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gantes

gantes

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gantes
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  • I really appreciate how the devs managed to make a lot of sensible changes without going overboard. The co-op repair efficiency changes sound like a good way of solving a lot of early game problems. A lot of the "the gen popped before I could get there" problem stems from 3+ survivors working together on a gen. The only change I really want to make this even better is for survivors always spawni
    11 comments 151 views last activity
  • So, I was wondering with the new killer... Classically, what makes killers good is 1. getting around fast and 2. downing survivors fast. I'm not ready to say he's too weak yet, but I really struggle to understand the reason to release another killer who has trouble actually downing people with his power after the Legion situation. I don't think his power warrants him being 110% speed, but that's
    1 comments 31 views last activity
  • I've played quite a bit of survivor in the last few months - not that I prefer playing survivor, I just wanted to play with my BF and we unfortunately don't have KWF yet lul. One thing I see way too often is people escaping unbroken while some of their teammates die or people having their first hook when everyone else is dead. Let's make something clear. That's NOT skillful. That's NOT something
    18 comments 1,231 views last activity
  • Was in a game. Pressed M2 to repair a gen with a toolbox I just looted. Game freezes, sends me to the endgame screen telling me I DCd. Next game. Freezes halfway in the loading screen. Match cancells, I have to restart the game. The problem is, this happens at least twice a day to me. How on Earth can you implement DC penalties in a game this unstable? How much lobby timeout would I have to wai
    16 comments 391 views last activity
  • In light of the Ruin nerf, people have been talking a lot about map size. I'm going to talk about it again. I agree with changing Ruin. It's bad design, plain and simple. It punishes lesser players while being a minor annoyance to good players who can hit great skill checks all the time. HOWEVER, there's a simple reason why people run it at a high level. Even though good survivors can hit great
    22 comments 262 views last activity
  • It was too polarizing and made killer perk choices boring, I'll agree to that. There's just one HUGE problem. Killers will be very eager to not play any of the maps that are the size of Russia now. Every single map should be at most Yamaoka-sized. Preferably closer to Badham size. For reference, there's a list of maps by size. https://deadbydaylight.gamepedia.com/Realms#Map_S
    9 comments 301 views last activity
  • Yes, no one wants to hear about matchmaking and ranks anymore. But I still feel like I need to rant. I know this game's ranking system is merely a matchmaking tool and most people know that rank doesn't mean much. But that's exactly the problem. Being punished for ranking up is simply bizarre. I've never seen any other game like this. As survivor, you can be punished in two ways: if you climb
    1 comments 61 views last activity
  • So I can`t help but notice the difference between the Wraith and the Spirit dailies when I get them. Wraith surprise attacks are incredibly generous. You can come out of stealth and hit survivors for a good 5 seconds after and still get the score event. On the other hand, Spirit's "Grudge" score event is pretty tight. Considering you don't really need to hit survivors right out of her power a l
    0 comments 42 views last activity
  • Impossible to say if anything meta will come out of them, but great design overall. Amazing balance between perks for advanced players and beginners, also between stealthy and chase heavy playstyles for survivors 10/10 I'll get the DLC for sure, as long as it doesn't feel dramatically worse than it looks on the PTB
    1 comments 41 views last activity
  • I play a bit more killer than survivor, and honestly, playing killer has been hellish in the last few patches. Since the last chapter AND mid chapter update featured only meaningful new killer content, everyone and their mothers have been spamming killer, and the queues are unbearable. The bloodpoint survivor buffs helped a bit, but still, sometimes I see myself waiting for 10 minutes for a kil
    7 comments 91 views last activity
  • Don't know if this was already posted here, but worth a watch. @Peanits https://www.youtube.com/watch?v=pEG2oTfrPC4
    83 comments 1,901 views last activity
  • Just wanted to talk about this perk a bit. It's not that effective against good players anyway, but when I'm playing as survivor I feel like the delayed warning messes up with your muscle memory and actually can lead to some missed skill checks. Meanwhile, after 5 stacks, I rarely miss anything because after you know it's at 5 stacks you stop relying on audio cues altogether. What do you guys th
    8 comments 161 views last activity
  • Howdy. I do not main Plague, but I do play her quite a bit. The consensus on Plague among reasonable people who play her seems to be that she's solidly mid tier, but extremely unsatisfying to play. Having half your power gated behind survivors cleansing feels terrible, and most of the time you generally play half a killer at a high level. She's not that weak, as everyone being pseudo exposed for
    6 comments 231 views last activity
  • Is how many garbage perks you need to muscle through before the good stuff comes in the Bloodweb. Jesus Christ. Can we please consider for the future maybe getting rid of the tier system? Or enabling us to get 2 perks per Bloodweb? Or changing some borderline useless perks? I don't get why we have changes for Pop Goes The Weasel when it's already better than half of killer perks, or changes that
    21 comments 372 views last activity
  • Head on is one of the most fun survivor perks to use in a long time. Good luck using it however. The perk is terribly inconsistent. Both as survivor and killer I've seen many scenarios where the killer got stunned being nowhere near the locker, and also situations where the killer was literally inches away from the locker, in front of it, and the survivor just busted out of the locker and nothin
    14 comments 332 views last activity
  • Yes, MoM is getting changed. A lot earlier than I expected, to be honest, so props to the devs. But we should NEVER forget about what an abomination this perk is. The mere fact that this iteration of MoM ever made it to live - no, that it ever made it to the testing realm even - shows that the playtesting for this game has some serious problems. This is even worse than the original Ghostface fia
    34 comments 1,162 views last activity
  • Okay. The main purpose of this thread is to gather ideas on killer perks to slow down the game. One of the main complaints from killers, especially those who play weaker, M1 killers, is that the game ends before you can do anything. That happens quite a lot: sometimes, no matter how much pressure you apply or how quickly you end your chases, you just lose to the clock. That's why Ruin is so sta
    3 comments 52 views last activity
  • I thought I'd create a thread for us to discuss our wishlists on killers overall. This is not supposed to solve all the viability issues for weaker killers, just some more obvious (imo), QoL changes to help their power work as intended. For me, atm, these are changes which would help the killers on the weaker side to become more viable: Trapper: I legit think that in this day and age, he NEEDS
    10 comments 192 views last activity
  • EDIT> apparently I was wrong about Ghostface moving at full speed while crouching. We don't know the exact numbers yet, so I'll wait for PTB before bringing this up again. I still think the stealth part of the Pig's power (both the crouch and the ambush attack) could use some love though. Can we buff Amanda's? Don't get me wrong, I don't think she's garbage like most people here do.
    10 comments 1,433 views last activity
  • I'm watching Scott's stream from yesterday and I'm just speechless. As some of you know, he's a very good killer play, sitting at red ranks. Therefore, he plays against high-rank, theoretically good survivors. He went through 3 hours of gameplay without having a single match with no DCs. He was using Spirit, Huntress and Billy, with pretty standard builds, nothing toxic or overpowered. Then he
    23 comments 292 views last activity
  • So I was watching the Q&A today and... Cute: check Goofy sense of humor: check Math nerd: check Major crush alert on that guy. That's all I had to say really.
    6 comments 113 views last activity
  • Before the update, I confess I'd only play Legion when I was tilted or wanted to tilt people into oblivion. Now I actually have fun with this killer. Firstly, the extended duration on Frenzy and the larger terror radius make me feel like I'm applying pressure (not just feel, but we'll get to that later). Hunting people down and chaining hits is very satisfying. 115%ms means that I can actually
    3 comments 102 views last activity
  • I LOVED the selection of data that made it to the dev post. I think we should be able to overall draw some conclusions from that. SWF groups are really, really, REALLY not as prevalent as most people here think. Even among the SWF groups, the escape rate doesn't change much. That goes to show that full groups are more annoying than they're strong, and most people who play SWF do so to fool aro
    79 comments 2,193 views last activity
  • I feel like a lot, I mean, A LOT of the discussions here could be settled with widely available access to stats. If we could know stuff like each killer's kill rate per map per rank, pick rate, escape rates on each map, etc our discussions could be a lot more based on facts rather than speculation. Okay, it feels like absolute ######### being eternally looped, gen rushed, face camped or tunneled
    18 comments 7,052 views last activity
  • Firstly, a disclaimer: I don't think looping breaks the game. There is counterplay, I know. I just think that both thematically and gameplay-wise it is a dull, unfun mechanic that has no room in the game. However, it is well and truly the only reliable way for Survivors to deal with the Killer. Stealth is viable if you play it right, but it is WAY more counterable than looping, and much more pun
    8 comments 262 views last activity
  • Survivors got notified that the killer has it as soon as the gates are powered? I play a lot more killer than survivor, and I rarely use NOED, but I don't think it's as bad a balance/design problem as a lot of people seem to think. But I feel it'd be a lot more fair/interactive if the survivors instantly knew the killer has it. That way, the killer would still be rewarded if he hits a survivor a
    10 comments 122 views last activity