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Pandamonium

Pandamonium

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Pandamonium
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  • Demogorgon on pig or vice versa. Imagine stunning a pig and thinking "here she is going to make those cute lil piggy noises" and then the pig just screeches like a demogorgon. Or a demogorgon, a big monster, makes some cute pig noises after being stunned.

  • I just love my devour hope demo and nibbling at the heads of survivors. My cutie demoboy deserves a snack.

  • I slugged and hook 3 survivors, allowing me to walk away from the hook to gain tokens and hook survivors for future tokens without giving away that I had a 3 stack devour hope. Then I mori'd them at 5 stacks with them seeing my totem but not knowing it was devour hope. I also went to the minimum range so it looked like I was too close to gain any stacks when they saw my totem (And they touched some totems, so they knew I had thrill as well).

  • Demogorgon. Being able to track, traverse and take down survivors with a single power feels so powerful, yet his jack of all trades nature seem to balance him. Definitely love gen protector builds and aggressive devour hope builds. Definitely underrated and I love playing with and against this cutie.

  • Just had a game as Demogorgon against a SWF who brought a map offering. Spoilers, it was Ormond, shocking, right? Still a fun game because I gained 5 tokens on my Devour Hope and mori'd them all. That's what you get if you t-bag, swf, sweat and go to Ormond.

  • Just had a game where a Meg made a mistake by going near her teammates during chase, allowing me to find everyone using Infectious Fright, pressure the generator they had nearly finished and shutting down loops or destroying strong pallets using my shred and allowing me to know where to place my portals for an effective web as Demogorgon. That one mistake allowed me to snowball easily and 4K with getting 31,9K points as a rank 13 killer against rank 5s.

    I main survivor and from my experience, greeding a pallet, misplaying a pallet, vaulting from an angle that isn't a fast vault, pressuring generators while a killer is zoning another part of the map (Removing pallets and protecting gens for a 3 gen strat), etc... are quite significant and also quite common mistakes. We are definitely not immune to mistakes, but the consequences are usually less severe (Bigger consequences are more rare) than killer mistakes.

  • I thought that lockers reduce the noise you produce? Like your grunts when injured without iron will? There are enough stealth options, ranging from running perks oriented around stealth or playing characters that are much more difficult to spot in certain environments (I had times where I was chasing a survivor and suddenly hit a claudette in front of me who I didn't even notice because she was running dark clothes). If you are referring to the slight creak that lockers make, just use quick and quiet and perform a fast action when entering it.

    Also, Iron Maiden is a perk that is rare to come across. Maybe a huntress with instant reload, a legion doing adept or a killer playing a niche anti stealth/tracking build will play it, but the vast majority will not. Also, killers will only check a locker if they heard you (Which means you didn't time your entrance into your locker correctly), if you suddenly disappear near a locker, or if they tracked you using infectious fright or bbq and they can't find you near the location you were spotted at. Other than that, killers will not bother to check lockers because it wastes time.

    I really don't see the need for buffing lockers.

  • I would change killer so that it would require a 4K and a certain amount of points from emblems to make it more consistent through all of the ranks but making that threshold easier to attain than merciless at red ranks.

    For survivor, it's already quite easy to get the adept, so I would raise the same standard of escaping and attaining a minimum amount of points from emblems so that blendettes who did nothing the entire game cannot easily gain that achievement. But achievements are not that big of a deal, unless you are an achievement hunter. If you're currently trying to get an adept, good luck bro.

  • This is why I usually play with another friend. That way, I at least have a reliable teammate who I can communicate with to manage saves. We're also not trying to be ultra sweaty by running DS, DH, BT and Unbreakable, we're here to have fun and not to win. My friend is less experienced than I am and playing with him is not only fun, but I try to teach him all of the perks that we encounter during trial, where the loops are, which perks he can use to aid in counterplay, how to work around a killer's power and helping him understand add ons. Only time I promote toxic behaviour to him is when I discourage him to save someone, but that someone is usually the blendette who is scared of being chased and doing generators while using every pallet in the match.

    So yeah, if you see a blendette in trouble, you are in no way obliged to help them. Just leave them. Even the Steam game description states that you can play selfish if you want to, just keep in mind which behaviour is going to help you win. Good news is, if blendettes keep crouching without being chased, they don't bring any skill to the table, meaning that when MMR returns, you will have less blendettes playing with you if you play well. At least, that's what I hope and think.

  • Pop + ruin/corrupt isn't going to guarantee a win and are very necessary when considering the current generator balance and meta. Introducing a cap on number of slowdown perks will be a nerf to setup oriented killers like hag and trapper and to a degree, demogorgon. Then you also nerf killers with no built in map pressure, which includes Myers, Clown, Deathslinger, Leatherface, Pyramid Head, Ghost Face, Doctor and Plague (Legion still has some traverse and pig has RBTs, so I'm excluding them). These are killers who require stacked slow down perks to compensate for their (over)specialisation in chase. Now I'm not saying that every player playing these killers are obliged to run several slow down perks, but the current meta is pushing them into a corner where it is increasingly difficult not to use multiple slow down perks for the average player. Otzdarva published a 2 hour video explaining good and reliable builds for every killer, in which almost all had 2+ slowdown perks. So even the most experienced killer mains will run and recommend builds with 2+ slow down perks.


    I'm not saying you're wrong with your standpoint, I just want to give you a perspective from a survivor main and how I experience facing killers with and without slowdown perks. I understand your point, you can build pressure through shutting down loops quickly and efficiently and winning chases fast. But the average killer won't be able to do it as fast. And giving them time to explore their power throughout a match and using their power in creative ways or learning and understanding general killer tricks will certainly help improve both their experience of the match and their skill over time.

  • I guess the difference between tiers is how long those scratch marks last. They definitely should not last as long as normal scratch marks from running and perks that conceal scratch marks such as Poised and Dance With Me should trump predator's effects. Then I'd be okay with facing that.

  • What I feel sloppy butcher can do is make survivors very vulnerable. Let's say you hit Dwight and he now is mangled and is haemorrhaging. He goes to a survivor to heal, which takes more time now that you, the killer, applied sloppy Butcher's status effects on Dwight. That means that there are two people who are not working on generators for almost 20 seconds. 20 seconds is massive in Dead by Daylight. Alternatively, Dwight believes that since it is going to take longer to heal, he will do a generator instead. He applies pressure on the killer, but if the killer approaches Dwight's generator, he can potentially cut a normal chase in half (Only hitting for 1 health state instead of two) while having marginally better tracking to find Dwight if he walked away (Even with iron will).

    So sloppy is not limited to hard, concrete numbers, but also plays in on the survivors' psychology. They would have to choose between pressure or chase potential if the killer does not commit to the chase.

    Botany knowledge isn't used to the extent that it discourages killers not to use sloppy butcher. You wouldn't want to have botany knowledge against killers who can injure quickly, easily or have a one shot down potential. This includes plague, hillbilly, legion, leatherface and to an extent, Oni, Myers and Ghostface. That's a large cast where botany knowledge won't be able to reach its full potential. Another perk that capitalises on being injured, Iron Will, is only really countered by Plague. And unlike botany knowledge, iron will is always able to be used during chase without having to immobilise yourself through healing (You lose distance), having to press any button (Iron will is passive and botany is more active) and is only countered by plague. Why would you run botany if you can run iron will?

  • That statement sounded very contradictory to me. I'm fine without getting any rewards for rank 1. A one time reward for reaching rank 1 would be nice though, but something small since it's quite easy to get there (At least with survivors). If MMR scores are revealed, perhaps reward people certain cosmetics/shards for reaching a certain threshold in the MMR scoring system? That way people get rewarded for their skill, not for their playtime.

  • @Sheridan_LT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1545420#Comment_1545420

    Hey. I bought Michael Myers to prove you wrong:

    Evil Within 3 basically never runs out and you can get it in literally 15 seconds, because survivors ALWAYS think you're doing nothing. Even the cleverest survivors can't help but build your Evil Within 3, which takes no skill to get (point your camera SOMEWHAT in their direction) and you build it so quickly.

    Then, it never runs out and you can build it MID CHASE. The way I'd balance Myers to have some skill, is: make his M1 cooldown, ESPECIALLY with any tier of evil within have the LONGEST cooldown. Myers is known for being slow and methodical and appreciating a kill. Make his Evil Within 3 run out VERY fast if he's not stalking, and JUST as fast if he's mid chase. Make it impossible to get within a certain distance of a survivor AND build evil while you're at it. Another thing is, I'd have Evil require much more precise aim to build. Like a non-existent crosshair in the middle of your screen, basically a white dot, THAT'S where the Evil should build. With Survivor's hitboxes, looking at you, Huntress, it should still be quite easy but at least SLIGHTLY more challenging than... Looking in their general direction.

    The way it is, Evil (the actual name of the thing you build for your power) basically never runs out if you exist on the map, and with the basic perks he spawns with when you buy him and level him to 5, 10, 15.... He's ridiculously easy. I'd say, I've had a tougher time with the WRAITH and Trapper, than I've had with Myers. And Nurse is still effectively much, MUCH harder than him. I main Nurse as a Killer, and playing Myers felt like playing Trapper - fun candy, but effectively little to no challenge for huge rewards and 4Ks abound.

    I see Myers attaining red rank basically in half a day. Rank 1. It's so easy, they literally should've called him "Easy". Hard is a misnomer. Hard is Nurse or any other Killer for decent people, he's just a joke.

    And then you get this stupid Judith Tombstone item and you get FREE memento moris?? Are you kidding me???

    [EDIT: Assuming that you played Myers are brown ranks. Ignore this part if you haven't :)]Myers is indeed very easy to play at brown ranks. In fact, the first ever game I played as a killer was as Michael and I 4Kd. Why? Not because I was good, but because survivors in yellow and brown ranks just have almost no game knowledge because they are new to the game or limited knowledge because they are new to the role. I didn't even know how to kick a generator. Another example is Demogorgon. Demogorgon is a very weak killer, yet I managed to 4K first game I ever did. Hag? Also. Nurse (Pre rework)? Also. You cannot tell me that you have proven a point by taking one sample game.

    Otzdarva made a killer tier list (If you don't know Otzdarva for some reason, he is probably one of the best killers and is invited this Thursday to talk to the devs about new graphics changes) and he ranked Myers in C-tier, just above trapper (his main), pig, wraith and clown. That's how weak Myers is at higher ranks. His early game is the worst out of any killer, his mid game is completely average and his mid-end game (Tier 3) is strong, but it doesn't get at the level of ending chases like other killers have and he also has no map pressure.

    @Sheridan_LT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1545375#Comment_1545375

    And to your surprise, this is what you sound like:

    NERF! Ah, the eternal cry of the downtrodden and entitled Killer main. It is never, "I need to improve." That would be admitting to some personal failing or weakness. It is always Claudette (or flashlight, DS, or whatever) is OP. My challenge to you, should you choose to accept it, is start playing Claudette with a flashlight, Dead Hard and Decisive Strike. See if you can get her to Purple Rank. So far, Green is good as I've gotten with her. Demonstrate that is broken and easy to play. Clearly you know better than the Dev themselves, who label him as "hard." Show us you know better and put this old fella to shame by smashing into Purple. Surely you can do it before the end of this cycle.

    The literal entire rhetoric you espouse is so general it can be applied to both sides, but to say it only applies to one side is hypocritical. Again, I am talking as a survivor who doesn't use dumb perks and hexes. While you might be the angry, classic killer who smashes his head against the nearest gens he sees in a straight Mario Kart lap and expects for survivors to line up in his way, and uses perks and hexes that are stupid to gain the upper hand.

    Again, you are clearly a Killer main. And I'm sure Michael has a unique playstyle, that would be unharmed by proper balancing, but if you're saying this as a Killer that runs the dumb perks (I am not talking out of my butt: I refuse out of principle to run DS and stuff like that. Dead Hard ruins the point of the game. Etc.) and hexes. Run a clean, vanilla Myers and tell me he is average? Granted, accepted. That's the way he should be run. Still kinda funny as a Killer you are getting rewarded for no clever feat of... Looking at people. And you still think getting an insta-down M1 is highly unfair, sure.

    THEN run add-ons and perks and hexes and STILL tell me he sucks? Man? Serious.

    This sucks. Also, if that's a SAW reference, mad respect. And also... I play Nurse because it's slightly more challenging to 4K, but sure I'll randomly do an easier killer than Nurse... For some reason?

    Green rank isn't that high and getting into purple isn't difficult for survivors. You aren't challenging many people with playing a DH, DS, clicky clicky Claudette when that's a very mainstream build and like 80-90% of people at red ranks use. DS and DH are very powerful if you use them correctly (With that I mean not dead harding into trees or not being able to force a killer to either leave you or take the stun).

    The only time I'd call Myers powerful is when he uses Tombstone pieces, but those things are memes. I remember a Jake who was T-bagging at the exit gate once and since I was going to prestige Myers, I was using some of my stronger add-ons. So I popped my tier 3 and just moried him for not taking the escape right in front of him. It was strong, but it was hilarious. But I don't see it being run enough to be a major problem. I usually face insta tier 3 Myers or infinite tier 3, but the only time I'm scared is when I'm caught out in the open. Then I misplayed and the killer deserves to down and hook me. But if I'm at a loop, I can usually ignore his insta down potential because he only plays marginally differently than M1 115% killers.

    Honestly, I don't even know what the discussion is about anymore. Is this about his tier 3? Or has this become about his general power? Or is this discussion regarding his stronger add-ons? Whatever it is, I'm sure you now have your answer buried in some of these replies and I wish you the best of luck when facing another Myers.

  • I think almost all modern operating systems are 64-bit and very old (Like 14+ years old) are 32-bit. You have enough ram for Dead by Daylight and 10th gen CPU is the newest gen I believe. An i5 CPU should do the trick (I use an i5-10400F). I don't know what graphics card you have, though, but considering that you bought a prebuilt laptop with a latest gen CPU, I would imagine your GPU not to be lacking (I have a Nvidia GTX 1650, which is new and great, but certainly not amazing or anything). I think your laptop can handle it (Depends if your GPU is good enough (to be enjoyable that is)), but playing with a trackpad rather than a mouse is a significant disadvantage, especially when chasing.

  • @EntitledMyersMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1546623#Comment_1546623

    This is embarrassing, but i don't know how to check my specs. Iv'e never owned a computer before this one.

    No worries! If you know the name of your laptop's model, you can search it up and you will usually find a list containing info like CPU, GPU and Ram as well as other specs. Alternatively (I'm not sure about this, haven't searched my specs in a while), you can go to the start menu at the bottom of your screen and type in 'System Information,' which will give you the option to open a window containing system information on your hardware.

    You can also go to settings and click on 'About' and then on 'Device Specifications.' This list is much more coherent than system information in my opinion. You can use websites to enter in your specs to see if you can run a certain game/what games you are able to run (With a search option to see if you can run a specific game). Hope this helped!

  • Stealth is an important part of the game, but I lose my mind when blendettes are scared to do objectives because it makes noise. It's sad that I often have teammates crouch in a bush next to me while I'm doing a generator. It's not going to speed up the progress and it's not going to make the generator make less sound.

    I also hate it when those blendettes crouch in the corner of the map while I'm on hook and someone else is being chased. People should stealth when the killer is near them, not when the killer is 10000 kilometers away and doing other stuff.

  • Imagine a Claudette just standing there with a head above the bush and then 2 seconds later she goes and crouch because of your proposed mechanic LMAO.

    The 360 part is only a problem for Oni perhaps. I'm a rank 18 demogorgon (Which isn't high at all but hear me out) who has faced quite a few red rank SWF (Because Matchmaking is so incredibly good) who did some spinnies. It's not that difficult to counter.

    The 3 second running buildup for a fast vault goes a step into the right direction but I think 3 seconds is too long. I'd make it closer to 1,5 seconds.

    The locking of the other gate while another is active just incentivises the killer to camp the active gate. They can basically guarantee a rancor kill.

    Reducing survivor speed while they're looking behind is also not a nerf that I can see being justified. The drawback is that you don't see what is in front of you or how much distance is between you and a pallet/window to make new decisions. Of course there are many survivors who can manage looking both forwards and backwards to optimise their running, but I also see a lot of teammates and myself also a few times bumping into walls or against a pallet by the side.


    Survivors don't need to be nerfed (SWF and key nerfs I can get behind), solo Q and killers need to be buffed.

  • @Sheridan_LT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1541452#Comment_1541452

    Dawg straight up you one of those people who's cool with Oni and Demo but for some weird reason think Pyramid Head is overpowered. Bruh PH is UNDERPOWERED to some people. Jeez. <3

    Oni is strong but balanced and Demo is very C-tier. Myers is incredibly easy to loop. He has very little chase potential in loops.

    @Sheridan_LT said:

    Yeah guys urr... Trying not to feed him IS IMPOSSIBLE. Especially in non-SWF solo queue, sometimes dudes just feed him and he tends to use the Evil off of one guy to chase another, basically effing you over even in the best break LOS and loops.

    He WILL build Evil 3, no matter what you do. And you guys are saying he doesn't get a speed increase with EW 2-3 at all, but I SWEAR TO FREAKING GOD I saw him move 150% his speed straight up on Evil 3, EVERY single time.

    You cannot tell me seriously that Myers walks as fast as sprint burst with a straight face. You're overreacting massively. His maximum speed is 130%, which is tier 3 Myers (115%) + 15% PWYF, but that is like any other killer without traversal powers. Just loop him at pallets as his power drains relatively quickly if you're a good looper. If you know how to loop, you can very easily last an entire tier 3 (Except for an infinite tier 3 of course). There's a reason why Myers is a bit rare in red ranks. He is just too weak against good red ranked survivor, but can really shine in the hands of an incredible player.

  • bro I'm getting tired of being bullied by pyramid heads that I think the devs should nerf pig again.

  • So I was once camped by an insidious leatherface. My last 2 teammates noticed and instead of saving me they did the smart thing and did generators. They got 2 generators done and both the exit gates from the time I gave them through staying alive from first to third stage. When you're on hook and the killer camps, you can punish them by just not attempting to escape and struggle to the last bit of your bar. You buy your team a ton of time. The killer either stays there and your teammates punish, or the killer leaves you and your teammates get an opening to save.


    As for getting saved, there are perks that can help against camping killers. Now I know you said that you shouldn't be relying on being lucky to use that perk, but Borrowed Time is very meta. Even if the killer goes into undetectable, you can always take a hit, provided you are healthy. If you're unhealthy. the BT person can take a hit and you both get distance. Going by that, camping is not necessarily a guaranteed kill. If they facecamp, you can coordinate a save quite well. I've been saved and have saved many times by a well coordinated RANDOM team by taking hits and baiting the killer to grab a survivor without being able to, then unhooking and running for the gates or taking hits so everyone gets distance.

    @Scrublo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1539770#Comment_1539770

    The basement was in the middle of the map, springwood, which is already small. You start off with no knowledge of where the basement is anyway and it isn't viable to stay away from 2/3 of the map the whole game, especially since there are multiple generators in the vicinity

    You can still pressure generators near the basement. He could either stay there and you can apply maximum pressure, he could go away to pressure the gens, allowing that random to be saved, or you play right into the killer's cards by attempting to save without any perks that could help with saving while they're camping.

  • @Folklore said:

    Give survivors the ability to mirror killer powers. I want to blink like the nurse as Nea. Shock people as Kate. Trail of torment as Feng.

    Agree. Why can't I mori my teammates?

  • So I played both survivor and killer during the MMR period and it was very unbalanced. As a survivor, I was often paired up with teammates and killers who were and behaved like a rank 20. Teammates hiding next to generators, crouching away when they hear a heartbeat, regardless if the killer is chasing someone else. The killer not mindgaming at all, taking impossible swings, standing in front of a generator for 10 seconds trying to figure out how to kick it. I also got the opposite side of the spectrum. As a rank 19 demogorgon who only had 3 perk slots, which were filled with surge, lightborn and deerstalker (As you can see, I didn't have access to some better perks like STBFL), I had to face red rank survivors with 1-2K+ hours. It's frustrating having to chase a survivor looping optimally when you're still trying to figure out how to actually use your power.


    I think it's good that MMR has been disabled for now, as long as they are working on improving it. So this shouldn't be the worst problem for you. If you liked it already, wouldn't you like it even more if they were to improve it? And yes, I know that MMR is a progressive metric, but that metric really did not hold up to what it was supposed to do, well, at least for me.

  • The powerful thing about hag is that she can virtually be in multiple places simultaneously due to her phantasms. Subsequently, she has quite nice mobility for a 110% killer, has awesome defensive capabilities and can shut down loops very well, but it requires a ton of skill and experience (I'd say that after Nurse, Hag is the most difficult to play well). That combination makes her IMO, one of the most balanced killers. She is strong, but can be countered and requires a ton of game knowledge. So don't cap her, that'd just ruin her.

  • I'm using F for actions and weirdly enough, I use M2 for sprinting. It just feels quite comfortable inside of DBD for me. The rest is default.

  • Fair enough, only time I leave my teammates is if the killer forces me out, or if the survivor is dead on hook and can potentially activate blood warden. It's sad when I'm being let down by my teammates in a team-oriented environment, but they are not obliged to save you, which is kinda a lose-lose situation because you both miss out on points, except for if the killer is going to force them out.

    And the NOED part, I usually just cleanse 1-2 totems for the points, not as a counter to NOED, simply because I don't regard it as a big of a deal in comparison to me a year ago, who would've camped the exit gate if I saw Exposed: No One Escapes Death. I think that survivors need to learn that NOED just does not mean instant death and should overcome their fear of it.

    I just don't agree with the key part, don't really like keys when playing survivor. Feels very unfair as both killer and survivor.

  • I don't feel like this happens often enough for me to find a problem, and I'm a survivor main (Albeit only like 590 hours). When I do get facecamped, I just punish the killer by staying alive on hook, giving my team more time to do generators. I had this match two days ago where the last 2 survivors repaired 2 generators together and opened an exit game throughout me being facecamped from first hook. Just find ways to punish the killer. They either have to leave you to pressure other survivors, thus giving your teammates a window to help you, or distract the killer enough that they suffer for the rest of the match. And ngl, for that one match where you depip because of that, you will pip like 10 other matches as survivor.

  • I think it's fair if a survivor can switch to another character, as long as any items and add-ons equipped prior to the trial will be unequipped. Besides that, if they switch, they just take on another characters with no special traits other than character size and breathing and grunting noise volumes.

  • Myers - Increase movement speed from 115% to 120% in EW 3 while in chase. Why? His power has no map pressure, why not give him more chase pressure? I don't feel like we always need killers who have a balance between chase and map pressure, sometimes it's cool to have a killer overspecialise in one area to make them so much more threatening in that specific field.

  • I don't think an entire mechanic should change because you lost a match to the hatch. If the hatch is visibly present from the start of the match, I think it will push the meta further into keys, even though you can't use that key to open it at the start of the match. These are the current spawn conditions (Copy pasted from the wiki):

    • 4 Survivors remaining: 5 repaired Generators / Exit Gates are powered
    • 3 Survivors remaining: 4 repaired Generators / 1 Generator left
    • 2 Survivors remaining: 3 repaired Generators / 2 Generators left
    • 1 Survivor remaining: Spawns and opens regardless of how many generators remain.

    In the first 3 scenarios, the meta will be pushed even more into the arms of keys as survivors gain unprecedented knowledge of where the hatch is and unprecedented ability to plan ahead, meaning they can possibly work even more efficiently. And if someone has a key and knows where the hatch is, they could camp the hatch throughout the match, they could pump out generators and lead their team to the hatch and escape or get chased by the killer the whole game and after one of the first 3 conditions is met, immediately go to the hatch and escape. This works against the killer, which is bad for you. assuming you main killer.

  • I feel like if you've been bleeding for 3 minutes straight after being sliced by a giant knife or axe or any other weapon, that you'd get pretty disorientated. Maybe a reduction in all action speeds that progressively becomes worse the longer you don't heal?

  • I regularly enter red ranks while still being terrible at the game. I'm yet to identify all generator spots for Hawkin's lab, I only know like three pallet placements on Midwich and after a few loops I get riled up and make a ton of mistakes. I kinda feel bad for myself because I feel like I'm giving my teammates and the killer and underwhelming experience. But high ranks are very mixed, I see 'godly' survivors who run the killer for 3-4 generators while the other teammate goes down to a T1 Myers within literally 10 seconds. I wouldn't worry about your skill at high ranks, it really is not consistent.

  • It's interesting to see four perks on a killer but the effects of those perks only apply to that killer instead of being able to be used universally. I mean, no other killer can 'blend in,' yet all perks orientate around that mechanic. Seems kinda pointless to unlock them as a teachable. Also, I think the mori wouldn't be allowed due to censorship of violence in certain countries. That's the reason why demogorgon doesn't take the survivor's head off during a mori I believe. Other than that, I've been waiting for a killer that can disguise themselves as a survivor.

  • While all killers have some sort of experience of killing prior to being taken by the entity, the huntress is one of the only one who actually has combat experience I believe, defeating armed men by herself in the Russian forests.

    The oni also has combat experience as his lore delineates that he has travelled through Japan, slaughtering both farmers and some of the most experienced and fiercest warriors.

    And then we have spirit and nurse. Rin has the better weapon, while nurse has the better potential to catch someone out and eliminate them. While you can argue that they are both ghosts and thus, physical weapons can't kill them, they can still interact and be hurt by physical items such as pallets or sharp objects such as from decisive strike. So I think they can last, but not win.

    The legion is a group of teenagers who run very quickly and like to stab. I'd like to see those knives penetrate Oni's armor or Pyramid head's, well, pyramid.

    Danny and Pig both rely on stealth, which gives them the edge in getting the first hit, but after that, they are ordinary people wielding knives like legion.

    Both billy and bubba have some menacing weapons to use against their opponents, a hammer and a chainsaw. I'd see them as more resilient than ordinary people, but bubba is outplayed due to his lower level of intelligence, thus making him more vulnerable to battle hardened hunters who use sophisticated tactics to survive and kill. Billy can be very impressive, being a larger threat than bubba in terms of offensive combat, but I just can't see him winning against Oni and pyramid head in a head on fight, or huntress when she has a distance advantage and perhaps high ground, or demogorgon.

    So I'm thinking Oni or huntress, and although I'm rooting for huntress, Oni would probably win against her.

  • I think they should nerf NOED indirectly by buffing small game to gain tokens each time any survivor cleanses a totem, where each token gives 2/2.5/3% additional cleansing speed. Other than that, I don't think NOED should be touched. Based on how well their match goes, I predict whether or not the killer has NOED and once all generators have been powered, I play around thought that they do have NOED by just playing it safe and not be greedy at pallets. Usually works for me.

  • I played Mikey a few times w/ infinite tier 3 and it takes a while to get there. I usually sacrifice a few gens to finally get that infinite tier 3 into effect. After that, Myers is basically a normal M1 killer with no additional power to help in chases, other than a few buffed stats and insta downs. You could loop him like any other killer and sometimes, easier than any other killer since he can't use his power to help him catch up in a chase. I've won and lost a few matches using infinite tier 3. So it is strong, but I wouldn't call it overpowered or anything like that.

  • The doctor is just very grim and sadistic, especially after seeing his tome cinematic, where the victim just looks like they're in excruciating pain. I would also just hate meeting an irl hag due to her voodoo magic and her ripping out your organs for her to munch on.

  • Appreciate putting your time and effort into this, but the killer doesn't seem to be bringing anything new to the table, other than having increased base speed. The perks are very unbalanced, having very niche and not so useful perks like where the blood, and incredibly powerful and broken ones like stun man. The perk names and captions don't sound very interesting or just plain in my opinion. The map you proposed sounds like a nightmare, making it a blendette haven or difficult to navigate through (Thus making it difficult to patrol your generators), and/or becoming one of those very dangerous maps for survivors in terms of survival rate and difficult to find generators. Still like the concept of an Evil Within DLC.

  • Hello, a Meg main here, and I disagree with buffing noed.

    Your first point on totems is true, but the incentive to break totems over generators right now is incredibly low, unless doing a challenge or if you need boldness points. Without thrill of the hunt, it takes 70 seconds to destroy all five totems, excluding the time required to locate the totems and run between them. So to be honest, the counter is there, but in the early and mid game, it isn't really a priority, so NOED usually does get activated from my experiences. I only see the occasional Dwight and Nancy tackle a totem, or a random survivor wanting to complete a totem challenge, but I rarely see commitment to break all five totems.

    NOED can be quite powerful in the endgame, similar to adrenaline. Both perks give second winds to their respective roles. You catch up to loops quicker, you can end chases faster and traverse the map swifter. The only buff that I could somewhat agree to is gradually building up speed during the match after each generator is done which amounts to the value that is currently in place for noed.

    So tier 1 noed would give you +0.4% extra speed per generator completed, giving you 2% after all generators are done. Tier 2 would give 0,6% up to 3% and tier 3 would provide 0,8% up to 4% after all generators have been completed. If that would be the buff, I can somewhat agree with a noed buff. It gives the perk slightly more versatility during the match. However, if that were to happen, I would like to see a similar buildup in the survivor perk 'hope' to accompany such a change.

    Also, I hate self-care, so that is something that I can avert myself from the usual meg stereotype.

  • Considering that fever, abdominal pain, vomiting, chills, bleeding and extreme weakness among others are symptoms of the plague, I think that slowing the survivors down in various ways is an effective idea that complements Adiris quite nicely.

    The hindered status effect should reflect abdominal pain and extreme weakness as an effect of those symptoms in my opinion. I am not sure, but Clown's power slows survivors down by 15% without add-ons. As plague's effect on a survivor is more long-term, it would be more fair to reduce that 5-10% for plague's hindered effect. Maybe have addons that do not directly increase the hindered status upon getting sick, but gradually have a worsened effect the longer a survivor stays sick.

    The haemorrhage status effect increases the bleeding frequency and fits quite nicely with the symptoms of the bubonic plague. However, as a feature of tracking survivors, this status effect is probably going to be useless, but perhaps the time it takes for blood pools to disappear.

    As a compromise, I would suggest needing more time/Hit more vile purge on survivors before they enter broken as it is incredibly easy to get sick.

  • When I go do a generator and Claudette urban evasions past it and hides in a corner for 30 seconds.

    When the TR kicks in when doing a generator and everyone leaves it, even though the entity spikes around the obsession are moving!!!

  • This is an awesome idea! While reading this, I had one of the hunters from Deathgarden bloodharvest in mind. Not specifically based on their power, rather their physical attributes. The perk ideas open up new strategies while not being weak, boring or too powerful (Perhaps trophy hunter is a bit powerful).

  • Everyone basically said what I wanted to have changed (Maps, some killers, some pallets, safe tiles). I want a buff to 'hope'. It is only useful when all generators have been completed and is majorly overshadowed by adrenaline. Currently, it increases movement speed by 5/6/7% after the gens have been completed. I want to change it to 1/1,2/1,4% movement speed increase per generator. This way, you benefit from the perk throughout the game and you still get that 5/6/7% bonus after all generators are completed. Also, remove its timer and also no timer after each of those generators. That buff should be permanent.

  • I main survivor and I don't see why you would want to nerf doctor. He is a tracking god, but that's about it. His chase potential is just average, unless when you are facing a doctor who has dedicated heaps of time to learning when to shock to deny you pallets and windows. He is not overpowered, he is just good with what he is designed to do. Distract survivors with sounds and visual cues and abuse that to track and trick survivors. But for the rest, he is just the average M1 killer who has almost nothing for him when his tracking is removed.

  • Hag, her traps are so scary. Ghostface also has some scares and so does Mikey. However, I play with Spine Chill so that I know that GF and Pig are coming (I don't think it works for T1 Mikey though).

  • To be honest, nurse was OP and as a survivor main, I wanted her to be nerfed, but I don't know whether I like every change. What I had a mind was a smaller window to lunge, decrease lunge by 10-20% after blinking, add an interval that is not as bad as this one and limit blinks to 3 at maximum with addons but still have her be able to blink to places out of her LOS (Which is not possible with torn bookmark).

    I still think that she's going to be meta, perhaps surpassed by spirit, but they're already very close on the website where you can rate each killer (Nurse and Spirit are currently tied on that website).

  • I'm a red rank survivor (But I'm actually really terrible, I should be rank 8) and the jump in amount of salt is immense from rank 5 to rank 4 lol. At rank 5, the killer would say gg, I would say gg wp. At rank 4, I broke a billy's ruin and he dc'd. Then I broke a huntress' ruin and she tunneled and camped me. But there are a few non-toxic killers who won't tunnel you, even if you're in front of them. Not even slugging. They can destroy the team and still say gg wp without saying EZ or L. Shoutout to those killers!

  • I never see legions. Sometimes at high ranks against good killers who have dedicated a lot of time in legion and occasionally in lower ranks against someone who wants to try legion, but they get demolished 9/10 times.

    To buff legion, I'd want that survivors go into the dying state when the deep wound status effect timer runs out, even while mending. The fatigue after feral frenzy depletion should be decreased (Balance out the addons that decrease the fatigue) and the power should not deplete upon missing a hit, rather have part of the bar be removed instantly (e.g at 60% and missing a hit, the bar would automatically go to 45%). Fuming mixtape should be reworked to show scratch marks. Perhaps change some value stats here and there and legion becomes a more viable killer.

  • Spirit is strong and I think she needs some nerfs yes, but average spirits will not always kill you. At rank 5/4 for example, I had a few spirits who phased to me, only to reappear and swing the other direction. Then you have players who try to mindgame her phase 3 seconds after she phased, making it obvious that she cannot phase. Then you have this perk called spinechill. Prayer beads? Strong, but easier to counter with spinechill. Walk out of her FOV and see that spine chill is activated, you know she's phasing (Given you're in a chase/TR where you could not hear it). It works against other killers too like pig and gf, so don't give me the argument that you won't equip it for this one specific killer as it works against others too. By the way, I'm a survivor main.

    I'd either remove her scratch marks and make mother-daughter ring able to see scratchmarks, or remove her collision while spirit walking to balance her a bit more though.

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