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How about those who are complaining finally start using anti-totem perks?

joel84
joel84 Member Posts: 342

That's what they're there for

First Genregress, than camping, than tunneling, now Totems. What's next? DS DH Windows combos are boring and if time is such a big problem for you, why do you play at all?

IT IS WHAT IT IS..... change my mind

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Comments

  • Gardhome
    Gardhome Member Posts: 169

    based :)

  • sanees
    sanees Member Posts: 653

    You know it doesn't work if no one is injured or if the damned survivor is hooked, all you need to do is stay in the chase for longer than 20 seconds without getting hit, loop and pre-drop, then other survivors will easily destroy totems

  • Shroompy
    Shroompy Member Posts: 6,789
    edited November 30

    That doesnt answer their question

    How are you supposed to know as a solo what perks your teammates are bringing? The reason why people bring self sustaining perks while solo queuing is because its the most consistent way of getting value out of perks. You have no way of knowing if a teammate has Counterforce, have a challenge, or are just dont have their priorities straight. You have no way of knowing which is which.

    Sure you can bring a totem build with this meta, but if some one else brings one then thats at least one person with a wasted perk slot(s), or even worst the killer doesnt even bring totems and now both Survivors have wasted perk slots.

  • warp1die
    warp1die Member Posts: 502

    Genrush never gave many blood points. And the surviving side is always deprived of blood points when repairing generators. A normal mancer in random simply works wonders when the other three are busy with generators.

    I believe in the power of Genrush. And I always follow the rule. Repair the generator in any unclear situation. When the majority adheres to this, miracles happen.

    If you had an open profile, I would send you the original via private message. Unlike the surviving side, I am quite honest. I can send the original to anyone who wants, via private message, to confirm my words.

    Why does a team need a pre-game chat? You can always notify the team of your intentions.

    Perhaps you should insist on the initiative so that survivors in the lobby can see each other's perks, rather than fighting diversity. Since nerfs will not help you.

  • Reinami
    Reinami Member Posts: 5,638
    edited November 30

    I'm not one to "flex" but i have been playing since hag release and have 4k hours in this game. Ruin is a horrible perk because base regression is a complete joke, NOED is not a "hex perk" so to speak, Plaything is not really that strong by itself, only with pentimento. Pentimento is hard countered by survivors who just literally pay attention to where hexes are cleansed (and since 99% of the time it is paired with plaything, just don't cleanse the plaything.)

    Blood favor is a joke of a perk, you block pallets 32 meters away, but the speed boost the survivor gets from getting hit gives them plenty of distance to get away from the area.

    When you look at perks, you need to look at them as "time" how much "time" does this perk buy me. Look at deadlock for example. Deadlock buys you 100 seconds per game of gen defense. In order to get 100 seconds of use out of ruin, it has to regress a single gen for 400 seconds. Obviously each gen it regresses lowers that time, but the reality is that it often isn't even worth the survivor's time to look for it to cleanse. Sure if you run across it spend the time to remove it, but it isn't worth even looking for anymore. Ruin will never give you 100 seconds of pure value that deadlock just GIVES you for free.

    Nor can blood favor end a chase fast enough to warrant it.

    The only one that can probably do it is pentimento, but you also have to factor in that in order to get pentimento to work, you need to take another hex perk that survivors cleanse, and then you have to go out of your way to go to that spot, and activate it. Likely spending around 15-20 seconds to set it up. And it lowers gen speeds by 30%. If you assume 1 survivor being chased and 2-3 survivors on a gen, it is adding 38 seconds per gen. Which means that survivors would have to ignore it completely and power through 3 full gens before it reaches the same value as deadlock here. Again, a perk that needs no work to get going.

  • ChuckingWong
    ChuckingWong Member Posts: 429

    Its not a gen rush though. In the solo screenshot one person has a toolbox and noone has ANY repair perks whatsoever.

    There is no genrush there.

    Again your screenshots arent reliable at all. And the response you gave basically doubles down that you are just making things up at this point.


    In your "swf" screenshot you had one person with a toolbox and gen perks and none else.


    So theres no gen rush happening in either of these. Its just terrible or non existent play by the killer.

  • Lixadonna
    Lixadonna Member Posts: 314

    Because with Killers like Pig, Cenobite or Onryo the amount of side things to do gets amplified. Imagine a Pig with Hexes: Thrill, Plaything and Face the Darkness, Pentimento. The match is now Totem simulator with trap searching.

  • warp1die
    warp1die Member Posts: 502

    If the survivors repair one generator per person and 2-3 generators are ready for the first hook. Then this is a gen rush that hits the killer's morale very hard. It's a matter of technique to repair the remaining generators. M1 is the greatest weapon of the survivors. The main thing is to use it wisely. Isn't it fun to crush the hopes of the invincible tactics of the Skull Merchant chess? This is the true potential of the survivors.

    Problems arise because the survivors do everything but repair the generators. I've seen many of these in solo through Bond.

    Perhaps because I first played as a killer, I got used to the eternal struggle. I see an opportunity and will do everything to win. Mine or the team's depends on what Bond shows me. For me, it's not a problem to repair a generator in the face if it ensures victory for the others.

    The surviving side, on the other hand, sees only the basic quality of life sets. It does not have to make an effort to become better. All that is needed for the victory is given to the survivors by the balance of the game.

    Survivor victory by using a competent M1.

    You are simply afraid to see the truth. Your right. In the end, thanks to this, I will always win against survivors due to their lack of adaptation.

    These two screenshots clearly show what I mean by the power of Genrush, and where the death of the team due to fear and aversion to responsibility. Who has a better chance of surviving?

  • Reinami
    Reinami Member Posts: 5,638

    Again, its about time efficiency. None of them are ever going to give you time efficiency worth giving up a gen slowdown perk.

  • warp1die
    warp1die Member Posts: 502

    What has changed so dramatically over the years, other than the quality of survivors? The principle of victory has always been the same. The one who fixes generators in any unclear situation wins. Moreover, winning as a survivor has now become much easier with all the quality of life buffs.

    If you are interested in a specific interval, then.
    Tue, Jun 23 2020 - Sun, Jun 28 2020
    Fri, May 29 2020 - Tue, Jun 02 2020
    Unfortunately, I can't say more precisely.

  • ChuckingWong
    ChuckingWong Member Posts: 429

    but that buff to throw pebble Eyy????? 😀

    "What was that noise?"

  • Reinami
    Reinami Member Posts: 5,638

    14% is probably too much, 12% would be a good middleground to try i think.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    i think they should just go to 10% and make this hex into reverse undying - regardless of what totem is broken, thrill of the hunt goes out last.

    and then work from there and see if the 10% is good enough or not.

  • Ayodam
    Ayodam Member Posts: 3,200

    When I saw the MS paint edit and that his ‘data’ was nearly half a decade old I went ahead and added him to my ignore list. I usually go back and forth some for the lurkers who may read over the exchange but these days I just can’t be bothered. You won’t really get anywhere with people like that.

  • Bookern
    Bookern Member Posts: 350

    BUFF Counterforce!!!

  • warp1die
    warp1die Member Posts: 502

    I would rather face the old survivor perks. At least then the killers had their own broken items and freedom in their tactics. Whereas now I seriously consider using slug as my main tactic. Whereas before it was just a game for variety once every hundred games.

    I never had a shortage of kills, both then and now. In all my years of experience I would describe it as seven days a week. I win every six days and only one day a week the survivors constantly run away from me.

    The only difference is that hooks are now beneficial to the survivors and the most competent of them can play this card. I literally have to improve myself to continue to be effective.

    You have lost a lot, but you have also gained a lot in return. The survivors were a force to be reckoned with, and they still are. It's just that the survivors are the problem. For some reason they don't want to win and will do anything but not generators. It has become normal for them to kill themselves on hooks.

    Give me three survivors with the same mindset as me and I guarantee you that I will make the killer's life hell, where he can count on 2 kills at most. As much as I don't like SWF. I have to admit that it is a filter from survivors who don't know M1 is the most powerful weapon of the survivor and can't put pressure on three points at once.

  • Autharia
    Autharia Member Posts: 457

    My question is how do you only have 4k hours in 8 years of playing?

  • Halloulle
    Halloulle Member Posts: 1,353
    edited December 1

    If cleansing a totem takes 46 seconds it's effectively impossible to cleanse in the absolute overwhelming majority of matches meaning all the remaining totems are zero risk, full value. A hex is not meant to stay in the match for the full duration - the risk part comes from how long you gonna be able to use it / if it stays long enough to be sufficiently valuable.

    (and counterforce doesn't change that either; it doesn't actually make it less effectively impossible to cleanse that first totem.)

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    How about we buff antihex perks instead of nerfing hex perks into near useless niche turf again? Then we can have both strong hexes and strong counter to the hexes. Instead of nerfing anything that's an issue, buff the stuff that counters it. Then use it.

  • Kweh
    Kweh Member Posts: 89

    Serious, slightly unrelated question. Redacting survivor names makes sense even if it's a very ancient shot, but why redact the 'repairing' action text above the gen progress bar? Are you paranoid of people finding out what langauge you play the game in or something?

  • Firellius
    Firellius Member Posts: 4,526

    Still not a fair comparison since anti-hex perks would need to be brought into every match, even if the killer doesn't have a hex.

    You'd also need to give anti-hex perks innate value outside of breaking hexes.

  • BroRespectTheBoop
    BroRespectTheBoop Member Posts: 25

    So killers think that survivors have it so easy and have the ability to counter everything.. Tell us then, what's the best build to counter Aura Reading, Scratch Marks, Grunts of Pain, Bloodlust, Zero staggering when falling, Tunneling, Camping, and whatever other perks the killer decides to bring that can include Repair, Healing, Cleansing slowdowns, Blindness, Exhaustion, Screaming, Exposed, Broken, Oblivious, Pallet/Totem/Gen blocking? - This isn't even including the individual killers power.

    There aren't enough perk slots to cover everything, even if all 4 survivors bring a fully optimized build, and as a solo queue player it's even worse.

  • Vishlumbra
    Vishlumbra Member Posts: 222

    This is the process:

    Killers come up with a build to actually kill which has counters if survivors tried a bit

    Survivors feel aggravated if they need to do something other than rush gens and being able to finish the match fast, if they can mock the killer in the process, better

    Killer perk gets nerfed along with 3 more killers that are c tier at best

    The end

  • SidneysBane1996
    SidneysBane1996 Member Posts: 823

    Literally nobody here even said that.

    If Killers must deal with everything Survivors can throw at them, I see no reason Survivors shouldn't also be, fairly, expected to learn how to handle everything Killers can throw at them. And that means sometimes, you bring perks to counter things that may or may not give value, or you learn to play around the meta some other way.

    Nobody is asking Survivors to "have the ability to counter everything" and the Killer quite frankly CANNOT bring all of those at once, don't be disingenuous here. Even as Survivor, you are going to get strings of losses because the Killer brought stuff you can't account for. You're not supposed to be ABLE to account for everything, nor is the Killer, literally nobody is supposed to be able to counter everything the other side can throw at them.

    And all this forgets a simple fact: You are not supposed to be Superman as a Survivor and you are not supposed to win every game or even the majority of games as Survivor in a horror assym experience. The Devs have all but codified this at this point. Otherwise, it wouldn't be a very good horror experience, would it?

    The sooner everyone who plays Survivor embraces this, learns to love it, and learns to play around it, the better. And to add to this, quite a few Killers need to learn that a 3-4k isn't the only goal, either - winning a lot gets real boring after a while.

  • joel84
    joel84 Member Posts: 342
    edited December 1

    Don't forget that the survivors also have map Items with certain offers to track down totems. This saves additional time

  • warp1die
    warp1die Member Posts: 502

    Yes.
    Occasionally in the post-game chat of DBD the question of my country comes up when survivors can't come to terms with defeat. Which is a sore subject for me that I would not like to focus on.

    I want to be ignored and hated for my style of play (camping, tunneling, slugging), and not for the fact that I live in a certain country.