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Luxoshamy

Luxoshamy

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Luxoshamy
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  • Another thread of a killer complaining for the thousandth time about those 3 perks. We get it dude, they are ######### op, you don't win a single game, can we move on to something else? I don't think devs reads our threads.

  • Well, a couple of games before i was against a legion that thought we were gen rushing by doing only 2 gens in the first chase. So he when and face camped a dude, first hook. That was a soloq game btw.

    The trials are not meant to last 30 minutes. You only have 5 gens to complete, and every gen, if is done one by one, by one survivor only, it barely reaches 7 minutes. So a game that last 5 minutes is basically standard, every minute added is thanks to the killer. And also most games always goes into a 3 gen situation, that benefits the killer by having less gens to patrol.

    I'll change the title to "stop saying "gen rush is toxic" because is not. You can demote by gen rushing. Like you can demote by camping. Neither of those are efficient or rewarded by the game. But no one thinks like "oh im gonna be toxic, lets gen rush hehe", it just happens from a reaction to the killer chasing or not showing, and also the game always spawns you near a gen so you are supose to ignore it? Meanwhile, camping is a decision that you make knowing that the other player will lost pips.

    Also tunneling it's rewarded by the game, you can get enough point to not demote or even you can win pips by it. That should change.

  • @ToxicMyers said:

    Seriously with all these op survivor perks you literally can't anything about people being unhooked. Oh you chased someone after they were healing nearby, DS. You were patrolling a nearby gen, BT. Literally the reason this game has a camping issue is that you have so many perks that are meant for use after getting unhooked, so why let them off the hook in the first place? Also the old "just go after the one who unhooked" how am I supposed to know who saved them without seeing them which proves that statement in of itself promotes camping. Also the fundamentals of the game need an adjustment. The fact there is one objective supports the play of gen rushing. Also another thing i see when people talk about gen rush, "just use (DLC perk) or (DLC perk)" The fact you need to buy something in order to stand a chance is total (BAD WORD). It's pay to win in that case. No better than other game's that thrive on microtransactions like Madden for example. This game needs fixing because at the state it's in it's either pay to win or lose. Also using anti-gen rush perks don't slow down gen rushers at all.

    FIRST OF ALL: You don't need to buy a lot of the perks that people recommend. Plague and Hug are DbD original killers, which means that you can purchase them with iridescent shards by leveling up. The only ones that you need to pay real money for them are the once with license.

    Killers are a problem too, but not because of their perks, but their addons and abilities. Some of it are pretty strong too. And survivors only rely on perks and items, and the only item that can be annoying are flashlights. Toolboxes? Really? Toolboxes has the shortlest duration from all items, if you use them for gen-rush will only last not even a quarter of a gen. Which means this strategy only works for a SWF setup, but it's not even worth try.

    BT for me is one of the best perks in the game, and its completely fair. Only activates when you are in the terror radius. Stops tunneling, stops camping. Does its job.

    I'll add something to your list. Change the rank system. It's pointless, promotes sweatiness, and people deranks to farm lower ranks. When you are rank 1, you would probably think "nice, now i can relax and play whatever" well, good luck, players are more sweaty than ever using tryhard builds and pissing people off.

    Also change the meta, some perks are use in every game. BT, DS, B&C, PGTW, we need something fresh and a change on the core of the game. Some perks could work great as passives, but tune down a little.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435950#Comment_1435950

    It's an open forum. I can do and say what I please within the rules.

    Unfortunately for you, replying to you, especially since you replied to me (and accused me of "being triggered") is definitely within those rules.

    If you don't want to be replied to, then one; you should not necro a nearly year-old thread. Two; you shouldn't accuse someone of being "triggered" when they were just stating facts. Three; You should probably not speak on an open forum in the first place because there will people who can and will reply to you and what you say on said open forum for all sorts of reasons.

    How can i mute notifications? Do you know?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433354#Comment_1433354

    Triggered?

    I asked if this was really worth necroing. It's a question. I also stated facts that happened. Just what exactly are you on about?

    Dude, stop quoting, you are being annoying.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1433170#Comment_1433170

    Was this seriously worth necroing?

    Also Spirit got nerfed. She has a vaulting animation now, she can no longer clip against survivors when phasing, and a few of her more powerful add-ons got toned down a notch so she can't do things like performing a 16 meter lunge.

    Stop getting so triggered about it. Her addons weren't the problem.

  • @Sadsnacks said:

    That's my suggestion. The fact that all survivors in a match can play with this perk and that it has no cooldown or limit to how often it can be used in a trial seems extremely unbalanced.

    Pretty much all of the killer perks have some sort of cooldown or limits to their abilities that make them reasonable to counter. I've also noticed a lot of survivor perks don't have any limit or cooldown on them. Alert and spine chill also come to mind off the top of my head.

    I think BBQ or NOED come to mind as comparable perks as far as their freuqncy of use and power, but even these have limits and counters. For example BBQ at most gives 6 seconds of aura reading at tier 3 and has conditions required for it to activate (hooking a survivor). NOED can be countered by cleansing dull totems or by cleansing the hex totem that spawns once it activates. BBQ can also be countered by hiding in lockers when someone is hooked.

    Borrowed time can be used an unlimited number of times in a trial under its activation conditions and has no cooldown and grants up to 20 seconds of immunity to a rescued survivor. 20 seconds is a quarter of the time required for a lone survivor to finish a single generator, to put into perspective.

    It seems like it puts a high level of pressure on the killer especially when multiple survivors are using it and making instant saves or rescuing people before the killer has a chance to get 32 meters away from the hooked survivor. In those instances I typically see an extremely skilled looper/chaser make a rescue while one or more survivors are somewhere else on the map repairing a generator. This puts a lot of pressure on me to decide to abandon the chase with both the rescued and rescuer and try to find someone on a generator so as not to waste time, but that would encourage the survivors to continue to play this way.

    It's also very problematic when the survivors are hooked and rescued in this way while near a generator. Then it means you abandon them and basically let them also have free time to heal and work on a generator in the hopes that you can find the other survivors before they finish the generator they're already working on or you let the other survivors finish that gen and waste time chasing the rescuer in hopes that you'll be able to down them before that next generator is repaired, which is highly unlikely.

    The only killer scenario I can think of that can build that kind of pressure on the survivors side is playing Freddy with BBQ and Pop Goes The Weasel, and in that instance you have to synergize a pair of killer perks and a killer power to get the same level of pressure as one survivor perk. Otherwise it seems like most killers aren't able to get enough distance across the map quick enough to build that kind of pressure whereas survivors can easily build pressure if they spread across the map on objectives (rescuing, repairing, cleansing).

    It seems like the killer's ability to cover distance quickly on the map is the issue, and unless some of these survivor perks are balanced with cooldowns or limits to the number of times they can be used then somehow killers need some kind of adjustment to give them the ability to spread pressure across the map as effectively as survivors can.

    Granted I don't see this level of pressure when playing against lower skilled players as killer, but those matches are few and far between with my rank (purple) and the state of the matchmaking system.

    I'm not saying something like Freddy's teleport should be a part of every killer's kit, nor am I saying all killer perks are balanced etc. I don't really have any kind of solution in mind. All I'm saying is that there is a balance problem in this specific instance.

    What I am saying is that borrowed time, specifically, seems to be unbalanced and offer a high degree of pressure and power for survivors without much thought as to how to use it and it is also used with a very high degree of frequency by almost all higher skilled players and this should warrant some attention from the devs and balance team.

    I'm just can't anything else than "I WANT TO TUNNEL, MOM! LET ME KILL THE PEOPLE I FACECAMP". jk. But being serious, the point of BT is straight foward, never go for the unhooked survivor, focus the one saving him. The only time BT becomes a problem is at the last minutes saves.

  • @TheKingOfAll said:

    Not many people actually want to “nerf” the spirit. There’s a difference between making counterplay possible and nerfing. What a lot of people don’t understand is that a nerf isn’t the best route. There are things that need to be done to make her fun for both sides. Sure it might be fun to play as spirit. But playing against her is literally the worst time you can have in this game since the old legion. There is no counterplay, you are just guessing every 10 seconds or so and hoping you are right. They need to make it so the spirit is just as strong, but while also making counterplay possible. The nurse is still the strongest killer in the game, but I would rather play against 100 nurses in a row instead of 100 spirits. With the nurse you can see what is going on. There is counterplay. With spirit, there is no counterplay. People say “just use iron will”. You should not be forced to use one of like 50 perks to counter one of like 13 killers. They need to balance her. An example that they could do would be to make it so survivors have some general idea of where she is when phasing by literally any consistent means, but make it so that she can use her phase much more frequently. It’s not even a multi-player game when you play as the Survivors are just making random choices and hoping they’re right. They might as well be bots. It’s not good for the game when there is no counterplay. Just fix the spirit. There are so many ways she can track survivors and absolutely no ways survivors can figure out where she is when shifting.

    Still waiting for a nerf to happen.

  • There was two types of main PH players. One was the silent hill fans that recently got into the game and played non-stop until they got bored or started to playing something else because of the nerf. (This were probably the ones who facecamped, tunneled, chased someone for 5 minutes). And then you got the killer mains that test him out and ended up liking it.

  • Sounds more like a game mechanic than a perk. I think that DS should lower it's time for every action like, killer hitting someone else, hooking someone else, repairing, full healing. If i'm not mistaking, DS had a similar mechanic but only from hooked survivors and it didn't reduces its cd when you were chased.

  • @FootMan2893 said:

    Billy is supposedly completely fine but they're gonna nerf him to add that extra bit of "counterplay". So when is DS, the perfectly balanced survivor perk that totally not everyone in red ranks use because it's a crutch second chance perk, gonna get it's own little taste of extra "counterplay"?

    A community manager was the one who suggested this and I think it's fantastic. DS can mostly remain exactly how it is right now, but if the survivor gets healed, starts healing another player, touches a gen, enters a locker, or unhooks another survivor it automatically cancels DS. The healing portion should cancel it if they touch a survivor just like if they touch a gen, and the self healing portion should cancel it if their healing progress exceeds 30%. That second part is important because survivors would just 99 their bars so they can still keep DS up till the last second but still leaves them some room incase a teammate accidentally taps M1 on them and basically feeds them to the killer.

    The way he put it was pretty much DS is fine if they don't want to get tunneled but by performing an action like mentioned above then they themselves are making the choice to put themselves back in the game and should lose their protection.

    It sounds more like a game mechanic than a perk lol

  • @ItzNobody said:

    Before I begin, I have made this post before on General Discussions and am posting again under Feedback and Suggestions in hopes of getting the attention of our developers of Dead by Daylight. This is not to say my proposed idea should be made, but rather to spark interest in making a change for the perk being discussed. Thank you for your time, and I hope you enjoy the following.

    https://us.v-cdn.net/6030815/uploads/2UU6J5A2E406/dead-by-daylight-cruel-limits.jpg

    'Cruel Limits' is a killer perk belonging to The Demogorgon. Each time a Generator is repaired, all Windows and Vault Locations within a radius of 24 meters from the completed Generator are blocked for all Survivors for the next 20/25/30 seconds.

    Cruel Limits is a unique concept in of itself, a perk which reacts to the Survivors completing their objectives rather than hindering their progress. Though the idea has been implemented in other perks, examples being Fire Up, Hex: No One Escapes Death, and Blood Warden, Cruel Limits offers its own response in blocking half of a Survivors defenses. A default Survivor stripped of perks and items is offered two means of defending themselves against the Killer, a Vault Location/Window and a Pallet to drop/vault over.

    Unfortunately, Cruel Limits suffers from several flaws based on my experience.

    The numbers.

    By itself, Cruel Limits sounds appealing when you leave out the numbers detailing its range and lasting effect. One can argue that 24 meters is a wide enough range, close to the terror radius of an average Killer, and should remain in that form. However, maps such as The Game, Rotten Fields, and the Yamaoka Estate are a few examples of realms that offer very low numbers of windows and vault locations, therefore Cruel Limits may rarely come into effect at all. On the other side, maps like Lampkin Lane and Léry's Memorial Institute offer a high number of windows and vault locations, so Cruel Limits will provide an outstanding effect on those maps as well, correct?

    Well, in theory yes. That is when we come across the second flaw, it's usage.

    Even if Cruel Limits were to block nearly a dozen windows/vault locations for 30 seconds, the Survivor(s) is still offered plenty of space to escape. A pallet if utilized correctly can postpone the Killer for close to or around 30 seconds, thus after the first attack the Survivor may use their increased speed effect from being damaged to escape the confined space and seek shelter elsewhere, where the perk has no effect. That is to say the Killer would be present at the completed Generator to savor the full 30 seconds of Cruel Limits, which again would only function in theory.

    I have learned from usage/experience from this perk is that Cruel Limits can only partially guarantee the promise of one hit attack to a Survivor, and that is strengthened when the perk is supported by Tinkerer so that you may utilize all 30 seconds of its blocking effect. Even then, the realm you have been given might not be in your favor, the selected Generator spawned in may not have windows/vault locations nearby, and the effect can only do so much to halfway promise you one hit on a Survivor or two.

    In short, Cruel Limits does not offer much to promote its usage. So how do we fix this?

    I have wondered if buffing its effects would be the correct solution to this, simply increasing the effect and range of the perk would not be enough in my opinion. A rework would be needed. A quick overview of The Demogorgon shows that it focuses on impacting both the environment and its inhabitants in unexpected ways, damaging nearby Generators through its attack in Surge and exhausting Survivors repairing Generators through Mindbreaker.

    So, let's offer new ideas for Cruel Limits which affect either the environment or the Survivors.

    My idea would be this.

    Cruel Limits: Gain a token every 20 seconds to a maximum of 1/2/3 Tokens. When a Survivor uses a Vault Location during a chase, Cruel Limits activates and a Token is consumed. The Vault Location will be blocked off for survivors for 20 seconds. Auras of Blocked Vault Locations will be revealed to you in a Yellow Aura.

    This would allow Cruel Limits to be much more reliable for chases and offer it better perk synergy, while in theory remaining true to the Demogorgon's focus on impacting the environment and the Survivors in unexpected ways. The idea is that this perk lives up to its name, limiting the Survivor(s) from using the same vault twice while in a chase, forcing them to be on the move or make better use of any pallets nearby. To keep Cruel Limits from being too much, Tokens will be consumed which will take some time to retrieve passively. If you believe passively earning tokens would be too easy, an alternative method would be to create a means for the Killer to earn the tokens back, I would suggest earning a hook would reward you with one token in return, similar to Barbecue and Chili and Hex: Huntress Lullaby. The overall goal is to reintroduce Cruel Limits as an effective perk for limiting the Survivors' means of escape, whilst restricting it from being too powerful through the use of tokens in order to make the perk more balanced.

    Do you agree or disagree with my proposed change for Cruel Limits? Support your thoughts and if you have other changes in mind, feel free to share your thoughts and share this idea in case the developers were to notice.

    Credit for the Token system and Cruel Limits perk description goes to Dreamnomad, thank you for the improved description and explanation! 👍️

    Recently i've came across this perk against a killer, and don't remember any time that the windows or vaults blocked. Oh, that's right, wasn't any, and if there was, running straight was a better option. The concept is great, but only works in certain gens on certain maps and you need to be there right when the gen pops to force someone to try vault a window.

    My suggestion comes from the show itself. Every time a survivor completes a gen, everyone nearby will receive deep wounds. or some status effect like exhaustion or broken (15 seconds at least), with a cooldown of 120 seconds. The idea is to pressure survivors, with deep wounds they'll force to mend, with exhaustion they won't be able to use perks to run away, and if it is broken, then anyone who was hurt can't take the time to heal. It sounds a little OP but is another option for avoiding gen rush tactic and also forces movement.

  • I don't know if you want some tips or builds to not getting gen rush next time or just wanted to rant about it. The game its a 1v4, already unbalanced, don't know what else you can expect.

  • What i like about DbD is that doesn't force you to play certain survivors. You can choose whoever you like and build him how you like. Also like Milo point out. Balance will be a nightmare and if you give a survivor a passive too strong, it will be the only survivor picked at higher ranks. And then devs would add bans or force to pick 4 different survivors. Sounds awful

  • Look at a wall next time buddy.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/167619/survivors-are-op-killers-arent

    Most of these complaints are unfounded. The biggest problem i have as a killer is that early game against good survivors doesn't exist.

    It's basic math.

    As soon as a match starts, killer spawns away from survivors, survivors hop on gens within 10 seconds. Takes the killer 20-40 seconds (depends on map size/shape) to walk to the other side of the map. Killer finds the first survivor. 1st part of chase lasts about 15 seconds, get a hit. Spend 15seconds just holding w to catch up to the survivor and get a second hit. If they get to a pallet, add another 15-20 seconds to break the pallet (or mind game if it is an unsafe pallet) and repeat. Now, do the math.

    10 seconds (walking to first survivor, assuming small map, assuming it takes them a bit of time to hop on gens) + 15 seconds (1st hit) + 15 seconds (2nd hit) + 3 seconds (picking them up) + 5 seconds (walking to hook) + 2 seconds (hooking them) =

    10 + 15 + 15 + 3 + 5 +2 = 50 seconds (assuming the survivor just held w the whole time)

    Now if you add in that a survivor likely gets to 1 pallet/window during that chase, which is very likely to happen, and you have 3 gens being lost during the first chase if survivors are perfectly on gens. This is the problem with the game. Now the only way for me to come back is to camp that hook and play like a dick. There's no gens left to use pop on or any other gen regression perks, because they finished all the ones that had progress, i'm next to my 3 gen that has no progress on them, so why even bother leaving the hook?

    Now you might say, i can injure that survivor and then move on to another one. This is true, but people usually bring medkits/self-care/inner strength. And that 1st hit which cost me about 30 seconds to get can be healed by survivors in almost half the time.

    Unless you are playing a killer that can shorten chases and have good map pressure, forget about it. This is why nurse is so godly when played well (and why i am a nurse main). A good nurse can shorten that 50 seconds down to about 30 seconds. Suddenly the game is playable now.

    Early game needs to exist again.

    It really doesn't matter how much math you put on it. The game is a complete RNG fest. Not only map size, also perks, spawns, offerings. "Early game needs to exist again" Yes, maybe the trial should start with 2 or 3 blocked gen and rework corrupt intervention to make another purpose.

    @Voyager said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404916#Comment_1404916

    It's simply impossible to lose as a coordinated 4-man SWF group. You obtain so much information, it's a neural net distribution network. You know where the killer is, where your friends are, you know who goes to rescue on the hook if anyone is ever even hooked at all. Even what pallets have been broken. To have all that knowledge at all times delivered to everyone, imagine a perk giving that to solo queue players. It would be the most OP perk in the game by a country mile.

    Not allowing a fourth member would solve those problems. Every time i've played with my friend (usually 3 people group) things were difficult. Having one survivor without information and basically blind would make it more challenging.


  • @JustCats said:

    https://forum.deadbydaylight.com/en/discussion/167619/survivors-are-op-killers-arent

    Survivors quite explicitly control the pace of the game as the game ends when the generators are repaired. The killer cannot repair gens. If you are in a match where the killer is controlling the pace of the game then the killer has likely already won.

    The truth is that a coordinated group of survivors will make mincemeat out of any killer - as it should be. That's the primary challenge for survivors - not in looping, not in hiding, not in stacking second-chances. It's working together despite the challenge of limited information. That's why solo queue survivor-ing is hard. It's also why SWFing with comms is easy, as you're just using a 3rd party app to remove what makes the game difficult - now information is not limited at all and coordination is trivial. If you use it to gain an advantage in the game, you get a tremendous advantage in the game. It's like if speed hacks were generally acceptable for killers to use for some reason.

    And that's the problem and why you hear the statement so much. Survivors as a team are OP, and they should be. But, it should require all four survivors playing well for any of them to be OP. Survivors are the equivalent of Nurse - if you get it right, you should stomp. For the vast majority of games, however, there's at least one weak link, and that weak link should drag everybody down so that no survivors are OP.

    Except, of course, we are cavalier about comms. So now survivor groups are either trying to play Nurse legit, or trying to play Leatherface with a speed hack. And the game, predictably, becomes impossible to balance. You want to give solo-queue survivors a leg up so that the weak link isn't so punishing? Congrats now your comm groups are invincible. Do something to survivors with the knowledge that they might be on comms? Congrats now solo queue survivors are snacks.

    The problem is that they don't limit or throttle only the survivors in parties in any way. Of course, then you have a problem with lobby dodging survivors who try and team up anyway, but I think you could just increase or get creative with the lobby dodge penalty to discourage this.

    Killers can end the game by killing all survivors, it's not all about the gens. But yeah in most part i undestand where is coming from. Survivors are really strong and when they do coordinate, it becomes an imposible task for the killer. We all do what we can to win, we don't want to lose rank, but thats kind of frustrating. It's all about the rank and how stressful can be when you are alone. There's thinks the devs can do to stop this SWF, like forcing to be a 3 people queue. This will allow a weak link to happen like you are suggesting. But you can't stop people from playing together.

    It is true that if we put a trial where no perks are allowed, survivors will win fairly easy. That's why perks for killers are so important. I could suggest that some of them should be passives by default on the trial. I don't think is a bad idea because there's a lack of builds and perks variety and that maybe can help to innovate a little more for killers and for survivors as well.


    @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404207#Comment_1404207

    We had different point of view, but you were the one that started this, i answered your questions with my opinion and you told me im not ready for discussions, which shows that when someone Is not agreeing with you, you think they are wrong...

    We have different point of view, that's why we are not agreeing. It's cocky to say what you just said. This is a DISCUSSIONS forum, why are we suppose to do? I'm giving my thoughs on every comment to undestand the situation. Not need to be greedy saying thinks like that.

  • @Rivyn said:

    I disagree.

    'Killers can control the pace and have more advantages over survivors.' This right here only applies to A) low ranks and B) weaker groups. Killers can only control the pace if they outmatch the survivor group by a fair margin, or if the group makes continuous mistakes.

    In high ranks, where survivors 'usually' know how to loop, spread out gens, and effectively waste killer time? The roles are reversed. It's the killer that has to play by the pace of survivors, not the other way around. Just look at how fast early gens go. Two can pop before the second hook, easy, when against competent survivors. Killers are always working against the clock, which again, is set by survivors.

    DS is complained about because it gives 60 seconds of hook immunity. I can go through a chase, hook somebody, break two pallets, PoP a gen, and pull a survivor out of a locker, and still get hit with DS. Outright tunneling? It's good for. But when it allows for objective progression with a safety net? That's the issue.

    Face camping is a strategy. It's cheap, yes, but a strategy. Remember, killing is the objective of the killer. They're punished in points, but it is their objective. Though, I figure you don't play killer all that often, if you brought up 'they should be punished in BP.' They are.

    Survivors earn less points in a trial because it's 4v1. Killer is the harder role, since you're juggling four people, their objective, and the time pressure placed on them.

    The first gens always pop on the first chase. That's something to know from the get go. It's a fast game, there's not much to it. If you want the game to be extended you actually can. Bring the perks that allows you to control the flow and the pace of the game. YEs, there's already a BP punishment but is not that big of a different, that's what i'm meaning. You can still get a lot of points by it.

    Killer is a difficult role, agree, specially in a 1v4 higher rank situation. But that's why the information is key. And one side has all of it. We can't really talk about how much pressure the killer does at the start of the game, because there's non. You are going to do a chase, and that chases brings consequences. You need to be prepare for it and act accordly. You can't control 7 gens all at once, that's obvious, but you can control 5 or 3. And i'm talking about the perks mostly, because it won't be a high rank trial without them. Why you are talking about a gen rush without using corrupt intervention on your build? And also, why people justifice face camping with "strategy" but using "gen rush" as a worst and more annoying mechanic? If i'm getting gen rush i'll immediately set a perimeter. That's why i'm also reffering to perks that allows the killers to make the trials longer, because that what "controlling the pace" means. If we are not going to be aware of the perks that helps the killer to do his job, why are we complaning about survivor's perks?

    That's my point for the most part. Survivors don't have the advantages that killer does. It feels silly to complaing about the perks that are just stoping cheap tactics. Kinda i'm asking for a survivors buff, but no. Will be great to see more interesting perks for them at least, because in high ranks all the survivors will use the same perks.

    It's kinda boring to see the same perks at high ranks. For both parties. We need more combinations. This game doesn't have a queue for fun, all are ranked matches and that can be real frustrating and overwhelming. Yeah, it works for the matchmaking, but also the matchmaking is not working propertly.

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403539#Comment_1403539

    Pop Is not game changing, it rewards killer for making good play, it Is not game changing perk, just very useful one.

    Corrupt Is not close to game changing, 3 gen farthest of you are block, survivor can hide, do you know how many times that happened to me and how many times i did it? But Corrupt didn't stop survivors to do gen in 17 sec.

    Hex perk can be game changing only if you allow it to be, its your own fault if gets you, they are basically easiest to counter, do the totems don't be lazy.

    Im all ears... What are you even talking about mate?

    STBFL Is not even considered meta perk, you mustn't hit your obsession so you could get it, if you do you lose stacks, which means obsession was spared From hit..

    Any gen aura perk? You see my friend if you were the one balancing the game no one would play it.

    Survivors have much more stronger and game changing perk, single DS can be game changing, i remember when Fungoose was playing Huntress, he got hit by DS, everyone got up, that just changed the game that could be ended there. Adrenalin can be game changing for specific survivor etc etc..

    The fact that you thinkk DS is game changing it's surprising. DS is a resource that you need to use in clutch situation and with a margen of error.

    I've played killer a lot, that's what i wrote all this thread. Every side has perks that are a most have. But checking killer side, you can see plenty of things that are for controlling the pace, maybe it's a mistake to call them "game changing" but i don't have any other word for it. If you are going to play without perks, you will feel a lack of control of the map enourmosly. And if you are going to ignore the fact that every action you do has consequences, then you will always going to feel weak.

    I'll mention some perks to discuss about. These for me are the strongest perks from killers that show how dominating they can be. And i'll look over the wiki to not miss any.

    • A nurse's Calling: Either if you are going a hit and run killer, or just regular, this perks puts a lot of pressure on survivors. Not been safe from the killer while healing is huge, every time someone gets unhook. Yes it requires some distance before showing the aura but you are forcing survivors to heal far away from you and that's a lot of time wasting.
    • Thanatophobia: Awesome perk, lowering the time of the repairs. For default you are extending the game longer.
    • Ruin: Still pretty strong. It's a hex, can be countered, but you are forcing someone to find it which is RNG.
    • Play with your food: With the right killers, this perk is stupidlly good, some little speed movement makes huge differents.
    • Barbeque & Chili: You hook someone you get information, is they don't show up, they are near. It works great for newer players and for billy it's a most.
    • Remember me: Delaying the gate opening, every perk that increase the time from objective are a game changing by default. Survivors can only go for Dwight's perks to play more "aggressively" or at least having some control, but those perks are useless, let's be honest.
    • Pop goes the weasel: I think that Otz use this perk with almost every killer. That's because is great, you get someone hooked and a generator lower. The more generators survivors do, more easy to control the situation with this perk.
    • Discordance: is a really good early perk, like i've been saying, survivors aren't aware of the perks, is a guess at along, and this perk leads where your first move will be.
    • Surge: Great for sneaky survivors who are rushing those last seconds on a gen while a chase happen.
    • Thrilling Tremors: Probably a most. You are getting all the information you need by just knowing which gens are blocked by the entity. You know where to strike next, or at least check.
    • Corrupt Intervention: Avoids gen rush, force survivors to move and put them closer to you. This perk is probably one of the best in the game. By just doing that you are already forcing movement and putting a lot of pressure. Some killers don't need it but it's a great perk to have.
    • Infectious Fright: Slugging perk by default. And if you are increasing your terror radius, this perk works great.
    • Trail of torment: It works, makes you unpredictible.
    • Deathbound: Great combo with nurse's calling and good by it's own

    All these perks are not OP, they don't need changes. These perks shows a little how the killer can control pacing and have enourmous map control. Survivors have similar perks but they often are countered by killers abilities, perks or not even worth to equip. If you are not aware how much pressure you are making with theses perks.

    And SWF are a problem for killer cause they are players communicating. It's not allow in the gameplay, but not in the lobby. What i mean is if the devs really think is a problem, you wouldn't be able to invite people at your party, that's how it'll be. The perks to control the map are there, you just have to use them.

    Information in this game is valuable. The survivors need to SURVIVE, that's why they uses second chances perks. Killers already have abilities, and passives in other cases, so those are advantages they can abuse. Also you can take some addons, and boost your overall power. That makes a huge different with a survivor that lets say wants to go full aggro. A lot of perks that allow them to move quickly or escape, often lacks of any information about teammates. That's a great balance, not knowing where everyone is until they pop some gens or something. Kindred probably is a perk that can make a difference but requires someone to get hooked. And that means a survivor with one hook less. With a little of info of where the killers is heading and my teammate, i can choose what to do. It's the same with a lot of perks i've listed.

    I'm really surprise how much people are debating this, love to see diferent opinions. But saying "play killer a more" or just saying i don't know nothing about the game is just annoying. I've played killer and survivor, both. That's why i'm opening the thread.

  • @Bullettimegod said:

    These are just my opinions and thoughts on the game currently in its release form after playing since executioner came out.

    Lets start off by talking about match making. Seriously its been months since an update. Its unfair to both sides to get matched with someone higher/ lower then them, and usually it leads to a horrible experience for both sides. As everyone knows match making is absolutely trash. Where green ranks killers get red rank survivors who can mostly pump out gens faster than you can get 5 hooks. We all had games like that im sure, but for a game devolpers who nerfed ruin because it was too hard for new survivors to turn around and not have a fix for this for new killers? Its 2 steps forward and 3 steps back. Im not going to beat the dead horse and keep going on about how matchmaking is unfair because im sure we all heard it all.

    My second issue with the game is honestly the lack of fear and inconsistency. Survivors do not fear the killers. Right now in currently game most survivors see a killer as a minor inconvience to getting their job of doing five gens and leaving. While survivors have an easier time to win the game generally. And more options how to do it. A killer generally has a more stressful job of trying to keep track of 4 people at once while focusing on a chase, that you have to end quickly. (Which lets face it...sometimes a chase last longer than it should.) While survivors just half to hold m1. Avoid the killer. Or distract the killer by literally running in a circle. Where is the fear that the killers are supposed to represent? Instead killers are more like ghostface from scary movie chasing the one chick around the table. More often or not i feel like the killers are the ones who should fear survivors. From pallets. To 60 second immunity. From unhooking with borrow time just as you hooked them. Not to mention the absolute disrespect and abuse from these perks which leads me to my next point: survivor perks and second/third chances.

    Survivor second chance perks arent as balanced as people would like to believe. Infact it can heavily shift the game into the survivor favor which basically cause them to be arrogant and cocky af. Also removes any fear from what killers have. By second chance perks i mean ######### like borrow time decisive and adrenaline. Im going to start with borrow time and how ive seen it abused. Lets say you just hooked a survivor, and you turn around about to walk away. Suddenly you get the unhook notification and boom survivor is unhooked in your terror radius and now can take an extra hit. Bullshit right? As i agree tunneling and camping sucks. I do want a small change to that. A count down to perk activation. What i mean is this: hooked for 5 seconds with killer nearby for borrow time to activate. Rest of it will function as normal. I believe that will stop hook bombardments which makes the game end really quickly for killer. And also punish unsafe quick hooks as well as plays where they are being chased by the killer just to take a hit infront and then unhook. With the killer being around, this also includes invisible/oblivious killers so its a nerf to freddy wraith pig ghostface. As well as insidious camping. I also think it would promote smarter gameplay rather than just bombard the hook.

    Second perk that is abused is decisive strike. Which idk what devs are saying..its in almost every red rank game i played. And its by far the most annoying. Some user made a good change to it. Have a timer lower but it goes away if they are fully healed get into a locker or run into a gen. And that timer pauses when they are being chased. Im not going to speak more on decisive because alot has already been said about it.

    Last but not least match speed: gens vs. Hooking.

    Oh boy about to play with fire...but and as im sure a lot of people said, gen speeds are too fast. Big shock right? But let me explain. 5 gens vs 12 hooks.

    80 secs x 5 divided by 2. (Semi perfect game of one to be chased and hooked one to be unhooking and 2 to be on gens with no items.) Is 200 seconds.

    12 hooks. Lets say if takes anywhere from 20 to 30 seconds to find first survivor. You arent a stealth killer. And they hear your terrorradius. So they get a few seconds head start.. takes you maybe 30-40 seconds to down him. Another 3 seconds to hook. That is already 50-70 seconds. For one hook. Which means 1 or 2 gens can pop. All for one hook. Only 11 more to go right? Thats a bit of an issue. And i know survivors are going to hate the ######### out of me for suggesting this. But with hold "m1" for survivors is boring so increasing the time it takes to do a gen is out of the question. There is only one logical choice left: reduce the number of hooks it takes to kill survivors by one. Lets face it, every other scenario is absurd. Another objective? What could they add with out rewritting the whole game? And do we really trust they can do it with out bugs? Survivors themselves say holding m1 is boring. So the only logical solution for the gen speed is reduce the hooks needed by 1.

    Once again these are just my opinions. Comment if you agree or disagree. I really wanna hear others points of views. Long as its civil. Sorry for the long ramble post

    Those perks prevent camping and tunneling. You are being hypocrite by saying you want something to do about DS and BT but don't like those perks that their whole existence is basicaly avoid those situations.

    And the game is an asymmetrical multiplayer. So this issues would always be when the killer has to face a group of survivor who know what they are doing. But also you are not talking about the amount of perks and addons a killer can use to control the trial. A lot of perks involves blocking generators, revealing auras and reduce generators repairs. If you are not using them, of course they will pop a couple of gens while you are chasing. But also, what do you expect them to be doing? You want to chase someone for 2 minutes without nothing happening? That just shows how bad you are on mindgaming and chasing people in general. You are getting distracted by survivors who know where to take you and you are just going with it. Also that's why you patrol and use headphones, to hear the progress of every gen, and you need to know that some gens are going to go, but as a killer you can plan which ones are going to be the last ones so you can have a more advantage position later.

  • @Aquitus said:

    im not going to complain that its the survivors game to loose but please just allow killers to know what they are facing. i can at least adjust my build to fight them before the game begins. if im going to lose i want to put up a fight

    Yeah also allow the ability for the survivro to see the killer perks.

    Two thing that aren't going to happen up here ^^^

  • @bubbabrotha said:

    It's fine. It's not unbalanced, as it forces people out. I understand if you just don't like it, that's fine. What I don't understand is when people act like there is no solution. There is. Do. Bones. It's not hard, and it helps your team. It gives me a headache when people whine about it.

    Unless you go a team specific to go and break bones, your solution is time wasting. Both parties don't know which perks are facing, you have to make a guess everytime. Maybe you destroy everysingle totem and turns out that the killer never brought it, or maybe he does but you wasted so much time running around the map that for that time at least 2 teammates got hooked.

    The only real solution is going to find the totem to save the survivor down, but remember this is a mostly a soloqueing minded game, so must people probably won't go for the safe risking that much.

    If noed becomes a time hex like haunted ground, maybe would do its purpose. Don't think that noed was made for a comeback killing all survivor, i think it was made more for like a pity kill for the killer who got rushed or didn't had a good game.