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TrAiNwReCk

TrAiNwReCk

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TrAiNwReCk
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  • I assume the idea is if they only allow ex. . .

    50 killer lobbies open at a time

    fill all those lobbies with searching survivors (regardless of rank)

    then allow 50 new killer lobbies for those cued to create a lobby

    Supposedly that fixes the wait times. Maybe it does for some people, but I have longer wait times now.

    And lumping various ranks together only to fill lobbies faster was brilliant. /sarcasm

  • @Master said:

    https://forum.deadbydaylight.com/en/discussion/comment/372638#Comment_372638

    I like this logic.

    So you would prefer if everyone was matched completely random all the time? I have a slight smell of SWF in my noise....

    SWF groups have been the problem with any type of balance in this game.

    I like your logical conclusion to my post. /sarcasm

    #1 Rank doesn't affect SWF at all. If anything they get matched based on the lower ranked survivors within the SWF group.

    #2 If players aren't matched with players of their rank . .

    rank is useless

    Your response to my post makes no reference to what posted whatsoever and you make sleazy SWF reference which has no merit.

    9.6k posts and you make piss poor comments such as this. No doubt your other comments are of equal intelligence.

  • @Lonefox64 said:

    Yes i know what the patch notes say however they mighta pushed ptb thana to live, i will instead jump to conclusions and think even if they did it was a mistake and they will nerf the perk soon in a hot fix

    " i will instead jump to conclusions" - Seriously, you say that as if you are proud of it?

    As I already stated in my response . . .

    "Don't jump to conclusions. If it is in this new version no doubt it'll be patched out soon." - Not sure what you tried to accomplish in your response other than agree with mine, but admittedly happy to jump to conclusions which is not a complement by the way.

  • As others have stated. It's a visual bug and has been this way for a long time.

  • @Bravo0413 I hate this new reply format . . .

    I will try to level with you, and understand your point of view, but try to understand mine as well.

    "Because there were a lot of players making it to rank 1 that still didn't know how to play the game properly....... survivors wasting pallets, killers not breaking shack pallet etc..."

    Based on steams global achievement stats only 6.7% of players have even reached rank 1. Yet, somehow making it harder to reach rank 1 fixes what exactly?

    "and then too the ranking was just completely botched!.... a killer pipping for not killing anyone? Really?why....."

    I personally never encountered this, but if it were possible to do so than perhaps making it tougher was warranted.

    " this for the most part is a casual game but let's not have it completely braindead easy..."

    This goes back to my first response, if it were brain dead easy wouldn't more than 6.7% of global players (on steam) be able to reach rank 1?

    I am willing to bet over 50% of the Dead by Daylight community drops rank on purpose for easier BP/bully games. Next to no one cares about rank, yet they make ranking harder, which makes it even easier for players to drop rank on purpose and gain even more BP doing so.

    Making ranking up even harder does nothing to help the game. Even if it makes you happy keeping a few potatoes out of rank 1 . . .

  • There are already threads on this.

    It is possible that they forgot to revert the perk description back to the old version, but the perk can still function as it did post-PTB.

    Don't jump to conclusions. If it is in this new version no doubt it'll be patched out soon.

  • The devs felt this kind of match making was balanced to 'FIX' wait times. I won't hate that they tried to 'MEND' the wait time problem players (not myself) were experiencing.

    However, they claim to have tested this system and with great results unleashed it upon the player base.

    DESPITE many . . many . . . many threads on how broken match making was when it came to rank.

  • I could reach rank 1 survivor and killer with some effort. I felt accomplished and happy making it each season.

    But . . .

    RANK MEANS NOTHING . . .

    I don't care that many players feel this way. I am far from a top tier killer/survivor despite reaching rank 1.

    But . . .

    MY POINT IS . . .

    If reaching rank 1 was so easy, yet only 4.3% survivors and 2.4% killers can even reach rank 1 (steam global achievement stats) and they make it harder.

    WHAT WAS THE POINT?

    That's all I am saying.

  • I could reach rank 1 survivor and killer with some effort. I felt accomplished and happy making it each season.

    But . . .

    rank means nothing . . .

    I don't care that many players feel this way. I am far from a top tier killer/survivor despite reaching rank 1.

    But . . .

    my point is . . .

    If reaching rank 1 was so easy, yet only 4.3% survivors and 2.4% killers can even reach rank 1 (steam global achievement stats) and they make it harder.

    what was the point?

    That's all I am saying.

  • I am not saying this game play isn't annoying or seemingly unfair, but players need to give things a chance. Learn to play against certain killers.

    Too many want to use the same tactics against different killers and fact is killers aren't all the same.

    Best way to learn how to play against a killer is to actually play that killer. Though, survivor mains won't do this and complain endlessly until killer get's nerfed to where they can survive against a killer easily instead of adapting/learning.

    NOTE: Not saying you are a survivor main, but that is what those who are will do.

  • I think Boss is saying that the text is incorrect, but the perk is applied the same as before the PTB.

    Slow your roll and don't jump to conclusions, surely players will figure out if those values are true in game values or if they just forgot to change the perk description, but did indeed change the perk rates in game.

  • It's unfortunate, but this is the trade off they felt was balanced to 'fix' wait times.

    All the match making changes did was negate the sole purpose of rank even further. As you get matched with players regardless of rank. There are plenty of end game screenshots showing killer and survivors with huge unbalance within the ranks.

    Personally, I am not hating that they tried to 'mend' the wait time issue with this new match making system. Though I would gladly wait to be matched with players of appropriate rank.

    Whats Really Aggravating Is They Claimed To Have Tested This System. During That Period There Were Tons Of Threads Complaining About The Matchmaking System In Regards To Ranks. And Obviously, It Was Still Released.

  • From what I understand, those numbers only buff after 1 and 5 gens are complete. When gens 2-4 are complete the perk is actually nerfed when compared to the old perk values.

    Someone had a chart that clearly shows the perk with it's old rates vs buffed rates.

    I don't have access to that chart, can't find it, but it is out there.

  • @Speshul_Kitten

    "I didn’t respond because the thread got consistently defensive with killer mains defending their last crutch. As far as it goes, NOED is still a crutch wether you believe so or not, facts from fiction if you don’t like it go back to killermain land where you belong."

    I didn’t respond because the thread got consistently defensive with killer mains defending their last crutch.

    You didn't respond because simple minded forum trolls like yourself make pointless/unsupported threads such as this, when confronted with factually supported information you simply have no way to respond.

    As far as it goes, NOED is still a crutch wether you believe so or not, facts from fiction if you don’t like it go back to killermain land where you belong.

    So you made a thread, to say what YOU feel/believe as if that makes it hold any value. And anyone saying otherwise is wrong.

    "wether you believe so or not"

    "facts from fiction if you don’t like it go back to killermain land"

    I made no comment in defense for NOED. Only factually stated how poor your argument was and how you refused to respond to actual facts presented by intelligent players that don't make crap up to 'support' their 'feelings'.

    fact is you are an ignorant moron

    Stay in survivor main land where you clearly reside.

  • @antgnstea said:

    https://forum.deadbydaylight.com/en/discussion/comment/369110#Comment_369110

    You do know everyone joins at the same time in the lobby now, right? I hope that wasn`t one of your tales. Other than matching outfits or names, what are their tales btw? Asking for a friend :)

    I am not explicitly saying this to you, but so many killers have started to dodge, just because survivors join at the same time, it is getting annoying.

    I could be mistaken, but viewing a players profile and looking over their friends list is still a 'tale'. All/some private easy dodge. See same players in lobby on friends list easy dodge.

    Note: Dodging is a waste of time in the long run. Better to go after'em with all you got and have some fun.

    Just adding my two cents, unless they recently blocked player profiles from being accessible in a lobby the information I provided should be accurate.

  • @Speshul_Kitten said:

    Noed is still a crutch, doesn’t change the point of my post.

    I never comment on goofy threads such as this, but couldn't help doing so this time around.

    You added information from 1.0 that you clearly jumped on without continuing to investigate the integrity of the information you presented. Clearly debunked courtesy of @PureHostility and you never responded. Most everyone ignores facts others present when it derails their argument, which they felt so strongly supported by the information they see is no longer true.

    And you continue to say "Noed is still a crutch"

    So your thread resumes to be just another unsupported troll on a perk.

    "Doesn't change the point of my post" . . . The point being to add another pointless troll thread? Anything more and you clearly missed the mark.

    change my mind

    What a joke.

  • Could someone direct my to where these changes are stated? I have looked all over and can't find where players are getting the information.

    Thanks in advance!

  • Where did you see this information? Can't find it anywhere.

  • With dedicated servers on their way I would expect much more paid for content than free. Those dedicated servers aren't going to pay for themselves with a single purchase of a game for years to come.

    On this subject I can't blame the developer for having as much paid for content as they do. Dedicated servers will only make this worse.

    Highly doubt the introduction of dedicated servers will solve more problems than they create.

  • @thesuicidefox said:

    Because there should be a counter to being instantly killed.

    IMO the achievement is what's stupid, not the fact you can avoid a tombstone. It should never have been a thing to begin with.

    Also if you're just playing games for achievements then you should find a new hobby.

    Agreed. Some of the Achievements are a bit too creative. Which can cause those who strive for completion of Achievements great frustration.

    Example

    Left For Dead - As the last person still alive, manage to activate the last generator and escape through the exit gate.

    Imagine having to first have a game where you are the last survivor alive, then hope the gens are spread out far enough you manage to finish one (of the last 3) before the killer patrols back around to the one you are working on. If that all works out, somehow manage to open the exit gate to escape. All this without the killer finding you as it's very unlikely you will get away.

    It's not impossible, but highly unlikely to get a game (on purpose) just to get this achievement and actually fulfill the requirements.

    P.S. That achievement might not be the best example, but their are crazy ones out there.

  • @WatchBloodRain said:

    Hadn't played PTB but I think technician was if you miss skill check, might not make an explosion

    If I am not mistaken, the perk in addition to skill check explosion % also decreases sound of the generator being worked on by so many meters.

    @cro0w Have not used the perk in PTB not sure.

  • @DudeDelicious I see your point, and it is valid. Probably on point with what the devs were going for with Thanatophobia.

    Suppose the frustration comes from Dying Light rewarding a permanent (for now) fairly big slow down in survivor progression, when Thanatophobia requires a constant injury to get even the smallest benefit.

    Probably would be too similar if it was permanent, but at least the application of the debuff would be progressive, not instant.

    In a game where time seems to be the deciding factor in most cases, and a perk meant to help in that area feels like it does a terrible job. Though it got some love, no complaints, only opinions.

    Thanks for the feedback!

  • @ThatGuyFromThatPlace said:

    I mean, everyone acts like it would be some huge big deal if the debuff was kept on sacrifice/death... But, Dying Light is 25% debuff... Thanatophobia is only 6%. Sure, it stacks... But, only when 4 survivors are dead, would it have a perma-debuff stronger than Dying Light... But, you see the issue there?

    It's always going to be weaker than Dying Light in terms of the slowdown, unless you have all 4 injured as of the PTB buffs, and without the PTB buffs, it will ALWAYS be weaker than Dying Light. Plus, Dying Light is also taking a survivor out of the game while it activates.

    I think we are of similar opinion. Thanatophobia could be compared to Dying Light, but one that can vary throughout a trial.

    I don't see how Thanatophobia being permanent after death would constitute a camp fest as the survivors could bang out the gens (at least 3-4) fairly quick during the 2 minutes they camped the 1 survivor, less the survivor kills themselves . . which wouldn't be fun.

    Think a permanent application of Thanatophobia on death would be well deserved in most cases (not camping) though if anyone wants a permanent form of Thanatophobia slugging is still on the table I suppose.

    I appreciate the feedback.

  • @[Deleted User] said:

    Sounds like a potential buff for Legion.

    I have no experience playing as legion myself, but seems that a few would agree with you for sure.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/50512/thanatophobia-2-6-0-update

    It doesn’t really get worse as the survivors die.

    Firstly, as stated by many others in the past, Thanatophobia effect persisting after a sacrifice would encourage camping.

    Secondly, it’s still slower for a gen to be repaired by 2 injured survivors with less of a debuff than 3 injured survivors with a greater debuff. Get where I’m coming from?

    so the debuff gets less as more survivors are sacrificed, but overall less survivors means less repair speed.

    Sorry for the reply format, won't show your entire comment i'm responding too.

    "Firstly, as stated by many others in the past, Thanatophobia effect persisting after a sacrifice would encourage camping.

    Secondly, it’s still slower for a gen to be repaired by 2 injured survivors with less of a debuff than 3 injured survivors with a greater debuff. Get where I’m coming from?

    so the debuff gets less as more survivors are sacrificed, but overall less survivors means less repair speed."

    my response

    To your Firstly, while camping (more like tunneling) seems like a good tactic for dying light to take affect. As many others know, if the killer is camping, you have full reign to do gens which defeats the purpose of camping only to secure the small amount of Thanatophobia.

    To your secondly, honestly I don't understand what you mean.

    The debuff of a perk shouldn't be less because overall survivor efficiency is less. Perks should keep their effect as long as the killer had to work to put said perk into affect.

    That is only my opinion. Thanks for your feedback.

  • @PigMainBigBrain said:

    1. This perk works incredibly well on multiple injuries if you actually know how to keep as many survivors injured as possible. I wouldn't take the old version or modified to keep its values if the values are garbage.

    I can count on one hand the amount of times legitimately had all 4 survivors injured at once, making Thanatophobia feel like a perk in use, instead of a useless fraction.

    Having everyone injured when players know Thanatophobia is in use (thanks to icon prompts) is highly unlikely as players 9/10 want to heal up to lessen the slow the perk adds, even if minimal before the buff. Unless a crazy altruistic body blocking SWF group takes hits quickly chances are slim to none to ever get the full affect of Thanatophobia.

    I appreciate the feedback.

    Suppose I relate Thanatophobia with Fire Up. Both seem useless in their fractional form, but at least you get to use 100% of FIre Up if end game is reached. Thanatophobia hardly ever gets used to the full extent, not to mention after 1 sacrifice you'll never get to use the perk 100%.

    My thoughts, this is all opinion and interested in knowing others opinion.

  • @coryma said:

    the hatch timer wouldn’t work because killers in a hatch standoff would gladly sit there for three minutes waiting to grab the last survivor

    I agree that a timer would fix the hatch 'standoff'

    A standoff is a test of who can outlast who.

    Fair scenario . .

    3rd survivor escapes/dies . . hatch opens and a 60 second timer starts

    killer finds hatch first or killer meets survivor at hatch . . no one makes a move within 60 seconds the game ends. Survivor doesn't escape and killer doesn't get the kill.

    It's really a simple fix to the problem, which isn't the hatch, but the hatch 'standoff'

  • @BBQnDemogorgon said:

    Ranks shouldn't exist period and everyone should be together.

    Every other game makes ranks an optional side playlist that usually has less players because who cares about ranks...

    If you get stomped you get stomped.

    Completely Agree

    Ranks serve no benefit to those that want to climb ranks in a sense to achieve something. The only players the current ranking system serves are those Killers/Survivors who drop rank purposely to get easier games/bully the other side.

    On the other hand you have SWF allowing potentially terrible players to be carried into the higher ranks. While playing solo with such survivors, you can clearly tell they don't have a clue and shouldn't be at whatever rank they were carried too.

    Rank Should Be Removed

    You'll have your tough games and your easy games. Better yet since the player base won't be divided by a # that means nothing, lobby times should improve across the board.

    That also means solo survivor will most certainly R.I.P in frustration, but players adapt. At least there would not be a system in place that could be abused.

  • The best way to get better at playing against a certain killer is to play that killer. Back in the day playing against a nurse could feel like GG after a couple minutes. If not you being hunted down, watching your team fall like flies while the gen you are working on is only 75% done.

    Having played a good amount of nurse I know what makes things tough for me, so I implement such tactics against nurses I go against.

    Note: There are some killer nurses out there, but generally if you play a killer you will play against that killer much more efficiently in my experience.

    Good Luck In Future Games

  • I use Detective's Hunch as it helps nab nearby totems without effort or undecided if I have missed one in the area.

    Adding a counter to the perk itself for totems wouldn't be a broken addition. I assumed the counter would be to the survivors general HUD if it were ever implemented.

    Like Thrill of the Hunt has a totem counter. A survivor perk having the same counter can't be too hard to add onto it.

    Though I feel the perk adds plenty of totem finding power without the need for a counter, it wouldn't be a broken (OP) addition.

  • @Raccoon said:
    FireHazard said:

    @Raccoon said:

    It's literally getting Mega Buffed. 

    Every game will have 4 DS now to "stop tunneling."
    
    I'd suggest getting used to hearing "Ugh" and restarting the chase. 
    

    Also make sure you get used to being placed in literally unwinnable situations in the endgame :dizzy:

    Did you even read the DS nerf?

    Please tell me how to counter multiple survivors saving DS usages (post nerf) for the Endgame. Bonus points if you can tell me how to do so off of a Borrowed Time save. 

    Nvm

  • @Maj33y said:
    I played Yesterday as well With Rank 18 and 19 Teammates and they were horrible but it was on PC which I never really had any problem with in Queue times like PS4 .. but I haven't tried SWF on PC .. For me I'd Rather an open Matchmaking Rather than waiting like 20-30 minutes which is why I stopped playing the game on PS4 even most of my progress is over it .. can't wait to try the new System n See how Queue times improved .

    Times as Killer, for me on PC have gotten worse since the new match making system. Both survivor and killer lobby times were almost instant. Something within the new system changed that for me.

  • @Master said:

    @TrAiNwReCk said:
    Would be interesting to know what their aim was with this new match making system. Not that it would change anything if we knew. Surely, there's a simple algorithm hiccup somewhere in there. High ranks matching with the lowest ranks makes no sense in any match making . . . Unless their aim was to try and match players with other players using their Time Played as a way to match players (counter players dropping rank for easy games)

    This isn't the case however when a rank 1 Survivor has a rank 19 Killer as it's not possible to drop below rank 15 aside from rank reset. Matching players based on time played would be interesting IMO however, I don't see this being possible on Console. Maybe a devotion matching of some sort.

    Who knows, all I know is lower ranked killers getting stomped is going to get old really quick for both sides. Hope this gets resolved soon!

    That cant be the case since literally beginner killers with basic perks etc are versed against full stacked out fulltime streamers

    As I mentioned

    This isn't the case however when a rank 1 Survivor has a rank 19 Killer as it's not possible to drop below rank 15 aside from rank reset.

    I was throwing out theories in what they are trying to accomplish. Not saying I know anything.

  • Would be interesting to know what their aim was with this new match making system. Not that it would change anything if we knew. Surely, there's a simple algorithm hiccup somewhere in there. High ranks matching with the lowest ranks makes no sense in any match making . . . Unless their aim was to try and match players with other players using their Time Played as a way to match players (counter players dropping rank for easy games)

    This isn't the case however when a rank 1 Survivor has a rank 19 Killer as it's not possible to drop below rank 15 aside from rank reset. Matching players based on time played would be interesting IMO however, I don't see this being possible on Console. Maybe a devotion matching of some sort.

    Who knows, all I know is lower ranked killers getting stomped is going to get old really quick for both sides. Hope this gets resolved soon!

  • @powerbats said:

    @TrAiNwReCk said:
    The only part of the New DS changes I find more confusing and somewhat dislike is how the obsession status will work and affect obsession perks in general will take some getting used too for me.

    Though in time this change might not seem that big of a deal as players adapt.

    Yeah I'm confused by how this would work with say Dying Light/Rancor/STBFL/Remember Me/PWYF because does that mean only the 1st obsession counts or what.

    I mean can you simply run 4 obsession perks and use it on each survivor in turn which would be stupidly broken. But then you've got the problem of you obsession changes but how do you deal with not hitting the correct target then.

    Also does the 60 seconds counter start while on the ground or once you've been picked up and if you get rehooked is it still active?

    All we can do is take our best guess with the information provided. Hopefully once the players get to dive into the game with these changes we can gain a good understanding through experience instead of brainstorming based on text.

    Hopeful it all turns out well.

  • @thesuicidefox said:
    With Make Your Choice, don't feel bad if you tunnel someone because it means they were left them to fend for themselves by the saver.

    If the saver gets the exposed affect from MYC it doesn't make sense for them to hang around the area, in case the killer goes straight to the unhook, to potentially get instant downed

    They usually split up but sometimes the injured one follows the MYC guy to get healed.

    Obviously, that's a possibility

    If the injured guy is running from you, they are alone.

    The injured guy will always be running from you . .

    If they are running to something, they are with the MYC guy.

    If a survivor is running it will always appear (99% of the time) that they are running to something . .

    Also you can tell who has MYC in a group by the first one to start running and they almost always drop pallets early.

    Generally everyone runs at the same time. Someone tea bagging or in any way taunting you is obviously an attempted bait

    Let's Be Constructive . .

    • How was anything you said helpful?

    I addressed every part of your comment, left nothing out.

    It's interesting how much wisdom someone with 1,600+ game play hours has and 2,600+ posts sharing that wisdom only to read your comment and ask myself "Really . . Really . . ?"

    This isn't a troll. If someone is happy to give their advice then they should be happy to answer questions to how their advice is applicable. I could be totally wrong, a new player could see your comment and now everything makes sense. However, us veteran players could do with a bit more explanation.

    Please explain. Though silence does speak louder than words in this instance.

  • The only part of the New DS changes I find more confusing and somewhat dislike is how the obsession status will work and affect obsession perks in general will take some getting used too for me.

    Though in time this change might not seem that big of a deal as players adapt.

  • @Victory said:
    Their goal was to make it less powerful in 4 man swf, its unuseable in solo play with the change, but...in swf? Huge buff! Can't slug them otherwise they can get up or run unbreakable, and in the end game vs 4 ds and BT...Good luck. I mean I main survivor so Ill take a ds buff anyday :)

    There must be something I am missing. I have read over the changes multiple times and I cannot see how the new DS rework is anything but a nerf to the perk. I could be mistaken and if so please explain . .

    Current DS

    • Use DS at any point in the game 1 time (when being carried/not being dribbled) - Can technically be used for the duration of a trial, until used

    New DS

    • Unusable until hooked at least once - This is 100% better than the current DS
    • Only usable after being unhooked or freeing yourself for 60 seconds - You can only be unhooked twice (third hook instant death) meaning you can only use DS for 120 seconds during a trial
    • Cannot dribble to avoid getting DS - Which makes sense if they can only use the perk potentially for 120 seconds

    Only being able to use DS after being unhooked for 60 seconds, Only 2 possible chances to use DS per trial (per person). A theoretical trial lasts 10 minutes, current DS you can use for 10 minutes. New DS regardless of how long the trial lasts you can only usable for 120 seconds total

    I could be totally wrong about how this works. Though I have read the new DS notes a few times and I cannot see how it is anything but a nerf to the perk. Is it the fact that with the new DS you can't dribble the survivor why killers might not see this as a nerf?

    I play Killer and Survivor about 1:2 so I can assume (we haven't been able to play with New DS yet) from both sides.

    As Killer while I won't always be able to find the Survivor who saved the hooked survivor. If I make it back in time to see where both of them went I am highly encouraged to go after the saving survivor vs the unhooked survivor. Or if you use enduring take the DS and give them ~1 second to get a head start and get it out of the way.

    As Survivor I don't use the current DS and I can't see the new DS being very popular unless survivors want some type of temporary anti-tunnel defense when unhooked.

    If I am wrong please let me know and tell me how, specifically. Like many of us I am interested in learning exactly how the New DS change will work.

  • @Milkymalk said:

    @TrAiNwReCk said:
    The Killer won't need to wait (as if unable to do anything else) 60 seconds for anything. Just chase the one who unhooked the hooked survivor. It's not a perfect fix, but the only scenario I can think of is if 2 survivors are left, 1 unhooks the other and they are right next to an open exit. That is the only time I can think of that DS would actually be useful.

    More often than not, when I return to a hook after an unhook, I find the one I previously had hooked and nobody else because the unhooker sneaked away or is probably a P3 Claudette hiding in a dark corner, while the unhooked one leaves scratch marks all over the place. What this DS really does is just promoting unsafe hooks as long as you believe you can duck away.

    No doubt I too generally find the injured survivor before the player who unhooked. I totally understand where you are coming from. We haven't been able to play around with the new DS. With the unsafe hook penalty already in place, hopefully it will not promote more unsafe hooks.

    We will have to wait and see how this all turns out. Hoping for the best!

  • @Milkymalk said:

    @TrAiNwReCk said:
    I'm not sure on this, but I would assume if there were to be a timer of any sort it would only clue the killer to the fact that survivor actually has DS and then will be able to purposely wait until their timer runs out = an unusable perk.

    Killer waiting for 1 minute = free win for survivors. Time is the one ressource the killer has to spend to do everything in the game.

    The Killer won't need to wait (as if unable to do anything else) 60 seconds for anything. Just chase the one who unhooked the hooked survivor. It's not a perfect fix, but the only scenario I can think of is if 2 survivors are left, 1 unhooks the other and they are right next to an open exit. That is the only time I can think of that DS would actually be useful.

    Even if there is only 1 survivor left and you chase them down meters away from hatch that have DS. They won't be able to use DS because it requires them to be unhooked for it to start the 60 second timer in order to use DS.

    This is all subject to change, but as it is DS is unusable as long as the killer goes after the one unhooking and the timer will surely be at minimum half that if you manage to put the unhooking survivor into the dying state then find the unhooked survivor.

    It's a win win in the sense Killers shouldn't (shouldn't) tunnel Survivors as much and Killers won't eat DS near as often since DS can't be used whenever a Survivor chooses.

    I could be wrong, but it is my understanding of how the perk will work. If I am incorrect let me know.

  • @thesuicidefox said:

    @TrAiNwReCk said:
    Clearly not, you were commenting in 2 threads that I was the same day I posted my reply to you and you never replied until today. Nice try.

    Or maybe you're just not worth my time. Have fun.

    What a way to backpedal on yet another fabrication to fit the narrative you want everyone to believe. Once again, you do nothing but continue to prove my case with each reply.

    Keep it up. I am having fun!

    However, one can tell you aren't having fun. With how short and weak each corresponding reply you make becomes.

  • @thesuicidefox said:

    @TrAiNwReCk said:
    A little late on the reply there bud. Had to think quite a while before you could come up with some lame response, that's fine. Those who speak before they think generally have this sort of conundrum.

    LOL maybe because I have a life outside of the forum?

    Clearly not, you were commenting in 2 threads that I was the same day I posted my reply to you and you never replied until today. Nice try.

    I bring facts. Save yourself the embarrassment of continuing to be proved wrong . . or worse and stop posting to this thread. You clearly don't have a clue.

    You bring a whole lot of nonsense. I'm not even going to read the rest of it.

    No surprise, I wouldn't want to read facts that disprove me either. Well done.

    Clearly someone has anger management issues here.

    Claim to take the high road, I know you are boiling inside. Nice reply.

    Your clear lack of any response of substance does nothing but to further prove you are full of hot air that amounts to nothing. Feels good to put a troll in it's place!

  • @pemberley said:
    If you’re getting tunneled you’re going down in 40 or less usually. 

    But 60 is fine I think if the killer gets a visual notification like Pop or MYC. Maybe once the perk activates on a survivor the killer sees a little clock on their icon that counts down (survivors see this too.) 

    I can’t help but think how rough it would be when you do play fair but you run into your last victim at say second 58/60 and then get dsed for being unlucky. 

    Or especially end game. Won’t survivors get a free escape with ds? 

    I'm not sure on this, but I would assume if there were to be a timer of any sort it would only clue the killer to the fact that survivor actually has DS and then will be able to purposely wait until their timer runs out = an unusable perk.

    This is an opinion, but to take a guess as to why this won't happen.

    I believe I have my facts straight, correct me if I am wrong, but doesn't a survivor have to be unhooked to even use DS at any point? So if it is end game and you put the last survivor into the dying state then they won't be able to use DS anyway unless they were indeed just unhooked within 60 seconds.

  • @thesuicidefox said:

    @TrAiNwReCk said:

    @thesuicidefox said:

    @TrAiNwReCk said:
    The fact killers have to use BP to get the add-on's to make them "VERY powerful" is a drawback in itself. And it's not like "VERY powerful" add-on's grow on every web . .

    My 45 Prayer Beads, +30 pink moris, and +25 Mother's Rings would disagree with you. It is indeed easy to maintain this stuff if you are dedicated and can play games without them once in a while. I literally can put this stuff on any time I want for the next month, mainly because I play 99% of my games without this stuff. So when I need it, for that 4 man SWF with all insta-heal/toolboxes I can counter all their OP ######### with my own OP #########.

    X is a very powerful add-on so we are going to make you less powerful in some way . . so you aren't very powerful.

    It's called a trade-off. I guess you want an infinite insta-kill Myers to be able to get to tier 3 off 1 person AND be able to find you with stalk in tier 3 AND move as fast as he normally would, because that's totally fair. SMH

    Here's a thought, let's add a drawback to the two instant heal add-on's for survivors med kits.

    There already is a drawback... you get 1 use and it eats the medkit. If you are smart you will put it on a white medkit with a charge add-on then use the medkit once to heal normally before you use the insta-heal when you really NEED it. If you are potato you will use the medkit right after getting hit before the speed boost wears off when there isn't a single pallet or window for a mile against an already one-shot killer. Guess which one survivors tend to do most?

    Another reply that doesn't discount the facts I presented. This seems typical of people who troll forums instead of playing the game.

    So you spend all you BP on one killer and grab all the pink add-on's and offerings you can get. Fact you will spend 50k-60k BP per web (on a full web). Maybe 1/4 webs grant a random pink up for grabs. That's at least 200k (UNLESS very lucky) BP per pink add-on/offering. Any numbers you claim otherwise are completely false and you are only wanting to be right which makes replying to you further pointless

    If a killer or survivor has a ultra rare offering they should be able to use it without any downsides. The amount of BP you spend per ultra rare showing up in a full web is the downside. Someone should be able to be crazy efficient or deadly if they have spent the time and effort playing to spend those points and attained such items/add--on's/offerings.

    You are HILARIOUS

    You prove there is a drawback to instant heal, then you prove there is not a drawback to instant heal. You have to be smart and not slap it on a common med kit. So your entire little example was meaningless.

    SMH

    Please think before you post. I know it's a forum and everyone wants to be right . . thing is you aren't. Unless your goal is to add to your post count, you should play the game you claim to know so much about. That's the only way you will see how wrong you are, but still come on here where with no proof to . . try and prove something.

    Right I'm the troll, even though I play this game regularly every day for at least 4 hours, and I'm sitting on over 1600 hours. LOL

    When you get to level 50 and all perks, the only pink items you can get are add-ons and Ebony mori. At most that's 3, if you are certain killers that's 2 or 1. If you make it a goal to get both of them and then just take all the cheapo stuff you can do it for 50k. If you run BBQ and use the mori every game, you should probably earn on average 45k per game. So if 1 in 10 games you play without a mori, you can maintain a supply of the good stuff.

    Sounds to me like you need to be the one to play the game and actually see how easy they are to get and hold onto.

    A little late on the reply there bud. Had to think quite a while before you could come up with some lame response, that's fine. Those who speak before they think generally have this sort of conundrum.

    Man, you make yourself sound so good on the forum . . with nothing to back you up. Nice try though. Keep on the trolling, you are fitting for the definition with each post.

    Let's go back to the basics - Maybe that will make it easier for you to comprehend.

    "KILLERS RELYING ON ADD-ONS IS BAD GAME DESIGN"

    I gave a valid opinion which is strongly supported by those who have some common sense. That most killers need add-on's (to be effective) and yet they have more negatives slapped on their add-on's than survivors who can . .

    • Find up to ultra rare items IN GAME
    • Have perks to boost the rarity found % IN GAME
    • Have perks to find add-on's guaranteeing an attached add-on + a second % for a second add-on IN GAME
    • They can use their items within a trial and still escape with them
    • They can start a trial with no item and potentially escape with an item + 2 add-on's

    The killer loses everything, every trial regardless of winning/losing/high score/low score ect. and the killer should have restrictions on their one time use items.

    WHAT PLANET ARE YOU ON?!

    Your response "Because being able to instantly kill a survivor without having to hit them, let alone hook, is VERY powerful and needs some drawbacks to make it at least somewhat reasonable to play against."

    Your 'logic' is fueled by 'feelings' and 'opinions' so lopsided. How ignorant does one with 1,600 hours (presumably) have to be to come to such pathetic reasoning.

    And now you want to claim more BS you are clearly making up to make yourself sound as if your 'logic' has anything to back it up? Go sit in a corner and read the travesty of responses you made these poor forum goers read through only to find out you are full of nothing but made up scenarios and fabrications in an attempt to sound like you know what you are saying.

    I bring facts. Save yourself the embarrassment of continuing to be proved wrong . . or worse and stop posting to this thread. You clearly don't have a clue.

  • @NuclearBurrito said:

    @Delfador said:

    @TrAiNwReCk said:

    @Delfador

    You don't have to respond, but was curious if anything in my reply makes any difference? We can agree to disagree. Hoping for further feedback.

    _Again, my only stance is on the OP "FOR THOSE WHO CLAIM THAT WINNING IS DEFINED AS PIPPING". Anything involving win rate% or beyond relating to the simple correlation between winning and pipping isn't what I am addressing. _

    Oh I definitely agree with you on that pipping is not a win.

    For me, as a killer, these are the wins. From best to worst.

    4k, preventing survivors powering the exit gates.
    3k, 1 escape with hatch, preventing survivors powering the exit gates.
    4k, when survivors power the exit gate but they were too alturistic, and got themselves killed.

    As a killer, these are the only conditions I consider myself as winner.

    That's where we branch. You think that I lost when somebody escapes via hatch but I don't think in that way. Hatch is a pity escape for the sake of the game balance, giving survivors a not so free but close to a free escape.

    You can also see that I value 3k more than 4k that happened after exit gates got powered. The most difficult job in this game is to prevent gen rush as a killer. 3k before letting them power exit gates are far more difficult and valuable than getting 4k because of the mistakes survivor did at the end of the match.

    Pipping is not really a win imo though. It doesn't mean anything.

    And the winrate thing?

    You were saying something about how you MUST have 50% winrates and bla bla bla you know what you said

    If you can find where I said anything about win rates I would like you to point it out. I never brought up win rates or numbers of any kind.

    Unless, you are responding too Delfador?

  • @Delfador said:

    @TrAiNwReCk said:

    @Delfador

    You don't have to respond, but was curious if anything in my reply makes any difference? We can agree to disagree. Hoping for further feedback.

    _Again, my only stance is on the OP "FOR THOSE WHO CLAIM THAT WINNING IS DEFINED AS PIPPING". Anything involving win rate% or beyond relating to the simple correlation between winning and pipping isn't what I am addressing. _

    Oh I definitely agree with you on that pipping is not a win.

    For me, as a killer, these are the wins. From best to worst.

    4k, preventing survivors powering the exit gates.
    3k, 1 escape with hatch, preventing survivors powering the exit gates.
    4k, when survivors power the exit gate but they were too alturistic, and got themselves killed.

    As a killer, these are the only conditions I consider myself as winner.

    That's where we branch. You think that I lost when somebody escapes via hatch but I don't think in that way. Hatch is a pity escape for the sake of the game balance, giving survivors a not so free but close to a free escape.

    You can also see that I value 3k more than 4k that happened after exit gates got powered. The most difficult job in this game is to prevent gen rush as a killer. 3k before letting them power exit gates are far more difficult and valuable than getting 4k because of the mistakes survivor did at the end of the match.

    Pipping is not really a win imo though. It doesn't mean anything.

    Hey! Thanks for the feedback. I don't have the mind to get into the calculations of win rates, what's fair and what's not. We all hope for the developer to pull out new interesting and perhaps more balanced/fair mechanics into the game.

    I can relate to your win list in it's current order. It's all we can hope for when playing as killer. When I feel like I worked hard to get a 3k, I feel encouraged to slug for the 4k. - feels like I deserve it And if I get lucky with over altruistic Survivors I will usually give the 4th the hatch. - don't have to win/4k every game, but its nice knowing I could have

    I don't agree with the hatch mechanic as the base game revolves around 5 gens > open exit > escape. The mechanic of 2 gen > hatch for 1 Survivor I feel is a bit weak, but I think it's here to stay. While I agree completely about the hatch, I will feel like I have lost even if they do get the hatch.

    It's okay to have differ in what we feel is a win or loss. I hate coming across like some crazy forum madman, because I can probably relate to many things players say. Though when it comes to truth and opinions those never seem to mesh well and the rest is history for now.

    Thanks again for your feedback. Nice to have a decent conversation!

  • Plenty of YouTube videos and such to account for cheating being a thing in Dead by Daylight.

    However, I haven't encountered any type of obvious cheating myself. Not that it doesn't exist, we all know it does, but not having come across anything apparent might make it evident it isn't very frequent.

    That's for the individual to decide.

  • @Spork said:

    @NuclearBurrito said:

    @Spork said:
    If I happen to do a very small amount in a game, and end up getting camped or tunneled, OR camped AND tunneled but still manage to pip or safety pip, I'm going to count it as a win.

    But if you were to make a win loss ratio for survivors instead of just checking if you personally enjoyed the match would you STILL count it as a win?

    And if you escape but also depip would you count it as a loss?

    If someone managed to escape and depip, I would personally count that as a loss, yes. But that's just my opinion.

    Some Killers play rather harshly SO, gaining a pip when someone has been sweating on you would seem like an achievement to me.

    No arguing pipping is definitely a feature that can feel rewarding after a tough game either side.

    "Can't Believe I pipped" or "At Least I pipped" for me, are common after such games.

  • @NuclearBurrito said:

    @TrAiNwReCk said:

    @NuclearBurrito said:

    @Delfador said:
    @TrAiNwReCk

    Any sane person would say that the balance will be achieved when each side has 50% win rate.

    nonononononononono

    Balance is when there is an EQUAL winrate. That does NOT mean that it is a 50/50 winrate.

    Remember a balanced battle royal with 100 players and no teams has a winrate of 1% per players. (so solo que in fortnite)

    In any game where you have more than 2 sides you will not be expecting a 50/50 winrate and since each survivor wins and loses separately from each other that means they are not a team and need to be counted separately.

    In throne of lies for example the average winrate is 33%, this is recognized by the community and encouraged because people understand that the lower winrate makes the game more fair and interesting.

    There is no particular reason why you can't have winrates below 50% when you have more than 2 win combinations (not counting draws which don't exist in this game anyways) If all survivors won and lost together then yes you would want a 50/50 winrate. However since that isn't the case you would expect a winrate of more like 30-40%ish instead with 20% being the lowest

    That's interesting. I never thought of it like that. I didn't know you were involving win rates in your OP. I'm out of the loop when it comes to win rates. I remember the devs mentioning win/escape % on certain maps which I thought was interesting. Anything other than that I haven't heard about.

    Technically the exact winrates aren't part of the OP. However they are very important and a big part of why this matters in the first place.

    Also I'm just into the math behind this, it's very interesting.

    Right on, I will follow the conversation, but can't add anything too it (might be a good thing rofl). Maybe I'll learn a little something. The numbers are a bit beyond me.

    Thanks for including me in the post!

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