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Dragonivy759

Dragonivy759

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Dragonivy759
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  • @Starshadw said:

    https://forum.deadbydaylight.com/en/discussion/252106/i-dont-wanna-be-negative-but-that-new-autoban-system-is-worrying

    I'll just repeat what I said on another thread:

    They already clearly stated VOLUME of reports is the key. So it won't be possible to grief anyone with this. Four reports isn't going to hit you with a ban - but forty reports might, and one hundred reports probably will. Basically, if you aren't a toxic jerk, you have nothing to worry about. If you ARE worried about this announcement? You may want to ask yourself why.

    Discord servers usually have a lot of people on them, so getting over 12 reports from a friend's discord server isn't going to be uncommon.

  • @MeltingPenguins said:

    Camping and Tunneling should not be a 'thing to get used to'. they are never necessary, they are just ego-wanking from skillless braggarts and are only still there because it's fiddly to get the game mechanics to punish them directly.

    Sometimes they can work, such as camping the best survivor against overly altruistic survivors. Ofc, the strategy only works against stupid survivors. Tunneling? Do gens since the killer isn't going to chase you anyway. Camping? Do gens since the killer isn't going to chase you anyway. These strats only work against **stupid** survivors. Which is a lot of games when playing solo/duo queue.


    They are legitimate strategies but they almost never work against an experienced team. Unfortunately, that's a lot of people.

  • You keep going on and on and on and on and on about lore. What lore evidence have you provided? Obviously I could go through the great book o lore and find my answer, but it would be better for you to tell me. What lore is it that you are referring to? Enlighten us, or endarken us if you're so scared of the light.

  • @KiwiCoattails said:

    https://forum.deadbydaylight.com/en/discussion/comment/2020127#Comment_2020127

    You can also counter Stridor Spirit by bringing Iron Will and No Mither. Doesn’t mean I’m using those perks every single game lol. I virtually never see Calm Spirit being used as it’s too situational.

    Well, so is DS. What happens when a killer doesn't tunnel you, you're just going to wait in a locker until they do? Or dead hard because the game has such bad latency it doesn't work half the time? Why not replace borrowed time with calm spirit and let your friend get the unsafe unhook instead of you.

  • @KiwiCoattails said:

    https://forum.deadbydaylight.com/en/discussion/comment/2019870#Comment_2019870

    I was also confused about the BT highlight. Is this now considered a toxic perk? I can’t keep up for these community rules lol.

    Also, couldn’t they complain about a Billy using Infectious Fright? That literally screams SLUG FEST ‘21 to me. I’ve never gone against a one-shot killer using that perk who doesn’t try to slug the entire team. Interesting. 🌚

    Speed limiter billy is NOT a one shot down. Yeah, if you didn't have speed limiter and still used infectious, you would be in a really good position if you're good at the game. But it can be countered if you put in calm spirit, which can counter multiple perks and killers.

  • He does go even slower when throwing his knives, slower than 110%. So that's also a problem.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/232146/bhvrs-balance-team

    they make the PTB to show what they want to make and then make adjustments based on feedback, which I'm sure they will given the ample amount of backlash they got from not doing that for the last 2 updates

    Oh yeah, they listen to feedback alright

  • The main issue that survivors should have had with the combo was map design. Sometimes, it was actually impossible to cleanse a totem because they couldn't find it, or was in too bad of a spot for them to cleanse.

    I liked to use ruin undying since it applied pressure off the bat by making them have to look for ruindying instead of doing gens.


    I didn't need it to win. I could have used pop and would have won. But I don't want to feel like I'm losing when I can't find a claudette on Dead Dawg Saloon, and lose 2 gens looking for a survivor. I wasn't even looking for one survivor, I was looking for a survivor. I couldn't find them, not because the map was too big, but because the bushes are so thick!

    Survivors don't have many good maps for them left. They have Mother's Dwelling, which was barely changed, Brother Campbell's Asylum, and Ormond. These maps are only good for survivors because they're big maps. That is instantly countered by the best killers in the game, mobility killers.


    How does this tie back to Ruindying? Well, it shows that the biggest strengths that survivors have over killers is the map. If the survivor gets a map like Dead Dawg Saloon, they know that their biggest strength is being able to hide in the bushes not the size. Map Design is quite literally the problem with the game. It can be too varied on some maps, or too unvaried on some maps. Totem spawns are much like this. They can be in the worst possible location, being out in the open on cornfield maps and the asylum. If totem spawns were more consistent (and undying didn't have the aura reading) survivors would have nothing to complain about. It would be similar to old ruin, where it would be cleansed very early into the game. Instead, Ruindying would stay in the game for 40 seconds longer than the average time old ruin was in the game.


    All in all, map design is the biggest problem in the game. If it was made better, this game would be top tier. Other than the extremely toxic community and very anti consumer payment system.

  • @derppug said:

    The small PP build goes both ways.

    Undying+Ruin+Tinker is much more small PP than any survivor perk combo.

    And I am a killer main saying this lol

    Do totems. Literally the easiest thing ever. If the killer isn't a mobility, which doesn't happen often, you can definitely do totems. Doing totems is also fairly easy to do. If you know that the killer has undying and ruin, then keep track of totems. Its pretty hard because of the lack of information about totems, but it is possible. You can use a map and detectives hunch, and you get a lot of value out of this combo. You say you're a killer main, so I know you know what you're talking about when facing this combo.


    I believe that running this combo as a killer that can defend totems is really annoying, but it has counterplay. That's the big problem with ds and UB, you can't really do anything about it. It is a lose lose situation whatever you do. You can either slug, which applies no pressure since they have UB, you can pick up and eat the DS, wasting your precious time that most killers need in a match, or you can ignore them for the 60 seconds they have of ds. 60 seconds is almost an entire generator, I remind you. 3 fourths of a generator. Whatever you do, you either waste time or not pressure. It is not something I want to go against as trapper, or wraith, or clown, or pig, or plague, or myers, or legion.


    All these killers I mention have glaring issues, be it the power doesn't perform to the same standard as similar killers, such as myers and wraith compared to ghostface, trapper compared to hag, as examples. These killers have similar powers, myers can stalk and so can ghostface. Myers and wraith are stealth killers and ghostface is also a stealth killer. Trapper lays down traps that can surprise survivors. Hag can lay down traps that can surprise survivors. Pig and plague have their own issues, but I won't go into them since I don't play them enough to play them well, but from what I have seen from well respected community leaders, people like otz, that they're not as good as somebody like ghostface.


    I say all of this to tell you that the majority of killers cannot use the aforementioned combo to its full utility because they either black map pressure or cannot defend their totems. Killers like Oni, Hillbilly, and blight could use his combo to their advantage because they can move around the map a lot faster than most killers, meaning they can push people from gens and defend their totems at pretty much the same time. Legion can use this as well, but they suffer their own issues in the game.


    Killers like nurse and spirit don't really need the combo because they can down people faster than they can do anything, if they're good. Btw, I'm basing all my conclusions or whatever they're called on the best of the best players of these killers.


    Huntress, deathslinger and pyramid head are weird since they're ranged killers. Not so much pyramid head because he moves at 4.8 m/s and has 32 meter terror radius. They don't use this combo either because they already are stealthy, like deathslinger and pyramid head with m&a. Huntress just is there with her crossmap snipes.


    TL;DR: Most killers don't utilize this build because they either don't need it or can't use it to its fullest potential.

  • @Komodo16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1811779#Comment_1811779

    I dont like it because hooking is faster and it loses its power and now it gets countered with perks. I would much rather the hook 4 people before a mori would work

    Mori is faster than hooking, before the change. The only upside to hooking survivors before the change was the extra bloodpoints. Now, there is almost no reason at all to use Mori over hooking, because they're already on death hook or probably aren't escaping anyway. The animations are the only reason to use Mori over hooking, because some of them look pretty cool.


    Honestly, the change was a little weird. They were other ways to change the Mori offering, but they went probably the easiest route. Not saying that the other changes would be better, because we can't test those changes. Honestly, no Mori is worth using right now because you get less of the much needed bloodpoints.


    And you get rewarded for tunneling the survivor still. That was one of the major complaints about Mori's. Because the killer would tunnel a survivor to death. Now, you just tunnel a survivor the same way as you would without a mori, with a mori. They could have changed it to a different value, which was hook all survivors once before they can get moried. Pretty much the same as devour hope with one less stack you have to get, and without the speed boost and exposed status effect.


    The new Mori just isn't good enough to be used, in general. You could use the same strategy as before, tunneling, and get the same result.

  • @Boss said:

    I predict No Man's Sky will get it.

    Honestly, it might deserve it. The devs put a lot of work into NMS, which is probably what labor of love means. Terraria will probably be pretty close to NMS, giving it a run for it's award.

  • @zoozoom6 said:

    yeah but they want want all the killer equivlents turned off too: Noed, insidous, blood warden, sloppy, franklin's or even bbq

    Tell me tell me. How is bbq a second chance perk. How is franklin's a second chance perk. How is insidious even a good perk?


  • @LegioPotatica said:

    Umm... Maybe gain 2% increased movement speed for each dead survivor, and survivors who 'escape' a chase with you have their aura revealed for A/B/C seconds, or for B seconds with X/Y/Z cooldown?

    That would be worse. The movement speed wouldn't be fun to play against, and the secondary effect would be good, but not enough for a perk slot. Simple fix, 1.25% increase in movement speed for every survivor injured. Eventually you would have 4 stacks, and go 5 percent faster. It would be a good perk to use on killers like legion, plague or killers that like to keep survivors injured, like most M1 killers and Oni. Simple, but effective. Need more perks like this.

  • Everyone here is saying to break the wall. Yes, that's the counterplay. But walls are reasons to keep infinites in the game. Not everyone will know to break the wall. Most people will, for sure, but it isn't a great thing to say as a counter argument because a survivor gets an almost infinite loop for free. It's almost as unbalanced as swf.

  • I wanted to make a joke to make you laugh, but I don't think I can. Not even a really bad dad joke can work here. I really hope you get better.

  • Yeah. This is so helpful. ######### you. Actually ######### you for making this post. You can bring a single perk to counter two perks if it bothers you that much. It's like you don't want to change the way you play the game to counter something you don't like. I used to run noed Every game. But now that I see that even if I run noed I have to be good enough in a chase to actually down somebody before they get through the exit gate.i also suppose that you think that old ruin, if you played against it, needed to be changed? It did, but my point still stands. If you can't change a single perk, like your iron will for detectives hunch, which is actually a pretty good perk if you actually use it. But no, you decide that you can't change one of you're three perks for another perk to get rid of two perks. Sounds pretty good. And even if they don't have undying and ruin, detectives hunch will still help you. Finding chests, totems for noed, and other generators. Again, ######### you for making this post.

  • We should go with something that seems welcoming, not toxic, and inclusive.

    The obvious choice is a play on the Rank 1 vs Rank 20. Someone makes something on this

  • Not usually the one that likes it when people do it, but scott jund has a pretty good video against breakable walls. Everyone scream for the angels, he brought up a streamer opinion he agreed with! Basically, he said that survivors should build the walls. They have a lot of time and is a secondary objective like totems. Survivors should start working for good stuff, that aren't perks (seriously!?!??!!!?!!! They aren't nerfing OoO because people with it are toxic ######### that get tunneled to death.) It would be weird to implement, but it's a better option than what we have right now. I don't want infinites to exist because they justify them existing with breakable walls. Also, wth were they thinking when they designed that room in dead dawg. One window to go in, three walls to break for no reason other than bloodpoints at the end of the match.

  • @Sluzzy said:

    Your suffering is because killers have gotten too powerful in this video game. They also take the game way too seriously. I quit very early tonight myself, have no further desire for the rest of the night to play the sweaty slug game and watching another bloodbath unfold. I don't know how survivors re-queue knowing the outcome will be the same.

    kiLleRs hAVe GOtTen tOo poWeRFul. Such a stupid statement to make. kiLleRs aren't that powerful if you know how to play against them. Take Oni, for example. He's eventually going to get blood orbs, but if you can loop him pretty well where he can't get an early hit for his power, than he can't really do much. Sure, he could run something that makes it easier to get a first hit, but there aren't many good perks that do that. And he will eventually catch you, like all killers, but you can slow him down enough to where you have a greater chance of escaping than not.

    Nurse and spirit are incredibly good killers, with little to no counterplay, but when was the last time you encountered a good nurse. Spirits are more common, but you can usually just stealth it out against them if you have iron will.

    In the end, there are only around 4 or 5 killers I would seem too powerful. That's a quarter of the cast. That leaves around 75 of killers you can escape against if you aren't incredibly determined to escape.

    kiLleRs hAVe GOtTen tOo poWeRFul Is such a stupid statement because I could say the same thing about survivors, but no one here is going to say I'm right because solo queue is the majority of players.

  • Ah yes, the argument against half the game that isn't actually their fault. How wonderful.


    Also I agree with what others are saying. Nurse needs to be buffed

  • @Tricks said:

    Try Quick 'n Quiet + lithe + Dance With Me (with spine chill) to vault silently into a sprint leaving no scratch marks. Provides there are good line of site blockers I can usually get away about 75 percent of the time using that build.

    This^

    I have lost so many survivors because they don't leave scratch marks or a noise notification when they vault and I get so confused.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646625#Comment_1646625

    Trapper is the best snowball killer in the game. How can you possibly escape EGC with no key and two Trapped doors? You can't. The dynamic here is weak early game, strong late.

    https://forum.deadbydaylight.com/en/discussion/comment/1646626#Comment_1646626

    Spirit gets rewarded for going afk. Will anyone be surprised by her nerf?

    PH is barely getting touched. You can still tunnel to your hearts desire like the typical pos PH mains have always done.

    Nurse is broken in every way. They should just make her be able to phase through walls with 110% base speed and be done with the teleport bs.

    Deathslinger just needs his reeling speed adjusted. So far it's either a guaranteed hit or wait till it breaks so they get deep wounds. It needs more variables.

    Demo is in a good spot. People complain about Demo? He needs a stealth buff though. Clomp clomp clomp.

    Why? Nurse is literally the only killer that can teleport, and making her 110 and being able to go through walls would be better than the way she is now. Think about it. You hook a survivor, see someone on barbecue and walk straight to them. They literally can't do anything about it, because you go through windows and pallets anyway. You couldn't get stunned, only blinded. The suggestion to nurse you gave was one of the worst that I have ever seen.

  • I see a lot of people saying they run this combo because of killers. Well, what are killers going to do? Give up their pressure just to pick you up, or should they also just not care about you for 60 seconds, which is almost an entire generator. A good killer, like Oni and his amazing power, can cleanup a team if he is good and knows where everybody is, but wait, is the person with DS and unbreakable right next to the person you downed, the unhooker? Well, lucky for you, have they got something in store. You down them, knowing they have ds because they are obsession, and go for the other two people you saw on infectious. You down one of them, in a chase with the last guy. One generator left because why wouldn't there be, and then bam. Unbreakable guy gets up, heals the rest of the players, and finish the last generator because you didn't kick it, or you did without pgtw and they all get out, except that one dude who dies out of pity for you. See how stupid unbreakable is? It literally turns a losing game Into a winning one in a matter of 20 seconds!?!????!?!!! That isn't fair, at all.

    Don't come at me with the stuff killer has, because there is one thing, that is uncommon to see anyway, that can do that, and that's after the survivors complete 90% of their objective. And it can still be removed from the game before then. That's what I call unfair.

    Also, pyramid head is strong in a chase, but not at anything else. Same with deathslinger. All these killers with no counterplay, save few, can be countered if you do you're objective. Don't camp pallets against these two killers, don't put yourself in a bad position against these killers. Yes the chase will be short, but if you are so good at the game you should be able to make it long enough to get a generator at least 25% completed.

    You all say that it's the killers fault that you play with these two perks, and that killers are unbalanced. Yeah, some killers are unbalanced. But most killers aren't. And most killers are the ones that aren't. Most killer perk combos aren't even that good, and I'm pretty sure the strongest one is undying and ruin, which can be cleansed? You guys need to do bones and play better. That's what you say to killers, right?

  • There is a lot of people here complaining About the stuff the killer does, but that isn't the point. The point is that if it were a setup killer, like the trapper, then that first gen and the map compounds against the killer. If it were somebody else, like a green rank on consoles, most people would give up. This game is not balanced as it should. Killers shouldn't be against survivors that are way too good for the killer, or survivors that can't do crap. The ranking system and the stupid maps are the problems, and most killers couldn't come back from that. If otz had been a god tier huntress or nurse, the map and gens wouldn't matter because they are the best killers on PC. Console, however, the best is Billy. BILLY! Good survivors can escape Billy easily, on console. Because the skill gap on survivor is so much lower than killer, then killers are gonna stop playing, and the problems a lot of low ranks are having are gonna get worse, killer or survivor.