THIS NEEDS TO BE ADDRESSED Dead by Daylight



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22 thoughts on “THIS NEEDS TO BE ADDRESSED Dead by Daylight”

  1. Hangman’s trick should be buffed to make any survivor sabotaging a hook be exposed within certain meters of the killer; in fact we need more perks that makes it lethal to be in the killers immediate aura

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  2. Quite frankly, there is a very simple solution to these situation where because a Survivor died he created a whole unhookable zone that forces the Killer to bleed other Survivors out.

    Make the damn hooks respawn after some time when a Survivor dies on it, like after 2-3 minutes the hook comes back. There are so many times I've had to leave a Survivor on the ground since I simply couldn't hook them, although quite frankly, if a Survivor is running Boil Over and brought a map offering to certain maps (Disturbed Ward and Midwich Elementary school are the easiest map to achieve this, why they didn't put more hooks in the main building of Disturbed Ward is beyond me, Killers shouldn't have to bring Agitation/Iron Grasp to be able to reliably get to a hook) then they are getting slugged until an easy to access hook is located out of principle.

    It's not rocket science, it's like the Trapper who had to wait years for the devs to realize he wasted too much time and made him able to have two traps instead of one.

    At the very least they could make Scourge hooks unbreakable, you already only have 4 in the whole map and rng can really screw you over sometimes and put them all in the same side of the map or each in one of the far corners. Losing them permanently when a Survivor dies on them is limiting an already rng-dependent perk.

    If they do go through with the unfathomably stupid idea to make Unbreakable basekit, then the game will just die out since the number of no-win scenarios will skyrocket (alongside countless other issues with their whole basekit Unbreakable/Finisher Mori idea).

    A dark and cynical part of me is convinced that they know the playerbase will drop if they go through with the Finisher/Basekit UB so that's why they added bots to custom games, so that all the players who will be sick of the game will be able to play in a non-toxic environment.

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  3. I never understood why this is a thing. Never. And I've been playing since late 2018. Never understood it. If I can't hook a Survivor I'm not gonna be like "Damn, guess I have to leave you alone now" – no, I will obviously slug them and let them bleed out, wasting their and my time for no good reason. Some Survivors call that "toxic" btw, even though a lot of them run into zones with no hooks on purpose (also, remember the fun times after the original Boil Over buff? ^^).

    Why is this still a thing? Why has this ever been a thing? What's the point?

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  4. Yeah I hate running Into this situation. I was playing on midwhich and I could not hook this last survivor in end game, she was running boil over and quite literally the nearest hook was 40 + meters away or all of them were up stairs. Did the devs decrease the amount of hooks being able to spawn in a map ?

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  5. I honestly think that a.) Hooks have not to break and b.) maybe put a hook in every far corner of the map to prevent these deadzones. I mean Survivors get unbreakable. We need to get something too 😀

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  6. Somewhat agree. However… you as the killer are the cat in this cat and mouse game and the idea from the very start of every map is to meticulously identify the 3 gens that are closest together and try to keep all those 3 uncompleted until the very end of the match to ensure your survivors have only those gens left to work on and forces them to be all in a similar place at the same time, however many survivors are left by that point.

    Every game is different but it is a big advantage to be able to patrol the 3 gens that are closest together than 3 gens at opposite ends of the map. You as the killer have to apply this pressure and force the survivors to do gens that are less favourable to them for the latter stages of the match.

    With hooks it can be pot luck and there is always a basement to utilise let's not forget, where the hooks never break… so another strategy is to force survivors as close to the basement as possible by chasing them and then try to kill at least one survivor using a basement hook thus allowing you to still use every normal hook on the map to kill the other 3. Or you could use a regular hook for the first kill or first 2 kills then your second or third kill respectively on a basement hook. As soon as you hook one survivor in the basement it forces at least one other survivor down there to go for the unhook and I'm not saying camp it, but you had the basement there at killer shack at the start of this game which you could've exploited but didn't… they wouldn't have wriggled off in time as you downed the Meg right outside killer shack lol. At 1:13 you can see the aura of the basement hooks during the animation of picking up Meg lol 😊 And from the few second chase prior to that should have identified on which door had the pallet, the one you approached in that last bit of chase or the one closest to the edge of the map.

    I think streaming and talking while playing does affect concentration sometimes and maybe you missed these two small details that would've made your game so much easier and dragged more survivors to this side of the map, where there happened to be way more hooks, including the basement hooks.

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  7. Plus it’s and endless cycle and wastes everyone’s time. They comp corner u in an area that has no hooks, u can pick them up and carry them towards a hook and they break free, then they just run right back to the corner and u have no choice but to just let them bleed out 🤷‍♂️ prolonging the game

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  8. especially on maps like Ormond, Red Forest and Eyrie you can create massive deadzones for the Killer … without Iron Grasp or Agitation you'll just be boned
    doesnt happen that often to me but its really annoying when it happens

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  9. I also think there should be an alternative way for all killers to kill survivors.

    And i also liked the old hatch mechanic because i liked that there was an alternate way to escape with more than 1 player than just the exit gate.

    Now all games look the same, the killer camps his 3 gen or the 3 gen gets broken and the survivors escape. I play both survivor and killer but both sides have just gotten more stale i feel like. making gens take longer wasn't the way to go to make the game more fun

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  10. i have the slug perk on my pig killer usually i don't get it on others, cause i prefer other things and headset really kills slug perl alot of times etc…. but i was playing PIG so i wanted them to search for survivors, and to remove traps off, to slow gen pressure down. this worked on 2 of my games and last one it didn't the duo team with person i kept slugging. i typically try to keep one person slugged and trap on that slug person if i can ,while rest i put on hook. that way the slugged person always has get back up and remove the trap first while also waiting on their teammates to come help them. it sucks for them at times but its also sucks with pig when playing the pig i swear freaking vault locations are absurdly stupid, your literally a m1 killer with nothing at least myers has extra vault speed, stalk or expose to deal with survivors who get to god vault locations. pig feels like the only killer in this game who really doesn't have anything vs survivors at vault locations. at least leatherface, hillybilly you have a chance to put them in the ground with chainsaw before they get to next location at times. pig is always forced to m1 them and do it ALL over again, her chase time can be so long your literally force to go after another survivor and praying they don't go to a god loop location or suck and looping. game can get really boring when survivors literally just camp the god locations only by going back and forth.

    my main point is though all my matches where extremely tough! i had to work for ever single one in order to just win and the duo team just destroyed me with 3 man escape all because vault and headset chat. but got pissed at the end about me slugging? even though all they did ALL game is just run to the OP loop locations every single time and pre-drop pallets!. i got the kill on the person with the constant trap and slugging they probably not happen what they had to play with but either way i with that game it was extremely one sided until the end and that was only due to a mess up on one of the other survivors letting me by on accident for a m1 hit. so i got my 1kill last game over a survivor mistake but get yelled out for slugging LOL!, at this point i dont even think killer and survivors should even have a chat at the end the community especially survivors are extremely toxic.

    either way this is why i hate survivor increase healing in this game is just way way to good vs most m1 killers and 25% mangled doesn't help out enough. i feel like deepwound should automatically apply to survivors after a certain amount of chase time on them! that way if the killer can't get them they have to remove deep wound and heal up. while killers that just hit and run deep wound wouldn't apply to that survivor due to not enough chase time on them, its like the survivors are running and looping good and wasting alot of killer time but they're bleeding out.

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  11. Strange and probably stupid question, but has Tru3 talked to the devs about this? As in not just posted a video discussing it, but genuinely like interviewed the devs or something? Maybe try and get their opinion on why in the hell they don't fix their broken game lol.

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