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  • Bill wasn't originally released to console players but the dev's did give all of Bill's perks to use for free. They were put into the public perk pool along with stuff like Spine Chill. But once they got the licensing to put Bill on console they did. You have the perks because they were free perks before Bill's unlock on console, now they are attached to a character, and sense you didn't unlock the teachable on Bill the game registers it as not obtained. Put in an error report and see if it's intentionally this way or if it needs to be fixed.

  • @illusion said:

    When I was playing as survivor I used to see people waiting around the open gates to taunt the killer. If he/she wasn't there, the survivors would run around vaulting pallets and such (I assume to try to get the killer to come over).

    Since I started playing killer I see it every game. Usually teabagging and flashing at me with their flashlights. Some will even let me get close enough to hit them, or down them right at the exit, so they can limp or crawl out.

    Is there some Blood Point benefit to them for me hitting them as they leave? Is there any benefit to me for hitting them as they leave? If so, is it a significant enough amount to play their game, or can I just ignore them and walk away?

    I think its 200bp per hit but I could be off on that, but it also goes towards your pip in whatever the hunting category is because you start the chase and then instantly hit them giving you benefit from that, the chase technically ends after a hit, so your second chase if you down them is only 1 second as well and you technically win 2 chases in about 4 seconds, and you get a few bonus points for that as well.

    If you're worried about depipping from a bad game and think you may be close to a safely its usually worth the hits. But I'd say 99.9% of survivors don't think about it like that, they know you get points but I highly doubt they think about your emblems and depipping.

    If they're trying to get your attention it's usually to bm you, otherwise it can be done out of kindness for the killer.

  • @Sixnno said:

    https://forum.deadbydaylight.com/en/discussion/comment/976074#Comment_976074

    I mean, the developers want a 2 die/2 live kill rate. The data they showed were matches with no disconnects, and 4 survivors. So a 50% kill rate is what they are aiming for.

    It's also what killers need to understand. They are not developing the game for killers to get a 4k every time. They are shooting for 2 kills.

    They are and killers are complaining that a 2k is a black pip and a loss. In any other pvp game when you hit the skill level you are supposed to be at you don't advance unless you get better but killers don't have a skill level they all think they are gods and deserve to be rank 1 when they shouldn't be but they don't think about that either.

    If a killer is at the same skill level as the survivors they are playing against they shouldn't advance. They need to be a higher skill level to advance. Same with survivor, bullying a killer means you are far more skilled and should advance at an accelerated pace ie double pips.

    But they need to tune survivor pips as well because advancing is too easy to actually balance the game. I played against a rank 2 survivor today thinking match making sucked but they were rank 2 playing like a rank 15, horrible immersion (like no iron will trying to sneak around while injured horrible), couldn't loop, I gave them the hatch and they only got 12k, literally depended on everyone else to carry them. I didn't want them to feel bad about bad match making, but in post game chat I realized the error of my thinking.

  • @LordRegal said:

    So I haven’t been able to try out the PTB yet, so this whole thought is based around the idea that regressing madness can’t drop tiers, as was the case before the rework. If Madness naturally regresses to lower tiers, this doesn’t apply.

    Assuming I’m correct about regressing though, it feels to me like Madness 2 is stronger than Madness 3 now, which feels...extremely wrong. My reasoning being snapping out of it is extremely easy now, and snapping out of it moves you all the way back to Madness 1. Many of the extra effects Doctor’s Add Ons give his Madness kick in at Madness 2, so getting survivors to Madness 3 gives them the ability to turn off those effects by snapping out of it, until they’re forced back into Madness 2.

    Seems to me that in the average case, it ultimately hurts Doctor to fully utilize his power now. Which is a horrible change, by any means. Killers should not be punished for using their power well. Makes it completely counterintuitive to play them.

    This is all speculation as I am not playing in the PTB, please let me know if my ideas and assumptions are wrong.

    It's easier to get survivors from madness 1-2 rather then 2-3. This means Doc will be the ultimate counter to immersed survivors. Instead of old Doc taking about 15 seconds to bring someone from 2-3 with his old field he can now make people scream no matter what tier they are at, have a no down required infectious fright, and with 2 blasts increase madness again. Doc is no longer brain dead find survivors, can shock at full speed instead of the heavy decrease to his speed just while walking around in treatment with the added slow of charging for a blast.

    Doc has been less effective ever sense survivors learned to just keep running instead of sitting at a pallet/window spamming the spacebar and just getting hit anyways. Old Doc is too easy to counter. Hear someone go into madness 1 just run into the terror radius and get into madness one yourself and completely counter him being able to find you in 3 seconds once he downs the first survivor. That used to make it take Doc 3 times longer to find you, having to go into madness 2 instead of madness 1. Now you can't force madness 1 to counter Doc and he can always use madness 1 to find survivors after the first down. It takes a lot more time to get survivors from madness 2-3 than from madness 1-2 if using static field to find new survivors once the game has started. Going from 3 to 1 gives Doc an easier time to up madness again and find survivors with his field if the scream doesn't give you everything you need to find the Blendette, and the scream is 360 degrees and without increasing madness you don't get the notification that you get with madness levels, or infectious fright, or that's the impression I get from reading the update notes.

    The pause between shocking someone and hitting is the best I can guess is to emulate the time it used to take to switch stances meaning the time between shock and hit are still the same.

    The change both makes Doc stronger and weaker at the same time. No passive increase means Doc has to actively do something to increase madness but without the counter of everyone running into the field just to get madness 1 over with, making finding new survivors not in the initial blast easier later in the game when you need to find someone new to chase. There is no mention of having to wait between blast and shock so I'm assuming you can use them one after the other with very little down side to Doc and increasing tiers is easier.

    One of the major issues I had with Doc is the feeling that if I weren't in Treatment mode and going at full speed that I would get more hits from just moving faster, and they've addressed that by removing the stances. So if you can get a hit either through the pallet/window you can do that and if not you can shock without the slow and time to switch, and then switch again, taking tons of time. Now you get normal speed with the normal speed decrease from a faster movement rate making it possible to not lose distance from shocking and being better in a position to take advantage of the shock afterwards. You may be giving up passive pressure for being able to end chases quickly again? If so, the passive pressure is easily given up for quicker hooks, more actual pressure, and more kills.

  • @NoShinyPony said:

    The purpose of this change is to nerf Ruin so that the game becomes more fun for survivors. Of course totem spawns are not getting adressed in this scenario.

    You do realize this is a multiplayer game right? Both sides have to have the ability to do their jobs, both sides have to have the ability to win not just killers. There is not a single killer below a 55% kill rate on average, going all the way up to 75% average. No multiplayer game on the planet is balanced for one side to dominate every game, no game is balanced to one side winning all the time. If you truly take actual balance into consideration not entitled I have to absolutely dominate every game to feel good, killers are over tuned in the perspective of actual balance not survivors. 50% kill rate is balance, not 100%. If killer could never kill anyone no matter how good they are then killers wouldn't play the game, same goes for survivors. Balance. I'd love to dominate every game of OW or Apex I play but BALANCE makes that impossible. Stop only looking at killer and consider both sides of the equation equally and you too can look at actual balance in a game.

    I play red rank survivor and 90% of the time I finish the first gen even with ruin before the killer gets a single down. Why is this? Because of the go to answer killers give for anything a survivor complains about. Do gens, git gud at gens, learn to hit great skill checks forehead, and so on. The state of gens is because survivors listened to the direct advice of killers, no more no less.

    If you want a single player experience where you can't lose go play a single player game and leave the multiplayer games to people who understand balance.

  • @SupaSlay3r20 said:

    With gens being able to go so fast, ruin was more like a crutch for someone who broke both of their legs.

    When survivors complained about being camped, and tunneled the entire killer community said: do gen, just do gens, git gud at gens, learn to hit great skill checks. Just because your meme of an answer actually worked doesn't mean you get to complain about someone taking your direct advice to heart.


    https://youtu.be/IKIGE053CZ8


  • @Rin_is_my_waifu said:

    I wonder what would happen if they nerfed DS or BT or even DH

    Would you say the same things?

    Don't like DS don't tunnel, or just slug like everyone else does to avoid it and survivors don't complain about it, easy.

    Don't like BT don't camp, easy, go find someone who can actually advance end game on a gen and do something to stop yourself from only getting one kill per game. Too easy.

    You want DH? Give me Spirit Fury. At least DH has to be timed and positioned, Spirit Fury is brain dead walk into a pallet and get a free kill. I'll give you something that needs thought vs something that takes absolutely no thought. How about it?

  • That's currently the case (rank 1+ gameplay).


    Survivors haven't been able to be hit during the unhook animation for a long time. How about you hit the person doing the unhooking? Learn the animation for the unhook sequence. Once the survivor begins to raise off the hook the save animation cannot be cancelled. You get the interrupt. Easy.

    Survivors have 10,000 second chances and killers have unlimited second chances. Does Nurse ever run out of blinks? No. She can mess up as many blinks as she wants and keep going. Billy never runs out of gas, Spirit never runs out of haunt, Pig never runs out of dash. Killers can mess up their abilities 50,000 times and still have them up and ready to go. They nerfed exhaustion because it gave survivors infinite potential which is supposed to be reserved for killer only. I'm waiting for them to actually nerf self care and be done with the last infinite survivor perk and reserve that for killer only once and for all. Finite number of pallets, use enduring and spirit fury and pallets mean nothing. But my bbq stacks!!? Equip to win or equip for farm, the choice is yours.

    Between original actual infinite's and ruin killers got kills. Ruin was a crutch used to let killers be lazy. Years later survivors learned that with 50% hit/miss on ruin it only takes an extra 20 seconds to work through ruin. Killers have to go back to trying. With the killers all saying rush gens to counter camping and then complains about survivors doing exactly what they were told to do is stupid. Every gen used to get 99% until killers got the ability to kick gens. Killers complained themselves out of a ton of extra time and now they have to deal with it.

    Borrowed Time only saves a survivor if the doors are open, otherwise its farming on a leash. They get the safe unhook, you chase the bleeding person and the other survivor gets to go back to doing gens. Saving a survivor with a leash that allows them to run for 15 seconds before you think about them again. DS only works if you tunnel someone off the hook. That is a decision you make, not the survivor. Go find someone else, chase someone else and DS will never be seen again.

  • How many different builds do you use on Billy at high rank and still consider him to be top tier powerful? Do Billy add-ons need a rework too?

  • If you're getting easily caught by powerless Legion you must be that potato who only get's chased by full movement killer's for 20 seconds and goes down. If I play Legion and you sit there and wait for me to hit you I'm not using my power. If you don't respect the fact that you're one hit from being downed, I'm not wasting my ability on you. Why chase you for 2min with my power when I can chase you for 15 seconds without? Don't meme the killer, run, loop, git gud.
    The only reason I chase a good survivor without Fury is when I can't catch them with Fury before they make the pallet, waste of the ability, saving it for the hit.

  • Well you're just going against bad killer's sorry man. I play Legion and I don't do that, don't need to and I still get 3-4 kills per game average. Do I occasionally lose a survivor, yes, but not on purpose. Have I done NOED cheese on him? I've tried, but when 90% of my games end with hatch I don't get a chance to use it. And I do it without Frank's Mixed Tape. Bad player's play every killer. Facecamping Billy's and Letherfaces, proxying Nurse's, toxic Legion, iri ebony Huntress. It happen's but it doesn't make the killer bad just the player's who need to abuse it to get somewhere in the game bad. If you truly want to blame someone for this strat blame the content creators that promote the play style to thousands of viewers.
    Survivor's have had DS, and BT for a long time now, you use what the game gives you and offers you on either side. No one side is more toxic than the other.
    Hatch was created to stop survivor's from dc'ing, NOED was created to stop killer's from dc'ing. Either side get completely owned they both have an out, a reason to stay and finish the game out. Balance.

  • @cumberbatch said:

    I started to index maps but it wasn't so easy to do. Is that really true?

    It is. Not exact locations, but general areas. Give it like a 5-10 meter radius to spawn and yes you can memorize all the totem spawns.
    ex: on Thompson house map. Back right corner of the house there is a jungle gym and a set of hey bales. About 90% of the time if you go to those two structures you will find a totem in one of them, lit or not.
    ex2: on Swamp the far back corner totem spawn is in the same location no matter what spawn pattern the map has. It's the most hidden and the most predictable totem spawn on the map. Which is why in most games if that's your totem it goes in under a min with experienced survivor's.

    Survivor's memorizing totem spawn's comes from countless games of: Ruin, DH, NOED. It's a natural skill survivor's pickup just by playing 99% of games with at least one hex totem on the map. Sad truth.

  • My favorite killer's to go against are Nurse and Spirit. They're the only two killer's it really takes any skill to go against as survivor, and play as killer. If I outplay a Nurse it's because I outplayed them not game mechanics. If the Nurse outplays me it's because they're a better Nurse than I am a survivor. Same goes with Spirit, unless she uses prayer beads that's just cheap.

    My least favorite to go against is Trapper. I never see the traps even without darkening add-ons. I always find his traps with my ankles, I call it karma but it's because I never look at the ground, always either at the killer or the next pallet/vault.

  • Do you anything but insta-saw Billy at high ranks?
    Do you anything but the double purple add-ons for Spirit at high ranks?
    Why should Legion be any different?
    Why should Legion have more high tier viable option's than any killer but Nurse?