Yeah Devs, nerfs all the killers and leave more evidence that this game is on the side of the survs

Yes of course devs, nerf nurse, nerf spirit, nerf oni .. what will be next?

It is noted that the cries on the part of the survivors claim you ...


But nothing at all about:

  • Toolboxes
  • The infinites (strongs loops: There are quite a few survivors abuse)
  • Bad Maps (Structures very close to each other)
  • Gens Rush (There is no mercy for the killers by the survivors ...)


Devs .. and you follow nerf the killers? We will see what future Dead by dayligh has. You will be very happy with the survivor community, but there are more than 50% of the killers we have been holding too much since 2016 (since the launch of DBD) and here we continue to endure, fighting ... but the developers continue to pamper their survivors.


Sorry if I'm talking like that, but it's what I feel and what these developers are transmitting to me right now.


Good luck!

Comments

  • @Danielgdp3 said:

    Medkits got nerfed.

    Balanced Landing got nerfed.

    New maps have reduced safe pallets so I'd say that's a win for killer generally.

    Undetectable has indirectly nerfed a couple survivor perks.

    These are just recent also there are plenty other needs that have happened over the past year, just because there's only 1 survivor that gets affected by nerfs doesn't mean it doesn't happen as often as individual killers getting nerfed.

    Grow up man

    OP still has a point with gen rushing and horrible map design. And saying "X thing got nerfed." doesn't hold up when you realize the thing that was broken has been in the game for years. Map design is still aweful, Legion and Oni didn't need nerfs, Nurse basekit change was horrible, and things that do nerf survivor usually take years for progress too be made.

    I'm not saying OP is taking it a bit too far, he kinda is IMO, but he does have valid points. No need too be rude by telling him too grow up.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/912287#Comment_912287

    OP still has a point with gen rushing and horrible map design. And saying "X thing got nerfed." doesn't hold up when you realize the thing that was broken has been in the game for years. Map design is still aweful, Legion and Oni didn't need nerfs, Nurse basekit change was horrible, and things that do nerf survivor usually take years for progress too be made.

    I'm not saying OP is taking it a bit too far, he kinda is IMO, but he does have valid points. No need too be rude by telling him too grow up.

    He needs to grow up and so do many people who play this game.. the complaining is just so unnecessary.

    tenor.gif


  • @NuclearBurrito said:

    If it were true that Killers throughout the game have been getting nerfed more than Survivors and that Survivors have been buffed more than Killers then it logically follows that if we go back in time Survivors should be weaker and weaker the further back we go.

    https://www.youtube.com/watch?v=Q1fkX3H84SE&t=229s

    Thus in order for that to be true the Survivors in this video must be far weaker than Survivors are now in terms of what the mechanics allows them to do compared to the Killer at the time.

    Since this is clearly not the case it's just a matter of quantifying what changes makes this so and why it had this effect.

    My theory (which is easy to verify by just looking at patch notes) is that the big core gameplay changes were all in the Killers favor, while the majority of Killer nerfs were outside of the core mechanics.

    For example some core gameplay mechanics that have changed since 2016:

    • Medium vaults added
    • Entity blockers will now block windows after 3 vaults
    • Killer vaulting is faster
    • Pallet breaking is faster
    • Generator regression implemented
    • Generators now take 20 extra seconds to repair
    • The end game collapse was added
    • The Hatch can now be closed
    • Bloodlust added

    Those are all the ones I can think of off the top of my head. Meanwhile I can't think of any changes to the core mechanics that were in the Survivors favor except for the hatch always spawning for the final Survivor.

    I'm sure you can come up with plenty of Killer nerfs period, but if we restrict ourselves to just the core mechanics it's pretty obvious how and why Killers are stronger now than before.

    That doesn't mean a lot of Killers don't need buffs, it just means that the claim that Killers have been getting weaker is demonstrably false.

    False, pallet breaking is over all slower since they nerfed brutal strength while "buffing" base pallet breaking speed.

    We can never get the same break speed back because the values of brutal strength do not match the previous iteration when added to the base breaking speed buff.

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/916894#Comment_916894

    He needs to grow up and so do many people who play this game.. the complaining is just so unnecessary.

    https://us.v-cdn.net/6030815/uploads/308/ROPT83GK7YN6.gif

    They need to slow down the game. People have been saying this for a long time.

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/916904#Comment_916904

    They need to slow down the game. People have been saying this for a long time.

    But how do you expect them to do that? And why exactly? Do you really struggle to average 2 kills a game?

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/916904#Comment_916904

    They need to slow down the game. People have been saying this for a long time.

    Their problem is that they can't do it further without nerfing camping.

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/916962#Comment_916962

    But how do you expect them to do that? And why exactly? Do you really struggle to average 2 kills a game?

    Alternative objectives or longer gen times. Why? Because as the game stands now if the survivors know what they are doing its really only on them to fail. You want no camping or tunneling, but they get results at the end of the day. There is just not enough time to hook all survivors three times.

  • @Th3Nightmare said:

    Yes of course devs, nerf nurse, nerf spirit, nerf oni .. what will be next?

    It is noted that the cries on the part of the survivors claim you ...

    But nothing at all about:

    • Toolboxes
    • The infinites (strongs loops: There are quite a few survivors abuse)
    • Bad Maps (Structures very close to each other)
    • Gens Rush (There is no mercy for the killers by the survivors ...)

    Devs .. and you follow nerf the killers? We will see what future Dead by dayligh has. You will be very happy with the survivor community, but there are more than 50% of the killers we have been holding too much since 2016 (since the launch of DBD) and here we continue to endure, fighting ... but the developers continue to pamper their survivors.

    Sorry if I'm talking like that, but it's what I feel and what these developers are transmitting to me right now.

    Good luck!

    Um, there were a ton of nerfs to survivors, what are you talking about?? The Nurse, Spirit, and Oni all needed nerfs. Are you just mad that you have to work for a 4k now? Oni still needs a couple more tweaks.

  • @Danielgdp3 said:

    Medkits got nerfed.

    Balanced Landing got nerfed.

    New maps have reduced safe pallets so I'd say that's a win for killer generally.

    Undetectable has indirectly nerfed a couple survivor perks.

    These are just recent also there are plenty other needs that have happened over the past year, just because there's only 1 survivor that gets affected by nerfs doesn't mean it doesn't happen as often as individual killers getting nerfed.

    Grow up man

    Only thing that got fixed about medkits where the insta heals. Medkits themselves got actually buffed.

    BL was broken, so it got normalized, not nerfed.

    Recent maps? The plague map is disgustingly big. Hawkins have 2-3 pallets really close to each other.

    Now imagine how broken the game is if despite all the recent changes, it's still survivor sided.

  • This content has been removed.
  • @Danielgdp3 said:

    Medkits got nerfed.

    Balanced Landing got nerfed.

    New maps have reduced safe pallets so I'd say that's a win for killer generally.

    Undetectable has indirectly nerfed a couple survivor perks.

    These are just recent also there are plenty other needs that have happened over the past year, just because there's only 1 survivor that gets affected by nerfs doesn't mean it doesn't happen as often as individual killers getting nerfed.

    Grow up man

    medkits got buffed

    the syringe got reworked but still p good

    stypic agent is arguably better

    literally almost every other addon got buffed

    emergency medkit is arguable better

  • @Th3Nightmare said:

    Yes of course devs, nerf nurse, nerf spirit, nerf oni .. what will be next?

    It is noted that the cries on the part of the survivors claim you ...

    But nothing at all about:

    • Toolboxes
    • The infinites (strongs loops: There are quite a few survivors abuse)
    • Bad Maps (Structures very close to each other)
    • Gens Rush (There is no mercy for the killers by the survivors ...)

    Devs .. and you follow nerf the killers? We will see what future Dead by dayligh has. You will be very happy with the survivor community, but there are more than 50% of the killers we have been holding too much since 2016 (since the launch of DBD) and here we continue to endure, fighting ... but the developers continue to pamper their survivors.

    Sorry if I'm talking like that, but it's what I feel and what these developers are transmitting to me right now.

    Good luck!

    Except the game is killer sided atm, lol

  • @Hellbughunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/912431#Comment_912431

    Killer able to use the items from other killers, geting blood points from hitting hooked survivors and redusing struggling effects when hiting a wall. How about you take out the bug fixes and make a list of actual nerfs? If you want to make a point you need to compare actual nerfs and buffs or we are not going anywhere.

    You're already aware of the nerfs, I said "changes", not "nerfs".

    Take Legion, Oni, Spirit (it was needed), Nurse, Trapper (nerf and shadownerf), Hillbilly (increased stun duration on hitting walls, increased cool down), The Shape (removed multi-stalk), Huntress (put slowdown on putting away hatchet), Leatherface (no bloodlust on chainsaw), Pig (you know this).

    Don't even get me started on Killer perk nerfs.

    My point wasn't to get a bias or anything of that sort, my point was to show that it's not Killer sided, Killers get the nerf treatment too and as of Legion, every Killer was either not fun or lackluster and weak since.

  • The nurse nerf and the spirit nerf were both very understandable, because both killers were extraordinary good at chasing and really easy to play with certain addons. They messed up the nurse nerf, but hey, she's still a really good killer.

    The legion nerf/buff is a bit weird, because no one really figured out if they're better or worse now.

    The freddy nerf is not even a bit understandable, because toolboxes exist. The oni bugfix would've been understandable, if it would've been a bugfix. The straightout nerf to 45° was not understandable at all.


    For survivors the only thing that was questionable was the instaheal nerf. And SWF is still completely untouched in the game.

    Honestly, yes, BHVR begins to push DbD back to 2k16.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/912870#Comment_912870

    False, pallet breaking is over all slower since they nerfed brutal strength while "buffing" base pallet breaking speed.

    We can never get the same break speed back because the values of brutal strength do not match the previous iteration when added to the base breaking speed buff.

    Brutal strength is not a core mechanic.

    Basekit pallet breaking speed is.

  • @ApeOfMazor said:

    https://forum.deadbydaylight.com/en/discussion/comment/916989#Comment_916989

    Alternative objectives or longer gen times. Why? Because as the game stands now if the survivors know what they are doing its really only on them to fail. You want no camping or tunneling, but they get results at the end of the day. There is just not enough time to hook all survivors three times.

    Alternative objectives would be hard to just put into the game there would be many things needed changed. Making Gens slower is just not a good idea.

    It's still also on killers not to fail too if they want to succeed, and when did I mention I didn't want camping or tunneling?

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/912287#Comment_912287

    Only thing that got fixed about medkits where the insta heals. Medkits themselves got actually buffed.

    BL was broken, so it got normalized, not nerfed.

    Recent maps? The plague map is disgustingly big. Hawkins have 2-3 pallets really close to each other.

    Now imagine how broken the game is if despite all the recent changes, it's still survivor sided.

    But it's not survivor sided still that's just your idea in your head?

    And the Hawkins map yeah pallets are close but you realize if you don't get stunned by the pallet it's pretty much a free hit cause you can't actually loop them well enough.

    Balanced Landing wasn't broken, it was strong on particular maps but then on other maps completely useless.

    You are right about the plague map though that is really huge hard to traverse using most killers.

  • @DBDplayersRsaltyAFha said:

    https://forum.deadbydaylight.com/en/discussion/comment/912287#Comment_912287

    How dare the OP share his valid opinion and killer point of view , grow up mate survivors struggle every game , bullying killers doesn’t exist

    Okay?

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/912344#Comment_912344

    Just a list of some Killer changes:

    - removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*

    - buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation

    - the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps

    - Nerfed bloodlust (3 times)

    - increased the hook timer by 15 seconds per stage

    - Removed the ability to be able to bypass borrowed time with insta down mechanics*

    - removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*

    - Made it harder to rank up for killers with the victory cube

    - nerfed the ivory and ebony memento mori offerings

    - Changed the killer's fov to make it harder to see survivors at a very close range*

    - Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*

    - Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*

    - buffed mist (offerings) making it harder for killers to find survivors

    - added indicators for survivors to tell them when certain hex perks are being used

    - increased the (default) duration of the stun after wiggling out

    - Increased the wiggle penalty for dropping survivors from 25% to 33%.

    - reduced the size of the target lock-on hitbox of survivors

    - added the ability for survivors to be able to enter the hatch from all angles

    - removed the killer's ability to be able to see survivors on hooks

    - added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*

    - removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*

    - added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*

    - increased the angle from which you can blind killers

    - introduced pallets which can be broken from only 1 side*

    - introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*

    - increased the range from which killers can be stunned with a pallet drop

    - added the pallet vacuum for survivors

    - changed the combine harvesters on coldwind farms to be more survivor sided (twice)

    - removed the killer's ability to be able to fly*

    - reduced the ammount of crows that spawn on the map

    - changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow

    - removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*

    - reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby

    - reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks

    - Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks

    - Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)

    - Removed the ability to have no cooldown when you hit a survivor right next to an object*

    - Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*

    - Removed the ability to be able to push survivors away from hooks

    - Nerfed the mangled status effect from 25% to 20%

    - Removed the ability to be able to grab someone trying to jump into the hatch

    - Changed the time it takes to open an exit gate from 20 seconds to 15 seconds

    - Removed the ability to be able to block survivors at the basement stairs.

    - Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.

    - The Deep Wound status effect timer does not decrease when within the Killers terror radius.

    - Lockers negate all aura reading abilities from the killer

    Perks:

    - nerfed shadowborn (twice)

    - nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*

    - nerfed bloodhound

    - nerfed No one escapes death (twice)

    - nerfed Play with your food

    - nerfed Save the best for last

    - nerfed unrelenting

    - nerfed thrill of the hunt

    - nerfed iron grasp (twice)

    - nerfed brutal strength

    - nerfed deerstalker

    - nerfed a nurse's calling

    - nerfed franklin's demise

    - nerfed sloppy butcher

    - nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)

    - nerfed knock out (made open handed affect it)

    - nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*

    - nerfed tinkerer

    - nerfed remember me

    - nerfed enduring

    Trapper:

    - removed the ability to be able to trap hooks

    - increased the minimal distance at which the trapper can place a trap next to another one

    - changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap

    - shadownerfed the size of the hit box of the trapper's traps several times

    - changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*

    - removed the trapper's ability to be able to place traps on the hatch

    - decreased the time it takes to disable a trap from 5 seconds to 2 seconds

    - removed the ability to be able to set traps through staircases and certain floors*

    - changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*

    Hillbilly:

    - increased the duration of the stun when bumping into an object

    - removed the ability to flick*

    - removed bloodlust from when using his chainsaw*

    - reduced the effectiveness of the addons which reduce the volume of the chainsaw

    - increased the cooldown on the hillbilly's chainsaw

    - removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*

    - removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*

    Wraith:

    - added an increased cloaking time on the windstorm addons (white and blood)

    - increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities

    - removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*

    - removed the ability to be able to appear as cloaked for survivors while not being cloaked*

    Nurse:

    - reduced the ammount of default blinks from 3 to 2

    - reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)

    - nerfed every single addon she has

    - nerfed the range of her lunge after a blink (three times)

    - removed the ability to be able to look up during her fatigue*

    - removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*

    - added an attack slowdown when swinging while carrying a survivor*

    - removed the nurse's ability to be able to blink on top of the shack

    - added the ability to be able to lightburn the nurse while she is charging up a blink

    - changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*

    - added the weapon swipe animation after hitting someone after a blink before going into fatigue*

    - added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)

    - Nurse blink attacks no longer bypass mettle of man*

    Shape:

    - removed the ability to be able to stalk multiple survivors at once

    - reduced the movement speed on the vanity mirror

    - reduced the point generation on the vanity mirror and the scratched mirror

    - removed bloodlust from evil within 1*

    - added the vulnerable indicator for survivors when the shape goes into evil within 3

    - reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking

    - removed the shape's hitbox while stalking

    - removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*

    - removed the ability to be able to stalk survivors in lockers*

    - removed the ability to be able to stalk survivors who have left the level*

    Hag:

    - added the ability to not trigger any traps when crouching over them

    - removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*

    - added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon

    - removed the terror radius from the hag phantasms*

    - removed bloodlust from using the scarred hand

    - changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*

    - removed the ability to be able to have traps triggered by dying survivors

    - changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards

    - removed the outline of the hag phantasm when a trap is triggered*

    Doctor:

    - added an attack slowdown when swinging while carrying a survivor*

    - removed the doctor's ability to be able to shock injured survivors from a massive distance*

    - snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)

    Huntress:

    - changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory

    - removed the ability to be able to throw hatchets without losing any tokens on play with your food*

    - added that the huntress slows down massively when she puts away her hatchet after she pulled it out*

    - Reduced the effectiveness of the addons which reduce the huntress' windup time.

    Cannibal:

    - removed bloodlust from when using his chainsaw*

    - when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*

    Nightmare:

    - added an indicator to tell survivors when someone is asleep

    - increased the size of the nightmare's terror radius from 16m to 24m

    - added a 3 second slowdown after putting someone to sleep

    - added that you wake up when you recover from the dying state

    - removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*

    - changed adrenaline to make it wake up the survivor who is using it when it activates

    - removed the ability to be able to put survivors to sleep who are in lockers*

    Pig:

    - Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*

    - Traps that have not been used up by the time the exit gates are powered become inactive.

    Legion:

    - Nerfed the majority of the legion's addons

    - Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit). 

    - Feral Frenzy can only be used when the meter is fully charged.

    - Feral Frenzy move speed is now 5.0 m/s.

    - Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.

    - Increased the Legion's terror radius to 32 meters, from 24 meters.

    - Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.

    - Missed attacks will end Feral Frenzy.

    - Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)

    - The Legion cannot see pools of blood while in Feral Frenzy.

    - Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).

    - Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*

    Plague:

    - Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*

    - Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*

    Anything else?

    Ok. A lot of these changes were old. Can't imagine going through the entire thing though.

  • @MyNamePete said:

    https://forum.deadbydaylight.com/en/discussion/comment/912287#Comment_912287

    medkits got buffed

    the syringe got reworked but still p good

    stypic agent is arguably better

    literally almost every other addon got buffed

    emergency medkit is arguable better

    A couple of them did but i haven't noticed the difference at all when playing.

    You could say the same thing that nurse got reworked but still pretty good.

    Most the add-ons just gave you more bloodpoints or now so gameplay wise they didn't really get buffed.

    It's not I'd take the 24 charges and reduced consumption any day.

  • Another bait thread with a massive hint of whining killer mains.

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/912344#Comment_912344

    Just a list of some Killer changes:

    - removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*

    - buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation

    - the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps

    - Nerfed bloodlust (3 times)

    - increased the hook timer by 15 seconds per stage

    - Removed the ability to be able to bypass borrowed time with insta down mechanics*

    - removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*

    - Made it harder to rank up for killers with the victory cube

    - nerfed the ivory and ebony memento mori offerings

    - Changed the killer's fov to make it harder to see survivors at a very close range*

    - Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*

    - Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*

    - buffed mist (offerings) making it harder for killers to find survivors

    - added indicators for survivors to tell them when certain hex perks are being used

    - increased the (default) duration of the stun after wiggling out

    - Increased the wiggle penalty for dropping survivors from 25% to 33%.

    - reduced the size of the target lock-on hitbox of survivors

    - added the ability for survivors to be able to enter the hatch from all angles

    - removed the killer's ability to be able to see survivors on hooks

    - added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*

    - removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*

    - added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*

    - increased the angle from which you can blind killers

    - introduced pallets which can be broken from only 1 side*

    - introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*

    - increased the range from which killers can be stunned with a pallet drop

    - added the pallet vacuum for survivors

    - changed the combine harvesters on coldwind farms to be more survivor sided (twice)

    - removed the killer's ability to be able to fly*

    - reduced the ammount of crows that spawn on the map

    - changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow

    - removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*

    - reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby

    - reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks

    - Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks

    - Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)

    - Removed the ability to have no cooldown when you hit a survivor right next to an object*

    - Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*

    - Removed the ability to be able to push survivors away from hooks

    - Nerfed the mangled status effect from 25% to 20%

    - Removed the ability to be able to grab someone trying to jump into the hatch

    - Changed the time it takes to open an exit gate from 20 seconds to 15 seconds

    - Removed the ability to be able to block survivors at the basement stairs.

    - Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.

    - The Deep Wound status effect timer does not decrease when within the Killers terror radius.

    - Lockers negate all aura reading abilities from the killer

    Perks:

    - nerfed shadowborn (twice)

    - nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*

    - nerfed bloodhound

    - nerfed No one escapes death (twice)

    - nerfed Play with your food

    - nerfed Save the best for last

    - nerfed unrelenting

    - nerfed thrill of the hunt

    - nerfed iron grasp (twice)

    - nerfed brutal strength

    - nerfed deerstalker

    - nerfed a nurse's calling

    - nerfed franklin's demise

    - nerfed sloppy butcher

    - nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)

    - nerfed knock out (made open handed affect it)

    - nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*

    - nerfed tinkerer

    - nerfed remember me

    - nerfed enduring

    Trapper:

    - removed the ability to be able to trap hooks

    - increased the minimal distance at which the trapper can place a trap next to another one

    - changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap

    - shadownerfed the size of the hit box of the trapper's traps several times

    - changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*

    - removed the trapper's ability to be able to place traps on the hatch

    - decreased the time it takes to disable a trap from 5 seconds to 2 seconds

    - removed the ability to be able to set traps through staircases and certain floors*

    - changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*

    Hillbilly:

    - increased the duration of the stun when bumping into an object

    - removed the ability to flick*

    - removed bloodlust from when using his chainsaw*

    - reduced the effectiveness of the addons which reduce the volume of the chainsaw

    - increased the cooldown on the hillbilly's chainsaw

    - removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*

    - removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*

    Wraith:

    - added an increased cloaking time on the windstorm addons (white and blood)

    - increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities

    - removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*

    - removed the ability to be able to appear as cloaked for survivors while not being cloaked*

    Nurse:

    - reduced the ammount of default blinks from 3 to 2

    - reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)

    - nerfed every single addon she has

    - nerfed the range of her lunge after a blink (three times)

    - removed the ability to be able to look up during her fatigue*

    - removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*

    - added an attack slowdown when swinging while carrying a survivor*

    - removed the nurse's ability to be able to blink on top of the shack

    - added the ability to be able to lightburn the nurse while she is charging up a blink

    - changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*

    - added the weapon swipe animation after hitting someone after a blink before going into fatigue*

    - added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)

    - Nurse blink attacks no longer bypass mettle of man*

    Shape:

    - removed the ability to be able to stalk multiple survivors at once

    - reduced the movement speed on the vanity mirror

    - reduced the point generation on the vanity mirror and the scratched mirror

    - removed bloodlust from evil within 1*

    - added the vulnerable indicator for survivors when the shape goes into evil within 3

    - reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking

    - removed the shape's hitbox while stalking

    - removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*

    - removed the ability to be able to stalk survivors in lockers*

    - removed the ability to be able to stalk survivors who have left the level*

    Hag:

    - added the ability to not trigger any traps when crouching over them

    - removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*

    - added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon

    - removed the terror radius from the hag phantasms*

    - removed bloodlust from using the scarred hand

    - changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*

    - removed the ability to be able to have traps triggered by dying survivors

    - changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards

    - removed the outline of the hag phantasm when a trap is triggered*

    Doctor:

    - added an attack slowdown when swinging while carrying a survivor*

    - removed the doctor's ability to be able to shock injured survivors from a massive distance*

    - snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)

    Huntress:

    - changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory

    - removed the ability to be able to throw hatchets without losing any tokens on play with your food*

    - added that the huntress slows down massively when she puts away her hatchet after she pulled it out*

    - Reduced the effectiveness of the addons which reduce the huntress' windup time.

    Cannibal:

    - removed bloodlust from when using his chainsaw*

    - when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*

    Nightmare:

    - added an indicator to tell survivors when someone is asleep

    - increased the size of the nightmare's terror radius from 16m to 24m

    - added a 3 second slowdown after putting someone to sleep

    - added that you wake up when you recover from the dying state

    - removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*

    - changed adrenaline to make it wake up the survivor who is using it when it activates

    - removed the ability to be able to put survivors to sleep who are in lockers*

    Pig:

    - Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*

    - Traps that have not been used up by the time the exit gates are powered become inactive.

    Legion:

    - Nerfed the majority of the legion's addons

    - Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit). 

    - Feral Frenzy can only be used when the meter is fully charged.

    - Feral Frenzy move speed is now 5.0 m/s.

    - Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.

    - Increased the Legion's terror radius to 32 meters, from 24 meters.

    - Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.

    - Missed attacks will end Feral Frenzy.

    - Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)

    - The Legion cannot see pools of blood while in Feral Frenzy.

    - Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).

    - Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*

    Plague:

    - Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*

    - Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*

    Anything else?

    Half the things you listed weren't even nerfs. Just QoL changes. You think survivors haven't been nerfed or changed that much?

  • It just amazes me how mentally unstable some of the killer mains on the forums are. You really are trying to pull the victim card because a few bullshit killers got nerfed. Give me a break, they listen the forum killer mains on survivor nerfs and this game won't last another year considering how many nerfs people want on here..

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/912431#Comment_912431

    Half the things you listed weren't even nerfs. Just QoL changes. You think survivors haven't been nerfed or changed that much?

    How about you read the post as I said "change", instead of going on your "I hate killer mains" fury.

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/918310#Comment_918310

    How about you read the post as I said "change", instead of going on your "I hate killer mains" fury.

    LOL woah calm down there buddy.

    I literally said half the things you listed were just QoL changes. What part of that would lead you to the conclusion that I am on a "I hate killer mains" fury.

    Shall I show you one of my recent streams where I play killer at purple ranks and show you that I'm like a 60/40 player and play both sides?

    Nah that's crazy talk. Everyone has to be one or the other right? .....

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/918321#Comment_918321

    LOL woah calm down there buddy.

    I literally said half the things you listed were just QoL changes. What part of that would lead you to the conclusion that I am on a "I hate killer mains" fury.

    Shall I show you one of my recent streams where I play killer at purple ranks and show you that I'm like a 60/40 player and play both sides?

    Nah that's crazy talk. Everyone has to be one or the other right? .....

    I'm just going off of your post you said here:

    "Another bait thread with a massive hint of whining killer mains."

  • @OMagic_ManO said:

    https://forum.deadbydaylight.com/en/discussion/comment/918325#Comment_918325

    I'm just going off of your post you said here:

    "Another bait thread with a massive hint of whining killer mains."

    Which thread did I say that?

    Chances are it was one of those dramatic threads complaining about keys

  • Balance is pretty fair tbh, but the matchmaker is obviously biased towards survivors everyone can see that.

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/917107#Comment_917107

    But it's not survivor sided still that's just your idea in your head?

    And the Hawkins map yeah pallets are close but you realize if you don't get stunned by the pallet it's pretty much a free hit cause you can't actually loop them well enough.

    Balanced Landing wasn't broken, it was strong on particular maps but then on other maps completely useless.

    You are right about the plague map though that is really huge hard to traverse using most killers.

    I agree with you on the Hawkins part, though I still think there are too many pallets on that map.

    Balancing landing was pretty strong. I've seen survivors use it on the basement stairs, on a tree branch even. It needed a fix.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/918276#Comment_918276

    I agree with you on the Hawkins part, though I still think there are too many pallets on that map.

    Balancing landing was pretty strong. I've seen survivors use it on the basement stairs, on a tree branch even. It needed a fix.

    Yeah if they removed 2-3 it wouldn't be so bad in that regard I'd think.

    But Balanced Landing compared to other exhaustion perks needed something in order to use, not every map had something to jump off and many had only 2-3 so there were times it was weak.

    Also as a side note they should just make a new perk that removes fall staggering that has like a 20 second cool down because I'd much rather no staggering than 150% speed for 3 seconds.

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/917155#Comment_917155

    A couple of them did but i haven't noticed the difference at all when playing.

    You could say the same thing that nurse got reworked but still pretty good.

    Most the add-ons just gave you more bloodpoints or now so gameplay wise they didn't really get buffed.

    It's not I'd take the 24 charges and reduced consumption any day.

    ok

  • I have to say, these victimizing posts are starting the get funny at this point.

    No, the devs don't favour any side. They don't hate killers or survivors. They are aware of all the problems but it's not simple to fix these things. Drop the "they don't care about us" mentality already.

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/912344#Comment_912344

    Name every nerfed survivor perk. I will list nerfed killer perks. I will guarantee my list will be double of yours

    Leader, selfcare, empathy, saboteur, balanced landing, dead hard, we gonna live forever, OoO, decisive strike, borrowed time, we'll make it, mettle of man, sprint burst, adrenalin, resilience, Yui's pallet perk(forgot its name).

    I'll wait for your list.

  • @Seegson said:

    https://forum.deadbydaylight.com/en/discussion/comment/912350#Comment_912350

    Leader, selfcare, empathy, saboteur, balanced landing, dead hard, we gonna live forever, OoO, decisive strike, borrowed time, we'll make it, mettle of man, sprint burst, adrenalin, resilience, Yui's pallet perk(forgot its name).

    I'll wait for your list.

    Perks:

    - nerfed shadowborn (twice)

    - nerfed spies from the shadows

    - nerfed bloodhound

    - nerfed No one escapes death (twice)

    - nerfed Play with your food

    - nerfed Save the best for last

    - nerfed unrelenting

    - nerfed thrill of the hunt

    - nerfed iron grasp (twice)

    - nerfed brutal strength

    - nerfed deerstalker

    - nerfed a nurse's calling

    - nerfed franklin's demise

    - nerfed sloppy butcher

    - nerfed tinkerer

    - nerfed remember me

    - nerfed enduring


    Also: resilience, adrenaline nor dead hard never got nerfed. Unless you can find me patchnotes which directly say so. Adreanline has been infact only buffed, while changed deadhard speed curve, which is not a nerf.. But if you disagree find me patchnotes which will say how they been nerfed..

    Also in what way Yui's pallet perk been nerfed? if you are talking changes in PTB, i can add A LOT longer list of killer perk nerfs, if we take PTB changes into consideration. You added 4 perks to your list that has never been nerfed lmao

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/920527#Comment_920527

    Perks:

    - nerfed shadowborn (twice)

    - nerfed spies from the shadows

    - nerfed bloodhound

    - nerfed No one escapes death (twice)

    - nerfed Play with your food

    - nerfed Save the best for last

    - nerfed unrelenting

    - nerfed thrill of the hunt

    - nerfed iron grasp (twice)

    - nerfed brutal strength

    - nerfed deerstalker

    - nerfed a nurse's calling

    - nerfed franklin's demise

    - nerfed sloppy butcher

    - nerfed tinkerer

    - nerfed remember me

    - nerfed enduring

    Also: resilience, adrenaline nor dead hard never got nerfed. Unless you can find me patchnotes which directly say so. Adreanline has been infact only buffed, while changed deadhard speed curve, which is not a nerf.. But if you disagree find me patchnotes which will say how they been nerfed..

    Mate a strong majority of those perks received quite a few buffs... What are you smoking haha

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/921443#Comment_921443

    Mate a strong majority of those perks received quite a few buffs... What are you smoking haha

    My argument was that these perks been infact been nerfed at one point..? Do you know how many buffs DS and BT have received since they got nerf? BT for example got nerfed 2 years ago and has only been buffed ever since.

    So in one way or another every single of these perks i listed have been nerfed. It's funny you mention they been buffed since it took them THREE years to buff sloppy butcher lmao after it's original nerf

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/921457#Comment_921457

    My argument was that these perks been infact been nerfed at one point..? Do you know how many buffs DS and BT have received since they got nerf? BT for example got nerfed 2 years ago and has only been buffed.

    So in one way or another every single of these perks i listed have been nerfed. It's funny you mention they been buffed since it took them THREE years to buff sloppy butcher lmao after it's original nerf

    Yeah but 1 Nerf and 2-3 Buffs kinda means overall it's better than what it was wouldn't you think? Depends which Nerf you are referring too? But they have had buffs and nerfs since there original Nerf.

    I brought it up because your complaining like those perks haven't gotten better overall since the release, you can't complain saying all your perks get nerfed when really they seem to get buffed too.

    But oh well it's a concept many people can't grasp that this game isn't one sided.

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/921460#Comment_921460

    Yeah but 1 Nerf and 2-3 Buffs kinda means overall it's better than what it was wouldn't you think? Depends which Nerf you are referring too? But they have had buffs and nerfs since there original Nerf.

    I brought it up because your complaining like those perks haven't gotten better overall since the release, you can't complain saying all your perks get nerfed when really they seem to get buffed too.

    But oh well it's a concept many people can't grasp that this game isn't one sided.

    That was not the point. My original point was there are more nerfed killer perks, just becouse 3 of those perks in that list got miniscule buff after three years do not erase the nerf from perks history. There are more nerfed killer perks like i originally mentioned =)

    As my list proof, there are more nerfed killer perks

    Also you claimed that "strong majority" of those perks got buffs.. may i ask what perks and what buffs compared to the original nerf? So according to your logic, half of the perks from survivor nerf list shouldn't exist.. since they have gotten buffs as well lmao xD

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/921469#Comment_921469

    That was not the point. My original point was there are more nerfed killer perks, just becouse 3 of those perks in that list got miniscule buff after three years do not erase the nerf from perks history. There are more nerfed killer perks like i originally mentioned =)

    As my list proof, there are more nerfed killer perks

    But most of them aren't a nerfed perk, for it to be an official nerfed perk you'd have to say it's worse than when it first came out?

    Shadow Born is better now.

    Spies From The Shadows is better now.

    BloodHound is better now.

    NOED is worse now.

    Play With Your Food is worse now.

    Save The Best For Last is worse now.

    Unrelenting is better now.

    Thrill Of The Hunt is better now.

    Iron Grasp is worse now.

    Brutal Strength is better now.

    Deerstalker is better now.

    Nurses Calling is worse now.

    Franklin's is worse now.

    Sloppy Butcher is better now.

    Tinkerer is better now.

    Remember Me is worse now.

    Enduring is worse now.

    So 9/17 are actually better than they used to be.

  • @Danielgdp3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/921480#Comment_921480

    But most of them aren't a nerfed perk, for it to be an official nerfed perk you'd have to say it's worse than when it first came out?

    Shadow Born is better now.

    Spies From The Shadows is better now.

    BloodHound is better now.

    NOED is worse now.

    Play With Your Food is worse now.

    Save The Best For Last is worse now.

    Unrelenting is better now.

    Thrill Of The Hunt is better now.

    Iron Grasp is worse now.

    Brutal Strength is better now.

    Deerstalker is better now.

    Nurses Calling is worse now.

    Franklin's is worse now.

    Sloppy Butcher is better now.

    Tinkerer is better now.

    Remember Me is worse now.

    Enduring is worse now.

    So 9/17 are actually better than they used to be.

    You have no idea what you are talking abaut. Spies from the shadows used to trigger crows from ANYWHERE and give information to the killer. How is it better now? How was bloodhound buffed?how is unrelenting better now? unless you plan on missing hits. With this same logic DS is now stronger, becouse rank 20s have easier time hitting skillcheck. Deerstalker used have NC build in.. how is it any better?

    I stopped reading here. Answer these questions if you wish. So give me the list how these perks are now better compared to the original nerf thanks. Otherwise i'm gone lmao

  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/921496#Comment_921496

    You have no idea what you are talking abaut. Spies from the shadows used to trigger crows from ANYWHERE and give information to the killer. How is it better now? How was bloodhound buffed?how is unrelenting better now? unless you plan on missing hits. With this same logic DS is now stronger, becouse rank 20s have easier time hitting skillcheck. Deerstalker used have NC build in.. how is it any better?

    I stopped reading here. Answer these questions if you wish. So give me the list how these perks are now better compared to the original nerf thanks. Otherwise i'm gone lmao

    Screenshot_20191215-214244.png Screenshot_20191215-214338.png Screenshot_20191215-214445.png

    That was what the perks were when they first came out, to me it sounds like they are better now.

    I was off on the Deer Stalker one whoopsies.

  • Go compare spies from the shadows from patch 2.5.0

    To version patch 2.6.0

    You can post screenshots here. And tell me how it is stronger thanks. You are just being just dishonest now


  • @Callmehandsome said:

    https://forum.deadbydaylight.com/en/discussion/comment/921500#Comment_921500

    Go compare spies from the shadows from patch 2.5.0

    To version patch 2.6.0

    You can post screenshots here. And tell me how it is stronger thanks. You are just being just dishonest now

    How am I being dishonest I said from when they came out? I'm fairly certain I wrote that.

  • @Danielgdp3 said:

    Medkits got nerfed.

    Balanced Landing got nerfed.

    New maps have reduced safe pallets so I'd say that's a win for killer generally.

    Undetectable has indirectly nerfed a couple survivor perks.

    These are just recent also there are plenty other needs that have happened over the past year, just because there's only 1 survivor that gets affected by nerfs doesn't mean it doesn't happen as often as individual killers getting nerfed.

    Grow up man

    Yeah such nerf to medkits, dont know about you but me and friends can heal faster and have protection to all instadown killers be it by perk or kit.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/912287#Comment_912287

    Yeah such nerf to medkits, dont know about you but me and friends can heal faster and have protection to all instadown killers be it by perk or kit.

    Well I don't heal faster from medkits nowadays, no instant heals is a nerf. What protection to instadown killers are you talking about?

  • chubby cheeks kiddos will alway gonna cry when they got nerfed their beloved op gameplay mechanics, if they lose the advantage, they don't want the game to be balanced, and im talking about both sides.

  • @StrodeWins said:

    survivors have been nerfed way more.

    because survivors have a trillion OP perks so they'll have a higher volume of nerfs because this game favors them. The nerfs are minor and nothing really felt. Instant med kits was a huge nerf but that's the worst of it. Other than that it's just whining.

  • @NuclearBurrito said:

    If it were true that Killers throughout the game have been getting nerfed more than Survivors and that Survivors have been buffed more than Killers then it logically follows that if we go back in time Survivors should be weaker and weaker the further back we go.

    https://www.youtube.com/watch?v=Q1fkX3H84SE&t=229s

    Thus in order for that to be true the Survivors in this video must be far weaker than Survivors are now in terms of what the mechanics allows them to do compared to the Killer at the time.

    Since this is clearly not the case it's just a matter of quantifying what changes makes this so and why it had this effect.

    My theory (which is easy to verify by just looking at patch notes) is that the big core gameplay changes were all in the Killers favor, while the majority of Killer nerfs were outside of the core mechanics.

    For example some core gameplay mechanics that have changed since 2016:

    • Medium vaults added
    • Entity blockers will now block windows after 3 vaults
    • Killer vaulting is faster
    • Pallet breaking is faster
    • Generator regression implemented
    • Generators now take 20 extra seconds to repair
    • The end game collapse was added
    • The Hatch can now be closed
    • Bloodlust added

    Those are all the ones I can think of off the top of my head. Meanwhile I can't think of any changes to the core mechanics that were in the Survivors favor except for the hatch always spawning for the final Survivor.

    I'm sure you can come up with plenty of Killer nerfs period, but if we restrict ourselves to just the core mechanics it's pretty obvious how and why Killers are stronger now than before.

    That doesn't mean a lot of Killers don't need buffs, it just means that the claim that Killers have been getting weaker is demonstrably false.

    People criticise infinites (which they should have been gone) but the way killer’s had a 360 auto-aim... it was the only way to avoid getting hit back then xd.

    The killer basically hit the survivor no matter the direction they were in/obstacle in the way if they got just close enough to the survivor.

  • @dont_ask_me_again said:

    https://forum.deadbydaylight.com/en/discussion/comment/912870#Comment_912870

    People criticise infinites (which they should have been gone) but the way killer’s had a 360 auto-aim... it was the only way to avoid getting hit back then xd.

    The killer basically hit the survivor no matter the direction they were in/obstacle in the way if they got just close enough to the survivor.

    Killers could never hit though objects unless you are talking about windows or specific bugged situations. And 360ing isn't something you should expect to save you anyways.

    Distance has always been how you avoid getting hit, and removing infinites didn't change that. The only difference is that now it's possible for a non-potato Survivor to fail.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/921651#Comment_921651

    Killers could never hit though objects unless you are talking about windows or specific bugged situations. And 360ing isn't something you should expect to save you anyways.

    Distance has always been how you avoid getting hit, and removing infinites didn't change that. The only difference is that now it's possible for a non-potato Survivor to fail.

    You could literally be behind the killer... he’d swing and you’d get hit. Everything connected back then automatically :P

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