just_a_noob
just_a_noob
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- just_a_noob
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Comments
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@Mooks said:
Not a problem here. Almost always found a glyph without even trying... though I am usually totem hunting and get around because of that I guess..
Okay, I guess I’ll keep trying
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@KingFrost said:
Do it as killer. Throw the game to get the glyph if you have to. I got lucky once to spawn 10 meters from a glyph.
Thanks I’ll try that
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@alma41 said:
Not sure if this has ever been discussed, but curious what the overall balance of the game would look like if when repairing a gen, your camera was unable to move or maybe even zoomed in on the gen a bit.
Seems realistic to assume someone working on something needs to look what they are doing, and might give the killer base a slight buff to help with balance without having to change much in the code.
It’s also realistic that if you know a killer is out to get you then you would be alert and looking around and not looking at 1 thing. 🤷♀️
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@Godot said:
I used it in a couple of Killer matches and tunneled each Survivor that I've hooked, downing them and killing them instantly with the Mori, turning the match into a rather boring mess as there was still 4 to 5 generators left.
Using Ebony Mori and killing everyone as Killer is like genrush for Survivors. It's quite fair, especially if the Killer is really good.
You win this time, pesky Killer mains!
“It’s quite fair, especially if the killer is really good” that sentence there....if a killer is “really good” then they wouldn’t need a mori, let alone tunnel people off hook for a mori. If they are “really good” then there wouldn’t be As much gen rushing because you’d know how to counter it and put pressure on without a tunnel and a Mori.
Personally I prefer the challenge of hooking everyone 3 times, putting the pressure on, the chases and just learning to get better. Like you pointed out, tunnelling everyone for a mori is boring especially when there are so many gens left. What’s the point in playing if you want the game over that fast. Each to their own though.
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@Kira15233 said:
I mean, it's supposed to match you with players around your level, and yet again, I have swf boosting themselves to low rank just to bully killers like me, if you recognize yourself, you're pathetic, you shouldn't be allowed to boost yourself to low ranks just to play against beginners, it sucks for the killer
@Kira15233 said:
https://forum.deadbydaylight.com/en/discussion/comment/1529756#Comment_1529756
It is boosting, they are using a new player/long time gone player (who got back) to go agaisnt baby killers, it is boosting in itself
i'm pretty sure its just the mmr system. when it went live my full red rank SWF group were getting rank 20 killers, we didn't need a "new player/long time gone player" for that to happen. it's going to be bad until it can balance out.
does it suck? absolutely. is it fair? not even close. its not fun for red ranks to go up against someone new to the game either. everyone just needs to give it the mmr system a chance to do what it's meant to do. I don't know what platform you're on but i find that if you play at night on console as a killer, you pretty much just get red/purple ranks. hopefully things will get better when cross play goes live in a couple of days.
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@Susinagi said:
Why is that a thing? Why is killer subjected to kicking a gen for ten seconds but a survivor can cancel that kick in the killers face by touching the gen and running away?
My suggestion the moment you get on a regressing gen get a skillcheck that if you miss it (or get off it) you automatically regress the gen 2-5 percent. I know thats overcharge in a nutshell but gen tapping seriously shouldn't be here
Why would you be kicking the gen instead of chasing that person anyway? This is how killers lose survivors in chase. You’re basically letting them run and hide so they can come back to tap and/or work on it and if there is more than 1 person near that gen then it isn’t going to matter what you do anyway, there will still be someone working on it not tapping it while you are chasing or looking for the person you let hide.
but yeah, you did describe overcharge, not sure what else you want 🤷♀️
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1517077#Comment_1517077
Wow! All the traps Ive sprung Ive never had one bite back! Is that add-on super rare? They should make it base kit but has a certain % in going off! That'd be scary yet fun at the same time. 🦄
it's an ultra rare add on. (bloody coil) i've seen it a few times in game. i don't really come across many trappers, so obviously don't see it heaps. it takes longer to disarm traps also. actually the Honing stone would be a good one too.
https://deadbydaylight.gamepedia.com/Template:Add-ons:_Bear_Trap_(Trapper)
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@Buttercake said:
He should be warned with a ping anytime one is touched.
I dont play Trapper but I disarm his traps every game against him. It seems too easy on my part for the notification to only happen after the trap is sprung.
What do you guys think? It takes him forever to stealth his little traps. It doesnt seem fair to spring them so easily without fear.
no point. he knows when you have disarmed a trap, getting notified when someone touches one isn't really going to make a difference. they dont take long to disarm, he probably wouldn't make it to you before you've disarmed it. so weather they get notified before or after really doesn't matter. trapper can see his traps, they light up red so he is going to know which ones are set and which ones are not.
also you can use the add on so the survivor gets injured when they disarm the trap just use that or use the add on so a trap automatically sets every 30 seconds, survivors dont expect it and aren't likely to go back to that trap unless they know its set. like someone else said, if the killer hasn't placed his traps well then thats on him anyway.
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@Buttercake said:
https://forum.deadbydaylight.com/en/discussion/comment/1516278#Comment_1516278
Thats what I don't understand. At least survivous only have the 1 score.
well survivors are pretty much just a skin when you play, there's no difference between them as you can put any perk on any survivor and they don't have their own abilities. killers on the other hand have different abilities and are on different skill levels. eg trapper is one of the easiest killers to play but then you have someone like the nurse who takes a lot of skill and is really hard to master.
if you had 1 score for all of them and you did really well with the trapper and had a high score then decided to play nurse for the first time who is hard, you'd probably get your arse handed to you which is why there are different scores for different killers comes in. at least then you are up against survivors that match your skill level by each killer you play.
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@SailedSavage said:
Are you kidding me with his lunge? How has this not been fixed yet? His lunge is WAY too far. Every time I go up against him he gets the most insane lunges on me. He already can cross map by teleporting, throw on the insane lunge and he's literally a nightmare to deal with lol. Just reduce his lunge distance because it's WAY out of wack right now.
and this is the exact reason i play as freddy when i need/want bloodpoints except i refuse to kill people because he is unfair to play against. i'll just play normally until everyone is hooked twice so people can have some what of a proper game then i'll farm or let them finish gens and escape. (unless the survivors are being over the top toxic) his hit boxes are insane. same with huntress.
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@WARW0LF said:
https://us.v-cdn.net/6030815/uploads/6SPP9HZKJCCP/image.png
Pretty good job so far.
here's a wild idea, truly revolutionary, make the game actually fun to play.
this isn't even that bad. until MMR came into the game, the system was set up so it allows you to get survivors/killers either 6 ranks higher or lower than you which is half of your lobby and there isn't much difference between rank 1's and 3's. i've been seeing rank 20's get red ranks, that is what you call bad.
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I’ve had the same issues. Was trying to do the old challenge where you had to grab and interrupt and it’s like I grabbed the survivor but then I see them running off. Happened about 5-6 times in a row before I gave up
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@BloodMoneyMerc said:
Unbreakable is quite a powerful perk in the game & can literally be the sole reason the outcome of a match changes. It is the perfect counter to slugging, which has become a common tactic for killers as it is a means of buying time for themselves (due to gen speeds). Unbreakable is quite nasty when combined with perks such as Decisive Strike, Flip Flop, Soul Guard, & Tenacity. It's arguably the best second chance perk, & is quite common in the meta. It even grants the survivor a speed boost in recovery while in the dying state that never goes away. There is zero downside to running this perk, but it technically can never be used if the killer does not slug. But that's why it is often paired with DS, as the killer either has to take the DS stun after unhooking the survivor or let them heal themselves off the ground.
Now a perk that is quite similar to this would be Deliverance, as it allows you to do something on your own without having to rely on a teammate to save you. But Deliverance is significantly less powerful than Unbreakable, while still being a strong perk. Why is that? Well first off, it has a requirement of making one safe rescue before being hooked. So if a survivor who has this perk is downed & hooked before they can make a safe save, the perk never activates. Secondly, the perk has a downside of making the survivor broken for a period of time after unhooking themselves. I would argue that this perk is very balanced, as there is a nice give & take to running the perk. Unbreakable on the other hand is not, as there is no take.
My solution: give Unbreakable a requirement and/or penalty. For a requirement, it could be something as simple as taking a protection hit for a survivor or making a safe unhook, or even completing the equivalent of 1 gen. Something that is able to be done in most cases, but still requires something of the survivor. As for penalty, it could also be the broken status effect for a brief moment, but I feel there can be more creativity behind this. Maybe the survivor suffers from the Oblivious status effect for a short duration or their aura gets revealed to the killer for a few seconds. Something to at least make it have some sort of downside for just how powerful the perk can be.
i'm surprised that you have brought up unbreakable and not no mither? no mither you can get yourself up as many times as you want during 1 game so long as you are slugged.
personally, i don't think there is anything wrong with unbreakable. you can only use it once in a game. you mention that its nasty with ds, well don't go after the person that just got off hook then you can pick up the person you downed and not have to worry about getting hit with ds. if you still want to slug the person that just got off hook then at least you are still keeping them off gens. its still slowing the game down, they still have to recover before they can get up.
if you are leaving someone slugged long enough for them to be able to get up themselves then it's likely that someone else would have come to get them up anyway. someone else who is also able to heal you faster than you could heal yourself if you are in the dying state.
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I find that all the sweaty/toxic survivors come out at night. Games in the morning/afternoon are generally way better. I’ve also noticed that it’s pretty much all red ranks that come out at night too. I’m a Green rank killer (because I hardly ever play killer) And at night time I get full red rank lobbies pretty much every game. I’m Pretty sure most games they are SWF. Or they are just really co-ordinated. Either way, I always have a harder time at night
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/1401153#Comment_1401153
Once you get out of green or purples and start playing against these decent ones that sometimes pop up on red ranks, you will understand how stupid your response is.
The ds user that has it active will try their best to make sure you actually do go for them, such as either trying to take the aggro, by unhooked hiding, they will take you on a ride that either ends with them being slugged or in a locker or they will repair a gen in your face knowing you cant do anything to their 60 seconds of political immunity backed by Unbreakable (lose lose scenario).
DS as anti tunnel is fine. 59 second ds after 2 other people were hooked in the meantime is completely bullcrap.
Not to mention chaining DS and BT during EGC.
Or take in a mori, that will solve your ds and unbreakable issue as you don’t have to slug or pick up.
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/1401153#Comment_1401153
Once you get out of green or purples and start playing against these decent ones that sometimes pop up on red ranks, you will understand how stupid your response is.
The ds user that has it active will try their best to make sure you actually do go for them, such as either trying to take the aggro, by unhooked hiding, they will take you on a ride that either ends with them being slugged or in a locker or they will repair a gen in your face knowing you cant do anything to their 60 seconds of political immunity backed by Unbreakable (lose lose scenario).
DS as anti tunnel is fine. 59 second ds after 2 other people were hooked in the meantime is completely bullcrap.
Not to mention chaining DS and BT during EGC.
i do go up against red ranks all the time, i just adjust my play style accordingly.
if they are actively trying their best to make sure you go for them then they likely haven't healed so slug them (they're 1 hit) and then keep going after the other person. i don't see that many people using unbreakable anyway. if they do have unbreakable then it is what it is, you'll still have them slugged and not on a gen for a certain amount of time. if someone decides to get them up while you are chasing someone else then thats 3 people that aren't on gens.
if someone with ds intentionally jumps into a locker and the killer goes to grab them out then that's on the killer.
if you are downing 3 people within 1 minute (having hooked 2 of them) then ds shouldn't be an issue. you obviously don't have a problem catching and downing survivors so even if someone uses it then you should still be able to catch them fairly quickly if they are getting downed as quickly as you say.
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Just don’t tunnel the person off hook then you won’t have to worry about ds and you won’t have to worry about slugging because of ds...then they can’t use unbreakable.
im pretty sure the devs have said that they are looking at ds so I suspect it will get a nerf at some point
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The gateau bug will be fixed next hot fix (think they said next week)
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@Shiartu said:
https://forum.deadbydaylight.com/en/discussion/comment/1389240#Comment_1389240
It all fine and dandy they dont expire, but right now, we wanted them to work, so that, after a match you could buy even more in the bloodwebs. A comment like this from the developers, make me think, as others pointed out, that it is deliberate from you guys side, so we don't get the full benefit. A better way you could have done this, was to either make them more rare in the bloodweb, or just one week or whatever, this is just not good enough. Be frank and upfront, and don't say we shouldnt worry. It's not very nice what you are doing atm. I hope you prolong the event, thats the only way to make up for this "mistake"
They are extending the event to the 14th. There is also going to be a one off bloodpoint bonus on login between 7th and 14th July.
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@honestscript said:
https://forum.deadbydaylight.com/en/discussion/comment/1387510#Comment_1387510
When it happens to me, my soul mission becomes to return the favor.
yeah, i've had someone rat one of my swf out before then they got hooked. we left her there. I wouldn't usually do that but when you are going to rat out your own team mates to the killer then don't expect those same team mates to save you when your in trouble.
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@dannyfrog87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1387477#Comment_1387477
oh ok been so long since i vsed a pig or played dbd i actually forgot minus some casual games here and their lol. fair enough
yeah, you don't see that many pig killers around.
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@mike4156 said:
I know new players are more scared of killers but this happened in RED RANKS!!! If I'm looping the killer don't hug the walls around the pallet and make it harder for me to loop the killer if you're scared. I'll even take back agro just get out of the damn way. I had a game in red ranks just now where a jane got me killed!! by blocking me during a loop cuz shes a idiot then i got down and hooked, she unhooks me and then she slams a pallet next to me while im taking off the bear trap on my head. killer didn't give a ######### he tunneled me and hooked me 3 times I was so mad i let him get me the 3rd time i was screwed anyway he was right on me the second i got unhooked the 2nd time. THAT WAS SO FRUSTRATING its usually other survivors that piss me off more than the killer. ugh man i lost a key too i was just trying to make getting a crown easier.
If you're a survivor don't react out of fear, thats how we lose. Not only that it definitely screws over your team mates. The more people that get this idea the better.
almost sounds like she was intentionally sandbagging you. 😐 Can’t say I’ve ever come across any red ranks that are scared. Hard to get to red ranks that way.
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@Papayarng said:
So i had a trp on my head and i got grabbed from a box so the pig tried it make it so when i wiggled off i landed in the exit gate exit area (to kill me from the traps) but i didnt die? i got the escape points and survived. Is this a bug or is there pig changes.
Sounds like it was put on you after the last gen popped and the killer took you to the exit gate to try and help you survive/escape (not to kill you)
just so you know, if the trap IS active, you CANT go through the exit gates until you get it off. You CAN escape through the hatch with it still on.
if the trap isn’t active then you can go through the exit gates or hatch.
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@dannyfrog87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1387360#Comment_1387360
a certain amount of gens have to pop too activate it if i remember rightly thats how it works so by exit gate time im pretty sure it would be active or should be could be a bug someone escaping with it wouldnt surprise me tbh lol
This is incorrect. The first gen that pops after the trap has been placed on your head will activate it. you only need 1 gen to pop for it to activate.
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@Shorknado said:
I know how these things usually work and I've launched dbd and played on my ps4 every day since the events started and I haven't gotten any outfits or charms?
I dont really care for the outfits but i really wanted the charms, is this a common bug for anyone?
I’m also having this issue. Haven’t seen the cosmetics or charms since the event started. Been checking cosmetics most days and there’s nothing.
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@SmartyPants said:
I am only avoiding death hooking survivors - and do so for all survivors in the match so that people can try and grab a sparkly even in the end game. Sometimes they can be hard to find. I play the entire match normally - just keeping tabs on whose been hooked. Typically by the time they have 1-2 gens left, everyone is death hook. I proceed to chase and accumulate find/hit/destruction points. I just slug and keep going. By the end of the match I have amassed a ton of baseline BP, so have the survivors, and everyone escapes with a cosmetic. People have been very appreciative and I up pip almost every match. :)
Good luck out there.
I do this too. Even if there is one person that doesn’t have a crown I’ll let them escape also. I can’t intentionally let some survivors go but kill the rest.
I Also don’t think I’ve had any toxicity from survivors I’ve helped out like some killers seem to be getting. Like your situation, the survivors are usually appreciative.
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I don’t have any part of either cosmetic. To be honest, I had no idea that you get it by logging in each day which I have been doing. I haven’t really seen any information on them
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@GraveHunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1379310#Comment_1379310
I saw 3 survivors with glowing things, so I know for a fact there is at least 3.
Yeah when someone takes it, it spawns somewhere else. I’ve seen a halo in a spot that it wasn’t earlier in the match.
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@indieeden7 said:
I really don't understand why there's a condition to be met for survivor, but not for killer. IMO it should just be to finish a match as either role while holding the crown. Not only that but I don't see why offerings can't spawn in an additional crown, I'd prefer the event be something to bring players together rather than make them even more competitive than they already are.
What do you mean finish a match as either role? That pretty much is what you have to do. As a survivor you have to escape. As the killer you have to get a 4K...that’s my understanding.
you don’t need offerings to spawn more halo’s as it just spawns somewhere else once a survivor takes it. Everyone can get a halo in one match.
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Pretty sure it’s 1 then when someone takes it, it disappears and another one spawns somewhere else. I’ve had a game where all the survivors got the halo
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@Zeon_99 said:
https://forum.deadbydaylight.com/en/discussion/164430/salty-survivor-main-comment-incoming
Moris and Keys both need to be deleted from the game. Its not even a survivor or killer thing, its just what the entire community wants.
Keys I don’t even see enough of them to care. Mori’s, well I think they should get rid of the ebony mori but keep the other 2. Although the yellow one is pointless anyway.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/164430/salty-survivor-main-comment-incoming
Yesterday I had two tunnel mori Legions. Both of their excuse was, "it's for my adept challenge".
Tell me...how is one "adept" at any Killer by bringing an offering that reduces your actual workload down to 30ish percent. LOL How is that a "challenge"? It's dumb.
They really just need to get rid of the toxic ass dailies/challenges and/or stop counting a mori toward completion of the 'challenge'...especially if the purpose of the challenge is to be difficult and show some actual skill with that Killer.
That’s a stupid excuse they gave you. You need a merciless outcome to get your adept and correct me if I’m wrong but I thought unless you are a low rank then you can’t achieve a merciless win if you mori after first hook (if that’s what they did) Even at the lower ranks it seems a bit questionable. Sounds like they were just trying to justify it.
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@LordRegal said:
Per the title, looking for all tips. I am a red rank killer, but a terrible, and I do mean terrible Huntress. Mostly because her song massively affects my mood and I can’t stand to play her more than a couple times a day. This combination as you may see is causing some major issues with the whole getting 15 hatchets in a game thing. Did the Legion one first try on Midwich of all maps because I understand Legion and use them well. But this Huntress one is going to kill me if it takes forever to get. Any and all tips would be appreciated.
I was lucky enough to have an afk survivor in my lobby so I took advantage of that. One of the other survivors figured out what I was doing so they were healing the afk survivor and I kept hitting them until I got that challenge done.
otherwise what everyone else said....farm or just stand in one spot constantly throwing hatchets...survivors usually figure out what you are doing and will help because they also want/need points.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1265310#Comment_1265310
A Killer who is coming to tunnel someone off a hook is not going to come in uncloaked/stealthed/etc. and get hit with BT. They will simply wait until you off hook and come out of crouch/stealth/invis. If you take a hit from Freddy as an off-hooker in order to get your BT save, it ruins your BT as getting hit puts you in the dream state. So, I guess if you want to get technical BT can work against all killers...it simply won't because all killers who can have a zero terror radius can avoid it very easily.
They can easily avoid it but in 98% of those situations I’ve been in the killer doesn’t. I was just merely pointing out that bt can work on all killers but like I said it depends on the situation
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@brokedownpalace said:
2020 and still can't counter the flashlight lol
You can and it’s called lightborn.
@Venzhas said:
But ... Meh. whats the purpose ? I dont understand, i just find them just ridiculous
I don’t do it but from what I understand it stops the killer from changing their build to counter such things. If no one in the lobby has flashlights then there is no reason to put lightborn on or less chance of having/putting on franklins. Etc..
some people bring in mori’s if it’s a lobby full of flashlights, keys etc..but if survivors don’t have anything in their hands then there’s no point in trying to counter those things.
Changing characters at the last second...killers can’t do anything about it.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1263542#Comment_1263542
BT doesn't work against silent killers/freddy.
DH doesn't work 1/3rd of the time.
Also, none of these are a 'problem'.
BT does work on silent killers depending on the situation. Wraith just needs to be uncloaked, Freddy you just need to be awake, ghost face...make sure he’s not in stealth mode, same with pig. Freddy is probably the hardest to get BT to work against but it is possible
agreed that DH is broken. It hardly ever works.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1248419#Comment_1248419
1 - All of the generators are supposed to be completed most of the time, how else will 2 survivors escape?
2 - Keys can be found in chests and can be saved if you survive
3 - Moris also need a nerf, and are a separate topic entirely
4 - See point 3
1 - yes so what’s your point? I’m not even sure what your comment is in response to. The OP was complaining that 3 people escape out hatch when there’s 1 gen left and I was merely pointing out that if you’ve only killed one person with 1 gen left then even if they didn’t have a key they would likely escape anyway so what’s the problem?
2 - again, I know this so what’s your point? It’s not common to find a key unless you have plunderers. So why is this an issue.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1248419#Comment_1248419
Yeah it is unfair when you get tunneled for a mori, whats your point? And you can find keys in chests, you know when the killer has a mori not always when the survivors have a key
my point is that it’s 2 sided. All these killers complaining about keys being what you call an “unfair” advantage When they also have what you could call an “unfair” advantage. Mori’s which are way more common.
finding a key in a chest isn’t that common anyway unless you have plunderers. If there is a key in the game it’s usually because someone brought it in. Don’t want to play with a key then lobby dodge. Don’t keep playing with keys then keep on complaining about it.
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@LALYTHIA said:
No.
This would just be terrible for every new player that's joined recently or joins fresh. It would lose a lot of first time DBD players when they couldn't progress because adept people are now Rank 20.
DBD just needs to institute a new Rank system that will organically derank people who are less skilled back to where they belong.
Hate to break it to you but it wouldn’t be any different to the matchmaking now.
im Red ranks and I can’t even count how many times I got a rank 16-20 killer. I’m getting rank 20’s now more than ever.
I’ve seen so many other people in the same situation too
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@Steah said:
What's the point of setting up a 3 gen and patrolling it if after a single kill everyone else can escape via hatch. If hatch spawns on the other side of the map you have no way to guard it and keep the 3 gen. With the state of the game, 3 gen builds are the only way for some killers to be even remotely usable. Yet this item completely ######### them. Not to mention that it can come out of nowhere if survivors find one in a chest. Whats the counter play to that? Run frankilns every game in case they get a key from a chest? Keys are a stupid item that just aren't fun to go against and punish killers for doing what they are suppose to do. They should be removed or completely reworked
1 - if you only have 1 kill after 4 gens have been done then they are probably all going to escape anyway.
2 - keys are rarely used
3 - I get more mori’s in my bloodwebs than keys. I’ve been getting an ebony or ivory in every second bloodweb. Also you don’t find keys in chests that often unless you have plunderers.
4 - it’s unfair after working hard for a 3 gen scenario? Well it’s unfair when killers camp and tunnel for the mori after Just 1 Hook.
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@Jesya said:
I am playing solo... my Q time was less than a minute.
Why are there 2 red rank survivors matched with a rank 20? I understand that with both sides as the wait time increases so does the rank range.... but there is absolutely no reason why a red rank should ever get paired with a rank 20. Ever. Is there literally no one in yellow, brown even green ranks that can join a rank 20 lobby on the north east coast at 8pm - where the majority of us under stay at home orders?
This is a epic failure. Killer has less than 50 hours in the game.. and here I am in their lobby. I've seen large rank variances... but this is unacceptable -- and unfair to everyone involved. I didn't have fun... and neither did the poor killer. I literally did gens and left because I didn't want to farm/bm an obviously new killer that had no idea what they were doing.
Do better BHVR.
i've had this happen. being in red rank and had a rank 20 killer. i usually sacrifice myself at the end because i feel so bad. they seriously need to fix the matchmaking.
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@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1244029#Comment_1244029
Mori's- I wont disagree mori anre boring but they also are useless. using any thing above a green mori is like camping, you will easy 3-4k but will depip so it not relly a win. Yellow mori is near useless, I mean if the killer has downed you and your the last survivors you would have died on hook anyway. Green one only work once and is to much rare of a ressources for killer to bring one every game in case they want to use it. Over all im okay for mori and keys to be removed.
Noed- and Devour Hope. Yea these perk are strong, you know what stronger? Doing bones. if your team did not take the time to do them or if they refused to take one of their 16 perk slot to take Detective hunch, they deserve to eat the consequences of any Hex perk. Hex perk are as strong as survivor let them be.
BBQ- Lol? if it relly a problem for you, you can simply hide a locker when you see the killer hook someone, it not like survivor have basekit map wide aura reading on killer when he carry someone right?
Nurse calling- it your fault for healing in bad moment. if you know the killer is not that far, maybe you should'nt be healing in the first place.
One Hit killer- All have build-up/Charge time. If you let a myer/ghost face stalk you, you deserve to be punished. if you don't use cover agains a billy/bubba when he charging, you deserve to go down.
billy running from a side of the map to the other- It not like he any discret doing it and you see him and hear him zoom around. Also map dependent.
Perk to make killer move faster- Ah yes, the very op perk everyone use and that have no dowside whatsoever or no buildup? I think the best perk of that kind give you like a max of 4 or 5% extra speed, if that to much for you then idk what to say.
Perk that take away terror radius- If you relly on terror radius to detect killer your doing something wrong. use your eyes, not only they are more usefull and you can profite of survivor owl vision, you can also counter stealth killer.
tombstone- Myer is slowed down and take more time charging evil within 3. The only way to make it relly unfair is when you combine it with tuff of hair. and if a killer spend 2 pink addon, I think he kinda deserve to be broken for that single game.
Bloodlust- a good way to give killer a chance to catch survivors. I don't think a single survivor looping a killer for more then a gen is good for the game.
Mirror- if you get beat down by t1 myer with 105% speed it your problem. you just seem to hate myer and forget all his addon weakness, there could be a debate around tombstone being strong but mirror are for meme build.
Iri head- I just think that it should'nt be possible to go over 1 hatchet with it, otherwise it fine.
Teleporting killer- It your own fault if you trigger hag trap or if you don't run when gens start bleeding.
Breakable wall- Breaking some wall can create infinite lmao ######### you complaining about.
Smaller map that will be better for killer- It a nice buff to killer who need small map for their power like legion and set-up killer. the smaller map also made loop closer to each other and ive seen crazy thing like jungle gym with a junk pile+pallet nearby with the shack being next to these 2 loops. It only a single map but I think you get the idea, there is less dead zone between loops and these dead zone are often in corner you can simply avoid to run to.
lol you're responding like you think these perks are actually a problem for me. like i said, i dont have an issue with any of them except the ebony and iri head. I was just using these as an example that killers also have perks that can be an advantage.
i don't care if the killer has any of these perks, add ons, abilities, i know how to counter them if i need to and most of the time i just deal with any consequences if need be. my point is that you are picking on survivor perks when killers also have perks that help them eg aura reading, speed, 1 hit, teleporting which is an advantage especially with freddy who's hit box is so ridiculous its not even funny. yes you can say but its the survivors fault if they don't cleanse bones or if they heal within range of the killer etc..etc... but that goes the same for the perks you have a problem with. DS, BT, unbreakable and the many perks that are situational.
if you are going to say that its the survivors fault if a killer perk isn't countered then the same thinking should go for killers. most of the time its the killers fault if they get hit with BT, DS, unbreakable and i could go on. it's not all one sided.
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@Magikazam said:
So let me start by showing some fact. it take 80 sec doing a gen whitout any tools , alone, providing you don't hit any great skill check. it take 120 second for someone to die on a hook. Survivors not only have numerical advantage and the ability to apply presure on an average of 2 or 3 differant gens (If we consider that at all time, 2 survivor are either healing/in a chase/on a hook). but they also have lots of perk to give themselves even more time, negate their own bad play and to litteraly remove the need of other survivor and being able to carry themself. You don't even need these perk anyway, you got body blocking,flashlight save. hook saboting, the ability to do bones and remove killer perks.
What does killer get? between 5 and 15% more mouvement speed (Unless you are nurse and you are acctualy slower then a survivor...) A power that depend on your killer and that are questionably weak for some. when you need addon to do well, it an issue. Survivors got tons of perks to extand chase time, and item to slow down killer doing his objectives. You would think it the same for killer right? Wrong. Sure killer has option, but only has perk and these perk are questionably usefull..
Pop- Probably the best killer perk atm. it the only reliable perk that any killer can use to slow down generator speed, the requirement to use it okay and reward killer for avoiding camping.
Thanatophobia- It trash. it only slow by 4%, assuming all survivor are injured or on hook. If all survivor are injured, they probably wont be on gens. It can work on some niche build like Plague, if you face people that refuse so cleanse...
Dying light- only give 3% per hook and cap at 27% if you have hooked everyone trice except the Obsession. The downside being that the obsession heal other faster and un-hook faster. It real bad. By the time the repair speed debuff become relevant, you don't need it anymore. The time you win on gens is also slightly negated by the fact survivor heal faster if they play they card right.
Hex Ruin- has the downside of being a Hex, a relly weak one now that it got nerfed.It only work on generator that aren't worked on...so it don't slow down survivor unless they love to stop repairing at 60% to randomly find another gen...
Hex Huntress lullaby- Weak for a hex, take to much token to become usefull and revolve around the survivor to make mistake. Survivor wont miss skillcheck after 40+ hours of playing...
Remember me- Affect door opening time up to 16 seconds... not relly that usefull, you can play trapper or hag and set trap and it would make a better endgame build than this.
Blood warden- Is the endgame version of pop. Require you to be sure to have someone to hook when endgame happend. it not that bat, but it is certainly a gimmicky perk for endgame build.
Corrupt intervention- this one is kinda weird in term of usefullness. A must have if you play trapper or hag. on other killer too, it a risk that depend on the survivors.Will they try and find the 3 unblocked gens or will they simply do chest and bones? In all case it make them lose them and make chase start earlier but you need survivors to try and do those 3 openend gens. The downside is it becoming a dead perk after 2 minutes. A decent perk
Thrilling Tremors- same problem as Hex ruin, but this one can work on ultra aggresive slug build with oni or legion.
Surge- A good perk if you can down survivor where you want.
With all those perk, arguably 3-4 of them are viable, and only a single one of those can relly be slapped into any build.
The second issue with survivor is still related to perk.
Survivor strenght and weakness should be their teams. Alone they are weak, together they are strong. Sadly it not relly the case with all the perks that remove that need of having teamate helping you. Im talking about perk like selfcare, unbreakable, no mither, delivrance, those kind of perk. of course not all of them are op meta perk, but the issue stay the same. You can do something yourself that wouls usually require another survivor to do. It give your team a hudge time save. let just take self care for exemple. if you don't have it, that force one injured survivor to get healed by someone. so you got 2 people off gens minimum. if you have selfcare. only the injured one aint on gens and can heal himself. worst case senario, a chase is going on and 2 gens max are worked on till the injured person is healed. Self care make it so there alway one more person on gens. If you can go around survivor weakness of needing teamate, it useless to make them a team in the first place. these perk make your whole team stronger and give so much of a time boost...
Then we got the second chance perks. this post is getting real long so i will resume it real fast. Killer can't do play, they relly on survivor mistake. Survivors already need to be hooked trice. so in total for a 4k you need to down survivor 12 times. you hit survivors for a minimum of 24 times, assuming your killer don't oneshot and that survivor got no second chance perk. This number is relly hight and second chance perk turn those number way bigger when the entire team use them, and most of the time they do. that being said If the whole gameplay of killer relly on using survivors mistake, how come the survivor get a way to completly destroy any kind of advantage the killer had by playing correctly?
Now come the rant on camping and tunneling.
Yes I agree, camping suck, yet killer get extremly punished by the ranking system for doing it, no matter what the situation. My problem with this is, Why punishing the killer? they will lose if the survivor simply rush gens. it should be up to the survivor to counter that, not the game. The current system also punish killer who camp when the 3 other survivor swarm the hook before the killer has time to leave, and in that situation, camping should be the killer option and it should be rewarding them for playing correctly.
Yea I agree, it not fun bein tunneled. but why does survivors have SO many perk to counter it. Relly even whitout perks you can sabotage hook, flashlight save, body block. and then even if you still want another safer option there is BT. Why is the killer punished by so many counter cause they try to use the best logical way to slow down the game? Imagine if killer had a perk that punished you real hard by resetting a gen cause you worked on it insted of randomly jumping into a gen that at 0%... it just stupid.
Now im done ranting so I will finish this post talking about DS and OoO.
Everyone talk about how DS is strong and got op combo with other perk, so I think it just easy to fix those. Remove locker+ds combo, make it so it Unbreakable and DS have a shared ''Exhaustion-ish'' coldown so you can create a perfectly safe situation. I would personally just remove this perk or rework it cosidering survivor already got so many anti tunnel perk this one is overkill. Lastly, I would make it so hitting another survivor skip the 60 second on DS, cause that just not tunelling anymore and that prevent all the stupid save you could abuse with DS.
Just rework OoO, it litteraly a survivor nerfed version of old freddy Dreamworld. it make SWF so strong.
So what should be changed, well I think there a couple of options, notes I don't find all those option perfect, but yea. here they are. And let me be clear, i don't want ALL the option to be done. only maybe 1 or 2 of them so the survivor don't become useless.
- Nerf survivor second chance perk
- Nerf survivor self reliancer perk (self care and co)
- Buff killer Gens/gate pressure perk.
- Give killer a better way in their base kit to slow down gens.
- Keep survivor perk as they are, but make them die on second hook.
- Keep survivor perk as they are, but survivor each only have 2 or 3 slots.
1 - they have slowed down gen speed if more than one person is on it
2 - the perks that "give more time" are usually situational and a lot of them can be avoided which makes them useless
3 - Killer speed - use play with your food, there are add ons for the nurse to make her faster but there is a reason her base speed is slow, its because she can blink...through walls not to mention
4 - killers have plenty of perks that are good, you just have to work out which ones go well together for the killer that you are playing
5 - if you know someone has no mither then don't slug. easy as that. everyone knows you can get up with that perk if slugged. unbreakable is a 1 time use per game. not many people slug these days anyway. deliverance, you need to safe unhook someone before its even active. these are also situational
6 - Tunnelling/Camping - flashlight save and body blocking are also situational. someone has to be near you at the time. same with sabotaging hooks and even if someone sabotages then there are other hooks so close by. and BT? killers wouldn't have to counter these if they didn't tunnel or camp. easy fix.
so basically you don't want survivors to have any perks. you want them all nerfed. what about killer? just as an example....
- Mori's
- NOED
- Devour Hope
- BBQ
- nurses calling
- one hit killers
- hillbilly who can go from one side of the map to the other in seconds
- perks to make the killer move faster
- perks to take away their terror radius
- tombstone myers
- bloodlust
- scratched mirror myers
- Iri heads for huntress
- teleporting killers like hag and freddy
- soon all maps with breakable walls
- smaller maps which will be an advantage to killers
oh and shall we talk about how each killer has their own ability...like doctor who's shock therapy can go quite far with the right perks. should i keep going.
don't get me wrong, i don't really have an issue with any of these except iri heads and ebony mori. my point is, you are complaining about perks where most of them are situational and would be useless if you didn't camp or tunnel. also a post about getting punished for so many things but you should also look at it on the flip side too.
put map offerings on, one that works well for the killer you are playing. Eg the game works well with nurse and doctor
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1243785#Comment_1243785
If the killer is tunneling or camping anyways he should only get one survivor if the team you isn't full of a bunch of idiots
that still doesnt change the fact that camping and tunnelling is the reason why most people use those perks.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1243384#Comment_1243384
This is where i get confused. Because how is that any different then getting hooked? You can't do anything, you just stare at your screen, and maybe you have to mash spacebar, but its worse to me then being slugged. At least if i'm slugged i can move around.
because i would die on hook well before i would die if i just lay on the ground and bled out. i find it much more boring being slugged. you can also attempt to get off the hook or if you have deliverance you can get off
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1243763#Comment_1243763
Actually no, they are just that good. They still work against killers who play the game normally
and why do they have those perks on in the first place. majority of the people would say because there are so many tunnelling, camping killers. get rid of that and the perks wouldn't be used as much and then they wouldn't be able to use them on a killer who plays normally either.
i personally wouldn't have any of those perks on if there weren't as many tunnelling, camping killers. it would be a waste of perk slots
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@CornMoss said:
If you aren't being slugged you are being put on the hook, if you are on the hook that means you are gonna die, if you are gonna die then the game ends earlier. When a killer slugs me I actually hope they slug me as I get to live (Unless they come back and hook me which kinda sucks but it happens).
Its also good for killer as you get to buy time for yourself and go for other survivors who are repairing gens
i'd rather be put on the hook to die than lie on the ground until i bleed out. it's boring getting slugged. I'd rather die on hook and get the chance to start another game than just lie there not being able to do anything. especially when you go solo, a lot of survivors play for themselves and won't even come to get you up.
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@CornMoss said:
So a lot of survivors like to stack all the second chance perks they own (Deliverance, Unbreakable, Decisive Strike, etc.) because well, they are just that good. This leads to a simple meta game of the smae perks being run over and over again. My idea to let there be more (But less) variety is to have second chance perks become a "Hex Perk" that can only be equipped to Hex perk slots, the first two perk slots will be hex perk slots which can have any perk you want, including hex perks. The last two are normal perk slots which you can only equip non hex perks to.
This will encourage survivors to run other perks than the meta perks. This could be applied to killer but there is only one true second chance perk being NOED
survivors don't stack all the second chance perks because "they are just that good" they stack them because there are so many killers out there that tunnel and camp and they need something to counter that. if there weren't as many camping or tunnelling killers then those perks would be used a lot less or those perks would be useless
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@obamagaming99 said:
Slugging is a really good strategy and if i'm myers and tier 3 has popped i'm not gonna waste it. I'll down as many survivors as i can to put more pressure on the survivors. Also if you hate slugging so much just bring unbreakable. I get that it might be boring but you'll either be hooked or picked up soon if the killer is still trying to get people that aren't near him/her. Honestly some survivors (not all) need to get a grip
depends on the situation. If a killer slugs me because there is someone near by than whatever I don’t care but when a killer slugs me for like half a game or slugs me and leaves me for no reason then it really shits me. It’s boring and if there’s no need for it.
yes you can bring in unbreakable but that only works once per match. If the killer is constantly slugging then it’s useless.
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@Magikazam said:
https://forum.deadbydaylight.com/en/discussion/comment/1240818#Comment_1240818
First, You assume two thing wrong about healing. Not only survivor can heal themselve with selfcare or a medkit, they can also just live with the fact they are injured. A good survivor wait for a killer to start another chase to heal themself so they don't get spoted by Nurse calling. You can also never heal yourself, that how you counter plague btw, you can ignore her whole power.
Second. No, killer can't try differant way of playing, let me explain why. With all the OP protection/second chance perk te survivors have, killer only have one way to play. Camping? the ranking system punish you for doing it + some meta survivor perk make it hard to camp anyway. + Camping a bad way to play unless survivor swarm on hook for no reason and when that happend, you should be camping, but the game punish you for it, and that is completly stupid Imo.
Tunelling? Survivors got tons of perk to counter that. Take DS for example, This perk is so broken it disgusting, yea it prevent tunnel, but it also put the killer in lose/lose situation sometime. Let say you got DS and someone un-hook you, there 2 case that can happend if killer is nearby. 1 I hit you who just got unhooked and hope BT or DS don't save you, that an okay way these perk work. The second case is if I focus the un-hooker and hook him before 1 minute pass, well, even if you are injured, you have NO consequence trying to unhook him since the game consider that punishing your unsafe unhook is ''tunelling''
Killer want to slug? there perk to counter that too.
So now killer is forced into the less effective gameplay ever, Hook someone, hope you can find someone b4 they get unhook and repeat. Not only it the slowest way to stop gen rushing it also rarely gave you the time to do a single kill.
''killers can try different ways of playing, different perks etc...to try and stop gen rushing. what can survivors do to stop tunnelling, nothing. yes there is BT and DS, however, when a killer is fixated on tunnelling or camping then they will still do it and survivors can't do anything about it. killers have a choice, survivors don't.''
Different perk to stop gen rushing? We got Pop...that it. Other perk that slow down gen are either situational or useless (look at new ruin, it regress generator that aren't worked on, that give no map pressure agains survivor above rank 15) Corrupt intervention look good on paper, but it just give time for survivor to loot or do bones, it only usefull on Hag and Trapper IMO. Then you need a perk to help you find people. BBQ is good, but it is countered by people going inside loocker so yea rip. Nurse calling work if people decide to heal themselve, not bad on agresive killer, on other it kinda meh. Infectious Fright is map dependant, but relly good. So that leave the killer with 2 perk slots.
What can survivor do again tunneling? BT DS,DS+ Unbreakable,DS+locker,Bodyblocking, sabotage the hook and flashlight save. If with all those option you can't stop tunneling, I think you're the one who need to adapt, not the killer.
TLDR, Killer don't have as much option as you think to stop genrush, yet survivor,despite having the time advantage even whitout any perk, got many way to extand chase and the time the killer spend on them + they can counter most killer strat and punish them whitout any drawback. Also, Survivor HAVE a choice, you just prefer to use meta perk and call it a day, even too there is depip squad who depip killer while they are perkless.
maybe not every survivor will heal but a lot of them do and yes you can heal youself with self care but from all the games i've been in, even with self care, usually its the unhooker that heals because they want the points and it can be quicker and convenient. i do know how to counter the plague but thank you for that piece of well known information. i barely ever see a killer play plague anyway. maybe once every few weeks.
there are heaps of people that have 3-4K games that don't camp or tunnel. I'm not saying its easy but it can be done. you just have to play and work out different strategies..change your perks depending on who is in your lobby and what items they bring also. figure out what the strongest perks are for the killer that you are playing.
you're kidding right? how is using DS stopping tunnelling? DS doesnt prevent tunnelling, if the killer comes back to tunnel you and you ds them, a majority of the time they don't stop chasing you, they keep coming after you. in regards to your second scenario, that usually only happens if a killer is camping, however, if a survivor did that before they gave you time to move away then thats on them and thats not tunnelling or camping. if a killer is just going to camp then its the best chance you have to save the survivor.
Pop is a good perk but you can't camp or tunnel with that, you actually have to hook survivors. ruin, should never have been touched and i think it is a waste of perk slot now. who cares if survivors do bones unless you have a lit totem...use thrill of the hunt. personally i don't think any of the hex's are worth it so it wouldn't matter if they waste their time and cleansed them. corrupt intervention means they will all be on a certain side of the map OR cleansing totems, if this is the case then no gens are getting done, again giving you more time to find survivors. They can't gen rush if they are cleansing totems.
haha DS and unbreakable you can only use once and you have to actually hit the skill check on DS. bodyblocking and sabotaging hooks are situational and if people are doing that then they are not on gens and the killer should be able to get hits or down people. if this is happening all the time then why wouldn't you use infectious fright. hooks are also so close together that its pretty much a waste of time sabotaging anyway and the hooks come back so fast now. flashlight saves, i haven't seen that many people able to get these. you have to be pretty good with timing. there is also a perk that counters flashlights.
DS and BT would be used a lot less if there wasn't so much tunneling/camping going on anyway. killers complaining about perks that are used so much because of the way they play...how ironic.
survivors don't have a choice as to weather they get tunnelled or camped. thats on the killer. killers can counter survivor perks/play also, you just have to figure out how.
camping or tunnelling because of "gen rushing" is actually allowing the surivors to gen rush so i still don't see what the point of camping or tunnelling is? you don't like being gen rushed but you're going to let them do it anyway.