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Pumpkin_King

Pumpkin_King

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Pumpkin_King
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  • @Hydrant said:

    Question is in the topic. I am on rank 8 right now, and so far I had only three 4ks through out all of my matches. Two of them took place before Gatekeeper change, and in those matches I would got adept if it was live then. The last one I used an Ivory Mori, which of course might lower my chances of getting adept. Results these match were: Iri Gatekeeper, Gold Devout, Gold [whatever the third one was], Gold Chaser. One gen left, almost completed.

    I plan on deranking myself by picking Wraith and standing in the corner of the map while eating kebab. So far that's the only option I see as I get any chance only if I avoid toolboxes and keys, and get at least two baby survs.

    Adept Oni is my 4th missing adept, with Shape, Wraith and Clown, so tips for them might be welcome as well. I think that makes me safe to say that Oni's perks don't help him that much. Myers has Dying Light to carry me and Clown has Popgoes, I will be okay with Wraith as I enjoy playing stealthy killers. But Oni... eh. (That made me also think that Thrilling Thremours might be better then Barbeque in the current meta)

    Wait for rank reset.


    And get better with Oni. Maybe use Renjiro's Bloody Glove

    and some perks that help you disrupt generator progress. You want to get in position where you could win , at best in the beginning of the game which shouldn't be too hard since you can slug with Oni and then disrupt their efforts of trying to build them back up. You need to be better than them though. If you only nearly win games you probably won't get a Merciless Victory, you need to nearly destroy them and then play with your food. It must be clear that you could end the game without problems at every time, if the survivors have the control you probably won't get a Merciless Victory.

  • @YourFather said:

    You wanna counter DS?stop hooking and use knock out.

    If DS deactivates for the rest of the game after use and is an exhaustion perk , I think no one would ever pick it anymore. It just too weak this way.

    If they change DS to an exhaustion perk that can be activated more than one time, this perk would become way too strong.

  • I think it would be quite nice if they either reduced the active time or changed it so that it deactivates after hooking another Survivor. To prevent abusing they could make it so that if it has been activated and you are downed the timer is not going down. So it would really be an anti tunnel perk.

  • @Predated said:

    Not a dev, but sure as hell know 1 thing for sure.

    If 1 perk is used in every single build, that perk needs changing or all other perks need changing. The biggest reason for the change in ruin, by my guess would be to give killers more reason to actually keep patrolling, rather than tunneling people and using a perk to control the rest of the game. If 1 perk can control the entire map, its too strong.

    Swf genrushing has already been nerfed a bit, because the more people fix 1 generator, the slower each of them fixes it.

    A good perk to counter gen rushing is discordance. If you need more than discordance to counter an swf or a gen-rush, you should stop tunneling people. Swf is fine as it is, if survivors play perfectly and the killer plays perfectly, the survivors should be escaping. That is the whole schtick of the game in the first place: work together to escape. The less survivors work together, the easier the killer has it.

    Survivors need some balancing here and there, personally, some situations, its practically impossible for a survivor to do anything. Examples: hatch closing with 2 doors too close to actually open them, all survivors being on the hook because one person ######### up so much with no chance of getting off, wiggling being basically false hope, the hook on the secondfloor of the thompson house being practically a second basement with only 1 way out, making face camping all the more easier(at least add a place you can jump down from).

    While I also believe bloodlust should be easier to achieve the more generators are fixed, with a slight nerf for early game bloodlust(taking 20-25 seconds for each level of bloodlust instead of 15 seconds), but with 5 generators fixed being a very big buff(taking 5 seconds for each level instead of 15 seconds).

    Changing Ruin was needed, because it was broken and too strong as a single perk. They need to focus on the core gameplay. Stop complaining about ruin, and start looking for other aspects of the game that are obviously lacking in the current meta. Bloodlust is lacking, Killer offerings are lacking, some killers have addons that are practically useless unless in a very specific build, but that specific build isnt good enough to even consider, so making those specific builds more viable also helps.

    Ruin really did not control the whole map. Ruin was really only good for slowing the game down a little bit. Of course newbies weren't too good at dealing with this perk, but it can be easily outplayed if you just learn how to deal with it. The big concern that I just had was that my team wouldn't do anything while I sit at the gen outplaying the Ruin. ; But it really wasn't that strong, most of the time people didn't hit great skill checks because of a delay, it's the same thing with hitboxes.


    And only because a perk is used a lot doesn't mean it needs changing, there was problem killers saw and a perk that solved it most of the times, but instead of changing the solution it would have made more sense to apply an overall solution and change the perk after that.


    The less survivors work together, the easier the killer has it.

    That's not completely true; If survivors work together on a gen , it plays right into Discordance, which makes it way easier for the killer because you can disrupt two survivors at the same time, if everyone would do their own gen they would be way more efficient. It's really not about working together than more playing efficiently. ; Survivors staying together and working together makes the game way easier for the killer. Unless they really know how to outplay the killer, but even then it's not as efficient as it could be and probably gives the killer more time.


    Survivors need some balancing here and there, personally, some situations, its practically impossible for a survivor to do anything. 

    You know the same applies for the killer. There are some loops if run perfectly you can't do anything at all. If they all bring toolboxes with speed addons and gen perks, there is nothing you can do. Except maybe "Franklins" but you know it's not going to help you if they finish the gens before you get them. ; But overall this game has a lot of situations where you just can't do anything. Insta chainsaw Bubba , there is nothing you can do.The same goes for insta chainsaw Billy. Iri Head Huntress , Unlimited insta Kill Myers. Facecamping, ; Same goes for the Killer, strong Loops , DS , Adrenaline , The buttdancing flashlight Squad, Borrowed Time , Insta Heal Med Kit.

  • You know I think the community discussed about this enough already, but gen times are not the problem, no one wants to hold M1 for two minutes. It's either smaller maps or more objectives, but not the gen times. And if they change that , there is really no need for old Ruin anymore.

  • I think the scream of the Oni really gets my attention. The Demogorgon is nice when he is coming out of the portal, that raises the intensity quite a bit. But sadly this game is not really focused on fear and scaring elements. The Survivors just have to much information to really get scared. It might even be scarier to play killer because you never know if there's a head on survivor waiting in that locker xd

  • You know the balancing guy of bHVR actually thinks that in average it takes two minutes for survivors to get 2 gens done. ; If you want to discuss a problem: That is the problem you should be discussing.

  • I never used DS as a survivor; If a killer decides to tunnel you, you can't do anything but your best to try to waste his time. There is nothing you can do, even DS won't help you there, just learn to play without second chances perks and start escaping a chase or get outplayed. At some point you either get better or you found your skill cap.

  • Man survivors don't need a buff. If you think survivors are weak, you just don't know how to play against the killers. Btw you're not supposed to win every game. In fact the devs wanted to make the role of a survivor challenging and they totally messed it up, it's the killer that has the challenge.

  • That's a good question , I didn't really notice. But as much as I know , I choose this avatar long ago. It's probably an old avatar that the devs removed/changed to the new standard.

  • You know the difference between a high rank survivor and a low rank killer, do you?

    And even if you don't; if you decide to invite your rank 20 friends as a rank 1 survivor, you should know that this game won't be easy. Even if it maybe doesn't seem like it , you become better by losing games.

  • You know that Freddy was quite good when he was released and they just nerfed him because a lot of survivor mains started crying about Freddy and how "unfair" he was.


    His power is not only feeding on fear, you know. He used transformations a lot and having a killer that would for example transform into a survivor would actually be quite cool. Actually many people hoped that Legion would be the killer that hides as a survivor and that his whole power would be based around this.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/702858#Comment_702858

    Matchmaking is broken, red ranks can get a killer rank 20.

    Yeah but that's a bug that came with the new update.

  • @eSPiYa said:

    I played 7-8 games today after work, and instead of having a fun game, all of them are filled by campers and tunnelers. It is either I'm the one got camped or tunneled or the other survivors. 100% of my games today are filled by ######### killers. I'm fine getting sacrificed by pro nurses because they earned it, but getting camped and sacrificed by these ######### after waiting and re-lobbying to find a host with latency below 200ms for a long time, that's frustrating. Last Saturday, more than 50% of my games are like that. Anyway, I'm from SEA region and only play solo. Playing averagely, can escape chases 30% of the time at green to purple rank, but never on red rank, also I can't do the 180/360 move. So I can never played toxic.

    Looks like the punishment of having bit smaller points when camping is too lukewarm. Can't the punishment increase like 100pts/second that the points can decrease to negative because of too much camping, and negative points when the hooked survivor dies while getting camped, unless when in chase. After the game ends where killer has negative points because of camping, their points will just turn to 0.

    And those that camped, maybe the points getting deducted from the killer will be transferred to them. It is probably their fault that they got hooked, but not to get camped. This won't completely prevent these ######### to do these ######### things, but at least it would reduce them and give some consolation to their victims.

    If you are the one being tunneled, you are either the easiest target or your team mates messed up, which causes you to be the easiest target. There is really nothing you can do other than hoping that your team mates get out so that the killer doesn't even get a black pip or start playing SWF. Same thing with being camped. Don't ######### because you're just giving the killer a chance to get your team mates, if they are smart and realise that you are being camped they start doing the objective and get an easy escape, causing the killer to depip.


    It is not a fix. I'm more of a casual player and I can't really use that 180/360 move which increases your chance of escaping a chase.

    If you try to depend on 360s in a chase you'll lose nearly every chase. You need to start looping. Pallets and Windows are your friends.

  • @jeyers said:

    NOED is still a broken perk that rewards killers for losing the game.

    It should be reworked.

    DS is still a second chance perk for survivors that either don't wait to unhook when it's safe or for survivors that don't know how to properly escape. Same goes for Borrowed Time.

    Adrenaline is still a broken perk that can easily reward you for messing up , just because your team mates did the objectives.

    Dead Hard rewards you for messing up your loops.


    Four survivor perks that can all reward you for messing up. So what are you complaining about? And if the perks are not enough don't forget your insta heal :P


  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/89689/secondary-objective

    I dislike it bc it force you to go for an exhaustion build since you'll be forced to fight.

    Maybe you do not like immersion but you still have to consider those players has even the devs still make map (Hawking lab) and perks (Nancy healing perk) for that kind of playstyle.

    Why would you be forced to fight? The "Curse" Status effect , disappears if you do a generator as well. If you would go complete sneaky without doing anything , you wouldn't progress the game at all and might even refuse to participate in normal gameplay. And I really don't see why Hawkins Lab would be a map for sneaky gameplay, I never found survivors easier than on Hawkins Lab.

  • @Karl_Childers said:

    So whats to stop the killer from just camping a totem? The survivors would never be able to escape. Not to mention, it would be completely unfair if there’s a difficult to find totem. Definite pass.

    Thanks for the feedback ; I changed the post, the change has been noted in the category "Additions" :)

    By the way normally there are only a few exceptions when totems are difficult to find , and considering this change, perks like Detectives Hunch or Small Game would become meta , since they are really strong for this change, maybe even too strong.