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  • I'd love to see this implemented. Playing solo Q or SWF really makes a difference in the game experience, even without comms

  • Well, i tried to add you both, i'm not entirely sure for you "Spare them. Mori Me" though, if i send to the right profile.

  • Sure, when i say play to win, i'm mostly saying to not rage quit "because its this or that" if im honest, i'll add you

  • I've tried to play 4 games with freddy. I've crashed three times in a row.

  • They nerfed and buffed things based on their frequency of usage... not because of gameplay experience. I've always been positive about most changes that came into DBD... but i really don't know about that one.

  • I think exhausted should be buffed: not the status effect itself, but the killers add-ons and perks that applies it to counter exhaustion perks. Maybe the dead hard nerf will weaken it accordingly... but did i enjoy myself when i took it away from survivors. Turns them into potatoes.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2979041#Comment_2979041

    It's meta on 2 Killers at best, those being Nurse and Blight, and even they have Perks that are just way better, like CoB.

    If I'm wasting 2-3 Perk slots to get a single Perk to work properly, I'm expecting it to be powerful, and Ruin just isn't worth 3 Perk slots, not when CoB+PGTW exists and does Ruin's job much better, only takes 2 Perk slots and can't be removed at the start of The Trial

    Ruin isn't only meta for Nurse/ Blight or high mobility killers. " https://nightlight.gg/perks ". It is just meta. You can't say its about bloodpoints on that one.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978975#Comment_2978975

    Using 2-3 Perk slots just to get use out of a single Perk is not worth it

    Yes it is since you have four perks. And Hex perks doesn't get cleansed in two seconds every game, this is nothing more than a cognitive bias. Ruin is a meta perk for a reason.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978923#Comment_2978923

    It's not. It gets cleansed extremely quickly if Survivors know Totem spawns, and the effect isn't even that good, at best you'll have 1 Generator regressing while chasing a Survivor, which isn't much

    It is a top tier perk. Especially when you build around it. With Pop/ Pain res/ Undying/ Jolt you have plenty of perks to choose to make up for its inconsistency. And while it works, it is far stronger as a gen defence mechanic than pop. So, yeah, definitely a top tier perk in my book.

  • @ThatOneDemoPlayer said:

    New Ruin is better than old Ruin.

    Doesn't mean it's a top tier Perk though

    It is though. And i'm afraid we'd be very lucky, as killer players, to get the same kind of reworks for the massive upcoming one... i fear we're getting butchered.

  • @Adjatha said:

    They did a really bad job about announcing that thing.

    They ARE NOT CHANGING MORI OFFERINGS.

    At least, they're not changing them yet.

    What they ARE changing is the End Game. In the End Game, you'll automatically Mori the last survivor once you down them. This is independent from Mori Offerings and in no way is affected by Mori Offerings.

    You can still burn Moris and use them as before on every member of the team.

    If they had said "End Game Changes" instead of "Mori Changes," this topic wouldn't come up as often.

    But, at 51 minutes and 10 seconds of the anniversary stream video, they did say that their system will remove the mori ability from offerings. So... was there any news i missed?

  • Against Wraith/ Hag... i think the burn should be deleted. Against Nurse... flashlight players should be able to expecto patronum it. That would be hilarious. (I'm joking).

  • I think making BT and Corrupt base kit would make the game more enjoyable for both sides. I definitely wouldn't see it as something that would drive me away from the game. On the contrary.

  • Actually, having the hex being cleansable only by the people affected by it is a great idea. I dig it.

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917806#Comment_2917806

    Err... you do know lockers are a thing, right? So even in a small map, if you get struck with starstruck (which means you're likely close enough to not proc BBQ) you can literally just wait it out in a locker. You don't HAVE to start running around in full visibility!

    It's so easy to counter, I literally don't understand why you're even complaining about it.

    So strange how you all are pro player survivor mains on this forums. Everything is easy to counter on every killer. Even Nurse. She's trash you know. Can't take any of you seriously.

  • @GoshJosh said:

    I’m not gonna lie that I don’t think Pig should see box auras - period. Leads to easy tunnel kills and box camping. Not sure why this is a thing.

    That being said, how do you feel about the add-on giving permanent aura reading on a survivor after they remove a head trap, until you next hit them? Kinda keeps in theme with Amanda sabotaging the rules of the game. I feel that is a powerful yet balanced effect for a very rare add-on.

    Seeing boxes aura allows pig to pressure boxes. Of course it is as it should be. Especially when her chasing power is very weak. And losing the ability to pressure boxes should be traded for an equally good one. But yeah, your idea would be better than what we currently have for sure.

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/320053/nurse-second-third-blink-should-be-special-attacks

    Starstruck Nurse is a bit unfair

    I've got a radical idea... hear me out.

    How about, you keep your distance from the Nurse when she's downed someone or picking them up? Simples.

    How is it fair for a killer is next to no mobility other than her blinks to have all attack related perks nullified because you don't "counter-play" Starstruck?? Survivor's always be crying "where's the counter play", and when it's obvious enough but they don't want to do it, they still cry. Sheesh!

    @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917476#Comment_2917476

    Starstruck is the singular most avoidable exposed perk that it is laughable when anyone complains about it. Counterplay: ‘Oh sh/%, the killer has Starstruck. I should immediately start running away from the terror radius. I now know for the next time they go to pick up another survivor.’

    End of story.

    You both know nothing what you're talking about. In a small map, or even with just agitation starstruck nurse is oppressive. You don't just hold w and be fine. Like i said, you can't balance instadown perks because of that busted killer. At least with this change you could make strong intadown perks for killers (not hexes one) while not being overpowered on nurse. You all propose nothing.

  • Yeah those changes are pretty good overall. They nailed it with Legion/ Ghostface/ Haddonfield issues. I hope Pig could get the same treatment in later patches to be honest.

  • @CLB198 said:

    I'd make it so that when they search the right box they then have to struggle to get the trap off, like when shewing the crows from the artist. During that ~20 second animation the survivor could run away, but the killer has killer instinct on them and if they were stopped or interrupted in any way they would have to restart the process.

    I'm afraid it would make camping boxes too easy. If i could make a purple add-on, i would make one that allows to break pallets with the ambush probably.

  • It is such a shame that Pyramid Head add-ons are this bad. With survivors being tormented, you could make them exhausted/ oblivious/ mangled/ blind (etc.)... even hindered/ broken/ exposed. Gameplay wise your idea make sense, but i don't think it does thematically. Maybe to rework the obsidian goblet, PH could get the undetectable status effect when his power is on cooldown... and for a little longer; i don't know.

  • I'd be happy with that. Even if i'd prefer seeing the MMR of the players.

  • @Pulsar said:

    Considering the fact that you cite "genrush prevention" and then actually encourage it by forcing people to spread out 1 to a gen, I don't think you are actually playing at a high level.

    Also because you cite "infinite loops" of which there are approximately zero in the game.

    There are a lot of really bad ideas in here. Trickster 4.6 m/s being one of them.

    There is a lot of bad ideas i agree. But there is also quite some good ideas: one springwood/ main event having no timer but resetting if a survivor is hooked/ adding a breakable wall to all shacks/ taking the gen on top of dead dawg saloon down/ nerf to pallets in gideon meat plant... there really is some good in here.

  • That would be great. I'd prefer them to reveal our mmr if i had a choice. But i'd be pretty fine with that solution.

  • @TheArbiter said:

    Honestly I think it's fine as is, to even get a third blink you already have to bring an addon

    Hard disagree. With the second blink a hit is basically guaranteed (even more with a third one). With insta-downs, this is a bit too easy... and make it hard to balance instadown perks for all killers... when anything get busted on Nurse.

  • Apparently yes. MMR has been changed.

    MMR changes.PNG

    What do you think about it? As far as i'm concerned, it is a good change.

  • I think it is an even better idea than giving icons to know what survivors are doing. Since you could tell others what you plan on doing.

  • I miss it too. It is such a shame.

  • @Wampirita said:

    https://forum.deadbydaylight.com/en/discussion/319705/actually-did-the-four-man-rancor-mori-with-pig

    Maybe Remember me instead of Knock Out? Since you focus on your obsession, they won't open the door once they're available

    I don't know why. But it never worked out with remember me. Everytime i did really get closed to do it, and did it, it was with Knock-Out.

    @Mandy said:

    That's really difficult to pull off so well done...but yeah you're gonna have to do it again to get us a recording of it - I want to see it!

    I'm working on it!

  • Dead hard needs nerf for sure. Good news, the devs actually talked about working on it.

    NOED needs a rework. It gives cheap downs. But is inconsistent when you really need it. Everyone would win if it got changed. Unfortunately, we have nothing on the radar about changes on it.

  • @TeabaggingGhostface said:

    Good job, hope you saved a video of it

    Unfortunately, i didn't know that windows 10 allowed to do it. I would have recorded otherwise. I just learned about it.

    Guess i'm not done with that challenge yet then...

  • I agree that hook spawns are horrible on that map. But that is definitely not a reason to ask for a map to be deleted.

  • Pig is my main because i bought DBD with the saw chapter in late 2019... because i liked the first Saw. I don't really have main in survivors cause i'm a killer main... but i guess, overall, Claudette would be my main (i love altruistic and healing builds, also i'm more of a self-care player than an exhaustion one).

  • Maybe continous skillchecks would be too much (especially with doctor). But i'd gladly take a lullaby that would activate in three tokens instead of five. I'm happy to see i'm not the only one wanting this perk buffed.

  • Well, i managed to get three man mori with rancor. I couldn't get the fourth one to stun me unfortunately. I hooked him. The friggin bastard!

  • Apparently, they are going to work on icons (in the future... but we don't know how close yet) so that solo q survivors know what their teammates are doing. So you're on the right track. I think helping solo q survivors to coordinate on hook saves is probably the most important matter. Maybe making kindred base kit would be better than getting BT base kit "to close that gap".

  • @Bwsted said:

    The thing is, I'm still unsure whether dms itself will survive much longer in its current state.

    I hope it will, it is such a good rework. We need more of that.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/319431/four-man-mori-rancor-doable-or-not

    Does the wiggle out stun trigger Nemesis? If so then it should be just a matter of slugging everyone then then taking them out one by one.

    No, this doesn't work unfortunately. I need to slug everyone and make them stun me one by one with a pallet.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908182#Comment_2908182

    I mean survivor need equip an exhaustion perk. its not free. The killer is equipping a perk slot to potential nullify survivor perk slots.

    All perks are suppose to be free bonuses, not just exhaustion perks. The drawback is that you only get to pick 4. I would say that blood echo falls in line with chase perks like brutal strength, enduring spirit fury etc. For a chase perk, its inconsistent value makes it not worth selecting on pretty much all killers.

    I'd say only killer who would make great use out of blood echo if it was not inconsistent perk would be Nurse. Canceling dead hard could be a time-asset for her. I would say buffing blood echo is mostly buffing a possible nurse perk. I would rather use m1 plaster fix chase perks than use blood echo. Its just too much of luxury-type perk for killer in my opinion. Don't think it will ever be meta at all. Niche perk that killer-player that enjoy stacking chase perks might use.

    You don't understand what i mean. I'll illustrate. A survivor equip dead hard. He get an ability to reset the chase for free. Compare it to save the best for last for killer. You don't get 40% cooldown reduction for free, you have to actively work for it in game to get it and keep it. That is what i meant.

    Blood echo is way weaker than brutal strength, enduring, spirit fury, save the best for last, bamboozle.That is why i think it could be buffed. I didn't try fearmonger/ blood echo yet, but i don't think it is at enduring/ spirit fury level of greatness.

    Every time a perk is good it is going to be even better for Nurse. That is just how it is.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906924#Comment_2906924

    Pretty sure RapidMain did it, though I might be imagining things. I watch too many content creators.

    Regardless, it would take a ton of luck, even if you're the best killer on earth.

    I tried it with Remember me/ NOED or Knock-Out... but nothing works for me. Even map offerings. I can drop a nuke on the survivors head... they somehow counter it. I'm amazed actually. I'll try one last iteration of the build (Indoor map/ Knock-Out/ rules set n°2/ jigsaw's sketch)... after that i'm done.

  • @AbsolutGrndZer0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906436#Comment_2906436

    No, having to do four boxes every time would guarantee a 4K with certain addons.

    IMO, the best way is to make it so the 1st box you check has a 25% chance. 2nd Box has a 50% chance. 3rd has a 75% chance, and the fourth has a 100% chance. This way, if you manage to check all four boxes, you are guaranteed to get your trap off, but the slowdown perks work for Pig, and as a Pig player nothing is more annoying than survivors getting lucky and having all four traps off in under 30 seconds because they all just happened to spawn next to the single box that opens their trap.

    It isn't a guaranteed 4K with any add-ons. They made sure that survivors could do four box searches with any add-on combinations and while being interrupted multiple times... after the add-on pass. And actually having a choice between two boxes on your last search would make not dying to the timer way more easier.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907930#Comment_2907930

    I'd say its issues are that it does not activate when survivor is healthy. Its too much of setup to injure every survivor and than hook a survivor when everyone is injured.

    Even for Legion who injures survivors much more easily, Its hard for them to get value out of the perk. I would say for other killers to even consider running this perk, It would need to be changed to work on healthy and Injured survivors.

    Plague really only one that gets to use this perk at full & consistent value and that is only when survivor specifically choose to not cleanse. Its not that counter are not developed, Its that they're purposely weak and safe. huntress used to have 90 sec exhaust hatchets and clown had solvent jug exhaust bottles, so those got complained about presumably from countering dead hard. Ever since, exhaustion was dialed down.

    you do not see this perk talked about much because its situational and rarely anyone uses it from my experience.

    I don't think that the injured survivors requirement is the problem. You can't just get an exhausted effect for free on the whole team by just hooking one survivor.

    Having used blood echo on plague, it is actually quite good. Whether they overcleanse or get surprised by the exhaust... it really comes biting them in the back.

    Clown and Huntress exhaustion add-ons didn't need to be gutted like that in my opinion. Exhaustion perks are supposed to be bonus. I don't understand why it would be such an issue to give killers adequate counters to something that makes survivor stupidly stronger... for free.

  • @YOURFRIEND said:

    Yes, if it were buffed heavily, it would be a decent perk. What's your point?

    Is it that hard to understand? I made it clear: killers would feel better with a good exhaustion counter. DMS was trash before it got buffed. Maybe Blood echo could have the same treatment and become incredibly good after the right changes.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906924#Comment_2906924

    I think that's the only way it is possible to get. If you're a survivor and you see 3 other survivors get mori'd you know not to stun the killer or you'll get mori'd. Most players would just give up and give the killer a hook instead.

    That is not exactly what i meant. The survivor opened the door, but came back to give him the last mori. That's why that is debattable.

    Edit: Nevermind... he did got it legit. Luckily. But legit.

  • I have exactly the opposite feeling. I dread more solo q than playing killer. If you pressure hooks a lot of team crumbles. I can actually work on it. But when i play solo q my teammates are never taking the game as seriously as the survivors i face. Add killers that sweat like crazy against noobs on top of that, and you basically have a gameplay that is miserable no matter the skill you have.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907386#Comment_2907386

    Well yes, but Rancor only triggers when the gates have been powered. By that alone, you got substantially less time to get it going.

    That's for sure. I'll give it a few more tries... i guess. But i think i'll have to find another challenge. I'm really tempted to try getting four man moris on all killers. Seems more doable for a challenge.

  • @GentlemanFridge said:

    Even if you get two off, by then the other two will realise what’s going on and stop trying to stun you. They’d really need to give it to you if you want a full 4-mori game.

    Well, evil incarnate kinda have the same issue... but it is doable.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907222#Comment_2907222

    Evil Incarnate at least can be done before gens are finished. Which helps keep survivors from just leaving while you are moring a survivor. It's still difficult but at least if you mori a survivor with a gen or two left you can snowball into the 4k. There's no snowball potential with rancor since the gens are already done.

    Yeah, you're right. I'll try Ohtofu's complete build next. But i think it is a lost cause. Maybe i'll try to just get four man moris then.

  • @Crowman said:

    I'm going to say that it's basically never going to happen unless the survivors give it to you.

    Rancor is only active when the exit gates are powered and since in order to mori survivors with rancor you need to switch obsession with a perk and currently there's no way to switch obsession to a survivor in dying state, you basically can't slug. So once you start to mori one survivor the rest will just open the exit gate and leave because you are stuck in the mori animation.

    Even if you try to stall the exit gates being opened with perks like remember me and no way out, you still have to deal with the hatch too since unlike the hook dying animation you are stuck in place until the mori animation finishes and then the hatch immediately opens giving you no time to locate the last survivor.

    Not to mention with Nemesis you need to be pallet stunned so if survivors drain pallets early into the game or start pre-dropping once they realize you are doing Nemesis + Rancor, you'll have a harder time getting that 4K rancor mori.

    I thought that, since i didn't have that much difficulty getting evil incarnate, that i could do it after a few attempts. But getting a 4k mori rancor is way harder... even if the problem to getting them are of the same nature.

  • @IlliterateGenocide said:

    Its possible. never seen anyone do it. but just the fact that nemesis(perk) exist makes it possible

    someone will do it eventually

    Actually, Monto did it. But it is because the last survivors gave it to him. So i ain't sure that counts.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906504#Comment_2906504

    I mean, 4 boxes on RPD, you literally can't get to every single one because of how freaking trash the layout of that map is

    Except that with five boxes on the map, it makes doing four boxes easier since you have boxes that can be closer to each other. At worse it is a map problem... that can be easily fixed by reworking box spreadout.

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