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Hektic3000

Hektic3000

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Hektic3000
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  • PS4 player and I still drop frames whenever someone hooks, downs, gens pop, or even when survivors heal each other. The biggest offender is Nemesis, his tentacle hits lag me consistently and its been this way since he came out.

  • SH Monstrous Shrine -Each survivor hooked in the basement the for the first time spawns a purple glyph for the killer. Each basement glyph collected by the killer increases movement speed by 0.5/0.75/1%.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837976#Comment_2837976

    BT does nothing in regards to face camping unless you can actually unhook the person. If a killer face camps to the point that you can't even get the unhook then BT effectively does nothing vs face camping. I know it's effective against tunneling immediately off the hook though but that's different.

    https://forum.deadbydaylight.com/en/discussion/comment/2837971#Comment_2837971

    The devs could fix things like map size issues and problematic things like DH and CoH and killers would still face camp because it's easy and guarantees kills.

    BT only does nothing in regards to face camping if the killer has an instant down, which is a different situation. Not every killer can defend hooks effectively if the survivors play smart. Face camping only works if survivors let it work, which is an issue with survivors not the killer since their only objective is to kill.

  • @ukenicky said:

    Sadly there are no perks that help with face camping which is why killers are doing that much more lately. They know it guarantees them a kill, then they just go and do it to the next person and pair this with NOED, No Way Out, Deadlock etc.

    And before anyone says Kinship (Camaraderie) please, that's only usable on comms in a coordinated team. Honestly wish they'd buff Kinship so that it punishes dedicated face campers more and incentivizes them to leave the hook because this current meta of face camping has made me quit the game.

    There are perks that help, borrowed being the biggest one. Nothing is inherently wrong with face camping but sometimes you need the team to help out more in those situations vs just 1 other person.

    Kinship is usable without comms since it only requires another survivor to get close to the hook and nothing else. Does being in comms make it more useful, sure, but its still usable.

  • @shelobster said:

    5 games in a row facecamped, farmed off the hook without BT and tunneled.

    Never again.

    Instead of a perk to help you after you're hooked use a perk that helps you prevent being hooked in the first place.

  • @SilentShepherd said:

    What is to stop this strategy?

    As soon as match starts, killer looks for a good 3 gen, that means 3 generators that are close by together and easy to patrol. The killer brings perks specifically for this. Now, the killer just has to camp those 3 gens, and he doesn't care if the survivors do all the others. When there is 1 gen remaining, they MUST come to the 3 gen to do the final one, or no one is leaving.

    And that is when the killer starts beating on everyone, hooking where he can, and just patrolling the 3 gen and wins.

    Nothing stops the killer from looking for and playing with a 3-gen in mind. It's a smart move in some cases and if its not prevented by the survivors then they have no one to blame but themselves. Its not scummy, cheap, or an abuse of game mechanics its a strategy there for the killer to employ. You just have to make sure you can defend it and it could save you a good amount of time.

  • @Saitamfed said:

    I get it, NOED is pretty much an old perk that has a lot of hate but the way I see it, there are many times NOED can activate and doesn't mean that you're doing a bad job as a killer... i.e. slugging the third and fourth survivor, killing the fourth and closing the hatch, that makes NOED activates and you pretty much already won at that point. Question is. What's the big deal? The killer is playing with three perks for pretty much all the trial, except in late game and just if survivors decided not to do bones... So even if you reach late game, it doesn't mean it will activate. I can easily spot two or three bones in a single match, if I don't take them as a survivor it's my fault not the killers...

    And the comments about rewarding bad killers... again, having NOED doesn't mean it will activate and if you're that bad of a killer, the most you can do is get 1K instead of 0K, now if you know the killer has NOED and is camping that surv, and you willingly decide to risk yourself even though you don't know where the hex is and by that, the killer downs and kills you... then I suppose you're getting salty because you didn't have your win. Basically, do it at your own risk... if you want to be altruistic then don't go crying because you didn't get the save. You knew the risks and you were willing to do it anyway.

    Everybody hates being punished for something they didn't do. Noed always gets called out for being unfair/bad design, but its quite literally the idea that even if you do things right the idea of death is always present. Sure it can give you kills you didn't "deserve" but you're also playing with only 3 other perks the entire game so I think its a fair trade(less early-game power for more late-game power).

  • Bubba needs his camping ability hindered in some way. Killers are limited by attack cooldown/perks to ensure that they can't succeed from just camping. Some newer killer are even designed in a way so their power can't bypass or help camping someone to death. Camping should result in a trade at most, yet bubba can make it a lose/lose situation for survivors.

  • Its not really much of a problem for survivors but I've seen how many options they have to do something different regarding perks and items. As a killer your perks can make or break your experience, but as a survivor you can bring anything and not really have the general game loop change. One game I could try going for flashbang blinds, the next I could have a dedicated healing build, and another game I could try bringing a looping build.

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2816922#Comment_2816922

    You can't dodge a good huntress because hatchet will hit the air. And no It's not survivor only problem. I'm making bullshit hits as huntress that doesn't seem to be legal too

    You can dodge a good huntress hatchet, you just have to be good as well and not lagging. I don't think you can blame the killer when the problem is really a connection issue.

  • @Adjatha said:

    Letting survivors 'outplay' killer powers would be fine, if killer powers were, themselves, very easy to execute perfectly.

    What a lot of survivors do not understand is that this game is made to control as poorly as possible. Killer players are actively fighting AGAINST the game's basic controls to get their character to do anything. Every time a killer player manages to get a killer power to actually function, it's a small miracle. And that's BEFORE all the visual and auditory cues go out, warning survivors that you're about to do something, as well as the good long delay survivors get to react before they're actually in any danger at all.

    Meanwhile, survivor effects like Borrowed Time, Decisive Strike, Dead Hard, Sprint Burst, Lithe, Balanced Landing, Overcome, Iron Will, Unbreakable, Adrenaline, so on and so forth, have ZERO auditory/visual warnings for the killer. There is zero counterplay and no evidence that they're in play until the survivor reaps the benefits. They all also require very little in the way of skill, because survivor 'powers' function automatically, with little to no pre-requisites.

    So, killers get to experience awful-feeling base controls, broadcast what they're trying to do, AND have to assume that every survivor has a laundry list of potent perks at their disposal all the time because THEY get no advanced warning? Every time somebody complains about Nurse, Blight, Spirit, or any other killer, you can just SEE the zero hours of playtime they've put into that character.

    This person gets it.

  • @landromat said:

    It used to be spirit because of her stupid Mechanics, Now it's Huntress and Blight. Against huntress you never know if she'll hit you behind the corner. Because of the latency and hitbox sizes it's almost impossible to move right and not get hit

    Blight has so many exploits you never feel safe. Good blight can hit you almost on every tile and there is no good counterplay for that.

    Terrible flawed and boring killers

    Every killer you named has counter-play, I've seen people prove it multiple times. If you can't do that then you need to learn them better, but to claim they can't be predicted is false.

  • Survivors don't need more anti-camp/tunnel perks than they already have. Players must accept that even if they personally don't like these tactics its a part of the game. Like I get that being camped sucks but what else do you expect the killer to do? Not everyone is gonna make it out just because you want them to. Wanting more anti tunnel/camp perks is just saying that you don't want the killer to every have any kind of advantage and want easy escapes.

  • Playing killer isn't pathetic it can be quite fun in some cases. The only pathetic part is feeling like I can't be successful unless I play with certain perks.

  • I feel like in some cases simple number changes are good. Changing perks entirely to do something else kind of takes away ideas that could have gone towards new perks. I can see that the devs want certain perks to maintain a theme with their specific survivor/killer.

  • @Akumakaji said:

    Hello everyone,

    are pictures allowed again? I just wanna share this gem ^^

    I had a trial on the groaning storehouse map as survivor and was facing off against a Billy in Milkman-Attire. The Billy player was really bad and only hit me once or twice during the whole trial, while getting constantly looped and juked, missing a lot of swings. I am somewhat decent at looping, but very inconsistant, but this time I kept it up all game.

    Billy got a few hooks, but we saved all team mates, I even made a daring save in the end and evaded a chainsaw charge of him through the open exit gates. One more juke and I and everyone else made it out. No one BMed him, so I tried to console him a bit in the post-game chat. See for yourself.

    https://us.v-cdn.net/6030815/uploads/UFNKAXVC8G22/20220217124025-1.jpg

    There is toxicity on both sides, and while you might see my words as mocking, if you squint really hard, I guess that guy was just a salty and sour loser. I always appreciate some empathy and human touch from the survivors, if a group stomps me, but I guess we are all wired differently.

    Cheers everyone, and happy gaming.

    Winning is nice but there's no need to rub it in someone's face. He only had 1 perk and no add-ons, I doubt he needs you to tell him anything. Take your win and move on, no need to patronize him especially if it was a bad game for him.

  • @itsquiet27 said:

    NOED and Dead hard are for beginners who don't understand how to play the game with experience. If you're an experienced survivor or killer you shouldn't be using these perks in the first place since these 2 perks make or break the game. Now NOED is weaker than Dead hard since it only works end game and also it can be EASILY DESTROYED with smart, experienced players. Dead hard you can't remove it permanently in the match. it can be used in so many ways that destroys the game, especially since maps are mostly unbalanced and lean towards survivors. People that USE dead hard AND are veteran players who play DbD 24/7 means they are just trying to piss the killer off. Shame on good survivors that USE dead hard and also shame on NOED. I hate these 2 perks in game but I mostly hate DEAD HARD since maps are ALREADY too much to deal with as the killer.

    Using perks doesn't make you bad, they're there to be used. If you can stay in chases longer using Dead hard vs not using it then why wouldn't you. If you know survivors wont cleanse all totems and NOED might get you an extra kill then you should use it. Can we stop shaming people for using strong perks, and just deal with the fact that these perks might be in play?

    Guess the title should be if you use any perks you're just a bad player.

  • How and why would anyone complain about killers...killing them, its what they do. Accept it and just move on.

  • @feng_min_main2003 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787225#Comment_2787225

    So just assume a killer has a hex that'll last all Game if they bring one at all? Yeah no thanks, hence why I said it needs buffed, or changed.

    You dont need to be affected by a hex to get the endurance effect, which would have paired well with unbreakable.

    Could have replaced DS since you didnt get any value from that...

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791194#Comment_2791194

    I think CoH is not issue. It never was. I mean it made game worse for killers yeah but CoH was not never biggest issue of this game. Maps are sooooooooo unbalanced. Chases are takes so long. CoH just makes this worse. I wish they would balance this stupid maps first but they are always going for perks.

    People can't just keep saying "just fix maps" its not feasible. They spent a long time reworking maps(which they still aren't done doing) only for the to have to go back and rework them again? I'd rather them take the route they have been in, extending the game by blocking gens, reducing the availability of survivor resources through perks and powers, and simply finding other things for survivors to do. Perks are the easier things to change and they just need to change more perks more often, the amount of people using boil over and DMS shows that people are willing to change their builds if the options are there.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791143#Comment_2791143

    Yeah I have a similar issue, I made a post about it awhile ago saying I Dunno if I can play DBD anymore and iv been saying it awhile and people assume its because I always lose when in reality it's the opposite.

    As killer I can get kills etc. Fine, but it's how you need to play to get them which puts me off. So many games iv got a 4k but wasnt really a fun match and didnt leave me feeling accomplished.

    I hate slugging, tunneling etc. But the fact some games you just lose because of it is kinds stupid in my eyes. I always thought we'd want everyone to have a fun match

    https://forum.deadbydaylight.com/en/discussion/comment/2791170#Comment_2791170

    Honestly I'm not sure what else the killers could do, BT and DS arent even that common just the efficiency at times is beyond belief.

    It's why I'm not playing much as the "fun" aspects is dying for me, only played survivor due to the event and won 12/15games...

    But balancing around kills is a stupid idea when 1 kill is 0-9hooks lol

    I totally feel you on the killer aspect of the game. Just because I can get a 4k doesn't mean it was fun or enjoyable, and I play for fun 1st I could care less about kills I just want to feel like I have time to actually play the game. I don't want to see myself having to play the game perfectly just to counter a 4 stack just goofing around, its kinda not fair, and most of the time its more so me playing against their perks and not them.

  • @Mileena_Kahn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791194#Comment_2791194

    True, I wish inner healing had an extra effect like giving you an increase in cleansing speed and maybe the could drop a few seconds off for the actual locker speed heal, that would be nice imo.

    Eh but if you give it increased cleansing speed it creeps into the territory of counter force that already gives insane cleansing speed buffs and an 8 sec heal is already fast enough.

  • @Mileena_Kahn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791159#Comment_2791159

    I mean you’re not wrong talking about the differences between COH and other healing options, Call me crazy but I know a 3rd change will almost absolutely kill this perk.

    A 3rd change would kill the perk but I think its in a healthy spot atm. It doesn't need anymore changes, its distinct enough to set it apart from other options and not too strong(since its multiple time investments that aren't focused on gens). It makes me wish Inner Healing did something else cause I hate teammates breaking my bones.

  • @EntitySpawn said:

    While it's only a small sample size of 10 games atm, I have escaped 8 games and all 8 of those was 3-4 people Escaping.

    The 2 losses was because people rage quit/gave up early for some reason (no idea why)

    I honestly expected to do terrible after not playing for so long as a solo Q.

    SIDE QUESTION: Can I check how many rewards I have left for the event? And how do you actually get them? I might have them all already I'm not honestly sure, I dont pay much attention after

    It seems like it doesn't take much for the survivors to get out if everybody is competent. If people run unselfish perks it becomes even easier. Survivors really don't need as many buffs as people like to claim that they do, solo q or swf(but nobody says swf needs buffs). If survivors just play smarter most of the time they can do so much better on average and its not even hard.

  • @Mileena_Kahn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791084#Comment_2791084

    I’m just saying, like it just makes no sense to want to nerf a perk again, technically speaking, as someone commented earlier, it did get balanced from the PTB version because the PTB version allowed stacking with healing perks which was ridiculously stupid. And then, the healing speed got reduced. Even if it was 2 seconds, this is the second time the perk has been altered. A 3rd change might just bury this perk into the ground. And what are you taking about? I haven’t even made a thread about that. Imma stop here cause if I talk about dead man’s switch and how busted it is it will probably be another huge paragraph.

    It makes sense that it got nerfed again, since it kinda made every other healing option not as good. Why run We'll make it when I can just use COH and get the same effect for as long as it stays up vs 90s and only after an unhook.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2791111#Comment_2791111

    If gen blocks, this will give less generators for check. And she still can force to leave from other generators too. I asked what is counter of this build and all i have leave gen and back later. And that's not working. We are not playing against NPCs. They are human too and they are not stupid. 

    So they will give attention to explosed generator. And if you touch this generator after PR hook, she still will force to leave. Because she knows which gen is most repaired. And if you would not touch, gen is losing progression. Leave generator while it is losing progression or touch and Artist will force to leave and it will block. So i still have not any counter against this broken build. 

    You asked for the counter, got the answer for the counter, and want to keep saying that it doesn't work.

    If the killer checks on the gen that got popped because of PR so what...its regressing and they can't come and kick it. Lets say you don't check on the gen for 20 seconds, guess how much progress you lose...a big ol 5 seconds which isn't much. Survivors should probably be working on multiple gens and not just one, so go look for another gen to work on.

    Again the counter is there but you just dont want to take that as an answer and want your hand held.

    You want 2 perks and maybe even a killer to be nerfed because you refuse to use the counter play available, so you can then what...see even more blight and nurse running ruin and pop...

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2790057#Comment_2790057

    That is not fair counterplay. The combo is too strong. 45 seconds is a long time to be unable to do the objective. Imagine if a survivor perk caused the killer to be unable to do anything for that long.

    You also can't hide in this game. Maps are too bright and sparsely populated.

    You do understand that survivors can make the killer unable to do their objective too, sometimes not even needing perks to do it.

  • @Sluzzy said:

    I haven't been this frustrated in a long time. I've played a few matches against this perk and it is simply way too strong and overpowered.

    Scourge Hooks and Dead Man's Switch used together is broken together. There is no counterplay because the perk happens with no input from survivor and the killer is inevitably hooking survivors constantly and what happens is the killer is gifted constantly with 15 percent progress instantly removed and the survivor is unable to stop the regression due to Entity Claws. With BBQ, the killer can then be there before the claws are gone and so there is no way to prevent a gen going to 0 percent unless a random teammate comes along and touches it after a very long uncounterable delay. Why is this a thing???

    This is not like Boil Over where it was used rarely to have a little benefit in a very few isolated locations, this perk is starting to be used constantly for unfair advantage every time it is used with no preconditions and that is bad. A huge advantage affecting every survivor in the match, preventing the objective from being done. Note that I say "prevent". This isn't about rewarding skill, hooking survivors is inevitable so the immense value of the perk is paramount and no way to avoid it. It is not fun to verse and there is no counterplay to it.

    I don't know what needs to happen to this perk but it shouldn't affect the survivor every time they try to repair. I was affected by this perk 3 times in a row trying to repair generators and the entity stopped the gen and I lost 2 gens because of it in one match.

    It already makes an overpowered anti-loop killer (Artist) even more overpowered and broken because she can basically force all gens into deadlock without any effort on her part.

    Perks should not have that kind of unfair advantage. It needs a rework sooner than later. It's beyond broken.

    Ugh another sluzzy thread complaining just for the sake of complaining.

    Perks synergizing with other perks is nothing new and I don't think this instance is as problematic as anyone makes it out to be. Dead mans only lasts for 45 seconds and that's only if you let go of the gen so its not like its blocked forever. Pain Resonance only takes away 12 seconds of gen time which isn't really much and if you know its coming you can let go of the gen and not let the killer be notified you're on it.

    When the gen is blocked from DMS you don't have to worry about regression because blocked gens can't regress. You don't even have to worry about the gen getting popped because by the time the gen is unblocked pop isn't active anymore. You also say gifted but the killer earned that effect since they got a hook.

    I doubt its "beyond broken" it just seems that some survivors don't want to switch up the routine they know and adjust to changes in the gameplay formula.

  • @eloise said:

    On the perk that said when you stop to fix the gen not when you scream, this perk with the perk front artist is too stronge, you need to fix if you scream but not stop the gen the gen are not block

    When the survivor screams, they throw their hands up and stop repairing the gen, which blocks the gen.

  • @LeeONE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787545#Comment_2787545

    Oh god, my lord and savior, yes, it's interesting how many people doesn't know that was a thing, and it's so hard to find any clips that prove it

    Why did I even start this discussion is because a lot of killers might start slug last survivor to death, if they dropped them previously, and I don't think that devs made progress bar on the ground not decreasing on the ground was intentional, but turns out a lot of players doesn't even know about it so I guess it will be fine

    Hmm guess I don't know anything. It just seems like a weird interaction that didn't happen frequently enough to be of note. Makes me wonder why the progress would decrease in the first place...

  • @LeeONE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787472#Comment_2787472

    https://forum.deadbydaylight.com/en/discussion/comment/2787409#Comment_2787409

    This is interesting how players doesn't even knew about this mechanic, I've tried to find a video with it, but only found this sadly, however, this is still proves my point, https://www.youtube.com/watch?v=vt7ZpH_rISM , at the end of this video, wiggle timer moves back 2 times, while david is on the shoulder, it was always a thing, it's stated in patch notes that this is no longer a thing

    Umm so you decide to show a clip of the game from 2018,which might as well be a different game at this point, that shows the wiggle bar regressing. Putting aside the various bugged interactions that were happening I don't think this shows you being right about the wiggle mechanic. Think you could show a much more recent case of the wiggle bar regressing, if so then maybe I could take your point but atm you didn't really show proof of anything.

  • @LeeONE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787388#Comment_2787388

    It's never was saved this way, it was slowly decaying after some time if you are not wiggling, and while you are laying on the ground, guess what, you are not wiggling so the game slowly decreased your wiggle while you are on the ground, now that is not a thing

    There was never for as long as I've played this game a situation where you lost progress while on the killers shoulder. Sure if you didn't wiggle it wouldn't fill up the wiggle bar but for no reason would/should it have taken away progress. If it became something in a recent patch it was most likely a bug, especially with the introduction of the new wiggle mechanic. The only time you lost wiggle progress was if you went from the "downed" to "injured" then back to "downed" state.

  • @LeeONE said:

    • Wiggle progress will no longer regress when not actively wiggling, with both the new and old wiggle interactions

    Just checked out, if you drop suvivor, then pick him up again after some time, wiggle time is saved, so this means that if for example you are carrying a survivor, then deciding to drop him because, well, for example, your hook being broken by another survivor, and you decide to chase him, even after long chase if you come back to this survivor, his wiggle proggres will be saved, which means he will most likely escape easily because you dropped him and gave him extra 30% wiggle

    I don't think that was intentional, because the only thing you can do in this situation is slug that survivor to death

    Wiggle progress has always been saved in this way. The only time it gets reset is when the downed survivor gets picked up by a teammate and then gets downed again. Plus you get 25% progress from being dropped and not 30%.

  • Bight takes skill to use and play effectively. If he didn't people wouldn't be getting kills or doing well with him. Just because the blight's skill was better than yours and allowed them to kill you doesn't mean he's unskillful. Its not like you load in as blight and get an automatic 4k, he has to actually play the game.

  • @feng_min_main2003 said:

    https://youtu.be/h3EngMmWPeU

    he didn't even try to slug, he just wanted me to bleed out.

    As my title says this is why unbreakable and soul guard need buffed.

    I mean maybe next time actually bring soul guard instead of claiming it needs to be buffed?

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785999#Comment_2785999

    My point is a Killer can hold the game as today, he was all wanting to just have the red glyph so we had a boring match, opened the gate for us to want us to leave my point is I had a challenge to do, but we had to pander to the whims of the killer

    Your point is nonsensical. For one game you don't get to complete your challenge and instead of brushing it off and trying again you want to complain that this one killer didn't pander to you doing what you needed to do. That's just a bit hypocritical...

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785936#Comment_2785936

    i literally cant keep saying and telling yoi the same stuff, i may as well teaxh a puppy this stuff because you dont get it

    Stop trying to be insulting and just understand this concept: The killer isn't bound to "play normal" they can play however they want. Just because they want to finish a challenge doesn't mean you also get to finish yours. That is again your job to do and if you can't get it in one game then you have to just go to the next and try again.

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785905#Comment_2785905

    again you dont get it, god its like talking to a sock

    What am I supposed to be getting here? What is it you want the killer to do? Help you do your challenges? You can't be mad about how a killer plays because they can play however they want, just like survivors can play however they want.

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785893#Comment_2785893

    So you are okay with a killer saying I need to get my shard, survs boring doing gens, killer opens door and you leaving? sure -thumbs up- what about my challenges? so again killers have that upper hand

    Yes I'm fine with that, because they can do what they want without survivor input. Just like survivors are free to do what they want without killer input. If you deem it "boring" that's fine but then you just try again next game...YOUR CHALLENGES ARE FOR YOU TO COMPLETE AND NOT THE KILLER TO HELP YOU COMPLETE.

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785871#Comment_2785871

    Again I am not saying killers should help me, I am saying Killers will FARM to get an easy game to get their missions done, but disregard survs who are too trying to do their missions.

    What's the problem with that tho? Again if you have a challenge you're the one responsible for completing it and not the killer. If you can't get it done in one game then just try again the next, no need to complain about a killer not letting you do what you want. The killer isn't some babysitter and they have their own goals in mind that don't need to align with the survivors goals.

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785850#Comment_2785850

    No but a Killer can lead a lot of the game, how am I to do some challenges like stun the killer when they are only interested in doing what they want and pulling the exit gate? because I would be upfor options I cant throw a brick at them and be like I need to stun you because some Killers are wham bam thank you ma'am and out on their challenges

    Survivors and Killers are playing completely different games and you can't/shouldn't expect them to help you do whatever you need to do. If I play a killer i don't expect survivors to kill themselves just like i don't expect the killer to give me a free escape as the survivor. If you don't finish your challenge the only person to be upset with is yourself and try again next game.

  • @Mushwin said:

    This peeved me today, a Killer very much indicating he/she was just there to gain their red shard and that was it, Okay I am not into farming as it's boring yes people will say least you get or still get points but it is boring. Not all Killers do this, but remember I has a survivor have challenges to do as well, and even you opening the gate for me, I may of needed to open it as a daily. Please don't be selfish, you may get what you needed done without playing the game properly and farming, but others have things to do as well and take in regards of others.

    Honestly your challenge means nothing to the killer. That's something you have to do and that's on you, the killer has no reason to help you since you and the killer aren't teammates. You're opposing sides with no reason to be "nice" to each other, its survive for the survivors and kill for the killers, nothing more nothing less.

  • Is it even Bhvr if they dont do things without telling us?

  • @Aven_Fallen said:

    Maybe you should play Survivor first before you go onto Rants what should be nerfed.

    Killer is harder than Survivor, but this should be expected. It would be unsreasonable that the "1" in the 1v4 has it easier...

    For me, Survivor is more stressful, but easier. Because I tend to be annoyed by Teammates a lot. If I play Killer I at least know that I am the idiot.

    Id have no problem with the 4 being at the same level power wise as the 1, but its when I put them at a disadvantage and they cry that its not fair that problems arise.

  • Honestly i don't care if it's more suvivor sided i can live with that since its the more popular role.

    My problem is that killer QOL at the moment is pretty bad. Sure some killers have been buffed in general but many are still lacking. The best change is to make more perks viable and fun but it seems like its constant power creep with the new perks getting introduced vs buffing old ones more consistently.

    Survivors have had fun new additions but it seems like for every 2 new toys survivors get killer gets one hand me down toy.

    Its gotten to the point where i dont care to play killer and just want to make life hell for others killers doing dumb suvivor stuff because that's what everybody says you should do.

    For me its literally become "if you cant beat them, join them" and i kinda hate it tbh.

  • @brokedownpalace said:

    I'm not saying Plague is OP and I know you can technically still sometimes heal against her, but there are about 14 perks that are either entirely healing centered (Self Care, Solidarity, Bite the Bullet) or healing is a major factor in their use (Aftercare, Blood Pact, Desperate Measures) and she makes all of them nearly useless. That's out of 101 perks total, so more than 1 in 10. Not to mention medkits, arguably the strongest item in the game.

    Maybe I'm just salty because I love healing based builds and medkits, but it's so frustrating to set out to play as a healer and come across Plague. The design of her power encourages you to stick to the meta.

    Nurse negates survivors using windows, pallets, and walls but people have no problem with that.

  • The thing i hate is if you tell me her power injures up close but dont tell me that there has to be no obstacles in the flight path for it to injure and not swarm then it'd feel better to play.

  • In the same game where other killer powers can insta down you i dont see why pin heads power cant at least injure(without the fang) or deep wound the survivor.

    If anything make it so they cant drop pallets so he feels good during a loop.

  • @BubMickey07 said:

    Im so sick of people complaining about borrowed time its literally fine

    If it bothers you so bad why are you tunneling?

    When people stop trying to use a defensive perk offensively then it'll be no problem.

  • As a console player I shouldn't be forced to run this game at any higher graphic settings than I deem needed.

    I dont need nearly as many particle effects as are present and the extras that slow my game down more wont hurt to not have on.

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