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TheNerdyRockstar

TheNerdyRockstar

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TheNerdyRockstar
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  • @emptyCups said:

    LFG

    You spent the time in a video game forum so I'm assuming you can work an LFG... 110% no reason not to play with a squad with 4 "friends" on coms so you can coordinate perks.

    Youre right its possible but Ive also tried to find people to play with on multiple occasions and Ive gotten 2 so far and i havent actually managed to play with either of them

    i just have them added on steam

  • it took like 13 games until i got the escape because i either kept getting super low rank teammates, way higher rank killers, or just cause I got outplayed since I only have jane at like level 15 so my perk selection is super low

    i was gone for like 2 months so i started the archive missions way late and those games i could have been working on other missions but nopee

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1132647#Comment_1132647

    Funny. I actually prefer this newer Doctor for BOTH sides.

    Old Doc was only good in lower ranks who didn't know how to work around him. Now he's actually viable at all levels.

    hes super viable as a killer but hes almost impossible to do badly with, you have to be SO bad at the game to lose people with his new shock ability, he doesnt have to take time to switch between treatment and punishment, and ya now you can revert back to tier 1 but it takes like 3 seconds to get someone to tier three so whats the point.

    i didnt even know the rework went live cause i hadnt played since december and I rarely played doctor before the rework (mostly for like dailies and stuff) and my first 3 games with him i got 4ks without knowing anything about the rework ahead of time

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1053942#Comment_1053942

    Well, you're sacrificing stealth, perk and add on slots to get a larger terror radius.

    And you go from 3-1. Lately 3 is not THAT hard to reach.

    you go from 3-1 now, but i wrote this post before the rework. Now with the rework theres a whole load of new problems that make the doctor even more unfair than he was before lol

  • @SkeletalElite said:

    just dont heal lol

    my guy that is a terrible strategy when the whole issue with the doctor is he finds you too easily and can stop you from using pallets and ######### lol

  • @Wooferson said:

    https://forum.deadbydaylight.com/en/discussion/comment/967201#Comment_967201

    I'd say having it revealed for the survivor working on it for a set number of second, like 5 or 10 maybe, along with a noise notification (as if you're killer and someone performs a fast action) at the old totem location for all the other survivors.

    The only reason I wouldnt go for something like the last thing you messaged, a survivor seeing it switch if theyve already seen the dull totem, is because it seems like a rather hard thing to track and easily abused. Aka, do they have to look at it for a certain amount of time, do they have to work on it for a moment, be in a certain area, etc. Seems like it would be a rather easily abused thing especially if the perk would have an icon at the bottom such as dying light or even just the noise notification.

    id think it would work the same way it does with maps, if you have a map and see a gen and leave the area, from that point on the gens aura is revealed by the map.

    same kind of thing with the totem except it isnt attached to an item.

    how do you think it would be abused if there was an icon? the icon wouldnt really do anything except let them know a hex exists and has been moved, which in most cases i feel like survivors would already know theres a hex by the time the killer gets a token and can use the perk

  • @muddy said:

    https://forum.deadbydaylight.com/en/discussion/comment/967211#Comment_967211

    I see where you’re coming from about survivors with no killers, so I’m thinking that maybe their fear would she somethings to do with their back story or past before The Entity’s realm.

    It would give a wider range of possible fears and the fears could possibly change out every so often, depending on the survivor’s habits in game. For example, if a survivor’s phobia is…let’s say crows, every time they come across one they would attack the POV of the survivor which could potentially alert the killer. A survivor may be able to get around that, however, if they manage to escape the killer’s grasp or does not draw the killer’s attention an x amount of times, the fear being replaced with a new one. It would keep survivor’s on their toes and would disallow them becoming used to their certain fear, therefore unable to always get around that fear.

    Fears like these wouldn’t just be useful for the midnight man, either. Freddy could possibly be able to harness a similar ability if survivors are sucked into the dream state, and any killer could be alerted of a survivor freaking out about a crow, fire, etc. if they’re close enough to them.

    i think having every survivor have a different fear for this mechanic would be too much to ask of the devs. and as for the crows example, survivors are just skins. Every survivor plays exactly the same aside from what perks they use. having certain survivors afraid of crows would make certain survivors stronger or weaker against the killer for no real reason.

  • @JC316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/967168#Comment_967168

    The more I think it about it, if he's TRULY invisible before stalking and not like wraith invisible, he could be decent, but if there's any indication that he's nearby, survivors would abuse you.

    no i think truly invisible. like old freddy or spirit phasing, totally invisible but still interact with grass and stuff but very minimally.

  • @muddy said:

    Love the idea! I think this killer could come with a sort of refurbishment for the survivors, them gaining a certain fear. The killer could have an ability where the survivors start to have hallucinations of those fears that would absolutely terrify them, disallowing them to work on generators, healing, etc., temporarily. I personally haven’t watched the movie, either, so this is an uneducated suggestion for the killer.

    first off, its on hulu right now and i totally recommend it. secondly, to your point about fears, what about an add on that showed them hallucinations of their killer or something. like how ace was released with hag so if youre playing as ace, you can trigger hag traps but the killer doesnt get notified, it just makes the ace think its a hag, or if youre playing as david, you hear the huntress lullaby or something like that.

    the only issue is that not all survivors have a specific counterpart like that. Id say dwight and trapper (sees traps on the ground), meg and hillbilly (hears chainsaw), and claudette and wraith (hears bell) would make sense, but then jake has no killer to associate with. Same thing with ash.


    The idea of having them have fears is a great idea, in the movie the "Survivors" hallucinate what their fears are and then are just fine but terrified afterwards, so i think your uneducated suggestion is spot on. theyd just need to figure out how to go about implementing it. Idk if having the fears stop them from working on stuff is necessarily a great idea because theres already a lot going on with this power and i dont want it to get too convoluted but having them hallucinate fears is great!

  • @Wooferson said:

    https://forum.deadbydaylight.com/en/discussion/comment/967175#Comment_967175

    Using a token mechanic seems like it would definitely balance it out a lot more, even if it used survivors sacrificed and the 2 gen completed per token. I wouldnt say to go as far as having the totems aura revealed, but at least a notification that it was moved.

    It's a great idea tbf, a way to really protect your totems on killers besides hag and trapper and not completely flail or lose one if it so happens to spawn right out in the open.

    oh no the aura reveal thing was ONLY if you were working on that totem when its moved, but youre right maybe only have it revealed for the survivor who was working on it at the time or the obsession or something? if thats still broken i get it but I think otherwise its kind of a massive slap in the face if a survivor is at 98% on a totem and it gets moved.

    The notification is a good idea tho regardless, but do you think it would be like how killers get notifications and if so would it show up on the old or the new totem spot?

    Or do you think it would be like the little perk icon in the corner telling the survivors "hey this dude used bend the rules/dont like to lose just fyi" cause i think if that happened and there was no other information given its kind of pointless because they still have to find the totem just the same, the only difference is they might have to go back and check other spawns they've already checked before. OOOH what if you get a notification of the old totem location when it gets switched, BUT If a survivor has already seen the dull totem it switched to, then they get to see the aura for like 10 second or something. that way not everyone sees the aura and its not permanant, but it lets a survivor who already checked certain totems know if its there, kind of a reward for scouting

  • @Wooferson said:

    What is your fear and your game is over seem like theyd be great anti-super altruistic teammates, like ones who hang around for a flashlight save. The only problem I'd see is with dont like to lose/bend the rules because there are some very hard to find totem spawns in the map and combining that with something like devour does seem rather cheap especially if it would be a more than one use perk since you could theoretically keep bouncing it around to prevent it from being cleansed until there were no other totems. (This is from a killer main btw)

    ya i agree that i dont like to lose/bend the rules could be busted but 1. i was just trying to think of something that seems borderline unfair because thats kind of the premise of those quotes from the movie.

    maybe if the totem is already being worked on when the spawn is switched it still gets destroyed or its aura becomes visible for all survivors? or maybe limit the amount of times you can use it. like maybe its a token thing and you can use it once per token, but you get a token for every 2 generators that get finished or every survivor that gets sacrificed. That way you only really get the perk mid-late game and it gives them time to find and destroy it before you can move its location?

    think that might be a little more balanced?

  • @JC316 said:

    Never seen the movie, but the way you describe his attack and power sounds like an utter garbage killer. Can't M1 without stalking, can't attack at all if someone is standing in a salt circle, have an exposed effect that would never come into play, and the gates open even faster for survivors.

    look i was just trying to make it not super broken lol

  • @Starbricks19 said:

    Anyway the doctor will be the next to be reworked so, wait and see how they change him. You are lucky that is a killer barely used imo, very small chase potential being a slightly more complicated M1 killer.

    IS HE REALLY?????? OHMAGOD THANK JEBUS

    and no i see doctors all the damn time and he is an m1 killer but he can stop you from doing the necessary things you need to do to get away from m1 killers so

  • @SnakeSound222 said:

    As a Doctor main for a good amount of time, I can tell you that he is NOT in need of a nerf. You can ignore a lot of his Madness effects and his shock therapy is harder to use on longer loops. The hallucinations will only reveal your location to him if he has the Restraint add-on (this includes the Iridescent King version) or you're in tier 3. They will still appear if you're in tier 2 and he doesn't have Restraint, but he will not see their auras. If you're still having trouble, then just keep practicing until you've got it. We can't just nerf everything for low ranks.

    There is a super secret alternate method to taking him down though. It makes this entire thread seem like a complete waste of time. It's called eating an apple. If the first apple doesn't work, then keep eating them until you find one that does.

    okay tell me how i can ignore having my location revealed and being in a chase and unable to use pallets or vault because he shocked me into tier 3

    and ya dude everyone knows about the apple but theyre so damn hard to find in chests and the bloodweb its really not a reliable counter

    but actually i dont know how to practice because every game I get into vs doctor i get killed before I have a chance to actually practice or learn from my mistakes, or i manage to hide from him the entire game and dont practice because i literally just do gens and leave before he finds me

    like if he gets me into tier 2 its basically a guaranteed death for me

  • @Monlyth said:

    Here, OP, this video should help you:

    https://youtu.be/TiQakFszpXA

    i appreciate it but im almost immediately put off by it because this dudes advice is "if youre snapping out of it and you have a hallucination pop up, stop snapping out of it and leave because now he knows where you are even though youre going to keep having hallucinations pop up and reveal your location regardless of where you go until you snap out of it."

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/801131#Comment_801131

    I'm rank 10, currently. And there's a reason you almost never see Doctor at the higher ranks.

    If the hallucinations reveal your location, then move to a different location. Like I said, hiding against the Doctor is usually a waste of time. Just pressure the map, force him into long chases, and win.

    Balancing the game for the lowest common denominator would only serve to break the game for the experienced players. If you're having trouble against the Doctor, then learn the game to understand how his power works. Game knowledge is a player skill, like any other. Develop it.

    If you can't hit ruin skillchecks, then just tap the generator so you don't trigger any skill checks. If the Doctor is patrolling his Ruin totem, then he's not patrolling the generators. Punish him for it.

    And again, Shock Therapy really isn't that good. Its duration is often too short for the Doctor to properly take advantage of it, and it slows the Doctor a lot when he starts charging it.

    So I'll say it again: Learn the game instead of just complaining about every minor inconvenience you face as a Survivor. Or just play Killer if you don't want to deal with the Doctor. I even posted a video guide on how to counter the Doctor, just for you. But it seems like you'd rather just whine.

    and im currently rank 10 survivor also and half my games today have been against doctors

    okay well rank 11 with 4 pips because i cant figure out how to not die against doctors

    like, in all honesty, ive found it more effective when theres a doctor to run up to him and crouch and hope hell be nice than actually play seriiously.(like lowkey when i do that at least half the time theyll shock me a bunch, hit me once, and leave. idk why they do it so much but tbh its boring)

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/801131#Comment_801131

    I'm rank 10, currently. And there's a reason you almost never see Doctor at the higher ranks.

    If the hallucinations reveal your location, then move to a different location. Like I said, hiding against the Doctor is usually a waste of time. Just pressure the map, force him into long chases, and win.

    Balancing the game for the lowest common denominator would only serve to break the game for the experienced players. If you're having trouble against the Doctor, then learn the game to understand how his power works. Game knowledge is a player skill, like any other. Develop it.

    If you can't hit ruin skillchecks, then just tap the generator so you don't trigger any skill checks. If the Doctor is patrolling his Ruin totem, then he's not patrolling the generators. Punish him for it.

    And again, Shock Therapy really isn't that good. Its duration is often too short for the Doctor to properly take advantage of it, and it slows the Doctor a lot when he starts charging it.

    So I'll say it again: Learn the game instead of just complaining about every minor inconvenience you face as a Survivor. Or just play Killer if you don't want to deal with the Doctor. I even posted a video guide on how to counter the Doctor, just for you. But it seems like you'd rather just whine.

    okay so my location gets revealed, i stop snapping out of it and move to a new location. What do i do when my location gets revealed there? do i keep moving every few seconds my location is revealed or do i stop and snap out of it long enough for him to find me?

    again, ive literally tried to figure out how his power works but every time i think i understand it, i get into a game and it turns out i was wrong. Im fine with ruin skillchecks (at least like, 75% of the time i get them) and he doesnt have to patrol his totem. if he goes and patrols generators and im at his totem, he sees the hallucinations and comes to stop me, if hes patrolling his totem and im on a gen, he sees the hallucinations and stops me.

    recall I changed my wording above from balancing it for lower rank players to making it fair for them.

    If hes already not good at high ranks then who exactly is it hurting if we make it fair for newer players?

    or at the VERY least, in his power description put more detail about how it works because these players dont last long enough in games against him to figure it out themselves.

  • @Monlyth said:

    Dude, you seem to whine about almost everything. Learn the game instead of calling for nerfs to everything that's mildly inconvenient. You don't see me whining about pallet stuns or window vaults.

    dude, the game is maddeningly unbalanced for basically all survivors below rank 12

    I whine about everything because all these things combined are total bs and i know most of them ( if not all of them) arent gonna be fixed

    So i write about everything because im hoping theyll see one think i write and actually look into it. i dont expect (or honestly want) them to fix everything ive posted about because then the game would be unbalanced just in the other direction. but just one or two things i think would be nice

    and thats because pallet stuns and window vaults are a small invonvinience that every killer can avoid and if they dont, then it slows their game by like what, 3 seconds? If youre trying to say that window vaults and pallet stuns, which can both be countered by a bunch of perks and sometimes actually turn them into traps for the survivor if youre using certain killers, are as strong as ruin and the doctor having like 8 skills in his basic kit, then you just dont want the game balanced; you just want it to stay tilted in your favor

  • @Monlyth said:

    People DC against the Doctor because he's annoying to them, or because they don't know how to beat him. I've played the Doctor extensively; he's far from broken.

    Yes, he can find survivors by making them scream, but finding a survivor is only the first step; you have to down them if you want to win, and the Doctor really isn't that good at it.

    You can't regress to tier 1 once you've reached tier 2, but most of the effects from tier 2 can be safely ignored by experienced survivors.

    Shock Therapy slows the Doctor when he uses it (Meaning he often won't be able to close the distance in time to land a hit), and there are a number of ways to avoid the shock entirely in a chase.

    Skill checks are easily nullified if you're an experienced survivor, regardless of where they appear on the screen. If you really hate skill checks that much, just play Killer.

    If you really want to beat the Doctor, don't bother trying to hide against him. Just pressure the generators, waste his time with long chases, and don't panic when you hit Madness 2 or 3.

    okay but what killer rank are you

    PLEASE tell me how i can avoid the hallucinations revealing my location every 4 seconds

    also ya but weve already established the doctor is fine against experienced survivors, im talking for the average/less experienced players who get buttfukd by this dude every single time they play against him and dont learn from it cause they dont know what even happened or how to fix it

    his movement speed barely changed between modes

    ya I dont have a problem hitting the skill checks but again, not talking about people who are good, im talking about people who might still be learning or have gaps in their skillset or are just not good yet

    and im sorry but "if you cant deal with this killer because you arent at that level yet but hes very confusing to play against so you dont learn when you lose to him so just play killer even though you cant play with friends as killer" is not what id call a valid solution

    and what if he has ruin which they usually do? the people im talking about here prooobably cant hit ruin checks and if they find the totem and try to cleanse it and the doctor finds them because why wouldnt he protect the totem, he can force them to stop cleansing and scream which freezes their actions for a couple seconds so no pallets or vaulting

  • @PistolTimb said:

    Totems are already ridiculously easy to get rid of. There is NO reason to make it even easier.

    I disagree, Ive had games where the killer was constantly guarding the totem and making sure if he didnt know where survivors were, that they werent on the totem

    like on trapper if your totem isnt out in the open, all you have to do is put a trap in front of it and its ungettable cause if they disarm the trap and you head over as soon as you get the notification they cant get it done by the time you get there on most maps. and even if they do get it done youre almost definitely gonna get a hit on them because youll be on them when they finish the totem.

    or with hag literally just trap them and if your trap goes off port to it. granted hags traps you can avoid but still

    or if youre against a doctor and he shocks you when youre cleansing youre forced to stop cleansing and scream

    or clown if he hits you with gas while youre cleansing, you also stop to scream

    ghostface and michael cant exactly make you stop cleansing but if they find you cleansing and stalk you then by the time you finish cleansing theyll have marked you/tiered up

    billy and bubba can chainsaw you so you can either run or try finishing the totem and get instadowned

    demogorgon can put portals on the totems so if you go to cleanse them he can pop up behind you and munch your butt

    tbh idk how plague works like if you get forced into an animation when puked on or not but for arguements sake lets say you dont

    thats more than half the killers that can either force you to stop cleansing or will severely punish you for trying to commit to the cleanse when theyre there

    and if they have thrill then its just easier for them to be on top of their totems without needing to stay right near it


    i agree with you that this would be a survivor buff and a killer nerf overall but i say thats desperately needed because killers are way too strong rn like they can literally hit you from like 5 feet away through windows and #########, and unless they fix that (which i doubt they will) then we need to give survivors a little love

  • like i know im not crazy for thinking hes broken cause almost every game i play as or against him, someone DC's when they see its a doctor. He has so many abilities and whatnot in his basic kit that should be addons but they arent.

    -like static field is always on in treatment mode and is basically a passive version of his active ability

    -he makes survivors scream often before he even finds them. like when i play doctor I have literally walked past hiding survivors but I found them because they screamed as I was leaving because of my static field

    -he has a thing that can locate survivors automatically after shocking them once or twice and to my knowledge you cant really get rid of that cause I dont know how to get back to tier 1 sometimes. I just get down to tier 2 and im stuck there until i die or escape. that might just be me not knowing how he works but like ive tried so many times to figure it out so at the very least make it easier to figure out how to regress to tier 1 if its possible

    -he stops survivors from vaulting or using pallets by shocking them

    -he stops survivors from being able to heal, repair, cleans, etc until they snap out of it, but while snapping out of it their position is being revealed to him. and if they leave the area before fully snapping out of it then the progress resets and they have to start all over while still revealing their area to the doctor

    -he makes survivor skill checks appear randomly around the screen and shakey, which is extra af because skill checks are laggy enough as is in this game


    like some of this could absolutely be addons or removed entirely and hed still be fine. yall said he wasnt good at high ranks but hes too good at low ranks so keeping him like this is just punishing new players but doesnt affect the people who can actually play around difficulties.

    idk man I just think all that stuff PLUS being able to have additional perks and addons is a little busted when literally none of those things i listed are hard to pull off consistently and most of them just happen passively

  • @KillermainBTWm8 said:

    Why would we want to balance around rank 20 play though? When he's not that strong once people learn how to play.

    nono i dont mean rank 20

    lets be real rank 20 is a lost cause

    but im saying like anywhere from rank 20 to like rank 13ish hes broken


    I will never think you should design characters around new players, but if someone gets the game and doesnt have fun because killers are too strong and new players die before they even get a chance to learn what they need to do or how to do it or basically just get a chance to play, theyll feel super excluded by the game and we wont get new players and the community will plateau

    i dont think they should balance it around new players, but make it balanced for them ya know? just like give new players a chance. to play the game a little bit before inevitably dying. (maybe saying balance it for them is a bad way to word it. Balance him across the board but make it fair for low ranks)

    Ive played dbd for a while and even I get genuinely confused by ######### that happens when I vs a doctor cause the ######### that happens with him seems almost random, i know it isnt random but if I have trouble understanding whats happening then what chance does little franky have when he decides to try this new game with his friend cause they always talk about how fun it is?

  • @[Deleted User] said:

    Or ...

    Pause DS timer while slugged, EXCEPT during EGC (to make it more balanced, late-game).

    honestly, that would be fine. Pause the timer while slugged would be great i think. It wouldnt fix most of the problems I have with new DS but it would at least make it an actual reliable anti tunneling perk.

    Also were you thinking like when endgame collapse triggers the timer unpauses if youre already slugged? or like if youre slugged already it stay paused, but if you get slugged during EGC it doesnt pause at all?

  • @Starbricks19 said:

    I am a main doc and freddy, and yes for low lvl players he's very annoying, but I do not see the need to nerf him. At high rank he's not good at all, once you know the mechanics he s basically a m1 killer that can prolong the game a fair bit... That's all!

    As far as low rank is concerned, is normal that such a wierd killer is consider strong and annoying, you need to snap out and be careful of clones... For new player look like complicated and to much stuff to instead of doing gens, a bit of knowledge for survivors and our main doc will be much more less powerful.

    I'd you hear laughing in the fog... Run!

    thats the thing, its so hard to pin down how he works, I never know if he can see my clones or not, I wont be able to snap out of it and Ill panic cause I think im in tier 3 but im in tier 2

    He'll find me becasue I randomly scream or have clones pop up when I barely just got away from him and theres literally nothing I can do about it because I havent even had time to snap out of it

    I will be in a chase and get to a pallet and hell make me scream and I wont be able to throw it down because Im stuck in the scream animation, theres a lot wrong with him

    But honestly, if hes unfair at low ranks and not good at high ranks, wouldnt it be better to rework him so hes better across the board? like why not make him viable for high players but balanced for new players? you think thats a better idea than a nerf?

  • @Milo said:

    I seriously don't see how Tier 3 to Tier 0 would fix anything related for low ranks.

    When you're back to tier 0 you would give Doctor a free location reveal. Which is something i think you don't want to happen?

    Also i think Doctor is strong at low ranks because of his random skillchecks at tier 2 and 3.

    well the location reveal happens at tier 3

    so if we can get survivors down to tier 0 again he would have to at least spend time finding and shocking them a bunch if he wants to get the reveals again

  • @TheEvilKit said:

    Old Dstrike was unequivocally the most broken perk in the game, hands down. Why? Imo being able to assume that an obession had Dstrike was fine and not my problem with the perk, it was that you had no idea if the other survivors would hit you with when you were halfway to a hook. This was frustrating as hell to deal with, and ultimately unavoidable at rank 12-1 because d strike was such a meta perk, especially in a try hard swf. It was particularly bad for further cementing a killer's loss in endgame combined with adrenaline.

    The "counterplay" of juggling people was essentially just an exploit of how the system functioned that couldn't really be fixed by the devs without changing how the perk worked (which they did). Tbh if all BHVR did to change old d strike was to make it so it triggered on pick up like it is now and made it so it was useless on non obession I'd be okay with that too.

    alright so do you think it would be fair to at the very least keep new dstrike but take away the obsession element of it because it doesnt directly affect how the perk works? like it can make you the obsession after using it which most of the time is a punishment for fighting back which i think is bs

    And at a certain point it just lets killers know youre probably running it and they can prepare for it/avoid it so it becomes pointless anyways

    like sure lets say it was broken before (i dont think it was but hypothetically), its actually broken now because theres so many problems with it.

    also like, you cannot tell me that you think Dstrike was more broken than ruin or franklins or nurses calling or noed like it works once in a match if you hit the difficult skill check. those other perks last (or at least CAN last) the entire match, or noed comes out of nowhere to be unfair right when youre about to escape.

  • @MisterCremaster said:

    Its a perk, like many others, that has a counter and that you may not get to use. Just like Deliverance. Got hooked before unhooking someone else? Its a wasted perk.

    Like deliverance, its a much more powerful perk than many others but that is balanced by the fact that you won't always get to use it.

    The killer has TONS of perks like this. Nearly EVERY hex perk. Franklin's demise if they consume their items before you get to them.

    If you want to use every perk you bring, I suggest you bring perks that work more passively.

    Or, if you really like stabbing people, start playing killer. You get to literally decisively strike people all day long.

    are you trying to tell me that behavior making decisive less usable across the board is comparable to killers, who are already at an advantage in basically every game, having a couple of perks that you may or may not get to use?

    like sure if you have franklins and they use up an item, whatever. but most people dont use up items, they use it until theres one charge left and keep it to try to escape with it.

    Plus, even if the killer has perks that arent getting used, he can still control the entire game by manipulating the mechanics, he can facecamp, slug, tunnel, etc.

    if a survivor has perks that arent getting used, theyre f*kd (unless theyre like rank one and have the skill to play without the perks but this conversation isnt about those people its about average players)

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/788028#Comment_788028

    Again, D-strike wasn't fine. Ranks 10-1 could hit ds pretty consistently and without much counterplay.... yeah. (again if there wasn't a hook nearby or one person blocked you were screwed) Also how DS was fine at ranks 20-10... It was a tremendously difficult skillcheck that most of these ranks would miss always or most of the time. That looks productive but for killer, not for survs.

    That's why you have Distortion, lockers, "baiting", Urban Evasion/Fixated. All these protect or confuse the killer when they see your aura. It's your decision on how to use those.

    And that's the point. There is 1 killer, 4 survivors. It should be obvious that 1 person (in this case killer) perks should be stronger in asymmetrical game against 4 people (survivors)

    Hitboxes, yes they are buggy. But i wouldn't say ALL killers are stronger than survivors, unless survivors allow them to be strong.

    i mean i was able to hit d strike pretty consistently since i was like rank 17ish except for when i forgot i was running it lol

    lockers are not reliable, urban and fixated make you move a little faster but the killer is still faster than survivors

    distorion only works 3 times in a game, most killer perks that reveal survivor auras do it waay more than 3 times per game

    and ya its one killer vs 4 survivors. on paper it sounds balanced, but killers have stronger perks and survivors have to rely on their teammates without communicating. I have been ######### over by teammates countless times because they were more concerned with getting themselves out or saving themselves than playing as a team so I (personally) never rely too heavily on teammates outside of getting me off hooks.

    And again again, I disagree i think it was fine. sure survivors can pretty consistently hit it but killers can also consistently juggle so they dont have the chance to use it at all. If juggling wasnt a thing then ya maybe it would be slightly unfair how it was but Behavior literally said it was a legit strategy to counter DS and they approve of it. Its fine at ranks 20-10 by your standards, when survivors werent hitting it consistently. It seems like your biggest issue with it is that when a survivor used it successfully it worked, so I figured your definition of "fine" would be if it only successfully worked occasionally.

    And I do, generally speaking. if 5 people played, all at basically the same skill level, with no items, add ons, or perks, I think that the killer would have a seriously good chance at getting 2 or more kills regardless of who they played unless the map ######### them over like billy on lerys or something like that, but even still i think its super likely theyd get at least 2 kills because of the standard advantages killers have over survivors.

  • @Milo said:

    No, DS wasn't fine before the changes. If there wasn't a hook nearby you were almost 100% getting d-striked, not knowing if after 35% you're gonna get striked also wasn't fine.

    Also you can still "recreate" old ds by getting pulled from the locker (or getting grabbed)

    Like killers can hit survivors through windows from like 5 feet away, have a bunch of perks that tell them exactly where survivors are, have perks that punish survivors for doing exactly what they have to do to win (or lets be real play) the game (like heal and [BAD WORD]), can slow the game down immensley with stuff like ruin and thanataphobia, and survivors have like, nothing even close to that powerful to fight back with and yall decided to take away one of the closest things survivors had to a decent defense.

    Survivors also have stuff that does something against Killers like also getting their aura revealed, speeding up the gen speed (prove thyself for example), making the chase last longer with exhaustion perks.

    the stuff the killers have that slow down survivors and stop them from getting stuff done/getting away is way stronger than what the surivors have to fight back with. like ya survivors can reveal the killers aura sometimes and speed up repairs

    but revealing aura doesnt necessarily protect you if the killer is already near enough to you and knows their #########

    and killers can slow down repairs just as much if not more than survivors can speed them up with perks alone

    plus killers are just inherently stronger because of how the game is designed

    plus the buggy hitboxes

    like D strike was fine before across the board

    maybe it was broken at higher levels but again, the people at those levels are good enough to play around that. It was perfectly fine from like ranks 20-8ish because it did what it was supposed to do, but now it seems like it might as well not be there 80% of the time

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/694300#Comment_694300

    Though once I had my smoking splinter disappear (i didnt have freddy at the time) only to buy him a few days later and find it on him. So I had the item to play freddy... on freddy... when I bought him...

    no dude i checked and i didn't have the offerings i used in those games

  • @tt_ivi_99 said:

    Some of these ideas are cool but some others look pretty damn broken if you ask me 😂, devs have sometimes implemented some community ideas here and there on the game so... Who knows? Maybe they'll take a look at what you have here :)

    Love the idea of survivors having some kind of "costume" based on different killers :D

    yea my thought process was if the ideas are broken maybe the devs can take them and make something reasonable out of it xD

  • @NoShinyPony said:

    Could you please shorten/summarize the text?

    killer ideas:

    werewolf

    twins that you can switch between

    killer that looks/acts like a survivor


    killer perk ideas:

    rusty nails on pallets and windows and stuff to damage survivors when they use them

    saboteur on steroids

    pallets but worse


    survivor perk ideas:

    scratches that lie to the killer

    perk that makes you faster the more youve already done

    crawl fast


    also i want halloween skins that make the survivors dress up as killers