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TheMonadoBoi

TheMonadoBoi

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  • @MissKitty95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524358#Comment_2524358

    In the one out of 20 games they were used… I saw more toolboxes then I have keys and out of my killer games I’ve had 1 game were they used a key to get hatch.. yes so broken

    How do you type this and think it's in any way a logical and valid argument? Let me put it this way, "hackers are perfectly fine, I only see one every 20 - 30 games y'all are just overreacting lmao why are you complaining?"

    Could be used once every 100 matches if it's broken it's broken

  • @Ramxenoc445 said:

    I see it as only a good change. No more killer closing it instantly unless it just pops up in their face, no more getting left on hook by the survivor that did nothing the whole game but found hatch while I'm on hook. No more of a lot of things probably. I say good change and I'm surprised I don't see whining survivor posts about this change honestly. Maybe there will be some once it goes live

    Although I agree with you I also think this is gonna make "pre endgame" (for lack of a better word) wayyyy more boring than it was. I've seen the "endgame chase" idea posted here multiple times and I think that would fix 100% this issue. I want to survive because I was the most deserving survivor, not because I managed to hide a bit better than the other dude or because I got lucky and beat the killer to the hatch. And as killer, I don't wanna have to slug for the 4 man every single game or take the L and give them a chance to just escape randomly, especially given that killers usually have one chance at everything, while survivors constantly get multiple (couldn't finish gens? get hatch! killer got the hatch? You can still get an exit gate! can't get exit gates? use a key!)

  • @nicnc82 said:

    I mean killers got the key changes they wanted. But you're never happy lol. Yall should know when you cry for survivor nerfs and get them, survivors get something else strong..

    I'm a 60/40 killer player. I play killer 60%. The changes didn't bother me and I welcome more challenges. I don't want easy killer games. I also never camp and tunnel. But I also rarely use totem perks. I think this is a good way for killers to decide more is camping and tunneling worth it? They have a totem now helping them

    "What were you expecting? If an absolutely broken and overpowered mechanic for survivor gets nerfed we OBVIOUSLY need a new possibly broken/overpowered mechanic!! Why are you always crying lmaooo?

    Anyway I am definitely a killer main, and I am the most righteous killer main btw. I always play to make sure every survivor is having a happy fun fun time! All survivors love me! But I always win hehe I'm so good I want my games to be only top MMR. Camping and tunneling are BIG issues!!"

    Fantastic arguing you got there wow.

  • @AChaoticKiller said:

    How does a killer come out so incredibly weak even after "buffs" from the ptb.

    Like the ones who decide what is good/fair do they even play this game and i'm not talking like 200 hours because that honestly isn't much.

    Literally every experienced player and even fog whisperers themselves said this killer needs some major buffs so my only conclusion is that you don't have play testers who can judge things correctly or you have none at all and play test it all yourselves but then that raises the question of do you even know what is good in your own game?

    But even then how the hell does a killer come out so weak? It's baffling.

    Of course not.

    Do you really think anyone at BHVR balance team is above Rank 18? Should I remind you Almo literally said a few months ago there was NO ONE ON THS ENTIRE PLANET that could "really use The Clown's potential"?

    Yeah, I find it incredibly sad how hard they ######### on the amazing work of artists and lore designers at BHVR. A game with so much potential; so much talent wasted because of oblivious devs who can't even play their own game.

  • @[Deleted User] said:

    they never hid it, people just don't think about it. it was obvious to those who were suspicious, that they stopped caring for high-skill balance ever since they nerfed hillbilly. then they scrapped the generator slow-down idea. then they nerfed undying. and they can't bother to give trapper an actual buff after 4.5 years, not even 2 traps at base.

    The thing is, I'm ACTUALLY sad about the state of the game. There's so many incredibly talented and dedicated people in that dev team (from CM to art and lore) and all their work gets ######### over by dumb, unfounded and disjointed balance decisions that make absolutely NO sense to anyone over 20 hours into the game.

  • @Chilli_man2400 said:

    Here’s what I see Saltykillermain101

    I'd never seen anyone so adept at invalidating their own opinion. Great addition to the discussion, thanks!

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/217980/the-devs-arent-even-hiding-how-little-they-care-at-this-point

    Teabagging isn't really encouraged.They just implemented an animation for switching between standing and crouching

    "We made sure the animation is still fun and feels good for survivors" sounds pretty explicit to me.

    What you wanted them to make it mandatory or something?

  • @Wesker09 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860344#Comment_1860344

    Ds/Unbreakable is countered by not tunneling, and Ds,ub,sg 4 man swf with a key is EXTREMLY rare stop exaggerating. Ruin+undying was dumb and needed to be tone down. I run small game or detectives hunch but it was still dumb as hell having to go around the entire map looking at every corner just to deal with the combo.

    Heck I used ruin+undying and quickly stopped using it cause it was straight up carrying me and it was a braindead combo.

    Ahh surely!! Let's just let them get away! That makes a lot of sense!

    If the dude that just got unhooked is repairing let's just let them do their thing! Why hadn't I thought about that?! Genius!

    Also, "brain-dead combo" when you have to patrol gens for them to actually regress. l m a o

    I bet you think pressing Shift to activate your sprint burst is skill.

  • @Thasard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1860344#Comment_1860344

    Try countering a perk with a killer that continuously comes back to totems because they see someone on it. It made the games unbearably long. And players only carry Unbreakable / DS because they get tired of constantly being tunnelled, face camped and slugged. But, forcing a perk to survive an entire round because you won't let us cleanse totems or finish gens with your tinkerer is healthy gameplay. Sure....

    Try being a killer that can see people on 3 totems at the same time and can't defend all of them cause you can't be in 3 places at the same time?

    Seriously I don't even know if you're pretending or you're serious at this point.

    This isn't even some weird ass complex tech or anything it's basic use of common sense lmao.

  • @Thasard said:

    Undying was bad for the game and needed to be nerfed. If you thought it was fine, then you were bad for the game too.

    And DS, Unbreakable, Soul Guard, 4 man SWF, Keys are perfectly fine.

    Insane how delusional and disconnected from this game you are. If your biggest concern was a perk that can be countered 100% not even by a perk by a MAP then your opinion is very literally worthless.

  • I don't see anything wrong with it. As a bi dude myself I love bi characters. The problem is it's a horror game, and as such I don't really see anyone expressing their sexuality at any time. Likewise sometimes I think of Felix as a bi dude precisely because none of em express their sexuality in any way so it allows me to see them however I want to. I just don't think it fits, if all characters are sexually ambiguous I can think of any ships and pairings I want (even though it doesn't happen often cause again, it's a game about killing people for fun lol)

    Although I would be so down for an openly trans character, that would be cool because it has to do with identity which is something that IS explored in the game and the lore.

  • It's not the nerf in my opinion is their excuse for leaving keys as they are that is pathetic and hypocritical as hell. "We need to animate new stuff" well, if you're nerfing Moris ADJUSTING VALUES, why not just ADJUST VALUES for keys in the meantime? Is it ######### GAME BREAKING to ask that Keys only allow one person to escape??

    Crazy how we all let them get away with this ######### and still play the game.

  • @[Deleted User] said:

    Yeah I'm really not sure what the balance team is seeing with this killer. They're genuinely bad or average at everything aside from slugging or camping.

    Fun fact, BHVR has absolutely no idea what balancing means. It's not even assuming, two of their most popular recent Official™ statements are

    1. OoO is absolutely fine, no problem with the perk. We hear the complaints but y'all are delusional.
    2. The Clown is strong, it's just that 15 million Dead by Daylight players can't play him.
  • At this point I'm ######### convinced they're doing it on purpose.

    I really wish they'd just bring the AI from the mobile game and make this a ######### PvE game with how much they want survivors to bullshit their way through every trial.

  • @Mandy said:

    If I find keys in a lobby, I put on Franklins. There's outplay there for the killer, plus keys have a lot of conditions to complete before they become super useful in the game, unlike the way mori's were. They are really not comparable in the slightest.

    Can you put on Franklin's when a survivor swaps their item to a key when there's 6 seconds remaining?

    Maybe you can change to a killer who's more efficient at protecting items, oh wait you can't. But survivors can still quickswitch at any time and to any loadout they want. Incredibly hypocritical how one sided these updates are. Victor back to being a joke and keys are even more powerful now that moris are out of the way and Hoarder does absolutely nothing.

  • As per usual, a ######### awful joke from BHVR. Plus, ######### Moris but let's leave keys the exact same broken way they are! I can't pretend to be surprised it's not like the balancing team have been sensible about their own game ever. They make one good decision and 6 awful ones every single time.

  • Can y'all imagine how ######### OUTRAGED survivor mains would be if there were a perk as strong as DS for killer?

    If you repair more than 1 gen in 3 minutes, one of them goes back to zero. And on top of that, you have to respect every single killer even if you don't know if they have it or not.

    It's insane y'all even asking for base kit DS lmao this game and its playerbase are absolutely gooone.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1776250#Comment_1776250

    keys cannot be abused to have as much game impact on killers and moris has on a survivor.

    Moris unfairly and prematurely end the game for one side. Keys unfairly and prematurely end the game for one side. But sure, keys are definitely fine, not an issue, can't change the entire game in a second.

    ONLY three gens need to be done before HALF the survivor team can escape. If the last survivor has a key, that's it. Absolutely nothing the killer can do. If you close it, they open it. If you stay near it, they open gates, if you patrol gates, they open hatch.

  • All this braindead bait needs to stop.

    There is absolutely no way OP typed all that bullshit with a straight face. A killer who's power is completely nullified by lockers, who can literally be killed, who has to suffer hundreds of cooldowns and has "uncounterable" counterplay to everything they do; I refuse to believe OP is THAT asinine.

  • I honestly can't tell if you're being serious lmaooooo

    Survivors weak?? The game is LITERALLY dictated by survivors. EVERY single stage of the game is dictated by survivors

    As a killer you have to take advantage of survivor mistakes, survivors not doing gens, weak survivors (if there are any)

    There is literally nothing a killer can do against a team of decent non potato survivors.

  • The LEAST they could do is make them undetectable while frenzied, since if they even manage to surprise you (on top of their loud ass grunts) they have to suffer the 4 second cooldown, allowing you to get somewhere safe 100% of the time if you're not a complete potato.

    As things are, if you just hold W you basically counter the Legion's entire power unless they are 10m away from you.

  • @Crypticghoul said:

    Almost everybody I've seen has been praising the Spirit bug as good for the game and allowing skillful mindgames/counterplay for both sides. Very sad they're fixing this as the only change I think it needed was allowing Spirit to know when she made the noises.

    Back to having an absolute miserable time against her I guess...

    You must only talk to surv mains then oof.

  • @EvilJoshy said:

    I don't think the problem is surge isn't a good perk it's that we only have 4 slots and there are so many other choices.

    Ruin, Undying, PGTW, Corrupt Intervention, STBFL, Whispers, BBQ, NC, Sloppy, Franklins, M&A.

    Tbh when you think survivors get 16 perks and most meta perks only need to be used by one person in a squad (BT, Unbreakable, etc) I don't think it's too crazy to ask for a Killer 5th slot.

  • Tombstone Piece is bullshit just because it's impossible to know if Myers has it but Judith's Tombstone is perfectly fine. If it takes him a stupid amount of time it's obvious he's got it.

    Plus it makes for some fun games. It's a timed race vs him to see who can finish the match faster.

  • Already been said a thousand times but literally no rational player with more than a few hours in the game wants SWF nerfed. You nerf SWF the game dies INSTANTLY. I actually ONLY ever play SWF because of how brutally unbearable solo and killer are atm.

    Solos need to get the exact same tools SWF have and then killers have to be buffed to be able to deal with any team if they have the skill to compete. Survivors need to start being strategic instead of just getting guaranteed escapes only because they're in a premade. As things are, solos have to hope their teammates are not dumb as hell and killers get stuck in completely unwinnable games because of SWF.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686221#Comment_1686221

    Ah, "Streamer Videos". Only because said Streamer said that he has gone against an Top 1% SWF, does not mean that this is true. E.g. one of the Streamers claiming this on a regular basis gets the same Survivors as I, since we play on the same Servers. And either they are always Solo in my games and always in an SWF in their games, or the Streamer is incorrect.

    Tournaments... Tournaments are a Joke. Sorry, to say that, but only if someone wants to do a tournament every few months, does not mean that they are valid at any point. You can watch a tournament and then come to the conclusion that this game is not ready for tournaments, but thats it.

    Of course you can balance around Top 1% SWFs, if you like. Go ahead, do so. But I hope that the game will also be balanced on 1% Killers, so that 99% of the Playerbase will not have any fun anymore. This sounds great. While it is true that an optimal SWF (like, really, really Top Tier Players) are most likely unstoppable as long as you are not a REALLY strong Nurse- or Spirit-Player, these groups exist on a much smaller basis than players would think.

    And pretty sure the Devs know about this, but again, it does make 0 sense to balance the game around those groups. If Killers would be so strong that they would easily be able to stomp those strong Survivor Groups (or even if they would be on par with them), you would screw up so many players. And the game will simply be dead. And this is something the Devs will know, because they have more knowledge of designing this game than those "Wannabe-Developers" here on the Forums who propose Ideas like balancing around the Top 1%.

    Bruh it's really insane how tunnel visioned you are about your point of view, first of all I'm not saying what they SAY is unchangeable truth. It takes just a few minutes of watching them go against a decent team to realise there's way too many times where there is absolutely NOTHING you as killer can do to counter survivors. It's happened to Otz, Zubat, Umbra, if it weren't a common occurrence there wouldn't be so many people complaining about it and there wouldn't be literal hours of evidence of this issue. Before you assume I take their word as if it were the ######### bible think about why their experiences are valuable. They have thousands of hours and most of that is documented online, calm tf down. Plus I find it quite hypocritical how you think your "counter argument" that you constantly go against the same people and they're always solo means they're a bunch of biased liars who don't know what they're talking about.

    Tournaments ARE a joke, that's the point. It is the most OBVIOUS proof that when playing with comms there is ABSOLUTELY NOTHING a killer can do to tip the scales. So organisers have to come up with different rules to dictate who wins and who loses or they end up being a borefest because of how incredibly unengaging they are and how fast gens fly. Plus, again you fail to see the bigger picture what a surprise. Why do you think the game is not ready for tournaments? Maybe because it's unbalanced? Just a thought.

    Are you saying games shouldn't be balanced around players with the most skill? Should R6 remove core mechanics so that coppers and silvers have an easier time playing comp? Should we make bullet hitboxes larger too? What about Rocket League? Should they remove techs and movement possibilities so that everyone else has an easier time? If a killer has more skill and experience than survivors, then they should absolutely destroy them, as well as the other way around. If both teams were on equal ground and had the same possibilities to win then being together or on comms wouldn't even be a question, but the fact is that when survivors can callout the exact location of the killer, their perks, traps, etc there is NO way the killer can counter the advantages survivors get (for free I might add).

    Like I said, most games with a sensible balance team have incredibly high skill ceiling and are doing perfectly fine. The only reason this game is not dead is because it has no competition. All other asymmetrical horror games have vastly different core mechanics that simply don't work as well as Dead by Daylight; just because I -sadly- enjoy the game doesn't mean I think it's perfect and has no flaws.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686199#Comment_1686199

    Ah yes, I totally forget that I have to play Gens when I play Solo. Do you think Solo Survivors are so dumb that they need another person telling them to do Gens?

    But yeah, keep blaming SWFs instead of improving on your game.

    Solo survivors cannot coordinate who's going for an unhook. They cannot take the killer far away from people on gens. They cannot know when to heal and when to rush. UNLESS they are in SWF or waste a perk slot to do so. Stop pretending like it's not a problem just because you can't imagine games actually requiring skill and strategy from survivors.

    No one wants to get rid of SWF. Just because I enjoy playing with my friends that doesn't make me blind to the fact that it's incredibly unfair. The devs can't keep ignoring that fact, cause it's been proven it's physically impossible to stop an optimal SWF and we've seen that a number of times in tournaments, experiments, streamer videos, etc etc etc. Either core mechanics get changed to be more fair towards killers and solos or killers get buffed until they're able to compete with the power coordinated teams have.

  • You forget literally the one tool survivors have that nullify most killers and that's optimal looping.

    Blight has absolutely no antiloop on most tiles and information means nothing if you can't capitalise off it. You don't need to run or hide in an entire game and that's the reason Object of Obsession is so incredibly broken.

  • @Aven_Fallen said:

    Why cant Killers accept that SWF does not mean that they become godlike players by just clicking a Button to invite other players to their lobby?

    Pretty insane how you miss the point so blatantly. 6+ perks for free definitely does not give you an advantage, that makes a lot of sense. Coordinating who's on gens and who isn't even if chases last 10 seconds is definitely not incredibly detrimental to the killer. Being able to optimise every single aspect of the survivor team's side even though killer is balanced around the fantasy that survivors have no communication between them.

    Definitely not a problem.

  • @Kind_Lemon said:

    Huh. I thought this post was going to be about how the mechanic of gen regression is outdated because killers can do it too often. Did not think you were going the other way. So, no.

    But, I am in favor of a 5% instant regression if passive generator regression is slowed by 50%, because it's the long-term stuff that's really out of whack with balance. The short term stuff (which I guess you're mainly talking about) could be more impactful, possibly, but standing still in front of the generator often works just as well. The survivor will stick around, and you'll be able to keep an eye on the gen until you finally decide to start chasing a survivor after the other survivors have abandoned the gen to try to get progress done on another one.

    So you're saying a gen should regress (without any help) from 99% to 0% in 480 seconds?? SIX minutes? There's games where gens don't even last five, how would this be in any way balanced? Sure, you can stay near a gen and wait for it to regress a mere 10% in 24 seconds but that's 24 seconds you're giving every single other survivor on a gen to do a gen. So 24 seconds of waiting for ONE to regress 10% is giving THREE gens a free 30% progress, which is basically an entire gen (90% combined). I still think this is extremely unfair and gives killers zero options to come back from a situation like that.

  • @ratcrack69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681164#Comment_1681164

    Cause killers don't really like?? Have the chance to have 2nd chance perks? Like what would that be? Automatically calls on the entity to add another hook state to the survivor with the least amount of hooks and down them once there is 1 more gen remaining?It's the Adrenaline noed thing again,but Adrenaline rewards you for being able to survive enough to maybe get a boost and NOED just gives you a boost allowing you to get one free hook at the very least.

    I genuinely did not understand a single word of your rambling. Killers don't like what? Exactly where did you get the idea that this is a "2nd chance killer perk" thread? Then you talk about NOED? Which, again, I have NO IDEA how it relates to the topic but you think I defend it even though I think it's one of the most poorly designed perks in the game?

    You're making zero sense and I'm not sure you even understand the topic at hand.

  • @Sluzzy said:

    With Undying and Tinkerer, it almost balances out.

    Considering how many maps are so killer sided with so much deadzones, survivors do need a map or two to have it easier.

    After a Spirit brings in the most ridiculous build and slaughters everyone because of auras all over the screen on the tiny McMillan map, an Ormond map is a breath of fresh air.

    LMAOOO "most maps are killer sided" is maybe the funniest thing I've read in the forums ever. Do you even realise how big Farm maps are? How long it takes to get to the other side of the debris on Gas Heaven? How many completely safe windows, gens and balconies are on Haddonfield? How far away gens can spawn on Yamaoka?

    You're either too bad at this game or haven't played more than 100 hours because you have no clue what you're talking about.

  • @ratcrack69 said:

    https://forum.deadbydaylight.com/en/discussion/197688/gen-regression-defense-is-extremely-outdated

    One thing you don't seem to remember is that regressing gens was added to the game after bhvr realized survivors could just 99% gens and the killer would feel absolutely helpless; regressing gens without perks shouldn't be a viable strategy.

    Just because it was much worse that doesn't make it fair now? Your statement is extremely hypocritical too.


    Survivors have every single tool in the game to win/come back from any situation but killers have to rely on perks? If you can't see how insanely one sided that is then I can't help you.

  • @CheyeneKL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1679564#Comment_1679564

    I presume they fix their DC penalty issues ASAP, though, right?

    I personally don't really feel that it's BHVR's responsibility to make it up to streamers affected by abuse of their system by hackers... it's not 100% their fault past the fact that their DC system is exploitable, which they do disable when exploits are found & abused. It would be nice if they gave a little something to Fog Whisperers as a "sorry this happened to you!" but imo... while they're to blame for their system security holes, they're not the people hacking or responsible for the hackers who abuse it. It sucks because Tru3 and Puppers most likely lose a bit of income they could be generating in the time that they have hacked ban timers, but I don't think they're entitled to anything further than an extremely quick response from BHVR, which they absolutely deserve to have.

    I support the DC penalty too but I definitely feel like they need to do some major work on it if they haven't already. Perhaps they could just make the absolute maximum for even repeated DCs only be about 5-10 minutes, or something like that.

    P.S. do you main Shulk in smash or do you solely play the Xenoblade games?

    I agree, they need to treat their ambassadors much better. And I agree a rework of the penalty system needs to be looked at.

    And yeah hahaha I do main Shulk since 3DS/Wii U and now in Ultimate hahaha. Xenoblade is my fav franchise.

  • Tru3 and Puppers get hacked constantly. Puppers I'm sure accidentally showed his ID on stream once, so hackers have free reign over his account basically, but yeah even though I actually support DC penalties the amount of support they give streamers and THEIR OWN FOG WHISPERERS is very insulting. No QoL adjustments for their streams, no compensation for this awful and insanely easy to hack system, sad really.

  • @Nobsyde said:

    I just posted my take on a new hopefully easy to understand mechanic that tackles the OP point, if you guys want to take a look:

    https://forum.deadbydaylight.com/en/discussion/197728/new-generator-mechanic-kickstarting

    I read something similar to this a few months and I think it would really make a drastic difference without actually changing much. I think it's crazy how scared the devs are to tweak gens when it's VERY clear there's a problem going on if every killer relies on gen defence to have a chance at winning. The fact Ruin+Undying became meta INSTANTLY is a very obvious example of this.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678727#Comment_1678727

    No it's not...

    That's what new Ruin works

    And it's applied to kicking a gen... with gen tapping a thing it won't matter the rate of regression so why not

    3 gen strat doesn't work all the time...

    So why is it too much?

    100% agree with this.

    There is absolutely no killer that is guaranteed a win just by 3 genning. If 3 survivors are doing the 3 remaining gens not even nurse can get them fast enough (given they're cautious and not complete potatoes).

  • @[Deleted User] said:

    Imo Overcharge should be basekit (and the perk itself be reworked into another thing) and gen regression should at least be the same as Tier 2 Ruin.

    I've thought about this as well to be honest, but I don't know how this would affect Ruin. Maybe it's still worth it since it's already saving you the time of manually kicking the gen, but would that still be strong enough to be a Hex?

    Also, I would be very much against buffing it, it would be insanely oppressive.

  • I think everyone has said all of what had to be said so I just wanna add that it's kinda funny how your icon was DS when the discussion started and as soon as people started calling out your insane survivor main bias, you swap to Deathslinger.

  • We really do need answers about Blight's FOV.

    I've read this so many times since Blight came out and BHVR have been very good at ignoring the concern. Just because there's other stuff going on doesn't mean this isn't important and I really hope they at least acknowledge the issue.

  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1658060#Comment_1658060

    The thing is that a SWF with a designated totem cleanser should not be the rule for what's balanced or not in the game. In fact, SWF by themselves should not be the rule for anything, since communication breaks a lot of perks and mechanics in the match.

    This is where you're completely wrong. SWF should (sadly) be EVERY game's standard for balance since it's the strongest force in the *entire* game. Sounds ######### because it is. Devs need to acknowledge this game cannot work without comms and giving survivors a phrase wheel and a walkie talkie is gonna completely nullify many of the imbalances that SWF cause. They can then buff killers accordingly and solo surv becomes an enjoyable and fair experience.

    Going back to your original argument Ruin + Undying is perfectly fine even in their current state. I have fun using it and looking for totems too, given that my team isn't all rank 20s.

  • @Science_Guy said:

    Nothing here hasn't been brought up by ad nauseam by many other people, including on this very forum. You should try backing up your opinions without relying on some streamer to validate what you think.

    First of all I never said he reinvented the wheel. Before you try to disqualify what he or other people have said with your empty "reverse ad populum" try to think about why a relevant streamer's opinion matters in this case. First of all he's a Fog Whisperer, so he gets to have more direct contact with the developers of the game and reach out to them far easier than the rest of the community. Second of all he plays this for a living, which means his perspective is most likely influenced by thousands and hundreds of hours of experience above the regular DBD player. And finally there's a reason they're popular, and that same reason is why their opinion has weight and it's because their statements gain TRACTION, something most regular users of any forum without a following are unable to achieve.

    Second of all you know absolutely nothing about me; I have said many of the things he mentioned in the video not just here but on Steam forums, Twitter, etc. Try to be a little less defensive when thinking other people are just sheep with no original thoughts, which is quite funny considering your comment says absolutely nothing about the video I posted.

  • I let their skill do the talking. If they have No Mither and still tank for an entire game then I give em props. If they go down instantly/waste useful pallets I just try to get as many points as possible but give up inside.

  • • We have officially deleted Dead by Daylight.


    (In all seriousness though, just seeing them address SWF in SOME WAY would be the best gift they could ever give me)

  • @azame said:

    Since DS is about to get killed. What are some other "needed" survivor nerfs. I'd be interested in knowing so I can prepare for the dark times survivor edition.

    Sorry I'm not as active on socials and forums as I was before but did I miss something? Have the devs talked about DS at a Q&A or something?

    I'm trying to find some kind of source in these comments but so far no luck.

  • In my opinion, he's fine as is since his "no counterplay" is countered by the fact he's slow and visible as ######### and has to suffer through a million cooldowns before getting a down. If I were to change him tho, I think Slinger would be MUCH more fun to play as and vs if he had to "wind up" like Huntress BUT he has magazines now, so he can shoot maybe two - three times before reloading. This way it's not so punishing and boring having to spend half a match reloading and as a survivor it gives you an indicator of when he's gonna shoot/some time to react.

    This along with some form of map control -a non damaging sprint, much slower than Billy's, for example- would make him a much healthier killer.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629470#Comment_1629470

    Nobody wants a 6 second cooldown - but for all his free, no effort zoning, he should have a downside.

    You're just exaggerating. It's not a good look.

    He has a thousand ######### downsides I swear y'all want to destroy every single killer to Clown level.

    He's slow as hell, tall as hell and can be seen from 10km away, has more than THREE different cooldowns when using his power, WHAT ELSE DO YOU WANT?

  • @Kumnut768 said:

    increasing cooldown for faking and decreasing cooldown for missing would make him have a higher skill cap, and thats why people dont want him changed

    So killers have to be EXTREMELY SKILLED AND IN THE TOP 0.001% KILLERS to be able to benefit from their powers? There's literally ONE survivor perk which requires a TINY bit of skill and it's Dead Hard. Survivors are allowed to have the lowest skill floor and ceiling possible but killers need to do EVERYTHING PERFECTLY at ALL TIMES and have at least 1500 hours with every killer otherwise they're BAD and should not get a single hit all game.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1616856#Comment_1616856

    1. Yes, its an asymmetrical game, yes it can still be balanced, these are not mutually exclusive. Take a killer like Nurse, she is the best killer in the game and can end chases extremely fast. The difference is, you can see and hear when she is about to blink and can try to avoid based on the knowledge of it coming. With Spirit, you GUESS if she is phasing or standing still. The only semi-consistent perk against her is Iron Will which is deleted by Stridor. Both Nurse and Spirit ignore survivor skill, but Nurse has feedback during the chase, Spirit does not.
    2. Trapper does not have any bearing. You use his traps as an example of not being able to check during a chase, but you can see if he places, you can generally tell if he is herding you into a trap, you can do plenty to avoid areas you know are unsafe. Where Trapper has to take time and setup traps (risk) Spirit is a weighted cointoss where she can stand still and phase depending on what you do.
    1. So chases have to be fair, thus long because otherwise people claim it's unfair and uncounterable. But gens can't be too slow either? What's this magical balance you talk about? Survivors have NO other objective and if only they weren't able to finish a game in 3 and a half minutes then maybe we would all agree that killers can be a little bit more forgiving and dynamic. With Nurse, you forget you can both see each other, the Nurse's advantage is her insane speed and being able to traverse through ANY obstacle in her way. The Spirit does not get this privilege, and neither of the two can see each other while she's phasing. If she's standing still why would you walk back to her in the first place? It's a fully 3D game, there's at least 2 other different directions you could head to to throw her off.
    2. If she's not phasing, she's a 110% killer. If she's phasing, she can't see you. You get a very very obvious warning when she's phasing in the vicinity, is it so difficult to be stealthy if you don't feel confident enough to tank a Spirit? I hate slugging but if I see an obsession in the match, I adapt and act accordingly. Once again, for some reason you bring up guesswork which apparently you seem to hate, but also claim to be very good at? How can you tell if a Trapper is herding you to a trap? How do you plan your route if you haven't seen him set a trap all game? Every second a Spirit stands still is one more second you can gain distance or confuse her. With how many safe tiles there are in the game it's really not that hard to get somewhere where you'll be able to react if you hear her footsteps, ESPECIALLY considering all the other points I already mentioned. If she phases to you, cooldown on her ability for you to run away, if she's walking she's a 110%, if she stands still and you're uninjured stop running. If she sees you and you're injured why didn't you heal instead of doing whatever you were doing?
  • If they're smart, you can't do much about it. It's why people who claim it's OP don't realise it's actually a NECESSITY to play Spirit.

    You can follow scratch marks obviously but if they don't move or there's not much grass in the map you have to completely guess their movement. No input on their side whatsoever.

    In a less detrimental situation though, look out for grass, and try to keep your phases short so you have enough time to react if they decide to stand still or move to a different tile.

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