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lunumbra

lunumbra

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lunumbra
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  • @HugTheHag said:

    I don't know about that.

    I don't think getting adept achievement on survivor is as simple as "get carried".

    I think some killer adepts are unfair, but not particularly because survivor is easier. Some killer adepts are harder than others because of bad perks, you also have to get a grasp of the killer's gameplay, and not all killers have an easy time maxing out all emblems to double pip.

    However double pipping as killer is often linked to things you have agency over : after a few games, you can see where you're lacking, and adjust accordingly. Adept survivors can be lost very easily for reasons outside of the player's control : bad teammates, camping/tunneling/afk killers, or the game being too tight to make risky/rewarding plays.

    So I'd say both are equally hard and frustrating for different reasons.

    For your trouble, maybe your current rank is making it difficult to double pip ? I got adept Legion yesterday in just a couple of games, with one person getting hatch, because my rank was still bronze and therefore easier to pip.

    You can easily go into the matchmaking discord and be like "hey guys can you help me get adept x survivor" and people will literally throw the games so you can escape, I got all of my adept survivors in one game after another over the course of an hour. It really is that easy.

    I would say that all killer adepts are unfair unless the killer has a really strong power (nurse,blight,wesker), there are a lot of older killers that haven't been updated that are borderline impossible to play in boon meta (pig, wraith, meyers) and you lose points when survivors heal, and if you go to try and find the boon, you can lose a gen easily, which ends up losing you points on gatekeeper.


    You can play a game where you are constantly chasing survivors, hooking, ending chases in 15 seconds, and keeping a good tempo and play perfectly, and you will lose and not get adept. Macro game is very important, you have to pressure gens, you have to have map pressure, and not every single killer can do that with their base kit perks.

    My rank definitely isn't helping either, im iri 1 killer and I typically play late at night which seems to put me against very very good survivors.

    I guess I just need to wait until rank reset and play during the day when the kiddos get out of school and sandbag against really bad players.....

  • I am self employed/ basically unemployed and live very frugally.

  • I get that a lot of people say the game is fun because it is not balanced, but playing against SWF is never fun.

    They wouldn't have to add voice chat if they added some kind of radial menu callout button similar to left 4 dead, or many other games of this nature.

  • DeadByDaylight.log

    here are my logs, it did not upload as well

  • bugogorgon.jpg

    Here is the picture, it didnt upload with the original post

  • @Bard said:

    New Mechanic: Fear

    Upon being unhooked, gain the fear status for 100 seconds.

    If you are put into the dying state, the fear duration is paused for 15 seconds.

    When you are picked up by the killer, instantly convert each remaining second of fear into 1.33% wiggle progress (instant escape if you have 75 seconds of the status remaining).

    Certain events will calm you, erasing the fear status.

    • Starting repairs on a generator
    • Starting a cleanse action
    • Entering a locker
    • Being restored to the Healthy state
    • Another survivor being hooked by the killer
    • Another survivor being unhooked

    DS Changes

    Reworked. No longer grants a skill check based grasp escape if you have been unhooked in the last minute.

    Now increases the conversion rate of Fear to Wiggle progress to 1.5/1.75/2% wiggle per second of remaining duration (instant escape if you have 66.6/57.14/50 seconds of the status remaining)

    Man if you eat ds against anyone who isnt a 4 man sweat squad at red ranks then you need to get better, literally just slug for 60 seconds its not rocket science. "Ohh buh muh unbreakable" ok cool just hit them again? You should be slugging to apply pressure to other survivors if they spend the time to get back up then you baught yourself 10 seconds and they dont have unbreakable anymore. Do you not know how to count to 60? Like bruh

  • I get all of that, but I was constantly being put in a situation where if I committed more than 20 seconds to any one survivor I was going to lose a generator, so I was forced into a situation where I would hit a survivor, and then I would have to peel off to apply pressure to the gen so it wouldn't finish. And then I got trapped in a vicious cycle of repeating this, while the person I hit would just heal and the go back on the gen. I could never actually commit to any chase because I would lose, but I also lost because I couldn't down anyone. Should I have just let them finish two gens for one hook?

  • @Seanzu said:

    We all saw the posts, the "I'm not playing Dead By Daylight This Weekend As A Killer Main", "Bloodlust is needed" etc etc. So I would like to pose some questions to those who have been experimenting with it...

    1. Was it really as bad as you thought?
    2. Is it a mechanic that you think could be changed now due to the state of the game?
    3. How would you change it?
    4. And finally, how was your week? :)

    1) I frequent red ranks on both killer and survivor and in all of my games I made a mental note to keep track of when and where I would gain bloodlust and how much time it would save me. On average accross 20 games bloodlust generally would have given me around 10 to 15 seconds advantage on chases that I normally would have ended. I did not count the time bloodlust would have given me on chases where I objectively made a mistake (not simply lost a mind game). Generally when you take perks into consideration you want it to get you around 10 seconds or greater advantage. So basically playing without bloodlust is basically like playing with 3 perks instead of 4. I shouldn't have to tell you how impactful this is.

    2. I think that bloodlust 2 and 3 are antiquated and should be removed. However they are nice for new killers as a tool to learn the game.

    3. See above.

    4. Great thank you.

    Another specific example I could give you was a survivor game I played against a rank 3 wraith. They were running good addons and played very well but we got auto haven and the crane with the car, the killer shack, and the repair shop were all placed very close to each other. Normally I am extremely confident in my ability to run killers. Typically even against some of the better killers I can hold out for at least 30 seconds, but this wraith literally stood no chance. I had my friend count for me while I was looping him and I abused all of the structures greatly, running between all of them. The wraith made no obvious mistakes and I managed to loop them for 3 minutes 11 seconds before being downed. At which case I was now on my first hook and there was only 1 gen left and we easily won the game. Sure you can say that he lost the game because he committed to chasing me, but I think anyone that he chased could have done the same thing as I did and the majority of the generators were close to these structures.

  • I doubt anyone will even ready my comment or even care. But the dev team has stated multiple times in interviews that the game is literally impossible to balance between solo play vs swf. The point of no communication is to give you an immersive experience as a survivor and at its core and integral, designed, and desired experiencr that the dev team wants you to have as a solo survivor. Of course sfw ruins that, you arent SUPPOSED to communicate with each other by design. And on the flip side if they balance the game around swf(which is really bad if you design your game around HAVING to play in a team) then anyone who ques for solo play will literally just lose, no one will want to play solo, que times spiral out of control, no one plays, the game collapses.


    You need to understand that things are the way that they are for a reason. If anything they should just remove swf and nerf survivors, but thats also bad for playercount.

    1. PH can negate a lot of perks because of his cages. Especially DS and BT users are NOT happy about that.

    Wooow killers get to have fun. Just another case of survivors being entitled babies. DS is toxic and unfun to play against as the killer but no one seems to care about killer mains having fun. You know without them you can't play the game right?

  • Update: Just tried relaunching and trying to join a game 3 times in a row now. Are the servers down?

  • @Mert_MK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094555#Comment_1094555

    Doubt it.

    Also have fun finding them all on Lery's/Hawkins without a Map, Small Game or Detective's Hunch to prevent NOED while someone is getting camped.

    People don't mind the exposed part of the perk. What people want is a requirement from the Killer to activate it. Could be anything, really. I just hate how this perk rewards those that chase/tunnel one survivor the whole game.

    Wow the perk that says "play with one less perk until the part of the game where you are definately probably going to lose the game, heres a power you can use for like 30 to 45 seconds tops and MAYBE hit one person while everyone else leaves because they know its up now." Really rewards you for tunneling 1 person all game, with another kill! Wow its like if you only get 2 kills a game you will depipp as killer and downrank.

    Get real man. You can counter NOED by leaving the map, cleansing totems, or literally any exhaustion perk to not get hit. People complain about NOED because they get caught and then their team mates leave because they also dont want to get hit, because everyone gen rushed and didnt cleanse any totems.

  • Everyone in this thread saying they need to make this game competitive has no idea what they are talking about.


    They literally tried to make this game a competitive esport and it almost killed the game.


    This game is not dying, if you don't enjoy the game because you think its repetitive its because you don't use mind games. Mind games are the most interesting and exciting part of this game and keeps it interesting to play.

    If they tried to balance and make the game competitive, they would either have to balance for solo play which would make swf groups overpowered as heck (aka not balanced) or they would have to balance around swf which COMPLETELY destroys solo play and the game as a whole.