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Cixon

Cixon

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Cixon
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  • @ShanoaLegendaryPlz said:

    I dont think there is a cooldown for endurance. I mean theres no effect that prevents you from getting another stack of endurance immediately after the first. Meaning it might end up spammable especially if half the team are guardians.

    Deep wound doesn’t allow you to benefit from endurance. In 1v4, every survivor is given endurance status effect for a small period of time when unhooked.

  • @Koukdw said:

    Would need a total rework of games maps and mechanics for it to be possible.

    agree. not sure about mechanics tho..

  • For those of you saying the game isn't ready for this kind of game-mode:

    With the current state of the game; I agree.

    However, when cross-play releases comboed with player hit detection and chainsaw killer changes?; I disagree.

    • Cross-play; PC avgs 48.1k-53.3k players including windows store. With console, this would easily be around 105k players.


    • Player hit detection; This feature is suppose to detect if a hit should've counted or not. This combats latency and will fix the outcome of a match against a laggy killer/survivor.


    • MMR system; Though this feature hasn't been talked about much recently, MMR is an exact quantification of a player's skill level. Unlike the current ranking system, this new system calculates everything from wins, gens, hooks, and ten other things. It's a complex algorithm that fluctuates freely on a players wins or losses. This should fix matchmaking for good.

    With that being said. I think it's clear to say that a new game-mode should AT LEAST be considered to keep up with the slow pace of updates.

  • I would love to kill survivors with my gf. She mains Spirit and I know how to use Oni so the combo would be fantastic!

  • @Karaage said:

    @DrDeepwound @Cixon

    Other concern I thought of, is that increasing Exit numbers is not possible on some maps, like Lery's, Stranger Things, Silent Hill, The Game, due to how these maps are structured. Redoing the maps could be too much work just for a fun gamemode, so they might be disabled?

    And having just 1 hatch should be enough, might be unfun for last survivor if one killer bodyblocks the hatch instead of closing it and powering up exit gates, but it's not gamebreaking and not a hostage situation.

    A lot of things would have to be re-arranged to fit the game-mode, not just the maps. I believe it would be 100% worth it because it would increase player count. Just think of how many people would talk about this game-mode? A lot.

    If done well, everyone would have a blast. They can start with only new 2 maps or extend existing maps. I don't think it would be MUCH work but it would need to be tested.

    The game is capable of multiple killers and survivors. There's videos of glitches like this so that wouldn't really need to be implemented.

  • @stargazer9 said:

    SWF is OK. No one is preventing you from playing with friends. What is NOT OK is comms! Communicating with your friends during a match and letting each other know of the killer’s every move for instance is NOT OK! It is considered cheating. This is NOT how the game is designed to be played. It ruins the game. It is not fun.

    A comment I recently came across on reddit which I completely agree with: “The game is balanced around survivors being disorganized and lacking in communication. Allowing them to organize and communicate breaks the game.”

    Which explains one of the reasons there isn't a in-game voicechat. However, I think the main reason there isn't a in-game voicechat is the toxicity of players. Imagine how annoying it would be to get screamed at by a random survivor for not doing something they wanted you to do?

    The current state of things are fine.

  • God I didn't think as far as end game. Yeah...3-4 exit gates would be fair. LOL

    (leave it to BHVR to figure out. lol.) @Peanits

  • @Karaage said:

    One concern I just thought of, would be the Exit Gates. If Killers cooperate with each other, each can just block one Exit Gate (bodyblock it from being opened) and just hold game hostage forever. I guess 3 Exit Gates would be a must?

    Yes. 3 Exit Gates and perhaps, 2 hatches?

  • @DrDeepwound said:

    People think killers are miserable, isolated and depressed lonely people sitting in their cellars counting their 4ks, but really we are team players too. I want to team up with another killer and dance in the fog with my broithers and sisters as we all battle in the new, probably never gonna happen game mode.

    But we can all dream bros, gimme a hug I think I need one.

    Being a survivor main, I honestly think killer is more fun with the right killers.

    Oni is fun to me, Ghostface is amazing, and Nurse is my main. I do hope someday this would happen.

    We have the player count for it! Cross-play would fill the game-mode up!

  • @DrDeepwound said:

    You cant just throw numbers of players and gens around this would need some heavy testing. No matter what a killer can still only chase one person at a time in theory, so 2 killers still chasing 2 leaves 4 players to jam on gens.

    I am all for a gladiator mode but need heavy testing on the numbers before comment further

    I agree but I figured the most stable game would be the numbers I put. It use to be 7 gens but I decided to make it 6 gens just cause of the insanely difficult combos. For example, Ghost face and Micheal Myers or perhaps The pig and plague.

    Not saying this would come out this year or anything but I 100% agree that it should at least be tested to see what potential it has.

  • @YaiPa said:

    awful idea, extremely unbalanced. Y'all cry about camping and tunneling, think what would happened with 2 killer that could actually make camping and tunneling uncounterable.

    @JesterClown said:

    Prolly more survivors just because 2 killers are extremely strong. Ive put extreme thought into just thinking about how strong killer combinations are, even creating a category called “A killer and their win button (nurse)”. Plague unironically becomes an amazing killer in a 2v(whatever) mode, because she enables other killers so well.


    2 killers is strong but so is 6 Survivors and 6 gens. If you think about it, killers can only really target 1 survivor at a time NOT including slugging. With 2 killers, that leaves 4 survivors on the loose. Though I agree that it wouldn't be easy for survivors to escape. It's definitely doable, specially with SWF.

    Not to mention, 2 more suvivors have a input as to what offerings and items to bring. With that, the game could take a hard turn for killers.

    Though, you can argue that 1 killer can patrol hooked survivors and 1 killer patrols gens but even at that, it wouldn't workout well. At that point, it would be a regular DBD game.

    @Frareid88 said:

    Yeah, the maps would need to be increased in size by probably 2 to 2. 5 times the size they are now due to terror radius and perks etc

    @Maperson said:

    We already talked about this, i like the Idea but maps are not designed for that

    Of course! Maps would absolutely need to be increased by at least twice its size. 6 survivors would fill up the map and a extra killer would be even more hectic. I also think each map should add 2 more pallets and one more T and L loop or shack.

    In terms of the maps, the ones I chose are best imo just because of it's size and design.

  • @MiniPisa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1437314#Comment_1437314

    And if they had never implemented it the game wouldn't be where it is today.

    SWF has been out for almost as long as the game has existed. If the game hasn't died since that point, it seems to me that killers aren't going anywhere if a majority of them don't mind it.

  • @[Deleted User] said:

    You wanna nerf a mid-tier Killer who dont even have an insta-down. I think your playstyle is just bad for the Doctor. Lets examine the facts.

    1. You can hear when he charges Blast, turn up your volume.
    2. Also what are you doing 30m from him anyway? If you are being chased then its intended. if you are not, Why are you not on a gen?
    3. You can easily predict when hes gonna use Blast, You can count the time from last or expect a blast after hooking someone.
    4. You even have perk that allow you to enter lockers fast/unhead.
    5. Shock is working as intended with spam, Its supposed to make you go away from a pallet loop.It litteraly does nothing, except mild illusions.
    6. If you have problems with Doctor use Calm Spirit, even if the Killer is not Doc it protects from Infectious Fright and Crow discovery.
    7. Its pretty clear from your comments you dont want to adapt your playstyle vs the Doc, you dont wanna use the perks suggested.

    Consider the following, You might need to type in "dbd How to Counter Doctor" in Google, instead of calling for a nerf.

    90% of you killer mains on this forum are so basis. 😴

    1. Volume is up. Lol.
    2. Makes no sense.
    3. Fair point but shouldn't be a requirement.
    4. Too situational and what?
    5. True until you are taken to the mental state where you can't interact with pallets at all or even unhook.
    6. Calm spirit is good for only those things. I shouldn't have to rely on a perk to escape against a killer. Sorry.
    7. Not true, calm spirit doesn't do much if you're the savior in every solo Q. Docs just camp the hooks and spam shocks you on the nearest pallet till you reach the mental state.

    It's good that the devs recognized that Hilbilly made no sense to zoom past the map without penalty. Billy was basically a killer car. No one would have a chance to survive a good Billy without a key. AND NOW, it's starting to feel the same with Doctor.

    All killer mains have this same delusional concept with survivors that "they're all SWF" or "they all should be red ranked". Every argument I ever heard on this site always starts with "oh but have you played in red ranks?". Why would I make a account on this site if I wasn't dedicated to ranks too? Makes no sense.

    Why can't I simply speak for the new generation of players who get on to play, not sweat? Survivors don't need as much adjustments. Why? Cause they're simple to understand and killers have a variety of add-ons that can twist how they play the game dramatically and their own special abilities to worry about.

  • I've been saying this for the longest. With cross-play nearly around the corner, the best thing they can do is introduce at least 1 new game mode.

    Game-mode: Nightmare | 2 v 6

    2 Killers. 6 Survivors. 6 Generators.

    • Pre-Survivor disconnect handicap = -1.5 generators to complete. Meaning 1 less gen and 1 gen half progressed.
    • Pre-Killer disconnect = -Player has disconnected. Continue to main menu.

    Playing w/ friends is possible too, selecting the game-mode adds 2 more survivor slots and as killer, adds a slot to invite a killer pal to join in!

    Maps: Autohaven Wreckers, Badham Preschool, Coldwin farm, Midwich elementary school, and The MacMillan Estate. (cause they big).

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1419888#Comment_1419888

    Same, I am a doctor main now, I love playing as and against him. He is one of the most technical killers in the game and requires skill to face him. OP seems to not know how to counter doc at all. Wow, you got your location revealed, just run to a loop or just hide in a locker and run calm spirit.

    Thing is, you don't know which killer to go against. Calm spirit is the ONLY counter and not a reliable perk. Too situational.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/169380/hillbilly-nerfed-now-lets-do-doctor

    Doctor is designed for high rank and is where killers should be..also his tr is his static blast..if you hear it then best be prepared..its not designed to be able to always be negated which is why its warning is more for making distance than anything, shock spamming also gets you nothing because your slowed from it..so now you know a tiny bit more about how doc works..

    I know exactly how he works. Also, his slowed movement speed isn't an excuse because he can cancel his shock spam so that's out the equation.

  • matchmaking is a joke for dead by unbalanced.

    in I give up Comment by Cixon
  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1271657#Comment_1271657

    But if survivors have counters to everything, that just makes it unfair for the killer. As they have to deal with 4 people that can know what to do against them. It is what made Pre-buff Blague, and Old Freddy unfun to play. Survivors denied their powers and made them M1 killers. They didn't cleanse and failed skill checks to wake up. People don't make those choices anymore because it isn't as simple as doing one thing to counter an entire killer. If they do not cleanse, Plague has one corrupt purge by default. If they fail skillchecks against Freddy, then they risk having him come over to them via teleport and he can put you to sleep easily.

    Survivors have to make (or should be forced to make) tough choices. Right now, that is the only skillful part of playing survivor. Should I heal against this Legion? Should I cleanse against this plague? Where and when should I heal against an Oni? These questions have no perfect solution, which makes the game more interesting.

    Besides, Doc has counters: Calm Spirit, Lockers, and staying outside the TR. You can't afford to chase normally or run him around. He, like Nurse and Freddy, force survivors to play in ways they rather wouldn't. He slows the game down like trapper too. He is in a fine spot, and the only thing I can say is: Get Gud.

    These are fine words to go by and I agree but to blantly say there shouldn't be a counter is just outright outragous.

    The great thing about DBD is you don't know who you're up against and I love it but because I can't prep beforehand and have no clue I can't just run perks like Calm spirit and things to counter Doc. The point of the matter it, perks should only be there to boost the survivors objectives not to counter killers and that's the issue.

    The game needs to balance it's killers and not all killers are treated equally. Domogorgon is low tier and though he can teleport where ever he pleases, that's all he can do. Nothing that special about it. Doc on the other hand was the only killer that got a rework that was broken and I stand by that. Even a strong SWF group struggle against a Doc because doc can execute a 2k without lifting a finger and godforbid a 4k because everyone knows he's great for that.

    There's no "get gud" mentality with doc. It's just "get meta" or "get DC'd".

  • @immortalls96 said:

    You have the biggest tell ever..if your in his tr, you risk getting blasted..that's on you..and all it does is some general info on your location and has the longest killer power cd in dbd..his shock therapy doesnt need a cd otherwise using it in chase would be almost impossible and you can still mind game around it..there is a minor lockout and he has a clear tell when hes about to fire..at that point it comes down to who made the better play..if youd played doctor to the degree of understanding you would understand all of these things..but the fact you havent really just feeds stereotypes here man..there are plenty of killer players who can help you understand the killer rather than making blind posts about something you dont even know how it works

    I've played doctor to the extent to prove a point. 4ks are easy.

    I main Ghostface and Nurse and I find myself siding with both survivor and killer. I moved over to survivor before the map layout reworks because infinite angered me as playing killer.

    I'm not against either side, I'm against the ignorance of people who find mechanics in current builds of the game "fine" when they're broken.

    Doc has to charge his shock to use it and he's slightly slower but with the rework he can switch back to his weapon easily and hit you and there's no cool-down it so all you need to do is place down charges on the pallet and chase till they drop the pallet which most survivors try not to so they can keep it for someone else but really, it doesn't matter. You will drop a pallet almost as soon as a huntresses because's there's no counter.

  • Updated main post to clear everything up and get to the specifics.

  • @elvangulley said:

    Stop crying hes fine as is

    That's something a entitled killer would say.

    @LastShoe said:

    Why do survivors should have a counter to power that literally requires them to be inside the terror radius? You already have a counter in form: dont be inside the terror redius, just like against the doctor before the rework.

    @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1270947#Comment_1270947

    This. Survivors should not have counters to everything. It gets boring real fast.

    @elvangulley said:

    why should survivors have 100% counters to all killer powers 100% of the time stop being selfish

    This makes no sense.

    If survivors don't have some sort of counter to a killer/new killer, that killer is broken and deemed META and people like you aren't helping the community grow, you're killing it.

    If you truly think that survivors shouldn't have some sort of counter to a killer then you clearly never played survivor or you're being the selfish one. The whole purpose of a survivor is to survive and if a doctor spams his shock which he can do because there's virtually no cool-down, then he's broken. Like Huntress you might as well drop pallets early to get distance and that can ends games fast. THAT is truly boring.

    Doctor legit has barely any cool-down to his shock and easily the best killer for 4Ks with the right perks. Just cause he got a rework doesn't mean it was a well done rework.

  • @projecteulogy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1263584#Comment_1263584

    but they dont want survivors to have ANY information about the killer. I've already posted about this issue too because VPN users completely change the game and they know it. This is abusing the system and actually needs to be bannable. Not Permanent, but escalating soft bans.

    At this point its all money involvement. They want the best cheap servers they can get(understandably, this game doesn't have a sub fee). They, unfortunately, would have to allocate money for this.

    I would honestly chip in if they tried to Patreon money for better servers so long as they involved a metric like this. I'm sick of Goku wearing killer skins and teleport ######### slapping me every other game after 5pm CST lol

    @Ebisek said:

    1) This game have NO DEDICATED server and never had. Dedicated server means that all data from all sessions are crunched by the server. Not by the killer session and beautiful green ping icon measure some ping to the gateway in the middle between killer and survs. You can see lot of hits over 5 meters distance or hits by walking killer. Why? Because game trust to the laggy killers with 200ms+ ping where the survivors are running to the walls due to killer lag and killer just pick the survivors in his laggy session. This is the root cause of all problems.

    2) VPN is technology which may helps in some specific cases. I would like to avoid hates to VPN just because VPN. If you have great VPN provider, he is also able to provide optimized routing via CDN and your traffic can be passed via one transit fiber to the Hamburg from Vienna and not via 4 transit networks around the europe, because your legacy provider have no BGP optimization agains DBD access gateways. Sometimes it's better, sometimes it's worse.

    3) Instead of banning VPN software, game should have mechanics for server/client connection testing and region selecting. If someone have good connectivity from the mid EU to Spain or Italy, there is no reason to force it just to the Hamburk server with terrible queue times during the night.

    !!! But, game should block him if he started abusing high ping. And doesn't matter if due to china VPN or just poor home wi-fi interference with microwave owen.

    Either way, VPN isn't required to play the game and it's a luxury to have. Doesn't matter what the ping is, if they're using a VPN in anyway possible they should be unable to connect to any match until VPN is disabled or closed.

    In contrast, players that don't use VPN and just have poor connectivity, the game should notify everyone in the lobby that:

    "<this user> has 100+ms, you may leave now to find new lobby or continue as usual."

  • @Jordan_131201 said:

    https://forum.deadbydaylight.com/en/discussion/149071/nerf-wiggle-progression-length-by-5-10

    I think there should be some sort of skill involved with wiggling. Maybe having a skillcheck pop up every couple seconds of wiggling that if you hit it, you get an extra 1/2 % progression on wiggling.

    Maybe make wiggle progression automatic and add skill checks to hit?

  • @Jordan_131201 said:

    https://forum.deadbydaylight.com/en/discussion/149071/nerf-wiggle-progression-length-by-5-10

    I think there should be some sort of skill involved with wiggling. Maybe having a skillcheck pop up every couple seconds of wiggling that if you hit it, you get an extra 1/2 % progression on wiggling.

    I second this idea but might be a little strange since you're spamming A & D while trying to hit skill checks. XD

  • @MiniPisa said:

    Agreed. We shoudln't have to call a killer "nice" or "fair" for mori'ing on the last hook. A couple weeks ago I endured the most aggravating dbd experience of my life - Moried after first hook, then went onto to the next game and got moried again, then the next and the next and God I don't even know how many times I was moried in a row but I think is was a record and it drove me insane. These days I barely ever encounter a killer who mori's on the last hook and it's quick depressing, so for any first hook mori killers reading this... You've done this.. We're complaining because of you. Rant over 😅

    I don't care much either way I'm really suggesting this idea mainly for new players. Moris discourage new players because they don't yet comprehend it.

    Also that brings me to another point, if you're gonna Mori survivors, at least get more hooks in to begin with, otherwise there's not really much of reward but toxicity from survivors lol.

  • @GoshJosh said:

    You may want to consider getting a gaming keyboard and/or mouse that enables macros, so you don't get that carpal tunnel. Best investment I made for my DbD experience.

    Though that does sound nice, isnt that technically cheating? You could just set the wiggle progression faster than humanly possible but the press of a button.

  • @Milo said:

    Wiggle is here so you don't get dragged to the basement 24/7 unless you're close or the killer has a build for it.

    https://www.twitch.tv/phantomzxzx/clip/PeacefulWittyLeopardOpieOP?filter=clips&range=24hr&sort=time

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248941#Comment_1248941

    No matter how you look at it, it would be a nerf to certain killer and the balance already in a horrible state. It dosen't help killer relly a Lot of that for chase and reducing reach would make some loops near vault impossible to win for those killers with short range. Add on the fact you propose NO BUFF WHATSOEVER for killer with short range.

    Not everything needs a incentive. I don't understand the dbd community. Everyone expects something in return to make up for lack of etc etc.

    Survivor mains expect killers to get some sort of a nerf when their toolboxes are reworked and same goes for killers.

    @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248910#Comment_1248910

    Another layer of balancing that is not needed..even either one different lunge for 110 killers it was horrible..doing more would do nothing but make killer less appealing which is the last thing the game needs rn

    Change isn't bad. If the game doesn't eventually get new tweaks added to keep the games stability, the game will never get any more popular. Instead it will be the same repetitive nature it's always been 2 years ago. Not saying the overall objectives need to be change but there should be more dynamic ways to do them.

    I think adding another layer of balancing is good because there is lack of it in dbd. Only serious balancing that I felt was needed was toolboxes. Hook respawn rates didn't need much of a change but they did it anyways and much weren't pleased with it but oh well we still play the game.

  • The reason I made this post is because I feel like it's missing. Hitboxes should be dynamic for both survivor and killers. Not just a single standard for all types. For a asymmetrical game, it's too repetitive.

    When I do play survivor I underestimate some killers reaches ALOT. Like Legion and Ghostface because they carry knifes. So I can see this doing a favor for new players and current ones as well as they know what they're getting into not only what special abilities the killer's have wise but their reach as well.

    Lunges are all the same for every killer so that doesn't change at all as it shouldn't to begin with. It's how far their hit box for their physical attack can reach is what the topic of this discussion is.

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248320#Comment_1248320

    ''It doesn't make sense that a freddy has the same reach as someone with a katana. It just doesn't make sense.''

    If were going to put realism in the game then I will make this game horrible for you

    It dosent make sense that a katana can break a wood pallet, katana are fragile therefor it should break.

    Survivor aren't suposed to have that much blood, if they drop blood for more than 2 minute and a half they automaticly die.

    It don't make sense survivor can run after getting unhook, they got slashed twice and got pieced by a hook, they should be on dying state off the hook and take trice as much time to heal

    It dosen't make sense survivor wave their hand near generator to repair it, they should find various tools that can all break to repair each single generator.

    It dosent make sense Billy simply get stop when he run and hit a small wall/object in his path, he should drop his chainsawn, spin over the wall/object and break his neck, therefor survivor win.

    I can go all day...

    Lol. I'm just talking about hitboxes. Not the world everyone lives in on Dead by daylight. If you want to make the game realistic goto another thread.

  • @Lexilogo said:

    The issue with this is that animations would need to be re-examined as the hitboxes would have to accurately reflect both first and third-person animations to work out, and, to be honest, as a Killer I think having significantly varying hitboxes in first-person swipes depending on Killer selection might start screwing with my muscle memory and accurately gauging if I can make a lunge or not.

    I don't know if they'd need to change the animations persay...shortening/lengthing the hitbox should be enough. Though it may be something to get use, it shouldn't really effect you much unless you were to main a long reached killer as it's only slightly.

  • Add a VPN blocker to Anti-Cheat or something

  • There's nothing wrong with adding another layer of balancing to the game. It wouldn't be hard to add 2 new hit boxes for the killers. I don't see a problem with it.

    I think it's hard to accept that some killers shouldn't have the same reach as others.

  • @immortalls96 said:

    That just adds another layer of tweaks that can make or break a character with honestly no benafit to the game, itll only make certain killers worse just to do so, I find that very unwise

    Eh I disagree. It's just a way to balance all the killers to make up for the lack of literal sense for the killers.

    It doesn't make sense that a freddy has the same reach as someone with a katana. It just doesn't make sense.

    @bjorksnas said:

    They did this once with movement speed and trust me it got changed something like this doesn't stand much of a chance to be implemented or even if it is staying. Also shape deserves longer lunge have you seen how much effort that man puts into his swings.

    Movement speed isn't the same. Also this topic is on length not lunge.

  • @Revzi100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/925843#Comment_925843

    what about if she had tv sets to teleport through a bit like freddys dream bubble

    That'd be neat if it was the Ring girl. Totally different movie and girl.

  • @1nsignia said:

    Good idea but the vengeful full awaking perk could be overpowered if I read It correctly. Killer could just slug an have a speed boost until every one is dead slugged and then gg. But definitely wouldn't mind if she was added.

    I agree to a degree but I couldn't think of anything better. XD

  • @LuluTheLion14 said:

    https://forum.deadbydaylight.com/en/discussion/113209/killer-suggestion-the-grudge-licensed-art-included

    To me, the power is just a copy of other people’s creations. Other people have made posts about a killer that can teleport through lockers. And I have made a killer that can crawl on all fours. And I bet other people have aswell! Yes u have added a few other features to it so that she can crawl over pallets but then what about the Legion? That’s his power gone down the drain. No one will use him anymore. Not like they already do 😂. I just think u need to think of a more creative power.

    Lol. I just take reference from the Grudge films. If you know anything about the grudge, she does all of these things. She crawls on all fours.

  • I say just extend the timer it takes to get into sleep state by 15 more seconds. That's all Freddy needs.

  • @LuluTheLion14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1116940#Comment_1116940

    To be honest with you. I think the power is a bit too OP. The fact that she can instantly destroy pallets with one throw of fire is a bit too much. Also how she can destroy lockers with a hit aswell. If you know a survivor is in there, then it doesn’t give the survivor much time to get out. I don’t know if this is a dumb idea, but what if there are water fountains around the map so that the survivors can get a bucket of water to throw on a locker or pallet to stop it from being on fire. Also, if a survivor touches a generator or drops a pallet that’s on fire, then losing one health state is alright. But I would probably make it so that they have to chuck a bucket of water on top to stop the fire. Take the idea if u like, I don’t mind if u don’t. And just tell me if what I have said is a load of gibberish. And tell me if u don’t know what I have said.

    The Torch is limited to her flame rounds so she'll have to use them wisely. Fire barrels will eventually run out rounds for her rendering her with only her physically attack left. Each game * without *add-ons will provide her 6 rounds to use the whole game. Her charge up for a fire round takes a while to charge so using on a locker is great and survivors have time to fast exit.


    Though, I do like the water bucket idea...maybe add wells around the map and make her rounds infinite like huntress?

  • @TTVfbYTigTW said:

    Is gen tapping really that problematic? You can tap and risk a hit. As killer, you can you know, hit the person.

    Yes.

  • @Nyxis_Fier said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096165#Comment_1096165

    I play survivor. I never bring a tool box. And it never takes me 8 seconds to complete a gen. Lol it takes me longer and I main as Ming. Purple tool box doesn't do much justice so I laugh when ppl say it's getting nerfed.

    I said that it takes 8 seconds to finish this new feature I suggested. Sorry for confusion.

  • @Loey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093969#Comment_1093969

    Honey, the killer doesn't need to camp totems,hooks or generators. Tunneling and camping only makes the survivors make generators what the killers call "genrush" but it's not like that. The rush gene is most seen in the red ranges, where the sfw carry all toolboxes. You will rarely see genrush in the low ranges, because they are new, people who don't know how to play or are starting.

    Survivors do bodyblock because the killer tunnels and is a way to prevent the survivor being tunneled from dying. I'm being tunneled and champ in 8 of 10 games, so i prefer to kill myself or give dc. I honestly prefer to play another game than playing dbd, you avoid getting angry about things like that, either killer or survivor, but good news for the killers: D they buffeted the Doctor again and the plague, nerf the toolboxes and hooks so i guess they will see less suvs in the game, who knows.

    Only makes my post more relevant.

  • @Ghost077 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093460#Comment_1093460

    300 hours of course. Is too little for an experienced player. You still don't know much about this game. Being in red ranks with a new ranking system is easy.

    >How bout killers use perks like discordance, pop, thanatophobia, BBQ and chili, new HEX:Ruin, and a plethora of other perks that combat gen rushing

    Against normal survivors, this is nothing.

    >For a rank 9 killer, I can easily get 2 kills and even 3 at time

    For rank 9 i can easyly get 3-4 kills playing half asleep. Get to the red ranks on the killer and play 50% of the game time on it. Especially on the Pig, lol. Then maybe you will find out about the balance of this game at the moment.

    >But when I play with my friends and see killers take hard advantage of hook camping at close proximity...it's a problem I know most will agree

    Most newbie will agree.

    That's what happens when a killer plays against survivors who know what they’re doing:

    https://www.youtube.com/playlist?list=PLoJokCjX7goxDLKGgKtbSAz81yIpy9Vr4

    https://www.youtube.com/playlist?list=PLoJokCjX7gozpIVDM1qjmXSC7M1SXSP3C

    300+ hours is enough to understand everything. It doesn't take a MLG player to understand the mechanics of the game and what's wrong with them. Your reply really is just you ranting at how easy apparently, my situation is because of my ranks and flaunting your experience against me rather than making any valid points.

    You're really just trolling.

    @Prex91 said:

    I honest also think that a better way is to really incentivate the killer to change the survivor to chase, with buffs similar to the new dayng light for example, but more incisive. Surv do gens is a puishment but not sufficient, because gen pops but one surv al least die, with no pause from be tunneling all game in chase, or worse be on all the match on hook with no intetaction, facecamped. It is a big problem to not understimate. Genrushing is also a problem, make the killer lose too much time and want only to just do everithing to confirm a kill, and must be fixed, however even without genrushing a killer that can tunnel without big punishments to do that/big incentivate to not do that will no esitate to camping and tunneling, cause many reasons and honestly not reason not doing that.

    I have somewhat of a solution to gen rushing. Check this post out:

    https://forum.deadbydaylight.com/en/discussion/129873/idea-to-debuff-tapping-damaged-generators

  • @Nyxis_Fier said:

    Pop goes the weasel. Its there for a reason. Also the new ruin works great as it regresses gens when you're near the survivor. They have no other choice but to step away from the gen. Luckily not every survivor goes around looking for totems. I don't see a problem with gen tapping. If you kick and leave and come back in 5 sec to it being tapped, then look for the survivor(s). It means they're staying nearby. And if you keep going back to kick it and can't find anyone, move on, chances are you're being trolled and distracted to the one gen while the others complete the other gens.

    Though that is true, this would only have survivors take about 8 seconds to do alone and would be faster if there was more than one survivor or if they had a toolbox. Adds a nice dynamic to the playing field in my opinion

  • I'd love if there were a delay to her roar. Though, you can hear when she's coming for you because of her blade click.

    The stealth ambush trick works for the most part around a dodgy pallet but it could be slightly better if there was a one secondish delay to her roar.

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