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KeonLennedy

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KeonLennedy
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  • If you want one huge tip, the thing that helped me improve as both Killer and Survivor was actually by playing more of the other role. When I play Killer, I notice the things good Survivors do to outplay me and so I try to copy them when I play Survivor, and vice versa when I play Survivor. So whenever I'm playing Killer…
  • I have around 2k hours and it has never been as bad as it's been the last week or two. I think it's post 2v8 syndrome. The people that liked it want to continue playing but hate 1v4 and they're taking that out on everyone else. It's the only legitimate explanation I can come up with. My SoloQ Survivor games have become…
  • Well imagine if you stomped every game and mastered a Killer in your first game playing them. That would be pretty boring and meaningless, wouldn't it? The fun is in the journey. You can't let a few rough games your very first time playing get to you. If you're not having fun, just take a break and change your mindset and…
  • I agree with you, at the beginner level Killers do have more of an advantage, but you'll find the more you play it evens out. I'm around 2k hours and things evened out for me around 1k hours. The most consistent disadvantage for me in SoloQ starting with 1k hours is having toxic teammates that throw and that hasn't changed…
  • Not every SWF is a highly coordinated super squad, they're just friends grouping up, no need to penalize their queue times like that. You have to accept that not every game is going to be winnable or fair. Just see going against the sweat squads as an opportunity to learn and experiment, take the loss and move on to the…
  • I really don't understand why people act like Trickster is some kind of anomaly and "so difficult to face" when Huntress is far worse than him. As a Trickster main I find him easy to verse, just don't get caught out in the open if you know you're versing him and if you have to be out in the open, you have to accept that…
  • I understand why people feel like it's a silly pity kill system but honestly, if the anti facecamp were still enabled then it would simply be a pity escape system instead. The gameplay loop in endgame is changed from the rest of the match, if a player was hooked then the objective now becomes about the other 3 Survivors…
  • At the very least the lullaby visual terror radius should go off when she's phasing. Would change nothing for players who can hear but at least provide some kind of notification to players who are hard of hearing. If Sadako has to deal with the visual terror radius lullaby I don't see why a change like this would impact…
  • It's not the Killers, it's your teammates. A team with 4 competent Survivors who are putting any remote effort into winning have a huge advantage over one lone Killer of a relatively equal skill level. All it takes is one Survivor to throw for the match to be unwinnable.
  • I think Xeno is fine and quite fun, I just wish they didn't mess with his tail attack cooldown after he was released. It feels very bad to miss and it feels nonsensical that the cooldown is so long just when getting rid of turrets. I also think it should be easier to track Survivors while in the tunnels considering it's…
  • This is already the problem. Killers play sweaty to win, get into higher MMR than they should be and therefore MUST play even sweatier in order to have a chance. Also doesn't help that over half of games Survivors will throw and ragequit therefore unfairly pushing Killers to even higher MMRs when they didn't even play…
  • At the same time gen rushing is.
  • I'd like it if we could teleport to TVs that are powered off but they spread 0 Condemn and partially reset the TV's cooldown. So at least we still have mobility but at a cost. Also involves some decision making, do I teleport for mobility or wait for it to come off cooldown so I can spread Condemn? There would need to be a…
  • I feel like to me personally the issue is slowdown in general. IMO gen slowdown and gen repair speed buffs should both be gutted and gen speeds should just be standardized and consistent so the game can be balanced around other things instead. I never run slowdown because I find it to make games extremely boring, like even…
  • SoloQ Survivor is unplayable now thanks to toxic teammates. I don't even care what a Killer does anymore. Having to deal with babyraging SoloQ teammates makes the game literally unplayable. I wish there was some way to group up in game with like-minded players that actually intend to play the game. I've tried only but no…
  • They're bad design IMO. They're only relevant at the very top level when both sides are equal, but in most normal games, they either help a Killer win more when they're already at an advantage therefore making below average squads have no chance of a comeback and they just get 4k'd at 4-5 gens, or they're completely…
  • They're my two least favorite Killers to play. I'm excited for the Knight changes though which should make him feel much more dynamic and fluid. I hope they can put Skull Merchant in the same direction. She feels like she has no identity with the way her power works currently and it's not very engaging.
  • Slowdown Perks are more boring me to play as as Killer than they are to face as Survivor. All that happens when I stack slowdown is that I roll over average teams I could've had a chill match against, or I lose instantly to sweatlord tryhard Survivors anyway and the slowdowns don't do anything. So it's just "win more"…
  • The worst aspect of playing Survivor to me is the horrible SoloQ teammates. And by horrible I don't mean being inexperienced or a lack of skill. I mean babyraging brats who ragequit as soon as the match starts, go afk, or sandbang and team up with the Killer. I can get bothered by Killers' playstyles but they are far less…
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