MPUK
MPUK
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@Entity_Hugs said:
https://forum.deadbydaylight.com/en/discussion/comment/1264078#Comment_1264078
You don't get to decide what 'playing properly' is.
The Killer chased you, downed you, and hooked you. Now he wants to ensure that kill. He played 'properly'
You can counter camping by doing gens. 3 Survivors can clear 3 gens solo with 40 seconds to spare, in the time it takes a Survivor to die on first hook.
All these demands are, are people asking for punishments because they want to dictate how the other team plays. You don't get to decide what's fair and what is not.
And when someone yells 'it's not fair!' they're really saying 'I want my free unhooks'. The Killer is not obliged to walk away & let you unhook your friend, just because you don't feel like they should die yet.
The Killer's goal is to kill you before you escape. Every killed Survivor is another step towards his goal, the same as every completed gen is a step towards the Survivor goal.
Yet you don't heal Killers saying Survivors should be locked out of doing generators for <x> seconds after completing one. Or they should not be able to start repairing a kicked generator too soon after it was kicked, so it can actually regress.
(And apologies if I sound short or irritated; I made a 10 minute long, thoughtfully-worded post. Then the cloudflare protection garbage popped up & ate it.)
Not saying I want free unhooks at all. I'm saying I want to play the game as intended. The game is based on the killer downing and hooking people multiple times, whilst patrolling gens and stopping them from completing all gens and escaping. That is why the kill emblem system is based upon them doing all of these things, that is why people who camp get ######### points.
You're not playing properly when you camp. You know you're not but you're so desperate for a kill that you will play in such a manner. That play means the killer's score is #########. It means the survivors all get a ######### score as altruism is completely cut out of the game as are the majority of boldness points so everyone has a boring, pointless game. Especially the person who got camped from start to finish.
Make excuses as much as you like. Doing gens isn't a counter for camping, it's the only thing that can be done but the person who got camped had their game ruined. You're happy to ruin a game for someone else which says a lot about your character in general.
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@SambaSaw said:
While playing against billy I went ahead and looped the shack. The first two vaults were fine but when I tried to vault the third time there was no "space" for vault. I go down from chainsaw. I got unhooked and the door is opened and I loop him around the shack again but this time I was't able to vault even the first time, but luckily he missed the chainsaw and I stunned him with the pallet. Now you might be thinking maybe he had bamboozle and the window glitched, but he didn't.
Has this happened to anyone else lately? :/
Bamboozle is invisible at the moment so you need to listen out for it and if you are too far away from the vault to hear it, you will know when you have no option to vault.
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@Entity_Hugs said:
People don't seem to realize: There WAS an anti-facecamping measure.
If the Killer stayed near the Hooked (Survivor 4), the struggle timer would slow down.
So Survivors 1 & 2 would stays just outside that radius, forcing the Killer to stand there & slow down the timer. This game Survivor 3 more time to do gens.
If Killer chased Survivor 1, then Survivor 2 would get the unhook. (And flip the numbers around for if Killer chased Survivor 2).
So Killer was forced to either allow a free unhook by committing to a chase, or spend a long time waiting for Survivor 4 to die. Time in which Survivor 3 was freely doing gens.
So any 'punishment' the devs concoct, Survivors will abuse for an edge. It's literally Survivors fault that there is no punishment. And there should BE no punishment.
The Killer, or the game, don't have to give survivors free unhooks. That's what 'Punish facecamping' boils down too; 'I want free unhooks'.
No, the Killer should not be paralysed.
No, there should not be an invisible wall of safety.
No the Killer should not be slowed down, or teleported away, or have his vision lowered, or stunned.
No the bar should not be slowed down, or paused (a slowdown was tried, as I said above).
It's the Survivors fault if they go for an unsafe unhook. Not the Killers. Survivors want to punish the Killer for their own mistakes and think they deserve free unhooks because it's unfair if they get eliminated first.
It's unfair to the Killer if they're not allowed to secure their ONE objective; To. Kill. You.
Survivors seem to think an Killer's objective is to scare them and let them go, or else they'd understand that the Killer wants to eliminate you from the game.
The issue isn't being eliminated from the game first. The issue is having a game ruined by a killer who is ######### at the game. Standing still isn't playing a game. It is done to ruin the game for someone. I don't care if I have died first when a killer has played properly. It is ######### when you have got hooked and had to stay there for a couple of minutes waiting to die because the killer doesn't move. It isn't a strategy it is an attempt to ruin a game for someone. It is boring. Then those same players cry for longer gen times.
The game isn't to eliminate someone from the game as soon as possible in a way that isn't even playing a game. You are stood still.
I've never camped and never tunnelled and I won't ever do it either. It is for ######### players who get off on ruining an experience for someone else.
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@hagling said:
you're definitely not the only one, but i know it can feel that way sometimes. I just try to focus on what I can control and hope maybe I'll set an example y'know? I encourage all my friends to play perk roulette with me whenever we swf so the killer can breathe.
Does the killer ever breathe though?
My SWF nobody uses obsession perks and we have a lot of games where there are no obsession(I have seen this a lot in solo recently too). Does the killer breathe? Of course not, he tunnels the ######### out of everyone because he knows there is no DS.
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@emptyCups said:
You are not owed a safe rescue.
You not owed three lives just because you have 3 hook states
Punishing altruistic behavior is the killers core game play removing it leaves nothing but the chase ZZZZZzzzz
A player is camped for one reason only
The killer decides this.
Saviors can incentivize chases or leading him away from the hook etc. But he needs to choose it
The killer experience is often stressful because pressuring 4 plays across 5 gens as a single being is impossible if you make it more difficult less people will play as I see someone post about quitting every day.
Its not about being valid... its about surviors being entitled to more more more. You have dozens of perks and items to give you second chances and remove the penalties for your mistakes.
Don't get hooked if you don't like being camped
Don't run around haybales with an immortal monster after you try to run away
If you hear the terror radio hide. He's going to kill you.
If you played while afraid you'd have a better experience then scooby chase simulation sit on a hook game.
Except the game isn't designed for survivors to get away constantly. Which is why the killer moves quicker by default, it is why the killer gets bloodlust tiers. Avoiding all hooks in all games is not really possible for all players. Camping is a ######### play and doing gens isn't a solution to it. That person who got camped has had their game ruined.
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@DwightOP said:
I remember how killer exhaustion Addons were introduced to counter survivors chaining multiple exhaustion perks but also to counter recovering while running. Both got removed but the addons haven't changed.
Will the addons stay the same or get changed aswell?
The only ones I would change are the huntress ones which exhaust you for about 14 years.
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@BabyBubbaMain said:
Play both sides for once.
I’m sick of survivors complaining about killers who tunnel when the killer has to or say that the killer is camping when there’s a survivor running around the hook. If you played killer you wouldn’t complain about this as survivors.
I also wish killers wouldn’t be ######### for no reason. Now, play how you want. That’s fine, but just think about the other side for once. They’re humans too, you’re human. Try to make it fun for the survivors, even if you get genrushed and t-bagged at the exit gate. Just move on to the next game.
If everyone played both sides there wouldn’t be so much toxicity in this community.
I play both sides and have never camped(I agree chasing someone around a hook isn't camping) and never tunnelled. It isn't ever required. It is a ######### play. I see more complaints by killer mains than survivor mains on this forum.
Things I wish people would stop doing:
1. Complaining about SWF having comms.
2. Complaining about DS - because they can't tunnel.
3. Complaining about unbreakable - because they can't slug the person they have tunnelled that they worry has DS.
4. Constantly asking for nerfs(This applies to both sides)
How about you just spend less time complaining and more time killing/surviving?
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@andyollolloll said:
For BHVR to have no negative to being in a SWF is crazy, then add onto that they play with communications which they have to accept as they can't obviously detect comms makes it beyond crazy.
BHVR's attitude to this in the past was to ignore it and not show the killer or other survivors if they had played an SWF, when starting to play this game I didn't have a clue why I thrashed one team then not another when skill level didn't appear to be the problem.
Now I'm a red rank killer (before the recent Wraith nerf/bug) and understand why but nothing incetivies the killers to play SWFs (mainly on comms).
BHVR appears to be improving their game and would like to suggest two options when the killer plays SWFs, for them to either take an improved BP or for the developing killers a slow down (like thana) imposed only on the SWF players.
I like the idea of SWF by talking with your friends and it shouldn't be taken away but it is at the expense of the killers fun / tryhard sweat and tears. Now I enjoy a challenge facing the SWFs but this can have a negative effect on up and coming players.
What about the percentage of people who play killer who don't give a ######### about SWF in comms?
I honestly don't care if I go up against a team in comms and there are a lot of us out there who don't spend their time obsessing over SWF in their lobby. I'm just playing a game and I'm not going to start crying that people want to play it with their friends. Some groups are good, some are bad. I'm not going to pretend that I know which ones are SWF and which are solos I'm not going to waste my time looking at profiles to check their friend list before I consider readying up. I'm just going to play the game as I usually play it and not fixate on whether someone is talking to other players or not. You should try it, you will stop getting so bitter and twisted about people playing with their friends when you don't obsess over it.
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@Leftsh03 said:
I think that it's very easy to gen rush and that making the gen repair slower would not be too balanced, so maybe a 6th gen should have to be done? Maybe there could be a token based perk with a 2 token max and you could unrepair a gen but it keeps 75/50/25 of its repair progress.
Will survivors be getting a perk that reverses a hook state?
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1263354#Comment_1263354
Everyone is entitled to an opinion, but I preferred to go against the old DS. I could kobe them and deny the usage, which was a decent counter. You could also run Enduring and significantly minimize its effects. Now, DS works no matter what; it is also easier to hit.
The problem is that killers get things changed and they still moan. Tonight I've had a killer camp and try to tunnel me off the hook because I was looping the grim pantry. The grim pantry that just got changed in the latest patch. A killer banging on about an infinite loop being abused. Bear in mind he was the huntress and could easily have used a hatchet on me when going for the window(that had a door right next to it). No matter what killers will moan for more and more to be given to them to make chases shorter and make kills easier.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1262416#Comment_1262416
As long as DS is up, the survivor can do whatever they want without consequence. The thing that makes it even better (better than it was before the "nerf") is that you, as killer, can't tell who has it.
You couldn't tell who had it on the old version. You would only know the obsession had it but others could have it too. So it hasn't really changed. Plus..... all the killers cried about the old version when that was just a case of get it out of the way early in the game or juggle the survivor to the hook. So it got changed, then killers didn't like that version either so they have spent another year bawling their eyes out about it.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1261919#Comment_1261919
If anyone is derailing anything, it's you and your strange claims about "hidden rules" as if they're anything other than a fantasy of yours, and "I get high BP as a killer!" as if that's not the absolute norm for everyone.
It isn't the norm for everyone at all. Campers come out with next to no BP. If a tunneller chooses the wrong person to try and tunnel, same thing, next to no points.
Playing like a dick by camping and tunnelling isn't a positive. I know you think you're a good player when you do it but you're not.
I'd rather just play a fair game where I try and ensure everyone has a pleasant time than play like a dick and then say bullshit about "salt" in the endgame chat. "Oh you're so salty, I love it" of course you do, you play like a ######### to get attention because you're starved of it elsewhere.
I don't main either side, I play both up to rank 1. So don't give me the survivor rulebook bullshit. I just don't subscribe to the play like a ######### book.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1259217#Comment_1259217
"As a killer I generally leave people alone until they have been fully healed"
Things like that are just made up rules that you set for yourself.
If you want to abide by them, fine. It doesn't make you better, nor does it make other players worse. I'm not a "dick" if I hear some grunting wounded David King from a mile away and hit him.
Seriously, the worst thing about this community isn't SWF, or angry post-game chat, or whatever. It's the way that everyone seems to think they have some say in how others play.
Yes, leaving someone until fully healed is a rule I have in place for myself. I'm not saying everyone should have the fully healed rule in any way, I'm saying tunnelling is a ######### play done by ######### killers who think they aren't #########. If you want to pretend that you're playing well by going for a quick and easy down then go for it but you're always going to rely on it as you're incapable of playing any other way and when it gets taken away you will be on here bitching and moaning about how the game is too hard for killers now,even though there are plenty of killers who don't currently tunnel and do just fine.
I love how so many people on here defend tunnelling because it just highlights how many ######### killers exist in this game and how prevalent the tunnelling is and why it is a problem. It made it on to the feedback survey this time around so hopefully they start considering dealing with it now.
Hide or Die has the unhooker and unhooked go invisible for 5 seconds. Imagine the amount of killers who would be crying on here if that happened in DBD. "I can't tunnel anymore - please nerf"
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@BabySteve said:
i dont tunnel and 3-4k every match. but some killers just think it's a good strategy and when they get hit by DS they come here to ask for nerfs.. LOL
When you try to explain to them that the other 3 healthy people are just going to sit on gens because they know you're chasing the person who just got unhooked, they have no healing to do or anything other than gens but the killer can't understand why that is bad for the killer. Just a mindless "but I'm getting someone out of the game to add pressure"
Not really, flooring that person who got unhooked so someone has to come and heal them off the floor, whilst you chase another survivor is adding pressure but the majority of killer mains just don't have the capacity to understand that.
It is a boring conversation to have with them because they don't want to be good at the game they just want quick and easy kills.
Even the ones who say crap like "Nobody is ensuring I have fun as a killer" actually, survivors are doing what they can by queuing up and entering the game with you, they're giving you the opportunity to have a fun game and in return you tunnel the ######### out of them. The killer controls who gets to stay in a game they have queued for and who doesn't and for how long.
I am not saying you have to do 8 hooks before you kill someone. As a killer I generally leave people alone until they have been fully healed, if they refuse to heal and I come across them on a gen within 20-30 seconds, I will down them and leave them. If I come across them and they haven't been healed a minute or so later I will take that as they have refused a heal and therefore able to go back on the hook(unless the survivors are doing really bad with gens in which case I may just down this person again and leave them to heal).
If I am the Plague with people who refuse to cleanse that makes things more awkward as it is more difficult to keep track of, but again if I see them soon after being unhooked I will down them and leave. I just apply a common sense approach of an amount of time that I feel is fair for them to have played a bit more of the game and got some points before I will consider hooking again.
I'm not looking to ruin someone's game just because I'm desperate for a kill, if they escape, that is fine. These guidelines I follow for my games have taken me to rank 1 without camping or tunnelling anyone so making the excuse you can't play nicely and do well isn't true.
Don't get me wrong I have had plenty of nasty messages in the post game chat, but I can just point out how I didn't camp or tunnel so they have nothing to complain about. In almost all post game chats that have a nasty survivor mouthing off I will get at least 1 other survivor agreeing that I didn't do what I am being accused of and I played fairly.
I hate the bullshit response that includes referencing all the rules in the survivor rulebook. There isn't a load of rules to follow at all, there is one guideline "Don't play like a dick".
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1258422#Comment_1258422
The irony of calling someone childish while throwing personal insults at them and still insisting on putting words in their mouth.
*slow clap*
And that's how you identify "bias", folks!
You seem to not have even read the part where I said I've been playing survivor yet you still seem to insist I'm whining about borrowed time or losing kills for some reason. Don't know how. I made it pretty clear that I said I was the one who was using DS. But I dunno. Maybe it's a desperate strawman or something.
Go back and read my posts properly and more carefully and then maybe tomorrow after I get up, we can have a civil dialogue instead of trying to put words in peoples mouth and calling them whiny and childish like proper reasonable adults, Yeah?
Good night!
I don't need to read your post again. You resorted to making sad little threats and when someone points that out you try to spin it on them. I'll just ignore you, the same way I would anyone who tries to make ######### threats - especially when it is a text based threat on a forum.
Have a good sleep tough guy.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1258470#Comment_1258470
Can you please reread your own scenario and tell me the basic counterplay to this strategy that doesn't require perks in any way? I would love that, thanks. It's pretty obvious, and is the exact same year that people that dont run DS use. If you cannot think of it, let me know and I will tell you.
And no, just because you got hooked twice in a minute doesn't mean you got tunelled. If you get farmed, that's in your teammate. If the killer goes back to the hook and find no-one but you, that's on your teammate. Or you, if you Kobe'd. And if you are actually getting hard tunelled? Yeah, DS should be a thing. One of the best suggestions so far is having it last 20 seconds that doesn't go down in a chase or while slugged, and the perk deactivates when you perform an action that isnt healing or vaulting. Unhook someone? DS is gone. Touch a gen? DS is gone. If you could perform these actions, you weren't getting tunelled. Clearly.
But it isn't just for tunnelling. Where on the decisive strike description does it state it is only to be used when being tunnelled? Where does it even mention tunnelling? It doesn't. It is wording used by people who play the game even though it is quite clear in the description it is active for 1 minute, everyone is aware it is 1minute and yet killers can't seem to stop themselves going for those survivors who have it activated.
Survivor C should just leave A on the hook until B goes on it? What if the killer just drops B under a hook and waits? What if A is about to go to struggling? I gave you a really simple scenario in that Survivor A would get DS deactivated because the killer hooked someone 2 seconds after A got unhooked allow9jg the killer to go right for the tunnelling and you have not denied that is how you would want it to work.
Touch a gen and it deactivated even if you're just passing it and want to stop it progressing...
Or you could just avoid going after the same person when they have been unhooked? Or hit them and force someone to come and heal them off the floor whilst you deal with other survivors.
I have never camped a survivor in this game, I have also never intentionally tunnelled a survivor, I am fine with downing someone who has just been unhooked if they get in my wah but I'll leave them to get healed off the floor.
Like I said earlier it is either when survivors are dressed the same that I get hit by DS or if I am not fully paying attention and in those scenarios when I do get hit by it, I stop the chase and go for someone else. I'm not looking to ruin someone's experience in a game. I don't need to win at any cost.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1258309#Comment_1258309
So your argument is that it's perfectly okay for someone to have 1 minute of complete invulnerability? And that it's even better if MORE than 1 person is completely invulnerable?
The effect of DS is borderline overpowered. 5 seconds of stun time? That's HUGE. The only reason the Devs allow it to exist is because they label it an 'anti-tunnel' perk and SUPPOSEDLY punishes an undesirable playstyle. And if it was just for anti-tunnel purposes, fine. That is literally supposed to be the risk of DS: you may simply not get to use it because the killer is playing nice. Too bad, should have brought a different perk. Hindsight is a #########.
But you want Killers to get punished for snowballing HOOKS? What the actual hell is wrong with you? The only way the killer can get multiple hooks in quick succession is if the survivors are massively, massively screwing up. But you are right, as it is now survivors have a free escape that they abuse consistantly.
Also "someone has spent an entire perk slot on it". Holy shite, the entitlement. That is the downside of 1-use perks: you might not GET TO USE THEM! That's the point! If the killer hooks you, you get unhooked, they hook someone else, YOU ARE NOT GETTING TUNELLED AND SHOULDNT GET CAUGHT, YOU HAD AT LEAST 10-20 SECONDS TO RUN AWAY AND HIDE. YES, EVEN FROM BBQ AND CHILLI. I know, because I do it all the damn time against actually good killers that still steamroll my arse because they were quite simply better than me and I didn't equip my 4 second-chance perks.
No, that isn't what I am saying at all. They aren't invincible for a minute in any way. You can hit them, it doesn't stop you from hitting them, it stops them from going back on a hook for 1 minute after being unhooked. That's it. Which seems prettyreasknable to me since it is a really ######### experience getting tunnelled off a hook.
As for multiple people having it active at the same time, if you're doing so well on your hooks and you're close enough to be able to down and get stunned by both of these people within their respective minute. I am pretty certain you have been close enough to that hook to have seen at least one person doing the unhooking that hasn't just come off a hook, BUT you don't want those healthy survivors, you want to try for the one hit down and get them back on the hook as soon as possible, but then it backfires and it is off to the forum for a rant.
Yes it is single use and yet still killers moan endlessly about that single use perk. I'm not entitled in any way, you're saying that the downside to a single use perk is that you may not get to use but at the same time you are on a thread about DS supporting the person who is annoyed when people DO get to use it, there is the entitlement. I want a kill no matter what, a perk shouldn't stop me doing that. A single 5 second stun allegedly ruins their entire game and you get BS excuses like "Everyone got out but only because that Kate had DS" how would that impact EVERYONE escaping?
I don't even use DS so accuse me of being "entitled" as much as much as you like but I'm not the one crying at the devs to give me free kills because I can't play properly.
So in your world:
1. Survivor A goes on a hook.
2. Survivor B goes for the save but gets intercepted by the killer and hit.
3. Survivor C sees Survivor B has been hit and goes to get survivor A off the hook.
4. Survivor B goes down and is being carried to a hook near survivor A's hook.
5. Survivor C unhooks Survivor A
6. Two seconds later Survivor B goes on the hook.
7. Killer has direct line of sight on Survivor A who has been unhooked proceeds to chase them.
8. Survivor A goes down and because survivor B was hooked 2 seconds AFTER survivor A was unhooked.
9. Survivor A's DS has been deactivated and the killer can put them straight back on the hook.
That isn't going to create really obvious plays of killers waiting for survivors to be unhooked before hooking another survivor to purposefully deactivate any potential DS allowing them to go right for the tunnel is it?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1258363#Comment_1258363
Yes, it goes unused all game, and it can be disabled before it even activates, or even if does activate, it can still be disabled. This is not the same with DS. If a survivor has DS at end game, they're going to escape and there's nothing the killer -- the power role of the game, can do about it.
You're going too hard on the whole "mori" thing. The point of my example is that having a situation in which you can absolutely do nothing, simply because a perk, is simply bad game design, and means the perk is too powerful and should probably be reigned in a little bit. DS won't be bottom tier if it can't be used if exit gates were powered. I sure as hell would still bring it. The only thing that would change is that survivors won't be literally invincible anymore if they still have it up.
It would still help prevent camping.
It would still help prevent tunneling.
Just because some killers camp and tunnel (I'm not one of those people by the way), does not mean survivors should get a perk that makes them invincible in the end game when the killer did not camp and tunnel them. Because now instead of a perk that was designed to prevent that, you're just blanket punishing any killer, those of which the perk was designed to target, and those who didn't tunnel anyone the entire game, but now have no chance at all in the end game because now all of the survivors have a perk that lets them escape no matter how badly they ######### up regardless of the context behind it.
I did not complain about BT by the way. Don't sling words in my mouth. It will end poorly for you. BT does not make the survivor invincible. Yes, they will possibly get away, but there have been instances where I've downed even targets with BT before. Sometimes I don't even target the one with BT. I target the healthy survivor that unhooked them -- only to get slapped in the face by DS because oh yeah, it lasts a whopping 60 seconds.
I as a survivor have literally:
- been rescued
- ran to the exit gates
- doubled back for the guy who rescued me
- Unhooked the guy who rescued me as I go down
- The guy I rescued goes down (because I don't run BT)
- Get picked up and use DS and run to the exit gate
- The guy I just rescued gets picked up and uses DS too
- We both escape
What could the killer do? I don't even know. And I'm the one who put the killer in that situation.
The "It's just a game" or "it's just a kill, who cares" strawman doesn't work with me. Bad game design is simply, bad game design. And there's enough bullshit on killers already on top of the fact most of the killer cast is literally broken with bugs one way or they other, for them to deal with. It's not like some of the maps being reworked fixed everything. There's still a lot of ######### to do, and I still don't understand of my 2 years playing this game why DS is given this pass to be an S-tier perk and people thinking if it goes below this S-tier ranking, that it will somehow become useless, or that even making it be disabled during the last 5~10% of the game so survivors are not literally invincible during it, will somehow make it so the perk no longer will stop camping and tunneling for the 90~95% of the game that comes before it.
I'm not entirely sure why you insist on saying the "power role" in posts. I don't see how that is relevant? You should be able to tunnel off the hook irrelevant of someone spending an entire perk slot on a perk because you're the killer and you want your easy kill? Well.... with that justification what can I say?
If a survivor has DS at endgame then yes chances are they will escape but.... why should you be given that kill just because it is endgame? Why should survivor perks be deactivated in endgame to favour your plays as a killer? Endgame is a time when more killers get desperate for camping and tunnelling, so why shouldn't there be perks available in endgame to combat that? Why should it be game over for a survivor who is potentially on their first hook in endgame? Because you say so?
I'm not going too hard on the mori aspect, you added an extra level to a perk that is already a solid perk for killers and implied only that put it close to being anything comparable to DS, same with the Devour Hope example. Your issue is that a survivor can escape in endgame because they chose a perk that you got hit by. You don't like that because you wanted your kill so it is easier to come here to ######### and moan about a perk in the hope you'll have kills handed to you by the devs if you cry loud enough. It is the behaviour of a spoilt child.
Also, you did moan about BT, you dragged that in for no reason to one of your whiny examples. Your sad little threat about how it "will end poorly for you" because I highlighted your whining about BT only further highlights your childish nature.
It is a game, it isn't an excuse, it is just a fact. You are playing a game, lighten up, it is just a perk.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1258363#Comment_1258363
The point i was making was if DS is suppose to be an anti tunnel perk, which you say it is when you said "Your desperation to camp and TUNNEL is what resulted in those perks you despise being created" then there shouldn't be two Ds active at the same time. Then i get told that multiple DS in the same game doesn't happen. So i post a game i just played that has two DS and explain a different situation on how DS can just be a free escape for people. So then you move the goal posts to "Prove they were both active". My god, if i did that you would probably say "Prove you didn't tunnel them". Your entire argument is a perk does what it's description says so it's fine.
Camping and tunnelling is what created these perks. I don't call DS an anti-tunnelling perk, you do. I say that in my first post it is a perk that activates for 1 minute after being unhooked. It is mostly used for anti-tunnelling. You're fully aware it lasts for 1 minute, you're generally aware who has been unhooked recently and you're given a visual indication from the moment the game starts that there is a good chance someone has DS.
I am rarely hit by DS in a game. It is usually if there are multiple people injured who are also dressed the same that I get hit by it. If it happens I don't rush on here crying for nerfs though, I just shrug it off and finish the game without any tears.
I have definitely had an increase in games with no obsession the last week or two. I would prefer they just add an obsession to every game to stop killers mindlessly tunnelling when they see they don't have an obsession.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1258337#Comment_1258337
NOED goes unused the entire match. Should it be allowed to just let you instantly mori survivors?
DS should be insurance. That's what it was intended to be by design. It does far more than that.
Perks that do far more than their intended design are pretty generally just overpowered. It'd be like Devourer Hope, without the opportunity to cleanse it, so in a certain situation, the killer basically wins with little to no chance of losing.
Decisive strike at the end game is the exact same. Killers are supposed to not tunnel to prevent it from activating, but then if they don't tunnel, survivors have all the insurance in the world to the point that they have an entire 60 seconds (usually slapped with borrowed time on top of it) to do whatever they ######### they want to get out and there's literally nothing the killer can do about it.
A perk -- a passive that makes the power role legitimately powerless in this situation is simply overtuned in my opinion. There should never be a point as survivor that, just because I equipped a perk, I am basically immune to losing unless I basically try to lose intentionally. That in my view is simply too strong.
NOED does go unused all game yes and if it activates everyone is a one hit down which is quite strong in itself so I have no idea why you have tacked a mori on to it in your example? It does what the perk is designed to do. As does Devour Hope. As does Pop Goes The Weasel. As does Decisive Strike. The time it happens at is irrelevant. If they still have DS at that point of the game then yes, they are gone, so what? It is a game and they had a perk that enabled them to escape, a perk they banked on activating in order to ensure their survival.
You're now also moaning about Borrowed Time but if they get unhooked with BT that will probably get them out anyway, so DS doesn't even come in to it in that example. These perks exist because so many killers camp and tunnel. These perks wouldn't need to exist if there wasn't so many ######### players out there. Your desperation to camp and tunnel is what resulted in those perks you despise being created.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1258341#Comment_1258341
Not my game, actually.
The point still remains. They all had DS, gates were open. There is no circumstance barring intentionally throwing the game that they would not be able to escape.
I know, because I do it myself as survivor, and I have never died ever while having DS at the end game. Not once.
So where is the proof both of these DS were active at the same time? Which is what your initial moaning was regarding.
I'm not sure what you mean by what I should try and spin? I don't need to spin anything, if they have DS and they used it to escape then the perk did its job. I don't know what you want from me? To say hard luck they should remove a perk from being used because you lost a kill due to it? Just let it go. DS happens. As I said to the guy above in this post, these perks exist due to killers using ######### plays.
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@Hippie said:
Killers really shouldn't be able to see survivors' names in pre-game lobby. Some killers love to get their sick kicks by tunnelling/mori-ing survivors whom they've played against before.... and it's really disgusting and unfair. I played a game yesterday where a Spirit recognized one of my teammates and took a mori.... my teammate asked them why they used it and they responded very nastily. I guess they hated me as well because I agreed with my teammate, because I played against them again today and they took an ebony mori and proceeded to trash-talk me in end-game chat.
I see no reason for killers to see survivors names in the lobby, since all it does is allow killers to hold grudges and target people whom they don't like.... be it for crouch-spamming/flashlight clicking, or simply outplaying them, or having a certain NAME (TTV comes to mind). It's especially injurious in the red ranks, since I find myself being matched with and against the same people often. And I know, you wouldn't be able to find out if you were playing against a SWF by looking at their friend list, but many people already have private profiles and it really doesn't matter if you know or not.... and besides that, I think that being targeted by the killer for any of the reasons I stated above is far worse than playing against a SWF (since SWFs aren't personally targeting the killer with their antics, they're just doing it in general.... AND you can still win against SWFs), since mine and my teammates games are ending in less than 10k points across the board, and definite de-ranks.
I think it would be great if the portraits on the bottom left-hand of the screen only had the characters' names.... e.g. Nea 1, Nea 2, Jane, Quentin, e.t.c.. And you would only be able to see their names in end-game lobby, just like the way killer's name is only shown in end lobby. For reporting purposes, the character the person was playing would be attached to the end of their name, like "SteveMain31 (Steve)". 😏
The next step would be for the killer to not be able to see survivors in the pre-game lobby.... so you could use the cosmetics you bought and liked without being targeted with toxic behavior! It's pretty sad that people actually get offended at cosmetics, characters and names, but I firmly believe that steps need to be taken to minimize the impact of these salty killers.
I agree. I got in to an argument with one guy for tunnelling and mori someone out of a game with 900 points. Claimed he didn't tunnel. Left various comments on my profile.
A week or so later I run a Legion around for 3 gens who then camps me and in the chat they just say "For x" where x is the name of the person who had argued with me a week earlier. Avenging his tunnelling friend? What's that ######### about?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1258311#Comment_1258311
It definitely can and does happen.
https://www.youtube.com/watch?v=0ARvCdB5plw&feature=emb_logo
Can't even count how many times I've escaped at the end game myself, just because I had DS equipped and there's literally absolutely nothing a killer can do against it. Any perk that makes the survivor literally undefeatable in a certain circumstance as broad as "reach end game" is too strong, imo. Perks are perks -- they shouldn't be that strong in any circumstance. Not without some massive negative downside.
At the very least, it should deactivate once exit gates are powered so it's not a literal free escape.
It isn't a free escape though. They have paid for it with a full perk slot that until that point of the game has gone unused.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1258317#Comment_1258317
What are you on about? Changing my story? It's a very common perk and at least one person in every game has it. That's because it's a common perk. So that would also mean that there are a lot of games where multiple people have it.
He said prove you have games where multiple people have it active at the same time and you came back saying 1 person has it in nearly every game which is not your original gripe of multiple people having it active.
I would say you don't have it in nearly every game either, you just think you do because you're so fixated on it ruining your game. My experience recently of having a lot of games with no obsession is why I call bullshit on this. The downside of no DS in the room is that killers tunnel the ######### out of people knowing they have nothing to stop them.
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@BigBrainMegMain said:
Prove that you have multiple Decisive Strikes active at once.
It rarely happens. And I doubt you're getting lobbies with 2+ people running it because I run SWF through the DBD Discord and not many people even consider using it and/or not many people have it.
I have done multiple red rank solo games today where there has been no obsession. It has been like this a lot recently. There seems to be a lot of people who have stopped using it.
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@Steah said:
If DS is suppose to be an anti tunneling perk, then multiple decisive strikes should not be active at the same time
It isn't an anti tunnelling perk though. It has been labelled as that but it isn't JUST that. It is a perk that is active for 1 minute after being unhooked.
Someone has spent an entire perk slot on it, why should it get deactivated just because a couple of people got unhooked in quick succession? That could result in one person getting 2 seconds of use out of a perk. It also means a killer with 2 survivors on a hook would always try and tunnel the first one off the hook and wait for the second to be unhooked, anticipating that both would have had DS equipped and he is now free to pick the first one up seconds after they game off the hook.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/1258296#Comment_1258296
Well, survivors just genrush already, and it is 20 minutes, or 30 if end game starts, I think it is sufficient time to get a lot of points
But if a game does run long if I was chasing the final survivor and getting close to killing them and the game just ended with a "Thanks for playing for those twenty minutes! Have fun! 🙂" I would get irritated. Same if I was running for the exit or the hatch as a survivor when the timer shut it down. To me it would feel like the most anticlimactic outcome to a game.
I have rarely been stuck in a game permanently due to a bug and I have played for 2 years.
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@Entity_Hugs said:
..Why? I'm not trying to be mean but why? What does this add to the game?
If the match is not over in 20 minutes, it's because the players are still playing. There are enough end-results in place to ensure it's not being held hostage. The only time I can think of otherwise is if 3 Survivors are dead & the Killer somehow trapped the last one in a corner before gates were open.
I'd hate to be doing well in a match, down to me & the Killer, I'm sneaking towards an open gate..and time kicks us out. I'd bloody rage, if I was either the Survivor or Killer.
I'm with you. Even the idea of nobody winning makes the previous success in the game for either side pointless. You're aiming to get a load of points and beat the killer(or the survivors if you are the killer). Hitting a time limit and it just shutting the game down would be such an underwhelming end to a round even with the bloodpoints I would just feel a bit "What was the point in being in that game?"
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@rita_book said:
Distortion needs love.
It either needs some way to regenerate tokens or blood points bonus like BBQ and chili.
Perhaps every time you cleanse a totem it adds a token? Or every time you unhook another survivor? This would encourage activity besides gen rushing.
The people who rely on Distortion are generally the most boring players in the game though. Giving them even more tokens to hide in the corner of a map with sounds like a bad idea to me.
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@Peanits said:
Aside from those who are just upset that they died, there can be times where it feels like there's not a whole lot you can do depending on your positioning. He doesn't have a clear tell when he's about to shoot (you can aim down sights and shoot almost immediately), so you always have to be on your toes and assume he could shoot at any moment. If all you've got is a window, for example, taking it means you get shot and hit. Not taking it means he can easily M1 you. You can try to dodge, but since he has no wind up time, you've gotta' dodge almost any time he has line of sight on you, which loses a ton of ground. Compared to Huntress who has a very clear wind up that you can react to (e.g. She raised a hatchet, I'm not going to drop the pallet), there's a little more guesswork involved.
I don't mind playing against him personally, but I do see where people are coming from. Sometimes you're more so hoping that the person playing him misses their shot rather than trying to outsmart them. He's definitely the type of killer that is as good as the person playing him.
I just wish his terror radius music was a little more obvious.
I don't mind if someone is good at using a killer. I am a terrible shot as the Deathslinger so I can appreciate someone being good at him a lot more than some who is "good with Freddy" but the quiet terror radius is very confusing, more so for the first person found.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/1256683#Comment_1256683
They absolutely can. There's many times as Freddy where you have too chase a survivor while awake, so you just have too hope you get a hit too put them too sleep. And if you are spending a full minute in a chase with a survivor you are wasting your time, leave them and find someone else. The sleep mechanic is not as overpowering as you think it is lol.
Like I said the chance of you finding someone just as their 1 minute of awake time begins isn't as common as at any other point, so let's say on average you have around 30 seconds of a chase before they fall asleep if you don't get a hit on before you have hit bloodlust 2. Then the second hit is going to come a lot quicker as you just spam snares everywhere.
The survivor can't stop off to get woken up by another survivor mid chase as that could take up to 16 seconds. There generally isn't time to wake up at a clock unless they have given you the slip when LOS was blocked and missing a skill check could possibly happen mid chase but generally once they're asleep they're going to get caught.
I find him really boring to play as, I also find him boring to face. It is always the same build on Freddy.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/1256623#Comment_1256623
you literally said he's too strong my dude lol. And he takes a lot of skill. He's easy too learn, hard too master. Because if the survivor isn't asleep then you literally have no power in chases, you are just an M1 killer at that point. Even when they are asleep simply dropping pallets early will prevent hits from snares. He's not OP or unskilled my dude.
If the survivor isn't asleep you're an M1 killer. Except survivors fall asleep every minute and the chances of you just happening across them as that 1minute of awake time starts is unlikely, then there is the fact once you hit them they are asleep. There is no avoiding falling asleep in one way or another, so don't make out like survivors can play around the sleep mechanic in a chase.
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@wraith_nea said:
https://forum.deadbydaylight.com/en/discussion/comment/1254412#Comment_1254412
Apparently its way different on PS4 and maybe due to region/timing. I myself was in a que as surv and was waiting for 20 mins still didnt get in lobby thats why I switched to killer.
Survivor queue on PS4 can be long. The problem I have with the rant by the first guy on this thread is that PS4 survivors are without a doubt the worst survivors on average.
I've played on PC, Xbox and PS4. As a killer it is easier to obliterate a PS4 team than any other. They're just not good and some of these people are advertising their streams and I can't for the life of me think why anyone would want to watch someone who can run the killer for less than 5 seconds??
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I don't really use Ghostface and when I face him I do get annoyed by how temperemental the reveal mechanic is but I don't think this is the way to go. It would make things too easy for survivors to reveal him if it was a shared progress.
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@Feiten said:
https://forum.deadbydaylight.com/en/discussion/comment/1235214#Comment_1235214
Idk What state pc is in but console ques for survivor are getting really reallly bad. So as for the game dying. It is. Not to mention how old, unbalanced, broken the game is.
Unless you care to explain why survivor ques are horrid but killer ques are instant. Or should I mention that low level killers get matched with high level survivors since matchmaking just gives up due to the low killer population?
Go on. I'm waiting
Go on steamcharts.com put dead by daylight in and look at the numbers for the last 3 months, hell, look at the numbers for the last year. See how it isn't dying now?
As for the state of console, if there are huge queues for survivor and instant queue for killer, how does that mean the game is dying? It just means there are more people playing survivor than killer, that doesn't mean it is dead. If it was dead both sides would be struggling to find a game because there wouldn't be enough survivors to fill a lobby when there were only a handful of killers.
The main issue console has is weird framerate, prime example being when bloodlust activates or when any status effect is applied to a survivor. It just drops a load of frames all of a sudden.
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@YumiiXO said:
https://forum.deadbydaylight.com/en/discussion/comment/1247304#Comment_1247304
Honestly who cares. Idk why killers are so focused on who's swf anyways just play the game. If I get ran by players on comms cool. I still get 2 or 3k because of my skill.
I agree with you. I couldn't care less who is in my lobby. If they are solo I will play to kill them, if they are SWF I will play to kill them. I play solo survivor and I play SWF. I keep my perk loadout the same irrelevant of whether I am alone or not.
I die more in a 4 man SWF than I do in solo or 2 man. Not every 4 man team is filled with top skilled players.
There is always this idea that if someone body blocks the killer they are SWF. Wrong.
If someone has prove thyself it must be SWF. Wrong.
If they co-op a gen they must be SWF. Wrong.
Made up excuses by the majority of people to justify why they lost. If you lost, you lost, go to your next game. Don't sit there crying how they must have friends because you wouldn't have lost any other way. You lost.
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@Magikazam said:
Go read the Ruin nerf patchnote and tell me they are trying there hardest.
one of the reason they nerfed ruin was because
''It did not feel good for new survivor player to miss skill check"
Oh well, I guess it was sure a problem for survivor to put effort and skill when they did SKILLcheck....
Oh and the same patchnote said the new ruin had many benefit like
''Survivor who work on a gen are unnafected as the perk no longuer affect skill check''
Oh yea dev are trying hard to make the game fair and balance, they change KILLER PERK so they become BENEFICT to SURVIVOR.
I know this patch was 3 month ago and im late new but yea, if they still gonna nerf the best killer tools because ''It hard for new player to hold M1 and press spacebar'' No one gonna believe you when you say they are trying their best.
Not only has it been 3 months but there were already many killers doing just fine without ruin even in red ranks. The fact many killer complaints about ruin before the nerf was that it was gone within 30 seconds of the match starting proves how in a large number of cases killers were working with 3 perks and still doing OK. So even before the devs changed it, killers moaned survivors could disable it quickly. So what difference does it make of it is gone within 20-30 seconds vs being a new version?
It has been 3 months and the game hasn't died. Maybe.... just maybe it is time for you to move on from the ruin change?
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/1248165#Comment_1248165
I genuinely had to have a little think before properly figuring out that you're joking.
And I don't really know how that should make me feel. Like, I've seen ideas about harsher SWF debuffs than 50% be posted on this forum seemingly unironically and it's kinda making it hard to tell jokes and laughable pipe dreams apart not gonna lie 😄
With the exception of free mori with no hook for SWF, all of those suggestions are real things I have seen people suggest on here to make the game "better" for killers.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1247446#Comment_1247446
You clearly don't play killer. Also 1. If the survivors ######### up and 3 gen themselves, a key is another second chance mechanic for survivors. 2. Low tier killers don't have many options besides try to set up a 3 gen or bring NOED. The devs have said that as a killer expect generators to get done. Is the alternative just to chase brainlessy like a bot and have 5 minute games? 3 gens is a solid strategy and far from boring. Get over it.
Well I am a rank 1 killer actually.... I didn't bother with the rest of your post as the start was bollocks.
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@Primalux135 said:
You want killers stop complain ? No safe pallets only mindgameable ones and not 400km2 maps.GG EZ.ohh dont forget SWF BUFF FOR KILLERS
Free mori for SWF without a hook. 50% debuff for SWF when it comes to repair and healing. No items for survivors. Only killers can play map offerings.
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@Raffaell said:
After the update servers went garbage. Today i tried to play with some friends and of course we had to wait like 10 minutes for a 180+ ping server where the killer has the advantagre, still, like before when they were the hosts with green ping while survivors had to endure frustrating matches with impossible hits. When is this going to be fixed?!!
I keep getting matched up with people in Japan, Saudi Arabia, China and India. I'm based in the UK and every game I have a yellow ping of around 200. Before this update I was always green around 50-60ms.
I am on Virgin Media in the UK though and the last week or so they have been having issues. So if the survivors don't list their location on their profile I don't know if some of the lag I am experiencing in games is due to my connection being ######### at the moment or if I'm being matched on a server thousands of miles away.
The problem is the connection issues with Virgin started Monday and the update was Tuesday which makes it more difficult to figure out.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1247219#Comment_1247219
That bit is actually random. The shrine picks perk randomly, and with how many perks are in the game, some are bound to appear more than others. There's more details here: https://forum.deadbydaylight.com/en/kb/articles/163-the-shrine-of-secrets#which-perks-can-appear-in-the-shrine
How about that time the shrine was changed and Switch users didn't get BBQ and Chilli even though we had been allowed other Leatherface perks in the shrine before that? That seems like a conscious decision rather than a random selection.
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@Steah said:
What's the point of setting up a 3 gen and patrolling it if after a single kill everyone else can escape via hatch. If hatch spawns on the other side of the map you have no way to guard it and keep the 3 gen. With the state of the game, 3 gen builds are the only way for some killers to be even remotely usable. Yet this item completely ######### them. Not to mention that it can come out of nowhere if survivors find one in a chest. Whats the counter play to that? Run frankilns every game in case they get a key from a chest? Keys are a stupid item that just aren't fun to go against and punish killers for doing what they are suppose to do. They should be removed or completely reworked
More healthy than a mori. Keys also require more work for multiple survivors to benefit from it. Get over it.
This idea that you have "worked hard" for a 3 gen is silly. There are only 2 options as far as I am concerned:
You've failed to protect the other 4 gens and you've got lucky that the survivors ######### up and gave you the last 3 near one another. Survivors who are paying attention won't get in to a 3 gen situation so you haven't really worked for it, you've been handed it.
You hovered around 3 gens all game desperate for a 3 gen then cry when it backfires on you. Again, very little work.
So which is it?
The second option is so boring to play against and I imagine tedious to "create" too. I prefer to just chase and kill. That might be because I'm OK with understanding I'm playing a game and not playing for my life though.
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@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1247320#Comment_1247320
If you want to be dishonest with yourself that your problem, there is a reason the majority of the playerbase agree that SWF is the biggest game issues, and that include survivors.
I'm not being dishonest with myself in any way. You gave a terrible example of SWF communicating information and I pointed that out.
I have also pointed out I play solo and SWF with the exact same perks. I'm a rank 1 survivor and killer. I just play my games and don't obsess over who is in my lobby. I certainly don't go scouring the survivor friend list looking to see if they're SWF. Spend less time stressing and more time killing.
Killers always think they know when they have SWF but they actually don't. I've been accused of it so many times as a solo survivor. Just face facts if players are better than you, they will win, whether solo or SWF. You can't win every game and stop moaning when you don't win every game. Rushing to the forum to demonise people having and wanting to play with friends is not going to change anything. They're not going to punish people having friends to play with or stop people playing with their friends. So your constant worry/stress over it is pointless. Please try and remember you're just playing a game.
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@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1247270#Comment_1247270
You still have communication and base aura read perk for free in a game balanced around the fact you need to waste a perk or somehow communicate with people nearby you with the 2 emote given to you and your basic hud. just being able to tell someone that ''oh killer chasing me'' make it so 3 other people know they are completly safe to do anything. Any one could just grab OoO and have the potential to ruin a killer game with no effort. Sure, you wont be giving killer position the best way you could at any time like tryhard SWF, but you can just be with friend who play casually, who aren't god looper and say to them things like ''Yo were facing trapper and he putting traps around shack'' Grats, you could not ever use it for the rest of the match, you have effectively made the killer power way less strong and now that trapper has probably lost 2 or 3 gen to do a set up that probably will be useless, just cause people will avoid that side of the map. You're Relly far from being a tryhard SWF who told their friend every trap location + telling them when it safe or not to go disable them. You just told your friend ''yo avoid/be carefull around killer shack'' and that relly impactfull for the killer.
You can start right next to a trap and know it is the trapper without seeing him. Pretty much every Trapper traps the shack. This example of how "strong" SWF is, is weak. Everyone would expect the trapper to trap the shack without a friend telling them.
Just because they are SWF doesn't mean they are good. This is the problem with the blanket complaint about SWF. Many are bad players.
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@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1247162#Comment_1247162
Even if you don't tap full power potential as SWF you still get legit every usefull aura reading addon into your basekit minus OoO just by talking. You get to counter the surprise factor killer has at the start of the game when you still don't know who you face. If your friend tell you he just got stalked by ghostface, you will be double checking around you more than if no one could communicate you who they got chased by. Your potatoe friend who relly only on terror radius? now Ghostface wont get free stalk early game on him. You got baseline Kindred. that save 1 perkslot for survivor who already have 4 time the perks of a killer.
IMO SWF should have limited perk slot.
2 player- not affected
3 player- lose 1 perk slot (does not affect the fourth player who alone)
4 player- lose 2 perk slot.
If you get free perks for simply being in vocal chat, then you need to lose the ability to overstack second chances perk. A solo survivor has to use perk slot for overall utility and aura reading, or they can go stacked with second chances perk. Differance is they wont have both and have to make a choice.
Solo players don't have to do anything with their perk slots to read auras etc. I play a lot of solo survivor. I have Resilience, Spine Chill, Sprint Burst and Iron Will. Same build I have in SWF.
People need to stop thinking that all anyone talks about in SWF is what is happening in game. Most spend the majority of the time talking about what they have done that day, how much food they have managed to devour being stuck at home all day and general conversation with the occasional "oh... the killer is with me by the way". Not all who play SWF take it ultra serious and have every map divided in to grid references that are constantly reported.
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@Kyari said:
I know that shrine resets every wednesday and has 2 survivor and killer perks, but I do not currently have BBQ+Chilli so i just wanted to know if there was any way to predict when a perk will next appear if there was any algorithm or such, if its not too far away ill wait but if its not for weeks ill just buy the leatherface dlc and face camp some kids for a while (im kidding don't hate me i think bubba face camping is ridiculous)
They used to claim it was completely random. It wasn't. BBQ came up twice fairly close together in the last 12 months or so, I wouldn't expect it to be soon that it shows up again.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1246599#Comment_1246599
Thats not quite fair to say. The game didnt have SWF at the start because it wasnt intended. Then they added it and, yeah. In a game.like this it absolutley destroys balance. Its like have OoO without the killer seeing you while having extra wallhacks, forcing the killer to run terror radius enlarging perks all the while so many people in this community look at it and go " UuGhH SWF iS tOtAlLy FiNe, KiLlErS jUsT wAnT 4KEZ gIt GuD bBy KiLlEr."
TL;DR it isnt about winning or losing, its about being forced into a game where you literally can't do anything except get t-bagged and insulted cuz killer.
It is perfectly fair to say. SWF was always planned they couldn't have it ready for launch as well as KYF. They have confirmed this live on stream because of this ridiculous story that killers love to spread. It is a multiplayer game. Of course they intended to have friends team up. The reason the game has lasted 4 years is because of the option to play with friends.
As has been said a million times even during that month SWF wasn't an option people just disconnected from lobbies until they ended up with friends.
TL;DR stop making ######### up about how SWF wasn't meant to be in the game and stop obsessing over who are friends and who aren't friends in every lobby you get .
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If you're rank 17 I feel bad that you're already jumping on the demonise SWF bandwagon. Don't focus on whether you're playing SWF or solo, just play the game. If you lose, you lose. If you win then you win. If you're taking it this serious at rank 17 when you lose you're going to give yourself a heart attack when you get to better ranks.
Just relax, remember it is just a game, so what if they are better and escape? You can't win them all
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@IamFran said:
https://forum.deadbydaylight.com/en/discussion/comment/1244775#Comment_1244775
If the survivors do that things then the game is not that quick and there are no genrush.
I say genrush when three gens are done in very few minutes and you still have only 2 - 3 hooks. Almost no totems done, almost no opened chests, if the survivors are good at looping and you are not using a top tier killer, alea jacta est. Why do you think in red ranks the people carry corrupt intervention and/or Pop goes the wessel and are meta and use only 5 or 6 viable killers? the main reason is because there are a lot of killers who cannot put enough pressure in the map. ¯\_(ツ)_/¯
Who do I have to pay attention to? You, a random in a forum or to main killers with 4k+ hours which say that genrush exist?
Well I certainly wouldn't listen to someone who "mains" killer for the simple fact those kinds will moan about gen times even if it took 40mins per gen. It will never be enough for some. Loads of people manage just fine in red ranks with the current times.
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@PrettyFaceKate said:
I've just tested 2 lobbies and I was connected to Mumbai and Ashburn VA. So, I think you're correct, there might be server issues right now.
How do you check this?