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  • Borgo also feels awful to play as Blight because a lot of the geometry is shaped in such a way that he can't bump off it. A sea of knee high rubble and weird rounded bits that stop him from using his power, plus a few places where he'll just get plain stuck until his rush ends.

  • He was plenty playable until the map reworks happened and BHVR decided to make the grass as thin as humanely possible.

  • I'd place him literally right underneath Pyramid Head. So like solid A tier. He feels exactly like an easier, more streamlined and less punishing version of Pyramid Head. Map awareness through zombies that can alert you to survivors if attentive (but which require no effort on your part), a power that's easier to hit and faster than PH's but has a prerequisite.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1934198#Comment_1934198

    I picked different genres indeed. to show how different genres basically use the same style of hud anyway. you put stuff on different corners... it's normal.

    also, what genre is DBD? fps? 3rd person survival? 3rd person action? I can get several more 2specific HUDs if you want...

    one of the examples is dead space, another horror game. that also spreads the info around instead of just putting it in the corner, and I gave a reason for why it's better than just putting it in the corner.

    btw... why is the bottom left corner objectively better than top left?


    The difference between the HUDs you posted (with the exception of the Assassins' Creed hud, which, I have no idea why you would use a Ubisoft HUD to counterargue considering Ubisoft games consistently have terrible UI's) is that each of them have separated the different elements of their HUDs with purpose

    Take BOTW, from your examples. Your mini-map, temperature, time of day are all in one corner. These are all the Exploration/Survival bits of the HUD which rarely come into play during combat. For Combat, all bits relevant to combat are placed into another corner of the screen. The game separates these elements purposefully to minimize the amount of different places one needs to be looking at the screen at any given time.

    TF2, the game is all combat so most of the HUD elements are placed in one spot, to have as little clutter in the player's aiming area as possible, which has the side effect of keeping most of the relevant information in one place, with the exception of the timer, which most players will not be looking at constantly.

    I could go on, but the point is that the majority of the games you posted separated their elements smartly, making it so that the elements the player will be looking at most often are in one spot, and separating elements based on when and why the player will be looking at them.

    Compare to DBD's new HUD. Let's think about this, what are the elements that players are going to be looking at constantly? The health states of players, their perks and associated timers, and if they are playing killer, their power. Previously, all those elements were in a similar location. Killers could check their power's cooldown/number/etc. while also noting the health states of survivors, and if they had any perks on cooldown/timer, they could easily trace their eyes to the left to get a look at it. The old UI was actually very smart about where they placed the perks, since it was never guaranteed, depending on the perks being ran, that the player needed to keep track of them constantly. Ultimately, it was less effort for the eyes. It sounds like a trivial thing but it contributes to players feel well-oriented and reducing strain on the eyes.

    The new hud, is the exact opposite. Elements that the player will be looking at very often are spread out in such a way as to feel disorienting and straining. Human eyes are adjusted for reading information horizontally, and the large vertical bubbles that now make up the health states are simply far more strenuous to read and absorb than simple right-to-left reading of the old UI. Your perks are now in an entirely separate corner, and overall it's simply a mess to read.

    There are other things I could talk about with the hud (like the fact that it just looks butt ugly and breaks basic graphic design principles, or the fact that it's obstructive) but really it should be changed on the issue of poor readability alone.

  • Sole Survivor can't really be touched until OoO is gone or reworked yeah.

  • Lower-skilled Hags often play her in unhealthy ways, mainly by trapping up hooks and forcing 3-gens, leading to stale games for both sides.

    Higher-skilled Hags are playing an S-Tier Killer that ends chases before they even begin with counter-play that isn't obvious and harder to implement against her than most other killers.

    Simple as, really.

  • @Phasmamain said:

    I’d personally say legion is worse because at least twins have a cool concept. Not only did legion ruin the game for awhile they also have a uninteresting design imo

    Legion used to be cancer but nowadays people mostly sleep on them. They're a very a good killer now as long as you know how to play the game of attrition.

  • Slugging is not an answer to DS, it's a cope. Slugging is useful in certain situations. Slugging to not get DS'd is simply the lesser of the two evils.

    Yes, technically the slugged survivor is not doing Gens, but:

    -Reviving slugs is safer and faster than unhooking survivor due to the lack of noise, slugged survivors being able to move and healing being faster than unhooking when fully recovered.

    -Slugging leaves the killer at an information deficit unless they sacrifice one of their precious perk slots to run Deerstalker. Most of the time the slugged survivor will be able to lose the killer's scent along with the savior.

    -Furthermore, Slugging is not as disadvantageous to game progress as you seem to think it is. The killer doesn't activate any of their perks that activate off hooking someone, the slugged survivor has a much better chance to put themselves in a good position after being picked up, and if they have Unbreakable then literally zero other survivors have to get off gens to save them.

    DS+Unbreakable gives you literally 60 seconds of invulnerability and the only counter is to purposefully lose ground as a killer to force one or both out of them, and either way it often times gives survivors what they need to completely halt the killer's momentum. DS's timer absolutely needs to be shortened or it needs to be changed in such a way that it doesn't completely cuck killers that are simply doing good.

    My proposed change is to simply make the timer infinite but have it deactivate if another person is downed/hooked before you are downed.

  • @Nickeh said:

    https://forum.deadbydaylight.com/en/discussion/comment/1441659#Comment_1441659

    You do realize that although the ooo can see you entering stealth, all stealth killers can see the survivor aura while the ooo cant see theirs? Stealth killers are a major counter to ooo, it's actually stupidly powerful for the killer.

    First off you posted that like 5 times

    second off: I specifically mentioned Pig. Other stealth killers laugh at OoO because it's basically free info but Pig's crouch is best used when just outside TR radius because of the movement speed debuff. OoO removes that completely, makes getting ambushes as Pig very hard, especially if they're SWF

    • Completely invalidates Trapper/Hag, forcing them to run something stupid like 3rd Seal or tunnel the Object out of the game.
    • Severe pain in the ass for Demo since they'll always know where you're portals are
    • Moderate pain in the ass for Pig since they'll always know when you're going stealth
    • On a really good runner it makes them impossible to catch since they'll have a bajilion year headstart always
    • Knowing where you are at all times means the Object always knows the optimal thing to do at all times
    • A lot of OoO's use it to taunt the killer from safety
    • And of course, it's completely broken in SWF
  • @Azgard12 said:

    Let Overcharge be your friend?

    Overcharge doesn't do jack. It's the same skill check as DS (a skill check that survivors have hit a million times before and will continue to hit a million times) and can also be hit telekinetically for no reason in particular.

  • Hag is literally S Tier, second only to Nurse due to having a harder time with some maps (Nurse doesn't struggle with any map) and getting rekt by OoO. She absolutely does not need buffs.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/161045/did-bhvr-forget-how-to-make-killer-perks

    Ghostface, demogorgon, and Oni have had some impressive perks. The PH perks are absolute garbage, why do we have so much coodowns?

    Demogorgon's perks were awful. The only usable one was Surge and it's strictly worse than Pop in 99% of situations. Cruel Limits is just lol. Mindbreaker could be good but it's way too specific on when it activates.

    Ghostface's perks were alright, although Furtive Chase is easily one of the worst perks in the game. TT and I'm All Ears are alright.

    Oni is just lol. Windows of Opportunity having a cooldown makes sense since pallets/windows are necessary for survivors, well, survival. Why Zanshin has a cooldown after hitting someone is beyond me. Blood Echo is usable, if a bit underwhelming. Nemesis is okay, usable in builds that rely on obsession perks (also is the only perk that synergies with Furtive Chase in any capacity).

  • In addition to Trapper Sack being base, he also needs the amount of traps on the map to be consistent. Stitched Bag doesn't just make you start with 3 traps, it literally increase the amount of traps in the game total by 2, since you start with 2 extra traps in your hand. If you're playing base trapper it's very easy to feel the difference in the amount of traps you have in the game.

  • Hag, Oni, Trapper, and Legion for me.

  • Hag/Trapper: DC/Cry in a corner until game is done

    Ghostface: Laugh at their OoO, tunnel it relentlessly

    Wraith: Laugh at OoO, still cry anyways because you're Wraith

    Legion: Get 0k, pip up anyways because you're Legion.

    Oni: Get Blood Fury, sanic over to the OoO and show them your long, girthy kanabo

    Billy: Same plan as the Oni except you don't even need to get Blood Fury lmao

    Clown: You were going to lose anyways because you're Clown

    Leatherface: See Previous. Alternatively, Basement Bubba them.

    Demo: Everyone knows where you are regardless so you really don't play differently

    Freddy: Teleport, Tunnel, Trivago

    Pig: RBT the Object, never let them do a box, take satisfaction in their death

    Nurse: Thank the Object for showing you where to blink.

    Doctor: You didn't need Object to find them anyways

    Huntress: Use Object to make sick cross-map shots or just cry in a corner

    Deathslinger: Cry when they head to a loop you can't shoot them on

    Spirit: Make Object regret their life choices

    Myers: See Clown. Alternate, just tombstone them lmao.

  • Beast of Prey: While you are chasing an Injured Survivor, you are undetectable. Bonus Bloodpoints would remain the same.

    Gearhead: After hitting survivors two times, Gearhead activates. Any survivor working on a generator is faced with a skill check. On a good skill check, the generator's aura will glow yellow for 10/15/20 seconds. On a great, nothing happens and the gen won't gain any bonus progress from the great skill check. On a failure, the generator explodes as normal.

  • These are the same devs that nerfed Gearhead while Deathslinger was on the PTB. They are absolutely not going to buff anything of PH's.

  • I don't dodge TTV games as Killer but I do as Survivor. 90% of the time when one of you're teammates is a TTV the killer brings a Mori.

  • NoED should just be basekit for all killers, with a dull totem counter and maybe a scaling effect based on how many are left. Survs would no longer have any reason not to do bones, and it would slow the game down for Killers. It would give SWF's the choice to do gens fast and risk the expose or play it safe and slow.

  • Overcharge is an awful perk. You won't even get the gen regression most of the time because it's the same skill check as DS or BNP. That's a skill check that survivors have hit a million times before and will continue to hit a million times. The only way to make them not hit is to be Doctor, get them into Tier 2 or have a whole bunch of anti-skill check perks (which probably still won't work).

    The other big problem with is a problem discussed many times before, that being that survivors can hit the skill check telekinetically. Yes, if they tap the gen in a chase and then move away from it, the prompt will follow them. It's stupid. No other skill check works like this. Only Overcharge.

    And even if a miracle happens and Overcharge does go off? Guess what, it's only FIVE PERCENT. It's a perk that doesn't work most of the time and when it does it does 5 times less damage than Pop, a perk that is far more consistent..

  • You're trippin if you think Beast of Prey is anyone's best perk lol. That perk needs to be reworked.

  • Darkwood Chapter with The Wolf as the Killer, using his Kalashinkov to go on a shooting spree against Survivors. The Survivor could be The Elephant or any of the other neutral NPC's and we could have multiple maps each representing the different hideouts.

    Darkwood is one of my favorite games to come out in a while and it would be nice to see two indie (well, DBD isn't really indie anymore) games acknowledging each other like that.

  • @Rivyn said:

    Killer rank matters, survivor rank doesn't, since you can just be boosted by swf. Which is going to become even more apparent with the 'new' matchmaking down the road.

    Killer rank means more than Surv rank but it's still not proof of skill. Killer rank mostly means how good you are at arbitrary box checking rather than how actually good you are at Killer. It can also indicate whether you're a Legion main or not.

  • Emblem system is dumb and is more focused on making sure Killers play the game in a very specific manner rather than making sure the people playing are actually good at the game. Emblems are a band-aid for all the dumb ######### in the game because the devs know that if they streamlined the rank system they'd have to actually balance the game and take care of all the stupid crap like Mori's.

    Even then, it's a pretty terrible band-aid. Any idiot can equip NOED and at least Brutal every game. Legion can get 0k's and still Brutal. Myers gets ######### by the emblem system because outside of T3 he's the saddest M1 killer. Plague's emblems are notoriously hard to get up unless survivors are absolute cretins and cleanse all the time. It literally discourages a good amount of killers from using their powers while Legion mains are guaranteed safety pips every game as long as stab people people a lot.

  • It's 16% dude. It only adds about 12 seconds to solo gen repairs, and that's only if everyone is wounded. This isn't even close to ######### like Forever Freddy. Either just deal with the (honestly minuscule) penalty or heal and learn how to stealth/loop.

  • Stab Wounds Study. Oh no, I have -5 seconds on a timer... that doesn't go down as long as I'm running or mending. It doesn't even have any meme potential like some of Nurse's addons (her two addons that increase her MS can at least be combined with PWYF for some memey strats). It just doesn't do anything. It's essentially a wasted addon slot. And it's a purple. What.

  • Most common is definitely Claudette, Feng, and Kate.

    Rarest? Tie between Jeff and Quentin.

  • I think simply reducing Legion's cooldown to 2 seconds, and then reworking a few of his addons and things should be fine. With his cooldown reduced you could get rid of Cold Dirt and Joey's Mix Tape. Stab Wounds Study just needs to go, since Deep Wounds is impossible to down anybody with unless they decide to hide in a locker for 25 seconds. Frank's Mix Tape will either be useless or cancer and there is no in between. I'd say replace a few of those with addons that buff his movement speed during Frenzy or perhaps addons that reduce repair speed for those injured by Feral Frenzy for 60 seconds (sort of like Billy's Begrimed Chain).

    I think that's all really. He's got some really good potential as a stall killer, he just struggles to actually capitalize on it.

  • Generator Repair speed is fine. It's gen regression speed that is a problem. If you don't have PGTW then kicking a gen is literally a detriment to you 99% of the time. 320 Seconds to regress a generator from 99% to 0. That's over 5 minutes. Solo gen repair speed is 80 seconds. That's ridiculous. I say increase gen regression from 320 seconds to 240 or maybe even 160. That's still a decent amount of time but it would allow Killer a lot more freedom in pressuring gens.

  • I've heard that low-rank killers being shoved into high-rank matches is due to a lack of high-rank killers but I've got nothing to verify that.

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1296890#Comment_1296890

    I find myself relying on range add-ons because I keep finding myself outside the range of my traps, I know I am supposed to be territorial as Hag, wieve a web around generators and objectives like Hex Totems, but even then I still find myself getting really stretched out because of RNG Generator srpread.

    You might want to try getting more aggressive then. Territorial Hag definitely works but a lot of Hag players are able to go on offense by placing traps around loops (Don't do it like a Trapper would, you've got to place them around tight corners where they're going to be running around if they're trying to loop you there) while keeping just a few in high-traffic areas.

  • @DelsKibara said:

    If you really want to have a tough game, I really suggest Hag.

    Mainly because you are entirely dependent on your power. You're a 110% Killer with no way to increase your movement speed & no way to damage Survivors from afar. Not to mention you are entirely dependent on the map because a Hag without her traps is about as good as a Huntress without Hatchets, except she is even at more of a disadvantage due to how short she is.

    Hag IS strong, but she can be rather add-on and Map Reliant since her range can taunt you because you cannot teleport to the other side of the map the moment Survivors trigger traps you've placed during the early game. Of course, this is assuming you're playing her entirely Perkless as well as Add-onless.

    WIth Add-ons she isn't as much of a struggle to play, there's a reason Mint Rag is considered one of the most powerful add-ons in the entire game.

    Hag is neither add-on, nor map reliant. She is easier to use on certain maps (like all killers) but her skill ceiling is so high that really good Hag's can dominate even without perks or addons. It takes quite a bit of game knowledge and strategy with your traps, but it's definitely possible

  • Hag doesn't need addons and if you play it right can also do without perks. She also tilts the ######### out of people because most red ranks never play against her and forget you can crouch by her traps.

  • @Mtom912 said:

    First I am not arguing for or against this, I’m just stating this

    Doing dulls is definitely the counter to noed, but the counter argument is that the killer isn’t guaranteed to have it, and wasting time doing a dull instead of a gen could mean the difference to someone escaping, and everyone dying, also even then it’s useless unless you do all 5 of them, so if you only did 2 or something that’s wasted time

    and for the but you get points for it, typically if you know how to last you’ll get max boldness in 2-4 chases

    imo it’s better to just remember where totems are for when the gens are done, you can check them after and you didn’t waste time doing dulls if there is no noed, or you didn’t do all 5

    "I have to play around this perk even when it might not be in the game"

    Congrats, you've figured out how Killers feel about Decisive Strike

  • Killer Favorite: Any of the MacMillian Estate maps. They all feel really balanced, especially Ironworks, and the games almost always prove interesting. Also shoutout to Springwood and Red Forest Maps

    Killer Hated: It's a tie between Disturbed Ward and Ormond. They both have the problem of the big central building being very strong for survivors, while also splitting the map up so that the map both feels huge (while actually they're both very small) and makes it so that it feels like there's a pallet every 10 steps

    Survivor Favorite: Either of the Red Forest maps.

    Survivor Hated: Gotta go with Hawkins.

  • @Respectfulnancymain said:

    No ones calling teabagging and flashlight clicking legit strategies.

    People however are calling tunneling and camping legit strategies

    I call teabagging/clicking legit strategies. It's the same way you would teabag or taunt someone in a fighting game, to affect their psychology. You might be able to get the killer to tunnel you for 3 gens while they angrily chase after you. The only teabagging I consider really unsporting is at exit gates. It's the same with flashlight clicking.

  • Matchmaking is very strange.

    For me, as soon I as broke into Purple ranks I mostly only got Red/Purple ranks with the occasional random green rank and the rare yellow.

    It's incredibly variable.

  • Keys are dumb. It'd be better if they could open special chests that dropped ultra rare items like Firecrackers, Medkits with Stypic/AHS, etc. Just letting survivors leave after one kill is kind of dumb.

    They are way less dumb than Mori's though. I think it'd be better if Mori's were a secondary objective for both sides. I'd been thinking if they made it so a Killer could activate multiple shrines or something that would automatically get progress after activation, could be stopped by survivors, and at the end of the progression you got to Mori people, could have a great balancing effect all across the game. I do think it would step on Devour Hope's toes a little much though.

  • Unnerving Presence. Disables progression bonuses for Great Skill Checks while affected by it

  • Personally I find Queue times are really variable depending on time of day. Starting at like 9AM in the morning, Killer queue is slow and I find Survivor games really fast (though that may just be me not playing Survivor much) and starting at 9PM, Killer queue becomes lightning fast.

  • Survivors start the game separated. If I'm playing Trapper or any other low mobility killer it's just instant loss most of the time.

  • With Purple Medkits, Anti-Hemorrhage Syringes and just the general rate at which survivors heal losing points on your malicious emblem for injuries healed is incredibly stupid.

  • @LALYTHIA said:

    I really don't believe for a hot second that you are new to the game or forums. LoL

    But to answer your question, because there is a difference from disabling someone from playing the game and people doing gens... Which you need them to do in order to do your own objectives...like to find survivors and gain destruction points. You tunneling someone off a hook just disables them from getting back in the game at all. Tanks their pts, pips, and rank and there is nothing they can do about it. You can do something about gens getting done.

    It's about common courtousy. They waited just as long as you did get into the match, how would you like it if the Survivors broke your leg in the first 2 minutes of the match and you just got to sit back and watch while you bled out and they popped all the gens and left you with no pts and a derank? It would really suck.

    So don't do it to others.

    first off

    hourson.png

    Second off, why is the onus on me, the Killer, to fix the problem with BHVR's game. Why should I have to ignore (or even detriment) one of my prime objectives to kill people? Because it's unfun for the survivor? Doesn't that mean there's a problem with the game then?

    Do you even realize how much easier the game becomes for killer with even one person dead? It's simple math. 2 Survivors dead is almost always a win for the killer, especially if there's 2 or more gens remaining. The game's design encourages you to kill as early as possible.

  • people out here really be sleepin on Ghost Face.

    The motivation changes from Ghostface to Ghostface but most of the time it was for fame/money, and none of them had any kind of sympathetic element to them. They just did it because they were selfish to the point that they'd take people's lives.

  • I have my struggle binded to mousewheel down and I've never had it kill me for struggling too fast. Maybe I just haven't played enough.

    Regardless, I do think the buttonmashing should be removed.