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dudeguy129

dudeguy129

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  • @Mr.FlexOG said:

    As a killer why are there so many ways that playing against a SWF forces you to de-pip. Healing loses you points and SWF always bring perk combos like botany and we're gonna make it for instaheals. You are punished for losing someone in a chase but you SWF always bunch up together on a generator so you always enter a chase with multiple survivors meaning each time you "stop them" from working on a gen you lose a bunch of points. Not to mention they often have designated loopers so once you figure out that they're going to waste your time, leaving them and finding someone else punishes you again. Hook states BARELY reward you, only sacrifices so the game WANTS you to tunnel but it's hard to tunnel when everyone is running second chance perks and they have altruistic team mates to instaheal them and body block and take protection hits for them.

    I really don't mind going up against them all that much. If I bring a meme build in the rank I'm at and get a SWF I don't get mad I lost. What does piss me off is that you don't just outright get points at the end for facing them to provent you from de-piping because you had a team on comms. Come on, 1 point for a two man swf, 2 points for a three man swf and 3 points for a 4 man swf. It's not unreasonable by any stretch of the imagination and it's only fare seeing as they have an advantage that the game flat out wasn't designed around accounting for. It doesn't nerf them and piss off people who play Dbd to have fun with their friends (even if I am entirely unsympathetic to those people) , it just takes away the sting of being punished for not being able to get two hooks against a perfectly organized and optimized swf.

    I'll post the story that made me think of this.

    Also give survivors points for playing against killers that slug , tunnel , camp and bring ebony mori lol

  • I think the only change I would make if making the cage basically a hook , so you could still use bt or if you saved , you could unhook your self from a cage , other than making his cage just a reskinned hook I don't think any changes are necessary


    I think he is in a good spot

  • It's just a true statement calm your panties 😂 people

    @Primalux135 said:

    lol if you wish i can make a list of surv sided things in game and killer ones.

    There are definitely some advantages the survivors have but the game is still mostly killer sided

    I'd probably say about 52% killer sided 48% survivor

  • Not needed at all

    If they add a killer where the main victim is a poc that's fantastic

    But for example with the shape , that survivor must be a white lady

    Bhvr is doing a great job with their survivor diversity

    A native American , /skin Walker killer would be a nice add though

  • So killers don't get teachables either , they get the three default plus the like 10 noon killer specific game perks to choose from ?

  • @Laurie_IsLife said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526011#Comment_1526011

    Which is the point i was making, you can run any survivor without a penalty you can't do that with killer. Every survivor is just the same the only differences they have are their appearance. Stats would be an interesting concept for survivors to have if you really think about it, it makes no sense how survivors all run at the same speed, or how we can run across a map like coldwin farm or rotten fields without being exhausted

    You can run any killer and the game gives you there power , plus the power of survivors having the hit box of a house

  • The " main " problem at all ranks in every game is hit boxes


    I want to lose cause I got mind gamed and out played not because I have the hit box of a elephant

  • You can play poorly and noed could give you the two kills need to not depip

    Kills you would not of got or dare say even earned

  • @Hollyleaf12 said:

    The big problem with DS from the killer perspective isn’t that it stops us from tunneling or camping, it’s because of the time economy of the game.

    It takes about 80 seconds to do a generator solo, so if we assume that only 2 players are on gens at a time, where 1 is either being chased or hooked, and the other is hanging around the chase trying to get a flashlight save or going for the unhook, and we assume it takes about 30 seconds to get from a completed generator to the next generator, it takes about 5-6 minutes for the survivors to finish all gens, and this is assuming that there is no toolboxes, none of the survivors hit any great skill checks, and that the survivors never double up on any generator.

    With the information that the killers have, if one person brings DS or Object, there is an obsession in the lobby, and we have to assume that every single person has DS, or be willing to just eat it if we happen to down a survivor again after they get unhooked, and we have to assume that their DS is rank 3.

    Now if we add up the times, A survivor can be hooked for 1 minute before they enter struggle phase, and then they can be hooked for another minute after that before dying. Once they get off the hook, they have 1 minute where they are basically untouchable, and if you do down them, either they are stuck on the ground slugged until a teammate comes and picks them up, they get a free escape if the killer picks them up, or they pick themselves up in 30 seconds with unbreakable, and if you don't eat the DS on the first unhook, then they have another minute of invincibility after coming off of the 2nd hook.

    Add this up, and one survivor, if the killer play around DS, can eat up about 3-4 minutes alone through sitting on the hook, or by having DS active, adding up to about 9-12 minutes throughout the course of the trial, and that isn't even counting the amount of time that the killer spends chasing that survivor, and a good survivor can be in chase with a killer for 1-2 minutes depending on how determined the killer is to down that one person.

    If the killer tunnels the first survivor to death, assuming that they get unhooked once, get picked up right after DS wears off, and then get camped to death, by the time that one survivor is dead, again assuming all the things from before, and we assume that the killer downs and hooks the first survivor in the first 30 seconds of the match, the survivors have already finished 4 gens, and are almost to the last generator.

    Realistically, this usually doesn't happen in a match, since most people play solo queue, and thus when someone gets hooked, at least 2 people will be going for the unhook unless someone has Kindred and that will lower the amount of gens completed by the first death by 1, since one extra survivor wasn't working on gens. However, when you face the sweatier teams, it is usually worse than this, since you will usually struggle to get the first down within the first minute of the match, and the other three survivors will all be sitting on gens, sometimes with toolboxes, and there are also times where you will get a survivor injured, and then they will get to a map tile that you will have to loop for way too long to get the down in, and you will have to abandon the chase, wasting 30-60 seconds of your time for no pressure.

    And this doesn't even account for the biggest issue with DS, being that if you don't eat the DS before the last generator is done, that survivor is almost certain to escape, since if they get hooked right before or after the last gen is completed, the remaining survivors can go heal, and then 99 both exit gates, the last person goes for the unhook. By the time the survivor is unhooked both exit gates are 99ed, the unhooked survivor with DS has one healthy survivor with them to take a hit, and may also have BT to tank another hit, meaning they will most definitely get to, or very near an exit gate by the time they are downed, and if they get downed near the exit gate, they are free. If the killer picks them up, they activate DS and run out, if the killer slugs them, they just crawl out.

    DS is so oppressive because there is little counterplay for it, and probably the best way to counter DS is to eat it early in the game, but then comes the issue that while you are chasing the survivor so you can eat DS, at least 2 other survivors are sitting on generators, so if you eat it just barely too late in the game, you likely just loose the game, and if any of the people you didn't get the chance to eat their DS have DS, then they get a free escape.

    After all of this, I do agree that some form of DS needs to exist in the game, because even though it was not made as an anti tunneling perk, it does function as one most of the time, and it is important to have one of those in the game, but in some way they need to make it less oppressive, because as it stands, just the act of having DS makes it so that you, or one of your teamates can do almost an entire generator in the time that you can stall the killer, and even if they slug you, you can just pick yourself up in 30 seconds with unbreakable, or get picked up by another teammate if the killer doesn't bare minimum proxy camp your body.

    There are many proposals on how DS should be changed, but my personal ideal DS would look like this.

    Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.

    While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.

    • Succeeding or failing the Skill Check will disable Decisive Strike.
    • Successfully stunning the Killer will result in you becoming the Obsession.
    • Interacting with another object, survivor, or with yourself, will disable Decisive Strike (This would include healing yourself or others, mending, doing objectives, sabotage, chests, disarming; sabotaging; or helping another survivor out of a bear trap; Jigsaw boxes, Snapping out of it, Pools of Devotion, and Waking up yourself or others, but would not include, Vaulting, Dropping a pallet, or escaping a bear trap.)
    • When another survivor is hooked, Decisive Strike will be disabled.
    • Decisive Strike activates for half as long, 20/25/30 seconds, if activated after the exit gates are powered.
    • Decisive Strike's timer will not decrease while in a chase.

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    I think this balance/change is good but it would need to be released with the at the same time as a hit box change


    The fact that I can M1 flick my mouse and hit a survivor with almost a 360° is absurd

    Or that as huntress I can throw a axe at the doorway and hit a survivor at the window in killer shack


    I understand that it's a killer sided game , but to take away DS in such a way to please the 20% of the player base that already has the advantage is just silly

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1529055#Comment_1529055

    If you had a bad game and cought two survivors you will depip, it's not a win

    Can you not 4k and depip

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528800#Comment_1528800

    I mean you can get max 2 survivors with NOED if you are lucky, if survivors don't go out and see that you have NOED, it's 100% they're fault..

    2 survivors is a win .....

  • Maybe , just maybe adding in something at the end game screen that said , 2 or more players que'd together , so the killer could know if the just murdered a swf successfully , or got beat by a coordinated team



    Other than that no info should actually be given to either team no player name or anything

    The fact that the killer can see player names or player items is already too far in the killers favor

    I think both teams should show up up a default shadow

    Survivors already have to run to middle of the map to view things to get killer info

    They should make it the same with killer by not letting killer see survivors so you don't find out if your going against 4 blendettes until you find them in game

  • @Justalittlepeeck said:

    Title.

    If SWF aren't an issue, it wouldn't hurt to let killers and other solo players know they are playing with premade.

    SWF in it's self is not an issue ,

    It's cry baby killers that say SWF is an issue

    As a killer I go into the game with the advantage , and if I get beat it's like a hit ego


    It's basically like I (the killer) going to fight 4 ,10 year old kids (survivor) , I should be able to just Molly wop the lot of them , but if I lose I'm going to feel ashamed and cry

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526402#Comment_1526402

    The thing with NOED is that you have perks to counter it. You can totally stop it from activating. Most of the Mach you play with 3 perks

    Alot of survivors play with adrenaline too though

    NOED is the " I've played bad but good thing I have this this one perk to make up for my poor/bad game play"

  • @Pipefish said:

    No killer is complaining about DS anti tunneling. They are complaining about DS 60 second invincibility. You could slug but most of those survivors also happen to have unbreakable. Literally no counterplay...

    The counterplay is camp, hard tunnel ( they only get it once ) ,slug which are all a game mechanic and a killer does not have to use a valuable perk slot to do


    The game is killer sided

    I have to play super sweaty as a survivor to try and escape

    But when I play killer it's like a walk in the park spreading murder everywhere

    ** As long as your playing huntress or a better killer ***

    If your playing a weaker killer , some games can be hard but for the most part games aren't to bad and if your losing too many just throw on a mori for the free win :)

  • @Maperson said:

    Only problem I have with DS is reward bad plays, it should be disabled if survivors do objective, like healing, doing gen etc.. Bcs you are not in chase anymore

    The fix for NOED?

  • Moving it to the last hook doesnt solve the problem as to avoid getting hit with it you will just get slugged so that just put us in the some boat just later into the game ,

    Requirements on having it be a safe unhook, doesn't really work well for solo q potato's


    Might I suggest two things for you to consider

    1) leave DS the way it is but , it deactivates the moment the survivor touches a gen, now this might make survivors cry so to give it a buff ...

    2) let the survivor choose when to activate D's , so maybe you don't want to use it right after your second pick up off hook but when you get downed and will be placed on death hook , or say you don't want to use it to try to save it for later but you see the killer trying to put you in basement you then press your action button then it starts the skill check


    Regardless I think option 1 needs to be put in the game.

  • @tylxr_jay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509746#Comment_1509746

    No, 4 tokens means that you have to get atleast 4 hooks before being able to Mori someone. That means that if you wanna mori someone you pretty much can’t tunnel them. It forces the killer to have to hook multiple people and not just once. Not only that, it will pretty much no longer be possible to tunnel-mori people 1 min into the game either.

    I hope your trolling lol

  • @slim0b said:

    I feel like a lot of the arguments on this forum can be completely ignored or not happen in the first place if the OP plays both sides, in the red ranks at least.

    You should experience what your opposition feels before instantly assuming anything or saying it's too easy for the other side without trying.

    A very easy example is the NOED bad DS bad threads, but the truth is the game would be even more unfun without them.

    If NOED didn't exist survivors would have no incentive do dull bones = quicker games, there's no reason for me to hold m1 for 14s on something that has 0 effect for me and my teammates in the match.

    If DS didn't exist killers would just tunnel the injured survivor off the hook, because why would I hit someone 2 times and apply significantly less pressure off someone in their 1st rather than 2nd hook state.

    I encourage everyone here to play both sides and get to red ranks, it'll give you an insight on the POV of some people you discuss on the daily with, and make you avoid making threads that would seem like bait at first glance.

    The change to DS could be simple , in that it deactivates when you touch a gen , so you can still sabo , get in a locker , open chest open doors, do totems , heal players , but not gens


    As for NOED , make it to where it's not unlimited , change it to where when noed activates it changes all dull totems to noed , and every time you hit someone the totem breaks itself , so a maximum of 5 noed hits , and if the survivors has done 3 totems already then only 2 noed hits

  • @DrDeepwound said:

    And then theres people in this game with over 7,000+ hours so obviously its them not the game.

    The way people complain in this game about ranks and match making, I cant imagine how these gamers must react if they play a battle game like PUBG,... you are thrown into the lions dens with 100 players, and git gud is very much required.

    Pubg everyone starts on a level playing field

    Everyone starts on the same plane and has the same opportunity , if you are better you know hot spots to aim for weapons ECT , but you don't get to run fast your fist don't do more dmg , you don't get special vision

    Fist vs fist

    When you start dbd you start 1 perk not upgraded , vs potentially a 4 maxed killer

    1 level 1 perk vs 4 level 3 perks

  • @bubbabrotha said:

    If you are playing to win, which I am, tunneling makes sense. By removing a link, you are making the rest of the survivors do more work, which makes patrolling gens more succesful. By tunneling someone out of the match you are making mid to late game much easier. I don't think it's the nicest strategy, but if you play to win that isn't an issue. I guarantee that person you refused to tunnel isn't going to care if you have fun, they want to win as well. It's a free for all. That's why I'm ok with scummy tactics on both sides. And I never play survivor. If you want to bodyblock, flashlight spam, or the like go ahead. We're all trying to win in the end.

    I tunnel every game , I only run one perk cause it's more challenging , but I win (3k/4k) almost all my matches doing just this , I pick one at random , not normally the first I find , and just murder them till they die , because a 3vs1 with 3/4 gens left is such an easy game/win

  • @Rullisi said:

    New action: push. If killer is standing still, player can press 3 next to them to stun them for short moment to prevent bodyblocking or maybe helps with facecamping, add conditions like wraith decloaking won't allow it etc.

    You're not suggesting an option to out right bully a killer are you , bullying is wrong both physical and virtual

  • @SilentChill said:

    1) Glue traps or carpenters tools to make items to slow down the killer.

    2) A brick to throw at the killer to stun them and temporarily disable the killers power when you throw it at their head.

    3) A bell to attach to the killer that gives a jingle noise before their terror radius is around.

    4) A bug/radio to plant on the killer to give them constant staticy noises to make it harder to hear survivors.

    5) Cardboard cuttouts to act as decoys.

    (Note None of these are a good idea, im being sarcastic and goofing around ... don't take any of this seriously.)

    No no the card board cut out could be amazing

  • @SCP_FOR_DBD said:

    I have never seen that happen. Most of the time they're new or didn't have DS. Not to mention, pointing and clicking a target when they are forced to stand still is much easier than hitting a skill check.

    I'm pretty sure I've seen noob3 miss a few ds skill checks , however he might not be the best example because he is more easy going , but it happens enough

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465063#Comment_1465063

    You clearly don't know how powerful a stun can be.

    As for no one escapes death the fact that simply because you desperately needed a free gotcha your point which it wasn't is sad.

    No one escapes death is not present for 90% of the game or potentially not present at all.

    One time or not there shouldn't be an item that gives you a free stun because people aren't idiots and they're not going to just randomly try to aim it mid Chase. You see your teammate get down you could just simply run up and stun the killer whilst they're carrying the person no need for timing or anything.

    A counterpart should never feel like an obligation to bring. Just because I see a flashlight doesn't mean I feel obligated to bring Franklin's or lightborn because I have ways of looking away from it.

    With what you're suggesting it wouldn't be hard for a survivor to just wait until I'm carrying a person and moving to just stun me. There would literally be no other way of avoiding them besides running from the survivor in question.

    Yes to get points you have to be autistic but there's a difference between playing for points and playing smartly. If someone has no one escapes death and there are across map and you're by an exit gate leave if you can't find it. You don't all rush in like suicidal lemmings then get all shocked Pikachu face when all of you get down and the killer gets a 4K

    Actually after talking it out I think changing from a stun to a slow would actually be a more healthy addition to game , giving people that extra wiggle time or a few extra meters for a window etc etc that way the item basically just mimics a missed M1

  • @TheMonadoBoi said:

    Although I agree I don't think stunning the killer even more is the way to go.

    I'd add something like diversion or red herring as an item. Could be the slingshot you mentioned or something similar.

    Or maybe instead of full stun , a slow ?

  • @Mhew said:

    I dont know if a new item but sure, we need some perk related to Crows, every partch are more and more of them. They should give us (survivors), some perk about them, i dont know, something about catch 3 or 4 crows and when the killer carries you, the crows will help you attacking him blinding his vision

    Snatching crows from the map seems like that would not be good , as killer sometimes you need the crows help to help with our next move , and I think the crows are supposed to be neutral/entity sided part of the game , but maybe something like , you grab parts from 2 broken pallets and that becomes an item to use against the killer ,

    Actually that would be super nice if you have a monkey running around throwing pallets Everytime without thinking of end game lol

  • @SloppyKnockout said:

    I mean, this is one of the most ridiculous suggests I've ever seen.

    Minus playing against the sweaty of sweaty SWF , playing killer is crazy easy

    It would be annoying , but making the game challenging shouldn't be seen as "ridiculous "

    Survivors would have to decide to I take this one time stun over all these other dare I say better items

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465026#Comment_1465026

    I really don't think that matters, anyone with good aim will be able to hit it, especially if they act something like Deathslinger, this is mostly because of how much bigger killers are to survivors.

    People with 5k hours still miss skill checks on gens as well as DS

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464824#Comment_1464824

    Did you really try to combat my idea about how free stuns would be annoying with boohoo but no one escapes death.

    Is that honestly the only straw people can grass when trying to come up with an argument.

    But you know what I'll play ball.

    1) having a free stun item is something that can be used at any stage of the game no one escapes death can only be used in endgame.

    2) no one escapes death can be cancelled out by survivors with the base ability of cleansing totems and it becomes even easier if they have perks to locate the totems killers on the other hand would have to be forced to bring in Franklin's Demise and even then they can still be stunned before I get it off.

    3) a killer cannot be in 4 places at once if they got completely wrecked and they are relying on no one escapes death they still shouldn't be able to wipe a team unless that team is a bunch of altruistic potatoes.

    I never brought up any problem with the survivors getting extra items for example I feel like the firecrackers should be added to the pool not just be event exclusive but there should be even more however I just don't think there should be a free stun item.

    1) noed gets unlimited uses when activated until destroyed or the game end , the proposed item is one time use 1a) melee version put you in m1 range of the killer 1b) I should of stayed but ranged version would need to be aimed sorta like flashlight/hatchet so it could miss


    2) bringing a counter perk is part of the game

    Ds = anti tunnel , bt= camping/proxy , unbreakable and the new one= for slugging

    Those are perk slots just to counter game mechanics not killer ablilities or perks


    3) the why the points are set up in order to +1/+2 you need to be altruistic the game almost forces it ,


    4?) It's not free ,

    Melee is obvious that if the killer sees it can M1 if it's in their range

    Ranged version I should of stated it should be a skill shot type item not , a automatic free homing missile rock

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464871#Comment_1464871

    I don't mean all at once, I mean throughout the match. Let me paint you a picture. You down a survivor after forever, you get shot and drop them, a gen gets done, you chase that survivor and down them, you get shot again. You chase and down then them, another gen gets done. Now 2 gens are gone by the time of your first hook. And there are still 2 slingshots in play. How much of what I just said seemed impossibly unlikely? Because I can't see much.

    As long as they don't give it the generous hitbox of huntress hatchets it will still take time to practice the projectile

    I guess I should of added that the slingshot should not be a homing missile type of item

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464813#Comment_1464813

    Yes but you said it drops survivors. That doesn't waste 6 of a killers seconds, it wastes 6 of a killers seconds and makes them have to hunt whatever survivor got away. It also works amazingly well during a chase. Drop a pallet on killers face, then shoot them. Now you have a 6 second headstart on them.

    6 seconds at once would be if all 4 survivors correctly stake the stun perfectly , which how is that bad for the killer , all 4 survivors in one area not doing the objective ?? That works in the killers favor.


    A 1.5 stun is a 3rd the duration of ds , and killers come back from DS almost every game .

    So if every survivor ran ds , and this new item , they could get 6.5 seconds of stun time , or 26 seconds of total stun time

  • @Volfawott said:

    Yeah that's a negative on something to stun the Killer.

    We don't need this turning into a Friday the 13th speedo Chad party

    Yes because it would be a shame to give survivors a legitimate tool to win the game if only us killers had a item or perk that lets us play like crap the entire game then 1 tap murder every survivor once they basically won the game , but instead I get to 4k win the game ...gg enjoy the safety pip

  • @SCP_FOR_DBD said:

    Hear me out, all 4 survivors bring it. Now every single chase is extended by an absurd amount.

    If used to the perfectly , it's 6 seconds of stun , which survivors give up , gen finish time (toolbox) heal speed and self heal (med kits ) give up the option to end a game early (key) and possible multiple saves from a different item ( flashlight) , how much time does a tool box take from a gen I think a brown one saves like 8 seconds or something

    A full 5 seconds ds strike would be an absurd amount , but its about the same time as a missed M1 so its not game changing/overpowered automatically ,

    It's not like the survivor get to play like crap all game and then the knife let's you murder the killer

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464560#Comment_1464560

    But those movies usually proceed in the survivor doing no damage at all, then getting grabbed by the killer and killed.

    But that might be a way to balance it, you use it, and after that the killer can mori you if he gets hold of you.

    1.5 seconds isn't much , but it could be just enough time to get to a window , or pallet , the hatch maybe , as far as the killer interaction it puts said survivor as obsession , and maybe grants bloodlust 1 ( if not already there )

  • @lucid4444 said:

    What about a defibrillator? It allows you to (almost) instantly bring up a survivor that is in the dying state

    I don't hate the idea , but it would need to be based on a skill check like brand new part or it would be way over powered

  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464552#Comment_1464552

    Yes and it's an anti-tunnel perk. If you don't know how to use it then don't complain.

    The item could be basically weaker version of which is already in the game , but the item would allow you a possible 2nd anti tunnel tool , and it would be one were your teammates can help you survive the tunnel without having to get injured , as a killer I just pick one person and I murder them till they die from it , and I just slug if I suspect DS , I 4k alot and I only use 1 perk , because of the whole generous hit boxes you don't need all 4 lol

  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464545#Comment_1464545

    Well that's the idea. It is also not necessary to create a weapon, you are a survivor, not a fighter.

    How many movies shows etc is there a "survivor " that at one time of another tries to stab of shoot the killer

    It literally even fits into the horror screenplay

  • @ Antares2332 said:

    Did you know that there is something called Decisive Strike?

    That one time only can be used for yourself perk? Where there is a skill check ?? you only get value if you get caught ??? which is easily counter but a very common play style of slugging ????

  • @TunnelVision said:

    This is why you have flashlights.

    Unreliable , the killer just shifts there head while still moving at greater movement than the survivor , the only time to really get the flashlight stun is during an animation lock a knife or sling shot would work map wide specifically when you happen to be in a dead zone

  • @slim0b said:

    A lot of scummy tactics have existed in this game for as long as it goes back.

    Tunneling was acknowledged and a surge of anti-tunnel perks were created and some have already been here since the beginning.

    Decisive Strike, Borrowed Time, Breakdown (regardless of it being an awful perk), Adrenaline and Iron will also function as anti-tunneling perks in desperate need, but we can leave iron will out due to it being probably the most useful overall perk in the game since it helps with many aspects.

    Slugging also has it's counters, and a perk even introduced in the last patch.

    Unbreakable, Soul Guard, Tenacity, and yes, flip-flop.....

    The only effective Anti Gen-Rushing perks we have as of now with no ret‎arded requirements are Pop Goes the weasel and Corrupt Intervention, Corrupt intervention is simple to understand, less gens early game = get a hook with 1 or no gens completed.

    Pop, You're rewarded for hooking a person a 25% slowdown to ONE gen. It's actually great since 25% is 20 seconds which is a lot, it's to one gen only, sure. But the more hooks the more you get it. Simple and straight to the point.

    Old ruin was passive and had great effect, instead of 3 gens being completed in 80 seconds of the game it would take 100 or 105 seconds, enough to push you off a couple of them or at least 1. Best case scenario survivors actively look for it early-game instead of doing gens.

    Here are perks that some survivors might overestimate and mention as anti-genrushing below, but they really aren't...

    Spoiler Spoiler Warning ▲ ▼

    Thrilling tremors: Blocks what's NOT being worked on, and if you play killer you know this is a tracking perk not a gen slowdown.


    New Ruin: Punishes gens NOT being worked on, again if they work it they'll finish it.


    "Thanatophobia": Probably the MOST overrated killer perk, assuming you're continiously injuring with it you'll be at 3/4 injured survivors, which is 12% slowdown. 12% slowdown to gen speed is Horrible, adding only 9 seconds, what can you do with 9 seconds? Hook a survivor?


    Dying Light: Another overrated perk, and honestly dumb in design. Let's say you get to 7 stacks by deliberately ignoring the obsession, 21% slowdown.

    But wait, this 21% slowdown does NOT apply to obsession, so you may think, ok let's just get rid of the obsession!!

    Getting rid of the obsession de-activates the perk....

    Ok screw it, let him be, I'll just find someone else. But by this dying light only applies to 2 PEOPLE, because you're chasing one of the 3 people it applies for. And the perks already gains its stacks by hooks if you're at 7 stacks by ignoring the obsession you MUST have killed someone by now. So it only applies to 1 person.

    12-24% slowdown for 1 or 2 people, is it really worth it?


    Surge: Only affects gens in 32m, but let's say you're in 32m, thats 6 extra seconds..... WOW


    Dead man's switch: No possiblity for synergy with other perks since blocking gens causes ZERO regression, even if you have new ruin or if you damaged it, survivors must touch and let go after you hook so this only works if you have lots of mobility (Billy or nurse) OR you can intentionally make people let go (doctor or freddy). But these aren't the only 4 killers in the game are they?

    Survivors will just get back to the gen after you finish downing the survivor near the gen and finish it while you pick him or her up, in the exact same time he would have if he didn't let go.


    NOED: NOED doesn't really counter gen-rushing. But it punishes it. No killer should be forced to run this perk in fear of getting gen-rush matches, and I say this should be a base-kit perk because totems directly become an essential secondary objective

    Point is, we need to make changes to counter gen rushing. Implementing more perks for the killers that focus mainly on gen speeds is not what I suggest since killers shouldn't have to rely on a perk (like old ruin), while you're on a cooldown bar spree go for gens too, 40 seconds cooldown between working on 1 gen to the other, you can heal in it, do totems, but just not gens.

    My point is that if you get queued against half decent survivors, okay at looping, don't waste time, and know what their main objective is, you're in the shlt.

    The only viable anti tunnel is DS and it's a one time use for 60 seconds , all the other are easily navigated around , and then when you suspect DS killers can just use the other underhanded tactic which is slugging , otz shows a good example of why gen rushing is not even a problem , he mops the floor with a swf that did a gen in like 20 seconds

    Just get good , tunnel , slug and camp , it's killer vs survivor , not a happy tea party , use the tools the game gives you for free

  • @Nazia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1462310#Comment_1462310

    Do you not recognize survivors can use specific perks/offerings/items to counter specific killers as I mentioned 3 times now?

    How is it like to ignore reality?

    But if a a killer sees 2 or more med kits they can just switch to plague completely wasting all healing items and perks basically cool fun for killer , what is also cool if a survivor able to see " the shape " and all of them play an offering for mnt Ormond or red forest , instead of having to suffer through 10 minutes of scratch mirror at Gideon

    I could see if they made super useful perks that hard target a killer like calm spirit vs a clown if you want to use it

    But honestly until they remove how " generous" the hit box is on the survivor I think this change will is a good direction to making killers actually improve their skill instead of just being like I can M1 and whip my mouse and I'll hit anything or it's fine it he already touched the ground vaulting out the two story building the game will most likely give me the hit as long as I go for it lol

  • @Nazia said:

    In addition, will Behaviour ever do anything about that program that allows survivors to see the Steam name of the killer they're playing, what killer they're using and the Offering that's being used?

    It seems like this is a clear case of bias. Why are killer players locked in but not survivors?

    The fact that survivors can not see the killer steam name or the killer , but the killer can see that of the survivor , makes the lobby portion of the game EXTREMELY killer sided , they either needed to hide survivor info from the killer or give the survivors the killers info the fact that either team can see the other during lobby or even during the game is very dumb , ALL names should remain hidden until the post game screen, it's honestly just silly how good a killers tracking ability is when a survivor has TTV in their name lol