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FunkyMunkey

FunkyMunkey

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FunkyMunkey
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  • Skull merchant for being boring.

    But when it comes to pure hatred. Playing against spirit comes to mind. I've tried over and over with EVERY tech. Tried being unpredictable with them, predicting where she'll go or do, bringing OFT or iron will, and I still take fat L's from her 90% of the time. She's the one killer I seem to never improve against over the years. And as for playing as her, she's kinda "eh" for me personally.

  • @Power_Guy said:

    No. NoED is fine. The point of NoED is to be an unknown threat that pushes Survivors to stop doing gens. It was a bandaid fix to the 'genrush'.

    If you change it, you remove that threat, and Survivors will just sit on gens, then leave. It, literally, has to stay what it is to make Survivors feel threatened enough to hunt for totems. And even then; many Survivors would rather do every gen ASAP, get hit with NoED, and then whine.

    with solo que and survs not doing gens to begin with, i wish i could agree.

  • i think noed should be a versatile hex perk. remove the exposed effect, and change the speed from 4% to 5%. have a bunch of bonuses all-in-one. moderately slower healing, vaulting, sabo, unhooking, searching chests, and powering gates. maybe all survs get the blindness effect. maybe this particular hex totem takes 20% longer to cleanse. maybe when it is cleansed, all the effects are gone, but it acts as hex haunted grounds for a short time. noed to me just feels unrewarding and annoying asf.

  • @Yords said:

    Clown is still weaker, at least Trickster has some lethality on loops with gaps.

    I 100% disagree. Clown has mobility and slowdown going for him. Trickster is slow and inaccurate. Sure it can injure them, but I’ll get two hooks with clown before you even finish getting them down with trickster lol

  • @glitchboi said:

    Tbh I just want the perk to limit the chest items to Brown (or maybe Yellow) and leave the Basement Chest's rarity higher. Would be fun for basement chest guardian Bubba lol.

    I did have that idea already in mind, but having the basement chests have a higher rarity is another downside that’s not necessary. That is unless you’re guarding it with insidious bubba lol

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1918748#Comment_1918748

    I started playing at the tail end of November and have 423 hours in the game, according to Steam. My Survivor rank is 8 or 9 (not sure if I de-piped or not, my last couple of Survivor games were harsh) while my Killer rank is 13 (I know I de-piped from my last game).

    I play more Killer than I do Survivor.

    As Killer I run into constant three or four person hard-core sweaty SWF squads that are all Red Ranks that I stand no chance against, both before and after the new MMR was put into place.

    As Survivor I solo and more often than not will have team-mates who kill themself on first hook or actively do nothing all game. At the same time I'll be up against Red Rank Killers who don't give any [bad word]s about my fun and will tunnel and slug f or their precious four-sac.

    What I am saying here is that everyone has different experiences based on when they play. Your experiences as Killer have been better than mine.

    But your Killer play style is also probably different than mine. I make sure not to face camp (unless someone has been really toxic to me) and very rarely proxy-camp and make sure not to go after people who just got unhooked (unless I can't find the one who unhooked them, that's on their team work for not sticking together and even then I'll normally slug instead of re-hook even without DS in play) and try not to sac anyone at all. This very rarely ever gets me a single and I'm often lucky to safety pip. Because of my "fair" play style I get run over by the SWF squads that I do play against.

    I want everyone to have fun playing the game, but it seems to me a lot of Survivor Mains don't care about the Killer having fun at all.

    A lot of survs complain about being tunneled and camped. It does suck. Luckily it doesn’t appear to happen on red ranks much. And yeah, killer needs fun too. Can’t play as surv if there’s no killer and vice versa. I think the devs need to kinda change how the game plays overall. Just seems to be outdated and repetitive

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1918771#Comment_1918771

    This does not mean that every game should be aimed to have 2 Kills and 2 Escapes, if you take all the games played, it should even out somewhat between that value. Currently, this is not the case, currently most likely Killers get a little bit more than a 2K on average, but thats about it.

    From what I see the most results are either 4 man escapes or 4Ks, anything in between is more unusual, since DBD is a game of snowballing - is the Killer able to apply pressure, it will be a 4K. If not, it will most likely be a 4 man Escape.

    The "2 Kills/2 Escapes"-ratio should just make sure that there is no Killer who 4Ks every game and there is no Survivor who escapes every game.

    But it does not mean that the ideal game would be 50% of the Survivors escaping, if this is the general number, it is good.

    Lots of killers seem to be obsessed with 4ks, not my style. Just want to have fun as killer, and not have anything fun for killer striped away. If it’s genuinely overpowered, yes remove it. But if you can counter it, keep it.

  • @MrsMaliciousX said:

    A killer shouldn't be able to 4k every single game

    Just as survivors should not escape every single game.

    Idk how long you been playing but survivors have been hit super hard my guy. Like super hard. They recently just started with the killers.

    If you’re doing swf with good players it’s easy. But I’ve always played solo. And yes I agree it’s hard to play solo. Not because of the killer, but the teammates 95% of the time.

  • @ChurchofPig said:

    The developers think the perfect game would have 2 escapes and 2 kills (as the average) which is barely better than Nurse across all levels. I think we're lucky we still have strong killers at all with how they want their game balanced. I also find that interesting because the killers objective is to kill and yet the devs don't appear to see it that way. I think they are trying to head in the right direction with some of the nerfs and buffs happening soonish, but it still feels off.

    Yeah for sure. Killer hasn’t been that fun for the longest time. And for me personally it’s not the swf or fast gens or anything like that. I just want to see the one player going against four other players be stronger. And also nothing has been really added gameplay wise since the “end collapse update”. I want to see new mechanics, not new bandaid perks

  • @Aven_Fallen said:

    This "This is a 1v4"-argument is always flawed, because while it is true, you cannot just ignore the 1v1. The 1v1-aspect is important as well.

    And honestly, with the quality of Survivors, some games feel like a 1v3 or 3v2 sometimes.

    I’m not trying to ignore the 1v1, I just hate seeing changes that are unnecessary is all. Still can’t get over hoarder, simple yet infuriating asf

  • @Jamlpr said:

    I started playing this game after last rank reset. I have both killer and survivor in red ranks. Killer is easier, hands down, than survivor. No idea what people complain about when it comes to killer. Sweaty SWF groups are so rare it’s insane. Usually it’s uncoordinated solos who get absolutely dumpstered on.

    the real 1v4 is when you play solo survivor haha

    That last part I can definitely relate to lol

  • I've been using Distortion and Diversion lots, but it's so limited. Is it possible to see a minor buff with these two perks? Distortion tokens can be gained from completing gens, and diversion's time requirement from 45 secs to 35 secs.