perks for everyone else is just unfeasible? Because I unlocked a lot of ######### perks before I realised how monstrously huge the grind in this game was?

    Seriously, if you want to ~optimise your teachables~ you have to start this game with a ######### spreadsheet and battle plans. Ok I’ll level up Clown but only to 35, then Hag but only to 30, then I want to unlock X perk but it’s the third teachable so I’ll have to take Y or Z first...

    Very few new people are going to bother. You just unlock everything because you’re enjoying the game and figure hey, more perks to choose from, cool. You don’t realise that by unlocking too much stuff you’re condemning yourself to an ungodly grind of useless garbage. God forbid you just try to have fun with a game and don’t spend 5 hours pre-planning your optimal paths through the bloodweb with the wiki and a spreadsheet. A lot of games with the ability to unlock skills on characters also give the player the ability to reset their choices for a very good reason. Not this game, though!

  • @Orionbash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1221807#Comment_1221807

    Then that's two people not working on gens. I love, love, looooove as a killer when I got one person following me around while I chase another for a flashlight save. Two downs for the price of one. That'll pull everyone off of gens and the ball is in my court.

    But it would also be the Spirit being repeatedly knocked out of her power. Whether people are doing gens or not is sort of beside the point, it would be a way for the survivors to delete your power with no way to counter it. They removed survivors’ ability to sabotage Trapper’s traps for the same reason - having your power rendered unusable by a survivor item is bogus. Having someone chase you trying for a flashlight save is fine because you can play around it. Look at a wall, turn around, bait the save, etc.

    If the idea is that it would just make her visible while phasewalking then it’d be less of an issue since you could still use your power, just less unpredictably.

  • So would shining a flashlight on the husk break Spirit out of phasewalk, or just make her visible in it? Either way I can see this being pretty annoying vs a SWF with one guy as the designated Spirit annoyer, flash lighting her every time she phases while the two others do gens. Kind of a niche scenario but I can see people complaining about it.

  • There needs to be some level of matchmaking in this game because the learning curve is way too intense. Think of someone playing their first match: they have no perks, they don’t know how any perks, add ons or offerings work, they don’t know the basic game mechanics outside of what’s in the tutorial (which isn’t much). Now imagine them being paired up against someone with 5000 hours, or even 1000, or even 500. They’d be at a HUGE disadvantage.

    A lack of rank can work in more casual games but there’s too much to learn in this game before you can expect to do well against people with experience, and losing over and over is demoralising for anyone, let alone new players.

  • Because they’re just four helpless mechanics trying to do their jobs fixing generators and you had the nerve to hunt them down and shove them on a meat hook, of course.

  • Because it feels personal in this game, unlike many others. If you’re killed in a game with 20 other players it’s just like, oh well I got killed. In this game it feels like you’re being hunted down specifically, or like you’re being bullied by the survivors personally, or whatever.

    More people would benefit from brushing games off because 99% of the time it isn’t personal since they don’t know you. They click their flashlights at everyone, or face camp everyone, or play like a sweatlord against everyone. Just move on.

  • @Almo said:

    As long as Survivors continue playing into campers, camping will continue to work.

    As long as the game keeps rewarding camping and making it easier and easier, it will continue to work. If a killer wants to camp and plans their build for it there is nothing survivors can do to counter it. Kindred and Borrowed Time, the two best camping deterrents, are countered by Undetectable. And if someone is getting camped you don’t have time to do totems so they’ll get their camping crutch NOED as well.

  • @madradfox said:

    Hello everyone,

    I'm currently in New York State, on Long Island, in an area hit really, really hard by the current crisis. The things I and the rest of my colleagues here have all seen by now are really, really awful. A lot of us have never imagined that things like rapid cadaver disposal would become a topic of conversation, not to mention an actual extenuating issue in all of our lifetimes. If it were just my colleagues and I that were exposed to this risk it would be one thing, but a lot of us have older close relatives with truly essential jobs (utilities, manufacturing, food processing , healthcare etc.) and if they stay home even more people will succumb to the virus.

    All I am asking for is for players of DBD to take this into consideration and not be toxic. Everyone knows what it means to be toxic, and it is the quintesential example of "I can't define it but I know it when I see it" behavior.

    Coming home is already a daunting process. My routine of disinfecting, undressing, disinfecting again, showering and then showering again, followed by doing separate daily laundry not only takes way over an hour, but also requires usage of already very scarce cleaning supplies.

    FYI - and this is coming from someone who strictly plays as one of the survivors - I have absolutely no issue with things like using Moris, camping & tunneling "teabagging" and what not, "sweaty" play, and a bunch of other strategies. These things don't affect me in the slightest, but in fact make me think of ways to properly counteract them, which:

    a) makes me a better survivor-player

    b) takes my mind away from the truly horrible things I have to deal with everyday on the outside.

    Similarly, it would also be nice if developers took this into consideration as well and - after developing some sort of consensus in terms of criteria for doing so - increased the severity of punishments for things like :

    a) "trolling",

    b) actually "taking the game hostage"

    Yes, there as some very toxic ways of doing so. I will actually describe one of these in detail in a few weeks - and provide a Proof-of-Concept if necessary or not already discovered and attended to by coders - as doing so right now would certainly lead to players taking advantatge of it for "toxic" reasons before a patch could be released. For what its worth, the "exploit" does not covey any discernable benefit in its current form,unless someone decides to write a rather sophisticated script that operates based on desired conditions

    c) intentional blocking of other survivors

    d) intentional last second suicides

    And the list certainly does not end there....

    All I am asking for is to not make the situation and people's emotional well-being any worse at a time like this. Let people have that hour to relax , because that person you are playing with or against may actually be a funeral home employee that has had to fill a semi trailer that substitute for a mobile morgue with black body bags containing other people's mothers, fathers, grandparents and even sons and daughters, and on top of that cannot even pretend that these bodies will get any type of a proper burial.

    Not to sound rude, but what are you talking about? I feel like you said a lot of words but I’m still unsure as to what point you’re trying to make. I want to hear your plea but I don’t understand it. Could you simplify a bit for me?

  • @SweetTerror said:

    As the headline implies I'm a brand new player, and the other night I played a killer match with Myers and killed 3 of the 4 survivors. I thought, "Cool!", but the completely broken matchmaking system must have thought that I was a veteran after that game because the next 3 games I got destroyed! 

    My season level 20 was being matched up against level 9 and lower. Those survivors/players not only knew what they were doing, but their perks ensured that I had no chance. Every single survivor escaped in all three matches. So I went online to learn what I can be doing better, and gamers said to invest in the teachable perks from other killers. You have to be at level 30+, but they said it makes a world of difference. My Myers is only level 9 so I knew I was in for a grind. Well come to find out, you have to unlock those teachable perks with those specific killers first before you can purchase it for someone else. So an already grindy game just turned into a massive grind, and for someone that has, at best, an hour a night to play games (work and parenting), ensures that not only is this going to take me months, but the matchmaking system will ensure that I won't have fun until I do.

    When this game fires on all cylinders it can be a blast! It's just unfortunate that those experiences are few and far between. Too bad the game can't have bots so that way new players like myself can level up enough to ensure they have a more balanced experience down the line with more advanced players. Going up against bots may make the game incredibly easy, but it's better than getting wrecked in every single match.

    Have you tried giving survivor a go? In my experience it’s a little bit less perk reliant, but the perks you get on the default characters are really good anyway for new players - Meg has Sprint Burst, Claudette has Self Care, and Nea has Urban Evasion, which are all pretty great to start.

    This way you can grind some bloodpoints and put them into your killers, since bloodpoints you earn on either side can be used for both. It will also help you to understand how survivors think and play so you’ll have a better understanding of your opponents.

    That said, this game is insanely grindy and it has a difficult learning curve. If you’re looking for something less intensive it may not be the right game for you, unfortunately.

  • @thegatekeeper said:

    I'm new to the forum. I just recently got the nightmare edition. Birthday gift from my wife. I started using huntress from the start. And I clicked with her. She's fun to use. Has a few flaws. But who doesn't. The Dr it took a minute to get used to. But both are level 23.atm.and I do pretty well with both. Freddy is good cannibal too. But I get more hate when I use the huntress. I don't believe in camping. I hook you then move on. Terrorizing everyone .

    https://us.v-cdn.net/6030815/uploads/786/YWB0TCSOYV8G.jpg

    Welcome to the game and the forums!

    My go-to killer is Hag. I love planning ahead, putting traps where I expect the survivors to go, imagining their routes and how best to cut them off. I also enjoy Trapper for the same reason. :)

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218494#Comment_1218494

    I'm not sure if anyone of us gets confused by the resolution of the video. But I think there is at max 5 seconds in the beginning and then like 5 seconds before Spinechill activates (and during the second phase I already said I would expect the killer be near the slug). And I agree that during the game it would be better to take a hook for the team, especially when you are apparently not that bad at looping.

    I'm just talking about that situation. If the killer is waiting for a DS timer to run out (and noone knows at that point), you would only benefit the killer waiting at the slug for making no gen progress, showing him "here I am as well, let's all waste time near the slug until DS ran out". With the gen progress you can at least hope for a double escape. You never know what is the best decision because of missing information. The only safe information I see there is a crawling Laurie and a broken chase, which are normally bad indicators to go for a heal.

    It doesn’t take that long to recover, she stayed in place long enough to recover a decent amount, if you’re recovered more than halfway it takes a couple of seconds to pick someone up, and when the Bill goes back for the pick up it’s a fraction of a second so she was obviously fully recovered by that point. You also don’t need to sprint right up and make it obvious to the killer that you’re there, but at least go and investigate. Use Spine Chill and the terror radius to figure out if he’s camping the slug, if he is go back to the gen and get it done, if he’s not pick her up. This is PS4 as well so you have better visibility of the killer through corn than they have of you.

    I see what you’re saying in general, and sometimes it’s better to leave someone on the ground, absolutely. But we’re talking about this scenario in context, in which the OP left people on hooks repeatedly, to the point that the Claudette put herself into struggle phase because she obviously saw nobody coming for her, and then they left the Laurie as well. Playing that way makes people less inclined to save you later.

  • I think this seems fair. Also make it so that when he hits you through gas he applies Deep Wound if you’re already injured.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218428#Comment_1218428

    Well, Laurie was crawling, so not healing, first point. Next: the chase didn't last that long, actually round about the time when Laurie stopped crawling, the chase ended. And then Spinechill got activated short before Bill was in chase again. I wouldn't run across the map when I know there is 0 progress on the healing yet. And the broken chase would make me guess that Bill stopped running and they have a faceoff, or that the killer returned to the slug

    She crawls for like a second or two a few times, most of the time she was on the ground she was completely still and obviously recovering.

    You wouldn’t run to help your teammate when you haven’t even been chased for a second, there’s one gen left and both of your teammates are on death hook? Harsh.

    I mean, play however you want. We’re all free to leave people slugged or on hooks until they die if that seems fun. But if you play completely unaltruistically you can’t complain about your teammates leaving you behind. Especially if they’re all on death hook because you didn’t take any aggro all match.

  • @Deadeye said:

    I'm not sure how much you can blame the team here. Sure a bit, when they all left the gen you were working on in the barn was a bit strange and why at least the Bill didn't finish the last gen while you were in the chase is also not too good.

    But that they didn't get you in endgame against a camping Bubba is comprehensible. And you have no idea what happened during the game. Most likely the Bubba was playing like that the whole game and the team had a lot to do to get everyone off the hook in time. Don't forget that they all were on death hook. They might be SWF and organizing themselves to get the unhooks done properly. So they were busy to keep the team alive while you could do the gens without pressure most of the time. That might actually have been perfect team play. They doin the chases and unhooks, you the gens.

    Just as an idea. Not sure if it was like that, but you don't have a lot of information on what the other did, except "no gens".

    https://forum.deadbydaylight.com/en/discussion/comment/1218360#Comment_1218360

    He didn't let her rot, he got in chase after that. If Bill was chased instead, he would have had the time to save her. I wouldn't have gone for the heal either instantly, because you could have expected Bubba being near. And when it was clear that the save needed to be done, he was chased, allowing the Bill to heal

    https://forum.deadbydaylight.com/en/discussion/comment/1218267#Comment_1218267

    You guys (@GHOSTfaceP3 too) are quite quick with telling what is "deserved". As you are all lacking information, you can't say that the others didn't deserve escape, and lacking altruism doesn't mean you deserve death. It might actually have been useless to go for the unhooks, when there are already 2 people around to do so, so it would be no gen progress at all during the attempt. Btw that leatherface surely pipped in this game, the other three were all on death hook, one died. He had 8 chases and hooks at that point. Letting the unhook happen and get another chase would probably have rewarded him more. But you don't know what's going on in his head.

    You’ll see what I mean if you rewatch at about the 7:30 mark. OP left Laurie on the ground for nearly a full minute while Bill was being chased - Bill was the Obsession so it wasn’t like it was impossible to know what was happening. Bill unhooked Laurie, Leatherface hit Laurie down, he then left her slugged and chased the Bill, presumably because he was expecting DS. The OP could clearly tell all of this and they made absolutely no moves to get Laurie up, and after nearly a minute the Bill unintentionally brought LF to the OP.

  • @zimer said:

    he would be boring af.

    But i want to see more brutal killers that survivors cant really run away from. Thus promoting more hiding, which makes the game more immersive/scary.

    right now its "1v1 me on this loop noob"

    Hiding is boring for most survivors who’ve been playing the game for a while, and for most killers. It’s not fun to run around the map looking for survivors for five minutes at a time. Plus there are so many aura reading and location reveal perks in the game at this point that it’s not really viable.

  • Why even run WGLF if you’re going to avoid your teammates like the plague? I’d swap it out for something more useful - like Ryuhi said, Kindred can help you in solo coordinate gens and altruism much more easily.

    I mean, you accuse your team mates of “doing nothing” but how do you know they weren’t trying to do gens, but got pulled off due to having to unhook every time because you refused to? It seems to me like the three of them were swapping out hooks, heals and chases because you didn’t get involved and give them any breathing room to do gens.

    Even at the point where the Laurie was slugged and you could see for a fact that the Bill was being chased, you left her to rot on the ground. If that was me I’d be disinclined to save you later as well, especially since they were both on death hook.

  • @SpaceCoconut said:

    Here's what you need to do:

    1) Don't unhook a survivor if the killer was in the vicinity within the past 20 seconds. Give them time to get away from the hook

    2) If a killer is camping another survivor. Do gens. The killer isn't going to leave and you're giving them what they want by not doing the objective.

    3) If the hatch is closed, you're the last survivor, and there's no way you're escaping just walk to the killer to end the match. Who knows, they might let you leave through the gate for being a good sport.

    4) If you've been tunneled, don't take it personally. You were probably the easier target out of all the available survivors in the vicinity.

    5) If you're being camped on the hook... blame the devs for allowing the tactic in the first place and take some solace in the fact that the killer probably won't pip unless your teammates don't follow rule #2

    6) If you bring a flashlight or key to a match, expect to be tunneled. The killer you're playing against has more than likely experienced a group of toxic survivors utilizing these items to remove any enjoyment the killer might have had in their last game.

    That's all I can think of.

    What suggestions do you have for Survivors to help create a fun gaming experience for everyone in the match?

    Here’s my one and only suggestion:

    Play how you want, but if you can’t be polite post-game just say nothing. No trash talk, no insults, no threats, none of that. Either say gg or whatever, or just silently move on to the next match.

  • @CaramelizedOnion said:

    Am I the only one thinking, that now that the Trapper's Traps cannot be sabotaged anymore, the Hag's Traps shouldn't be disarmed by flashlights. The flashlight could still highlight the trap but destroying it?! If they want to keep that mechanic at least make it take like 2 Seconds or something cause right now it just feels like you're holding your FL in the general direction of the trap and it just explodes.

    As we are at it, I think, the FL should also not burn the Nurse and the Wraith.

    What do you think? Did the Devs ever mention that they are seeing into that?

    I don’t think sabotaged traps are comparable, the better comparison to a flashlight would be disarming a trap. Sabotaging Trapper’s traps actually weakened his ability to use his power, whereas nothing the survivors do can affect Hag’s ability to set more traps.

    I play a lot of Hag and I think the worry about flashlights is a bit overblown. As long as you’re not totally predictable with your trap placement you should be fine. If survivors are scouring the map looking for traps to disarm, they’re doing you a favour. And having this counter enables survivors to play around Hags that spam traps around hooks, which in my opinion is a good thing.

  • @Pennosuke said:

    https://forum.deadbydaylight.com/en/discussion/comment/1214459#Comment_1214459

    Any killer is completely skill-less? Freddy existed.

    The killer that can debuff survivors and invisible from far away by absolutely do nothing, Moreover rapidly using his snares has no downside or penalty.

    Freddy is stupidly easy and gets a lot of benefits for comparatively little work, I agree. And yet I’ve played against enough bad Freddys where all survivors escaped. There’s a difference between a good Freddy and a bad Freddy, so there’s some amount of skill gap there. It’s just probably the smallest skill gap of all killers because his power doesn’t take much to use.

  • This is a difficult one to balance. If there are too many hooks then stuff like Sabotage, Flip Flop and bodyblocking become relatively useless. But if there are not enough, you get really frustrating situations where you can’t hook survivors in a certain area because the hooks are so awkwardly placed, and if the survivors figure it out they’ll run there every time they’re chased.

    I had this in the past on The Game - an entire floor with no hooks which made the match really annoying. I struggled to hook people in time and it was just down to bad luck so it didn’t feel particularly fair. Unfortunately, the random nature of the maps mean that there’s no way to please everybody.

  • There are legitimate reasons to be worried about sweeping changes to maps. Some of the changes seem to be just swapping bad map design in favour of survivors to bad map design in favour of killers, for example taking an overly strong structure and making it a death trap. That’s bad. What reasonable people want is BALANCE, i.e. changes to maps that make them MORE INTERACTIVE. Not “run to the window for safety” - but not “run to the window for guaranteed death” either.

    I play both sides so I want matches to be fun and fair as both sides. As killer, I don’t want to get map RNG that places tons of gens next to a busted building so I have no choice but to brainlessly hold W until the window blocks. As survivor, I don’t want to have to suffer through a map with tons of dead zones and no pallets so my only option is to run Sprint Burst and hold W.

    What has kept me coming back to this game for so long is the potential complexity of matches, learning how to run tiles, learning how the other side plays and predicting what they’ll do. Not holding W and then pressing M1.

    But a lot of people in this game’s community are incapable of nuance so they’ll scream about the game being dead and the devs being X sided at the slightest whiff of a nerf, or they’ll reduce a well-worded criticism of potential changes down to “me X main, me dum, me want easy win”.

  • @ohheyitsbobcat said:

    https://www.twitch.tv/thesh0wstopper_ps

    He's a pretty chill dude. I don't really watch him personally as I don't go on twitch but he's a consistent ps4 streamer that is pretty chill and is devotion 17. He definitely knows what he's doing.

    He doesn't do youtube but I think he fits the other points really well.

    Is this the same guy that got arrested live on stream a while back? If so he’s extremely toxic, both in and (apparently) outside of the game. I wouldn’t recommend watching him.

  • @CLAUDETTEINABUSH said:

    I've tried to main spirit for the past month, and imo, she is hard to master. Because you can't see the survivors or their auras while phasing, you need to rely on audio and small details of, for example, grass whilst predicting where the survivor will go.

    Though, recently when I played a normal spirit game, I won a really close match with a swf (1 gen left and it was a 16 minute game) and the survivors kept abusing the endgame chat because, and I quote:

    "Stop playing such a skilless character and go play a normal killer, you rank 6 boosted ape cun*"

    It seems like on the survivor's perspective, spirit is just a free win once you start playing her, not even try to practice. All her add-ons are "op" and her power is "completely broken and needs a rework". I'll be honest, these survivors could lose against any killer because they were ######### around instead of doing their objective and such, so I don't understand, should I not rely on their mistakes and win? Should I just let them leave?

    So, my question is, for you, as a player, do you think that spirit is completely skilless? Please let me know down below.

    Cheers!

    No, I don’t think any killer is completely skill-less. They all require some amount of skill, outside of stupid stuff like face camping or ebony tunnel moris.

    I think Spirit requires less skill than some killers, like Nurse or Huntress. But she definitely has a learning curve and is not a free win by any means. It’s easier to win with her than with some other killers, but I think a lot of people just want to berate you so they don’t have to admit that they lost fair and square.

  • “less and less killers”

    Do you have an actual source for this, or is it an assumption?

  • Can people please stop suggesting Iron Will as a counter to Spirit when Stridor counters it and a ton of Spirits run Stridor? Any other tips are obviously fine but Iron Will is literally useless against a Spirit with Stridor and semi-decent hearing. Thank you.

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