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ObservantOfTime

ObservantOfTime

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ObservantOfTime
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  • See you Monday!

  • I know this is cold comfort, but I've played Spirit so much I can practically echolocate your precise position within a meter or two, largely thanks to my surround headset. Iron Will or not, survivors still make sounds when locomoting / breathing, and I can hit that 90% of the time. Only time it gets dicey is around vaults / pallets, here it's a 50/50 whether I'm on the right side of it or not when coming out of phase.

    I can use the same skill to hear you walk ahead / beside of me in thick corn / on the other side of walls when I don't even have line of sight. One of the reasons I don't use stridor is because it really screws up my muscle memory and I assume players are closer than they actually are.

    PS: The best place to hide from a spirit is next to a completed or almost completed generator, that sound drowns out just about anything I can discern as a survivor.

  • @Chocolate_Cosmos said:

    I like the Glyph challenges. What I don't like is "Get chainsaw hit when you spriting for at least 20 meters". These random RNG challenges that are mainly in the hand of the other side is just bad.

    That's why I cheese those with cooperating survivors.

  • It ought to work like PWYF or STBFL, where you can gain and lose tokens during the match. Remove the 4 tokens, you now start the trial with 1 token. You want more, go and earn them through various trial actions like unhooking, repairing, cleansing / blessing, cooperative actions for a certain amount of time, etc.

    It would make the perk more interactive, would give it a chance to matter during the mid and end-game, where the perk would make a bigger difference, and it would incentivise players who run that perk to play as part of a team.

    Completing any action with another person, be it healing, unhooking, repairing, etc. should give you a token, and select solo actions like cleansing / blessing should also award a token. I don't know exactly how to balance this part of the equation, but I'm sure there's something sensible that could be done about it.

    Additionally, distortion should have an active time and cooldown time, to prevent you from losing your tokens too quickly, i.e. a mirror Myers spamming stalk. Distortion activates, blocks auras for a number of seconds, then goes on cooldown for the same length of time.

    The idea of an aura-blocking perk is nice, but I feel the current implementation of it is poorly thought out. Seldom does one end up during the endgame with all or some tokens left, and there is no way of gaining more. It only really helps you in the early game for the first 4 hooks (or 3 if there's lethal in play), and is completely useless for the rest of the trial.

  • @EntitySpawn said:

    I wish there was a better way of reporting these things... am I really meant to record every game I play to "catch" and stop cheaters ...

    Unfortunately, yes, that is what seems to be required.

    Thankfully I have nvidia shadowplay on, and it's as simple as pressing 2 buttons to save the last 10 minutes of the match, which I must then upload to go along with the in-game and website report. It couldn't get any more difficult to properly report cheaters, and it's almost as if the reporting system was made to put enough barriers in place to prevent people from effectively submitting reports.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862968#Comment_2862968

    And bork the lovely matchmaking even more? It backfills a team lobby with a newby killer most of the time.

    That's not my problem anymore, lul.

  • @Satelit said:

    Can't wait for 35 breakable walls 😍

    Just in time for the "Break 55 walls / pallets / generators" """challenge""", which is what Gideon Meat Plant was made for.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864618#Comment_2864618

    Well I do agree she’s S tier and Blight tier, I’m just trying to figure out why she’s OP. High level survivors are very attentive and can pay attention to the audio very well, forcing you to have to mind game while blind. Again she’s still very strong in the right hands, but she’s not unbeatable strong.

    Never said she didn't have a counter. Windows and pallets work pretty well against her, it's just a toss of a coin if you end up on the right side or not. One thing that makes Spirit strong in my books is that she's a pretty forgiving killer, I can screw up in a chase, and worst case wait 15 seconds and recover from it with little to no repercussions. Even the oh so scary Dead Hard doesn't bother me, the only thing that gets in my way sometimes is survivors pre-dropping pallets in chokepoints, which is absolutely the right thing to do when a Spirit comes phasing at you. I feel 100% confident to play a clean, fair game without resorting to tunneling, camping or slugging, and that's a sign that the killer is strong, at least to me. I don't know if I would get the same results playing that way as a Ghostface, Demo, Myers or Sadako, and feel a lot more pressure to perform that I simply don't feel when playing spirit. Maybe the killer just suits me though and my inherent bias is coming through.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864579#Comment_2864579

    Really? OP? Are you only considering her strongest add ons because then I’d agree. Not basekit Spirit though.

    She's easier to play without her top-tier add-ons like mother-daugher ring or cherry blossom, which remove scratch marks all together. Brown and yellow add-ons are still pretty nice, and while 10% increase in speed isn't a 40% increase, it's still plenty. Yellow duration and recharge is already pretty decent, and don't come with the downsides of the red and purple add-ons.

    You can get 30% duration out of stacking brown and yellow add-ons, and 15% speed doing the same. Yeah, I'd say even without add-ons taken into consideration, she's top-tier. Perhaps not the best, but certainly among them, assuming someone isn't picking her up for the first time.

    I'd rank the top 3 in the following order, add-onless: Nurse, Blight, Spirit. Perhaps Huntress could contest for the third spot, but I haven't really gathered enough proficiency playing her without add-ons to make that assessment, where I've gone probably hundreds of games playing without add-ons as those 3 I've listed.

    In my personal opinion, she's among the best killers in the game, and you're free to try and change my mind, though I don't see what that would accomplish. I'm not trying to convince anyone, I'm merely stating my own perception of things the way I see them.

  • I get nothing but DC's playing spirit lately. Can't go 2 matches back to back without 1 or more people disconnecting, as soon as I get my first down (usually less than a minute into the game). Nothing tells me that a killer is OP more than survivors straight up leaving the match. And I don't even run top-tier add-ons, mostly brown and yellow.

  • @Talamasca said:

    https://forum.deadbydaylight.com/en/discussion/315204/tell-me-something-was-this-wasnt-fair-but-this-is

    I just thought of the moon walking killer - because he's not technically walking toward you -

    This is a quality and thought inspiring post, I rate it 10/10 as I turn 360° and moonwalk away from this.

  • Dropping his knife count even further will make him that much less accessible to those who don't have god-tier aim or play without a crosshair.

  • You know what makes the game even less fun? Players DC'ing when they verse a killer they don't like. I play a lot of spirit, and 4 out of the 6 games today had 2 people DC the moment they found out what killer they were playing against.

    Yeah, stay in the game when it's a weak killer, but the moment they see a blight, nurse or spirit, then suddenly it's too much and instantly ruin the game for all the other players in the match. I could rant about this for ages, but it has made playing killer seriously not fun. If I want the survivors to actually stay in the game, I got to pick anything but those 3 killers. Weak sauce man.

    Can't even play survivor, because the same thing happens with my "team"mates when it's a Blight, a Nurse, a Spirit or a Huntress. I think I've seen more people DC today than I have all week.

  • His knife count already got dropped quite significantly from the PTB release.

    Making him 4.6 m/s while gutting his power will just make him another 4.6 M1 Andy, and we have enough of those in the game.

    If anything perhaps raise the laceration count required to injure, giving survivors a bit more time to react and lose LOS on him. Overall, I think Trickster is fine, and doesn't feel unfair to play against, in my personal opinion.

  • I'd like more severe DC penalties for repeat offenders on a sliding scale, with a big fat caveat, being:

    The game needs to be able to properly detect whether a person disconnected out of their own free will, or if the game crashed or the server closed the connection.

    I'd hate to ramp up the DC penalty and have players be penalized for an unstable game / server situation, or what happened with the perks that made people crash.

    If you queue up for a game, you play the game. If you really can't stand it, just die on the hook. 1 person DC'ing ruins it for the 4 other people still in game. If you don't feel like playing, don't queue up in the first place. If you only want to play a select few killers and maps, grab some friends and play in a private KYF lobby, where you don't have to put up with the 6th blight in a row on Autohaven. If you DC against a cheater, an in-game report against the offending player should be mandatory to not receive an additional DC penalty.

    I personally loathe players who DC the first minute into the game, for whatever reason. When queuing up in a public lobby, have some consideration for the time and experience of the other players in your game. Of course, I have neither power nor control over the actions of others, and that's why I'd like a more severe DC penalty for those who DC because they don't like the particular match they loaded into.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864320#Comment_2864320

    Oblivious does not make the killers red stain invisible. The only effect that removes the red stain is undetectable.

    But saying having an effect that removes the red stain is pointless because undetectable does that doesn't make sense since oblivious and undetectable both effectively remove the killer's TR.

    Yeah alright, that's cool. There's too many status effects that are bloody pointless as they are right now. Stuff like blindness, Haemorrhage, etc. don't really do much or impact the game in a meaningful way.

    That being said, try running third seal and plaything on RPD, if applied properly can make for a nasty combo. Outside of that, I don't really see a case where blindness is meaningful.

  • The effect that makes the killers stain invisible is the oblivious effect, you'd have two status effects that pretty much do the same thing then.

  • image.png

    It's "challenges" like this that aren't actual challenges in the sense of the word. It's just "play a lot of games and waste your time kicking generators", which serves no purpose unless you also run perks that make kicking gens worth it, and mot of those have a pretty hefty cooldown.


    image.png

    This right here, is an actual "challenge". The player has to do something moderately skillful during gameplay which isn't just "do X over and over" ad nauseam.

    image.png

    This is an actual challenge, which I would consider difficult, as in I have to modify my build, run certain perks, and get it all done in one trial.

    Out of the three examples I've posted, I'd like more challenges like #2 and #3, #1 is just repetitive grind that doesn't require a lick of skill. Just throw enough matches to get it done with ASAP.

    Another example of something completely needlessly being grindy are some of the survivor "challenges", like this one here:

    image.png

    It leads to survivors divebombing hooks and damn the consequences, which makes the game a worse experience for everyone involved. I know, you can just say "well, let it occur during normal gameplay", and that is a valid point. However, most survivors (and killers for killer challenges) don't have that mentality, and will throw games to get it done, to the detriment of their entire team. The "open 10 chests" challenge was especially brutal, because playing survivor, for a while nobody cared about gens, totems or teammates, and just racooned every chest on the map, then suicide on the hook and go next. For example, for the following challenge:

    image.png

    I played a few matches of ghostface, and threw 2 games to get it done and over with. I'd just mark people, hit them, leave them on the ground, stalk the person who comes for the pickup, rinse and repeat. Initially, I was going to go about it the normal way, maybe use some perks like make your choice, devour hope or dragon's grip, in a dozen matches or so I managed to get this done twice. Sure, I could have played some Myers, but he's pretty damn weak. The point is, there isn't anything challenging about it, it can be cheesed with little to no effort.

    When I see challenges like this:

    image.png

    I just equip Brutal / Enduring / Spirit Fury, send myself to Gideon Meat Plant, and hope survivors feel like cooperating and throw every pallet on the map for me. There are some interesting and unique challenges in the Tome, but they're usually gated by what I can only describe as "filler" challengers. Most of the "challenges" should be called "tasks" instead. Breaking 50 walls is not a challenge, it is a task, or chore if you will.

    Don't get me wrong, I have no trouble getting through them, I wish the people who made these Tomes would consider how the individual challenges would affect overall gameplay when everyone is attempting them at the same time.

  • @humanbeing1704 said:

    Spirit fury and enduring combination will always be extremely annoying

    AKA Dead Hard for killers, I personally love it.

  • Old ruin would ruin the game if it was released in that state today, I can only imagine the bellyaching and pearl clutching if that perk came out in its original form today.

  • I didn't DC on first down, instead my game crashed on first hook. It's always something. Was doing pretty well too, there were 2 bloody party streamers in play, the moment I hook my first survivor, game crashes. Out of all the matches this crap happens, it has to be the one with 200% bonus BP.

  • You're seeing Hags? Wow. The last time I played against one was I kid you not 2021. That's bonkers. All I'm getting is Huntress, Blight, and sometimes a Bubba. I'd be elated to see a hag.

    SSBM got announced in September of 2021, and it's no secret that the player base has been nosediving since then, though I can't say that correlation equals causation. There's probably a multitude of reasons at work why we're bleeding off players, and those that decide to stay around just adapt to the different ways of playing the game. I don't think basing matchmaking rank solely on escapes / kills is a good idea either. They are not really a good indicator of overall skill either.

    But all that is a moot discussion anyways, since DBD is not a competitive game to begin with. It was never meant to be a competitive game, so treating it as such is a folly.

  • I bought the DLC on the 8th, and got the charm on the 16th when I logged into the game. It popped up before I was even in the main menu of the game, there was a weird video that played after opening the game, and once I clicked through that I got the charm, then the game initialized. Kind of weird, but okay.

  • I don't even notice the Iron Will on survivors, they make enough other noises so that I can pick them off without much of an issue. The only time I tend to struggle somewhat is on maps that have smooth floors, like indoor maps. I can't see the vegetation move, and have to rely on breathing / footsteps alone, which is harder, but still in the realm of possibility. I've played so much spirit though I could probably track survivors blindfolded.

    Sure, I concede that iron will makes it harder, but I don't agree that it's a hard-counter to her ability. You probably just need a better headset is all.

  • They completely ruined her by giving her a "lullaby", which i guess is the new and fancy name for terror radius these days. It killed her stealth potential completely, even wraith is a better stealth killer IMHO, purely based on the fact that you don't hear him approach until you can virtually hear his raspy breathing, at which point he's right on top of you.

    I don't understand the decision to make her broadcast her presence in the area when being undetectable. She hops in and out of manifestation enough that there's absolutely no point to it, other than making her easier to play against.

  • Nerf this, nerf that, remove this, change that, nerf this, and nerf that etc.

    3 months later

    There will be no game left.

  • @Gorgonia said:

    I have been having this happen to me ever since the Sadako DLC.

    Any action I do might or might not end up being a massive frame drop. It's a game changer in chases because it means you'll get hit by the killer.

    I have 16GB of RAM and I check my stats and I don't even get half of my resources used by the system, yet it likes to hiccup and ruin my game experience almost every trial.

    Same here. Even if I cap the game at 60 FPS, the issues persist. It's kind of funny, I took a break from DBD while all the bugs and exploits with certain perks were happening and played some Elden Ring, a game released in 2022 on max settings, and I never once had the sort of freezing, stuttering and lagging issues that I've had playing DBD, a game that released in 2016. I can play whatever just fine, don't have any kind of issues, but when it comes to DBD, it's getting worse with every patch.

  • @Chadku said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858419#Comment_2858419

    Dbd is the one game which is playable by bruteforcing it with a beefy PC and even then it will have hickups.

    Console Fan goes Brrrrr! back on the old title screen + offering screen.

    I mean this sincerely, I extend my condolences to our brothers who play this game on console. I've seen what some of the PS4 gameplay looks like, and I'm amazed that the game is still available for purchase on that platform in the state that it is in. Playing legion? Enjoy the 1 second freeze when cancelling frenzy. Playing Blight? I hope you like the occasional literal slideshow.

  • I just want to chime in here and say that I have a pretty beefy gaming PC, and even I notice lag, stutter and massive frame-drops from time to time, with no discernible pattern whatsoever. It got worse with the Nemesis update, and now it's even worse than before. The game runs smooth as butter at 120 FPS 99.9% of the time, but every now and then it hickups. These problems came around with the release of Nemesis, and it's slowly been getting worse with every patch, the latest one in particular. I just recently did a fresh windows install, thinking it may be my 4 year old OS acting up, but no, the problems are still there. It's pretty hard to record them as well, because in the recording, the stuttering and frame-skipping doesn't actually show up, it looks smooth in the recording, which is super weird.

  • I sure hope the aniversary chapter, whatever it may be, will introduce a new map. I miss the days where chapters came with maps. Now it's such a rarity to have a map with a chapter. Out of the last 5 major chapters, only 2 came with maps, one which is universally hated despite its looks. I don't even care about killer / survivors, I won't see most of them anyways since the same 5 or so killers get played all the time. A new map on the other hand, that would be nice, since it actually makes it feel like there's new content in the game that I have a chance to experience. Who's still playing Pinhead, Artist, or Trickster? When I actually see one I'm pleasantly surprised.

    Maps. Give me maps. Maps is where it's at!

  • If your internet connection is unstable, resulting in a loss of connection frequently, perhaps that needs to be troubleshooted before trying to play the game. The only time I ever experience actual server DC issues is Monday / Tuesday around noon, when steam resets / restarts or whatever. And even then, it's only once.

    I suggest wired connection wherever possible, especially for online multiplayer games. Most consoles have an ethernet connection, and that ought to be used whenever it's practical to do so. WiFi is notoriously bad for online multiplayer games.

    The DC penalty needs to stay. When I think back to the times when it was disabled for whatever reason, people would just DC for virtually any reason. Don't like the map? DC. Don't like the killer? DC. Don't like what my teammate is doing? DC. Got found first? DC. Teammate goes down too soon? DC. Got blinded? DC. Got stunned? DC. Teabag? DC. God those were awful days.

    Though I think DBD could do a better job at discerning between a server disconnect / game crash and someone purposely closing the game or leaving the match. The former should not be punished, the latter should.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/314896/penalty-for-hook-camping

    No all this would do is make the game easier for swf. I know face camping is frustrating and the devs are already on it. It just needs time to develop something that helps to prevent face camping without hurting the killer when you have legitimate reasons to camp and so that it can't be abused by Survivors. They already testet once to stop the timer when you camp and all that happens was survs instantly figured out that you can loop around the hook like crazy to prevent one from dying while the other two do gens so all the killer could do is giving a free unhook.

    https://forum.deadbydaylight.com/en/discussion/comment/2857736#Comment_2857736

    That doesn't sound so bad if they take care to prevent what I talked about above. So it only triggers once and it doesn't trigger if there are other survivor in the area

    Right, it wouldn't completely pause the timer when the killer is near, it would just slow it down some. By the very nature of the perk, it would only trigger once per survivor, because you only get one struggle phase. Next time you're hooked, you're dead. It would not affect the first phase of the sacrifice process, and would only come into effect once you hit stage 2.

    I'm not sure why having other survivors in the area would matter, if the survivors want to sit next to or run around a facecamper facecamping his survivor, that's a bonus for the killer, because the survivors aren't making good use of the extra time the perk provides. Why would having survivors in the proximity be a detriment? Sure, if the timer was completely paused I can see this being an issue, but we're talking an extra 30ish seconds of struggle phase, not an indefinite pause.

  • I'm all for trying out new things, though I really don't see how another stamina system would benefit the game at all.

  • Kinship / Camaraderie basekit would be nice. It's a nice perk that punishes facecampers, and gets the team extra time to do gens or attempt a save. It doesn't do anything else besides slow down the timer by 34 seconds if the killer is within 16 meters of you. Though running it always feels like a waste, because the moment I equip it I get normal matches, and don't get any value out of it. Those 30 extra seconds can really make a difference, and it also indirectly lets perceptive players know someone is getting facecamped, by virtue of the slowed-down struggle timer.

    Here is why I think this idea is at least worthy of consideration:

    1. Kinship basekit would not be OP, it only affects the struggle phase timer, doesn't mess with killers powers or abilities
    2. It doesn't require sweeping changes to existing code
    3. The code for the mechanic is already in the game
    4. It could easily be tried out on live servers for a few days or a week
    5. The Kinship perk itself could still work the way it does now, it would just add additional time, and wouldn't require a change
    6. It would not affect players who play the game normally, it would simply punish facecampers by wasting their time
    7. No new additions to the game would be necessary
    8. It seems like a fair addition from both the killer and survivor perspective
    9. It's a simple and straightforward buff that doesn't introduce anything new

    So, is this a crazy suggestion, or does it seem reasonable? Any thoughts on this?

  • Grinding for BP as a survivor is like trying to squeeze blood from a stone. Seriously, if I do a "BP Gained / (Queue time + Game time)" calculation, I'm about to cry, because it's terrible. Sometimes you sit in 5 - 10 minute queues, and get sacrificed first, and leave the trial with ~5-7k BP. Wonderful, enough to buy an item from the bloodweb. Let's say hypothetically that I was in a 5 minute queue, the game lasted 3 minutes, and I earned 7k BP. That is a fat 875 BP per minute! I don't know how people who only play survivor stick with this game. As a killer, even when having a bad game, I can still earn ~20k BP + potentially 4x that amount with BBQ, and never mind the instant killer queues. And don't get me started on WGLF, that perk is not the same as BBQ, and getting stacks for it immediately puts me in harms way.

    Bloodpoint gain for survivors is miserable. If survivors have a bad game, they make it out with next to nothing, yet a killer who has a bad game earns almost an order of magnitude more points.

    There should be a flat number of BP earned per game, for argument's sake, let's say 15k BP. If the survivor finishes the trial either by escaping or dying, and earns less than 15k BP, they get awarded at least 15k BP for their efforts. If they earn more than 15K BP, they get whatever they earned in game, and don't get the flat number of BP added. I'd go one step further with this idea, and add an extra 1k BP for every minute spent sitting in queue, just because. It's not my fault the game can't find me matches faster so that I can earn BP.

    Considering the massive grind that keeps getting worse with every new chapter, I don't really understand why the developers are so miserly about Bloodpoints. We could get a permanent 5x gain on Bloodpoints, and it still wouldn't break the game. Earning Bloodpoints, especially as a new survivor, is a miserable experience, and and is responsible for why this game isn't appealing for new players. It shouldn't take hundreds of hours to unlock everything on the base game alone, never mind all the DLC Characters. It is a literal trail of tears to get the perks you want on the characters you want to play, for no good reason other than "just because that's the way it has always been".

  • @WesCravenFan said:

    I think you do not understand how many Survivor players play this game JUST to get into chases and "juice the killer".

    You add a limitation to that, and you will have the Survivor population nosedive.

    Virtually the only fun I have in this game is going against good survivors that know how to run / loop. I'd rather spend a single match trying to catch a really good survivor than roll over 4 potatoes without effort. I don't even care if it costs me the game, because going against good players is how I myself get better too. So these "juicers" you talk about are actually my favourite survivors, because they give me a good challenge and a good game, regardless of how the game tells me I did at the end. I wish there were more competent survivors who know when and where to loop, because it's mad fun trying to catch 'em.

    Also, the game already has a stamina system in place. We don't call it stamina, we call it exhaustion, but same concept. I think another stamina system on top of that would be seriously detrimental for the game. Just imagine you have a teammate hooked across a huge-a*s map, and you need to run across it to save the guy. Great, you're three quarters of the way to the hook and now you can't run anymore. You rescue the guy, but now you can't run away when the killer inevitably comes back to the hook. That seems like a poorly thought out idea.

    From the wiki:

    Fatigued Running; 3.5 m/s; 87.5 %

    The "Fatigued Running" is an unused Movement speed variable in Survivors.

    The code specifying this variable mentions a stamina system that would go alongside this variable, indicating that at some point during Development, Survivors were not supposed to be able constantly run at full speed.

    At one point this was tried out, and it turned out that it wasn't such a great idea after all, and the whole thing scrapped.

  • I'll get a mail-order bride, but she can stay wherever she lives, and I only pay her to play DBD SWF with me. Seems like a good solution, though she'll probably dump my ass in short order, not because the money isn't good, but because she's got to play DBD.

  • She's my new goto M1 training killer with the added benefit of teleports. That's about it. I'm currently doing the break 55 walls challenge with her, on Giddeon.

  • @Lucent said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855458#Comment_2855458

    They have BT. I always wait it out and rehook them if they run to me, that's simple abuse. It's meant to help them get away not run into the killers face.

    A good chunk of those who run straight at me don't have endurance. If I'm feeling nice I just slug them and wait for someone to come and pick them up, then go after that person instead. If the match is going down the drain though, I just get it over with.

  • @Clevite said:

    Maybe getting on the forums after some tough games isn't ideal.

    But ######### those dcing quiting ass survivor teammates.

    You all make the game so unfun. Do you understand, that just hanging on the hook benefits the team? Hit the ######### skill checks and we will get you before death. We are Trying to make up ground on these gennys.

    Tunneling seems to be the goddamn meta, so take your turn and help the team.

    The thing is, hanging on a hook for 2 minutes, then dying because the killer decides to proxy camp is not really engaging gameplay. Sure, it is the only thing the survivor can do in that situation to help the team, but I get the mentality of just dying and going onto the next game, especially if the person on the hook sees their teammates doing squat all during that time.

    DC'ing on the other hand, that's a dick move. At least die on the hook, and make the killer carry you there and waste some of his time, and maybe permanently break one of their scourge hooks. You also get some BP that way.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/314631/bring-back-father-s-glasses

    Yeap. As I've told you before. I'm one of those people.

    I dont play spirit. Because I need to blast the audio + increase it with programs. And even then. Chase music drowns it out. And I can't hear survivors anyways.

    I find a headset is all I need when playing spirit, I can hear survivors breathe and walk in the room next to me before I even see them. This has not only upped my spirit gameplay, but also immensely improved my skill with other killers. Audio is such an underrated way to find people. I don't even need to see the generator, sound alone tells me the progress and if someone is working on it, saving me time, especially on maps like the game or midwich. It also helps with tracking, I've gotten so many downs while being blinded just going after the sound and swinging, people called me out for it, which I find pretty funny. Iron Will is almost a must-have perk if you're playing against someone who's immersed in the aural dimension of the game, otherwise they'll be found so fast.

  • @DyingWish92 said:

    Gen speeds continue to stay untouched therefore killers will keep tunneling because it gets them ahead tunneling someone out. I try not to tunnel, it's boring to chase one person all game. But if you can tunnel 1 person out and there are still 2 to 3 gens needing to be done killer wins basically.

    When the unhook happens, I immediately beeline back to the hook if I'm not in a chase, and I want to say 8 / 10 times, all I can find is the injured, freshly unhooked person. At that point, don't get angry at the killer, get angry at the teammates. Though some unhooked survivors see me coming and still decide to run my way, so IDK.

  • I will chase and hook the first survivor that comes into my vision, and there is nothing anyone can do about it. What am I supposed to do? Ignore you, wish you a good day, and let you work on that generator while I go and look for someone else? Come on.

    If you're always the first to be found, perhaps you're playing the game incorrectly. Some people just hop on the gen in the centre of the map, and then wonder why the killer is on their butt. Entirely avoidable. Some people try and hide behind a tree that's half the width of their character model, and wonder why they get caught. Also entirely avoidable. Though, if the killer is running Lethal Pursuer then there's a 1 out of 4 chance there's nothing you can do about it. Survivors are the killers objective, and I don't blame them for taking care of it. A survivor wouldn't just ignore a half-repaired generator and go look for another one either. k

    Survivors are there to be sacrificed, and someone is always the first one. That's just how the game goes.

  • Which is kind of a shame, because there are 197 perks total in the game, and maybe 20 or so see regular and frequent use. Any new perk that looks fun, could go nicely with some other non-meta build, may as well not exist because it is never going to see usage. Something is definitely not right here, and it sucks.

  • @Araphex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2852561#Comment_2852561

    Speed of healing (Circle of Healing is faster than medkits) and the amount that can be placed is an issue. Try going against 3 circle of healing on a map with exponential on 2. Killer hexes don't even get to be out back up when destroyed.

    You listed a bunch of perks, but right now we just have COH meta, because all it takes is 9 seconds to heal another player without other perk buffs.

    The problem is trying to balance a game that should never had been balanced to begin with. Killer should always be meta over survivor. But we have so many Exhaustion perks now, plus healing perks, not so good gen perks, it's just I don't think the killer's are getting as much care as they should. Every killer I come across is running an anti gen rush build because that's all they have.

    I think there needs to be better communication with the community than just listening to a bunch of entitled, sore losers complaining all the time because it's lead to Meta heal with just 1 simple perk. Not 4 different types of playstyles as you mentioned. We are the ones playing and we make the overall decision of the direction of the game. I'd hate to see such a great game go in the toilet because the devs are refusing an actual discussion and critique from their own consumers. What makes a great game? The players do and right now it's pretty toxic. I'd love to see more than you or Peanits get involved in discussion. Thus game should never have been turned into a competitive game. That's what wrought the meta healing and other meta stuff that just doesn't need to be in the game at all. I hope you take this into consideration and I'm always open to chatting or clearing up anything.

    "Every killer I come across is running an anti gen rush build because that's all they have."

    This is true, and in the same manner, most survivors in turn run full second-chance perks to stay alive long enough to maybe finish the generators. One begets the other, and this kind of meta has wedged itself so far into the game that killers and survivors are punished for deviating from this even slightly. Every time I go and play more than 2 games with off-meta perks, I'm immediately reminded why I don't do this more often.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844474#Comment_2844474

    No every time the penalty is off it gets way worse to a point where you can just stop playing certain killer not because they are very strong like nurse or blight but because survs don't like to face them. I'm a Legion and plague main and the last time the penalty was of I needed to stop playing all together because every match I had had 4 dcs

    Last time the DC penalty was off I could not go 2 matches playing Spirit without 2+ people DC'ing the second they found out what killer they were playing against. Yeah, fun times. DC penalty should not apply if your game actually generates and submits a crash report though, provided DBD actually collects crash reports properly.

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853380#Comment_2853380

    You see, there is a very well-known member of this community, known as Mooks, who happens to have the same profile picture as you. As such, I assumed you were Mooks. When I realized your name was actually ObservantOfTime, I'd thought you had changed your name, I hadn't realized your post count yet.

    Yeah you got the wrong guy lol

  • Because that's mostly what the other side tends to run. Killers tend to go for a max slowdown build, Survivors tend to go for a max second chance build.

    Of course, that doesn't apply to every player, but it applies to enough players that if I don't run the latest meta build, then I'm at a severe disadvantage. I don't see this changing any time soon. I try to run different, unique builds that are kind of fun and synergize, and when I do, I'm immediately reminded why I don't do it more often.

    As far as I know, between both killer and survivor, there are only ~16 perks in the game.

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