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  • @YeetoDorito said:

    camaraderie is a better for the people/too op

    gearhead is a worst surveillance

    not surprised bhvr has made no perk changes since you started as well

    You act like I'm on their payroll and have any ability whatsoever to test balance in changes. BHVR is lazy af with perks and I can't imagine why you go out of your way to defend them.

    Insult my ideas all you want, but don't defend them.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470830#Comment_1470830

    It's not reasonable to blame matchmaking for boosting stats, especially only based on anecdotal evidence. Every time a killer gets matched against a team that's too weak it stands to reason that another killer is being matched against survivors that are too strong.

    It's also not reasonable to balance a game around the sweatiest SWF players trying their hardest. Balancing around SWF means solo queue gets annihilated because they don't have the information the devs are expecting them to have in order to do well. Right now the devs need to strike a balance such that solo queue are worse than average but not hopeless and SWF are above average but not dominant. 65-70% kill rate says to me that the balance is tilted towards the killer side. There are necessarily very few SWF god squads out there or the kill rate would be lower.

    I 100% agree that SWF is a balance issue, but that doesn't mean that survivor is OP. Unless survivors are in SWF sweating their balls off the opposite is true, and we still don't have stats for SWF so this is mostly just an educated guess. SWF is going nowhere, so the only real ways to handle this would be adding voice chat to the game or otherwise buffing solo queue to limit the information gap vs SWF.

    I think survivor is absolutely the power role and 4 good survivors even not on comms can give any killer a run for their money. But Solo queue is a bad experience because very often you are not teamed with 3 good survivors. I have the rare game where I am teamed with 3 other good survivors in solo queue and it's usually completely in our favor with 3-4 escapes. I think the only time it wasn't was vs a very good nurse and we only got 3 gens done. But a killer player of that quality playing the best killer in the game is quite rare.

    Most solo queue games are pretty bad, but I maintain that's because there are far too many boosted survivors. Which is a problem because it promotes even more people to play swf since it's common to get teammates in red ranks who crouch walk everywhere, miss skill checks, run away from a killer not coming for them, can't loop, run to dead zones, and generally waste time. Those players make solo queue bad, make survivor look weaker than they are, and make killer kill rates higher than they would be otherwise.

    Again, I hope that the new matchmaking fixes stuff and people are actually put in similar skill pools. I'm relatively certain if it did the data would show a very different story than 70% kill rates at red ranks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1468154#Comment_1468154

    The amount of upvotes on this comment sort of proves the point lol. The latest numbers we have (11/2019) show a roughly ~70% kill rate in red ranks. Since then most of the changes have favored killer (toolbox nerf, coop repair nerf, survivors no longer keep add-ons when they escape a trial, multiple maps were shrunk, several particularly strong loops were weakened, Doctor got a rework/buff, etc.). Reworking sabotage is the only notable survivor-sided change I can think of since those numbers dropped. Who knows if BHVR is balancing around a 50% kill rate and FWIW I agree with the majority of the recent killer-sided changes, but still, it's hard to justify the stance that killers are weak right now with the available data.

    I 100% agree that the ceiling for survivor is very high. If you pull together a god SWF with the best items and add ons, all stacking Petrified Oaks and running meta perks builds, yeah, the killer's probably going to have a bad time. The same could be said for killer, by the way, but I do think the ceiling for a competent SWF is high enough that it makes sense for killers to be asking for nerfs. Even at red rank, though, those sweaty SWF matches in the real world are few and far between. This is confirmed by the stats showing that killers are performing well overall (~65% kill rate), and particularly well at red rank.

    So, I agree with OP that this forum tends to be killer biased. The amount of posts still complaining about the Ruin nerf and the incessant complaints about SWF are a testament to that. There are very, very few posts in the mold of "give me back the old DS, devs only care about killer" or "they nerfed coop repairs, so I'm never playing again". Meanwhile, I see constant posts like that on the killer side.

    Matchmaking has sucked and people have been boosted for the duration of those stats up till now. Of course the kill rate numbers are high when literal green ranks are in red ranks. Their stats are basically worthless until an actual matchmaking system kicks in. Maybe this change will be what was needed, but when they said "Rank 1 vs a rank 16? Don't worry that's fine!" I didn't have much hope.

    Go join the DBD competitive league, it's a small community, but go join it if you're so confident that Killer is easily able to handle swf. Cause trust me, even trying your very hardest the good survivor players can and will run circles around nearly every killer in the game.

  • @DrDeepwound said:

    Can anyone even provide a valid reason for him to not start out with ALL his traps?

    This would honestly be too strong. You can shut down basically every loop around 3 gens if you just start with them all and can carry them as you please. It would be beatable by a well coordinated team, but your average solo queue players would likely get destroyed by this kind of setup.

  • @azame said:

    After using this forum for some time the amount of killer bias here is insane. Any thing that even slightly benefits survivors is looked down upon. I think the main reason for this bias is do to the fact that in the past survivors were op but nowadays they arent that strong.

    But because of the effects of 2016-rarly 2018 real survivor problems are ignored and that's not good. If we continue to ignore problems survivors face the player base will decline and the killer wait times will increase and inevitably the game will die.

    Killer mains stop looking at survivors as someone out to ruin your game and look st them as a human wanting to have fun playing too.

    I'm tired of the us vs them mentality why cant it be just "us." Why can't we look at all the problems as a whole and work to fix them. I ask killer mains and survivor mains alike play the opposite side and get good at it try to understand their struggles.

    For you killer mains that say survivor is op go plag solo survivor at rank 1 and ask yourself do you want to play swf or that. For you survivor mains that think killer is op go play wraith on ormond and ask yourself is this even fair.

    You guys know moris and keys right? Yeah they are both broken they both need reworks. The point I'm trying to make is that we need to get together and combine the community rather than divide and only then will dbd improve its health.

    Literally every post in favor of killer has a very quick comment from a survivor main telling them the contrary and is always highly upvoted.

    Literally every post in favor of survivor has a very quick comment from a killer main telling them the contrary and is always highly upvoted.

    I think the forums are pretty well balanced and you're wrong.

  • @CaulDrohn said:

    @Throwaway123

    "The only reason BHVR doesn't do more balance changes is because they're unwilling to do so."

    "The devs spend more time getting hold of licenses and going through legal channels to add licensed stuff than they do making sure the balance of what they add is good, and that's the problem."

    Oh sorry, I did not recognize that you have ABSOLUTE KNOWLEDGE, and know everything that's going on at BHVR, so your judgement must be the ultimate right, my bad.

    "90% of perks are worthless and rightfully go completely ignored and unused."

    Thats complete bs. Yes there are weak perks, esp. the recent ones. You wrote in your last comment, in 100 games you wouldn't encoutner more than 30 different perks. I challenge you to actually do that and keep track of the used perks. There will be more, I'm certain of that. Of course not all are as good as the meta perks, but there are far more that you claim to be worthless which are actually quite decent. Why don't you list me the 10% perks you deem to be useful, and list you additional perks you missed?

    I don't get this omnipresent hate towards the devs in this forum. It seems they can do nothing right, everthing that happens is blamed on them. Even bullshit talking points like you are using, which are no real issue or higjhly exagerated (imo). And all the things the get right are just totally ignored, or get spinned in the opposite direction. A recent example is the billy rework. The whole forum whining about that he was nerfed to much (which he was, to bo fair) and ADDITIONALY, thet BHVR will NEVER change anything after the PTB, bc the do not listen. Then they actually DO listen, tweak the heat mechanic, so its not as punishing, and then there's whining that the devs cater for killers. Like SERIOUSLY??

    *Why don't you list me the 10% perks you deem to be useful, and list you additional perks you missed?*

    Sure, this is purely from rank 1 game perspective perks probably vary more at lower ranks. The following Survivor perks are used extremely commonly (see at least one almost every game): Decisive Strike, Unbreakable, Iron Will, Borrowed time, Spine Chill, Adrenaline, Sprint Burst, Dead Hard, Prove Thyself

    The following survivor perks are used somewhat commonly (I'm not surprised to see): Kindred, Lithe, Balanced Landing, Head On, Quick and Quiet, Self-Care, Object of Obsession, Soul Guard, Resilience, Urban Evasion

    The following survivor perks are rare (i see one every few games): Inner Strength, Deliverance, Bond, Botany Knowledge, Small game, For the People, We'll Make It.

    The following survivor perks are basically never used (I'm lucky to see them at all): Aftercare, Flip-Flop, Alert, Fixated, Dance with Me, Autodidact, Distortion, Mettle of Man, Tenacity, Second Wind, Diversion, Lightweight, Detective's Hunch, We're gonna Live Forever, Windows of Opportunity, Leader, Breakout, Plunderer's Instinct, Breakdown, Buckle Up, Ace in the Hole, Dark Sense, Off the Record, Stake Out, Better Together, Left Behind, Any Means Necessary, BLood Pact, Vigil, Red Herring, Pharmacy, Repressed Alliance, Saboteur, Boil Over, Streetwise, Poised, Hope, Solidarity, Calm Spirit, Premonition, Open Handed, Technician, Babysitter, Comaraderie, Wake Up!, No One Left Behind, Deja Vu, Lucky Break, This is Not Happening, Slippery Meat, Up the Ante, Sole Survivor.

    The following Killer perks are extremely common: BBQ and Chili, Pop goes the weasel, Corrupt Intervention, Nurse's Calling, Save the Best for Last, Monitor and Abuse, Infectious Fright, Sloppy Butcher, Enduring, Brutal Strength, Whispers, Hex: Ruin

    The following Killer perks are somewhat common: Discordance, Surveillance, Bamboozle, Thrilling Tremors, Thanatophobia, Spirit Fury

    The following Killer perks are rare: Play with your Food (Bubba only), Nemesis (Bubba only), Hex: No One Escapes Death, I'm all Ears, Stridor (Spirit only), Shadowborn

    The following Killer perks are basically never used: Hex: Devour Hope (even though I think it's decent), Monstrous Shrine, Overwhelming Presence, Territorial Imperative, Mindbreaker, Insidious, Predator, Zanshin Tactics, Gearhead, Hangman's Trick, Forced Penance, Coulrophobia, Beast of Prey, Furtive Chase, Unrelenting, Bloodhound, Cruel Limits, Deerstalker, Trail of Torment, Hex: The Third Seal, Distressing, Spies from the Shadows, Dead Man's Switch, Blood Echo, Mad Grit, Unnerving Presence, Iron Grasp, Hex: Retribution, Dying Light, Lightborn, Iron Maiden, Hex: Thrill of the Hunt, Hex: Huntress Lullaby, Remember Me, Overcharge, Knock Out, Tinkerer, Rancor, Dark Devotion, Agitation, Hex: Haunted Ground, Make your Choice, Blood Warden, Surge, Bitter Murmer, Fire Up, Deathbound, Franklin's Demise.

    I literally wrote down what I saw for 100 games and it didn't surprise me even one bit that I didn't see most perks in the game. In fact, a LOT of perks I wrote down as "used" were seen ONCE in all those games and I was giving more credit than one should.

    Perks are in a HORRIBLE spot. You can spend a day playing killer and tracking survivor perks at rank 1 and see no more than 10 perks used all day.

    Watch any killer stream and every single game they will mention the following perks "DS, BT, Unbreakable, Spine chill, DH, SB, Other Exhaustion perk." Watch any survivor stream and they'll talk about the following perks "BBQ, Pop, Infectious, Nurse's, Hex: Ruin, Hex: Noed, Sloppy." Every single game. Every game, 100% of games those perks are thought about because they are that pervasive while so many other perks are unused. Not underused, but completely unused.

    *I don't get this omnipresent hate towards the devs in this forum. It seems they can do nothing right, everthing that happens is blamed on them. Even bullshit talking points like you are using, which are no real issue or higjhly exagerated (imo). And all the things the get right are just totally ignored, or get spinned in the opposite direction. A recent example is the billy rework. The whole forum whining about that he was nerfed to much (which he was, to bo fair) and ADDITIONALY, thet BHVR will NEVER change anything after the PTB, bc the do not listen. Then they actually DO listen, tweak the heat mechanic, so its not as punishing, and then there's whining that the devs cater for killers. Like SERIOUSLY?*

    Again, in 2019 BHVR changed 31 perks. 31 perks isn't even the list of just killer or just survivor perks that are unused. Their work speaks for itself on this matter.

    As for the Billy nerfs, people are angry about that because they called it a "minor change" but it's a huge nerf and everyone that tried him on the PTB said it's a huge nerf. Then they backed off on a bit, despite large public desire for the changes to be dropped completely. So at the end of the day they ignore audience members from both killer and survivor sides that said they like Billy without the overheat and to change some op add-on combos. It's very expected that people are still upset about it because BHVR didn't listen to what people wanted. This is probably the only high tier killer that survivor mains like to play against and said they didn't want changed, but BHVR still pushed through with it. OFC they're going to get ######### for that.

    There will always be complaining, some justified, some unjustified. But fact is when I said 90% of perks are worthless, it is backed up by thousands of hours of streamers on Twitch. If you aren't watching someone play a build a viewer donated to them, or I guess a huge streamer messing around, you will not see most perks even once during that entire stream, or even during a full month of them streaming.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1468551#Comment_1468551

    No, it’s broken. The injured state from a game mechanic stand point is meant to assist the killer in tracking. If Lucky Break were permanent in this kind of perk combo, then the killer has ZERO additional ways to track, and makes being injured have NO downside other that 1 more hit, AND the survivor still has the freedom to be healed back to healthy.

    Unlimited no bleeding is too broken from a balanced tracking point of view.

    My god you people are afraid of buffs. This would buff stealth play a bit, there SHOULD be strong perk interactions with each other, for both survivor and killer. Just because a survivor doesn't leave blood pools behind doesn't mean they won't leave scratch marks, or be trackable by whispers, or Nurse's calling, or Infectious Fright, or I'm all ears, etc.

    Perks shouldn't be worthless and weak, NOT A SINGLE PERSON EVER runs Lucky Break as it is now, even though you say the effect "not leaving blood pools behind" is just too strong. It lasts for 3 minutes in a world where gens can easily get done in 6 minutes. If the effect is so damn good, then why don't you run it as is?

  • @6yXJI0 said:

    Is Lucky Break Permanent?

    Yes.

    @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1468132#Comment_1468132

    If so, then it's likely too powerful. Combo it with Iron Will and Unbreakable and you get a more powerful No Mither with no downsides.

    If we want to make Lucky Break's effect permanent it should lessen the blood flow, but not stop it entirely.

    You're comparing 3 perks to 1 perk. The synergy of 75% of your loadout should be better than 25% of your loadout.

  • @BlueskyNew said:

    I want to know what you guys think about comms, about people playing while communicating with each other.

    Were comms intented in the game ? Are they fair ?

    If they're not intented why make some perks only worth running if you're coordinated (so on comms) ? I can list for example Soul guard, BT, Unbreakable. Why am i saying that they are worth running only when you're coordinated ? Well soul guard grants you invincibility for 8 seconds, if you're playing solo, you will almost never will get use of it, but if you are playing with someone, you can coordinate a good timed save while also bodyblocking the killer from hitting your friend.

    BT, same, don't worth running in solo, because there're always some dumb players to farm the hooked person without BT. When playing with friends, everybody know who will go to the save, the survivor with BT.

    Unbreakable will do more harm than good if you're in solo Q, nonody knows you can get yourself up, so they will waste time running around the map the heal you.

    Comms solve this aspect of the game, making it more enjoyable, but they also give another advantage, it gives you free perks like bond, kindred, empathy, alert, aftercare, and many others.

    *Were comms intented in the game ? Are they fair ?*

    The devs have said on multiple occasions the game is designed around 4 solo survivors and didn't add comms to the game for atmosphere and they didn't balance around them. So by the admission of the devs themselves, comms are neither intended, nor are they fair.

    If comms were intended, survivors wouldn't have 20-30 perks that specifically give them locational information that comms give for free. SWF is basically cheating.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465142#Comment_1465142

    And 600 employees is not a big number! Compare it to Riot with 2.4k or Blizzard with 4.5k. I also would argue that "massive balance sweeps" are much easier for games like LOL and Overwatch. These games are more or less symmetrical, multiple players on each side, with all champions / heroes roughly the same power level. If there's a character a bit behind in power, you can just buff him a bit and see how it goes. Even if you buff was a little to strong, since there are 10 or 12 players overall it balances itself out. With DBD, we have an asymetrical game, 4vs1, with different power levels. If you buff a killer to much, it will have a heavy impact on the survivor side, there's nothing to "regulate" that.

    Yes we may have got only a small number of changes. BUT we got SO MANY other stuff added to the game: New Killers, Survivors, Maps. Killer Reworks. Dedicated Servers, Rift and Archives, Charms. Sure not all as important for everyone. And currently they are working on the match making. And let's not forget, we also have the Corona pandemic impacting the business. They are doing a hell lot of stuff, implying they do nothing and chilling their n*ts and just milking their cash cow, thats just unfair and uncalled for.

    600 employees is plenty to maintain a game such as this. Dota 2 has a very small development team, 40-50 people total, and embarrasses this game with the amount of updates and the size of said updates. CS:GO has a 30-40 person dev team and likewise outdoes DBD. The only reason BHVR doesn't do more balance changes is because they're unwilling to do so.

    *BUT we got SO MANY other stuff added to the game:*

    Any survivor addition is just a slightly new model, textures, and voices. They all function the same, and likely they have a base model they make minor changes to for each new survivor. Art wise it's a day or two of work, then you have voice acting and programming and it's done. The killers take more work because they actually impact the game with their power, look unique, and move in unique animations, so that's fair. But, there are a lot of poorly balanced additions, especially when it comes to perks, add-ons, and maps. And any time something is poorly balanced it either gets ignored or takes ages to even have a minor change unless it is an extreme example such as MoM.

    Lampkin Lane is a map released in 2016 and is still horribly balanced garbage that everyone knows is horribly balanced. Trapper has been a dumpster tier killer since the game's release. And as I've emphasized every day, 90% of perks are worthless and rightfully go completely ignored and unused.

    Sure the devs are pushing new stuff out every couple months, but it's still poorly balanced stuff. Their QUALITY is bad, even if their quantity is high, and more and more people are calling them out on it as time goes on. Even their own fog whisperers are finding it hard to keep their mouths shut. The devs spend more time getting hold of licenses and going through legal channels to add licensed stuff than they do making sure the balance of what they add is good, and that's the problem.

    Covid is no excuse when it's only existed for a few months while balance issues have existed for years unchanged (like Trapper and Wraith, both launch killers, being extremely low tier killers). There's no reason for you to defend them so staunchly, you're not on their payroll and anything I say will ultimately make no impact on them. Likely, not a single dev beyond at most a community manager will ever even glance at my posts. The corporation that made over $100 million last year doesn't need you to protect them from my mean words.

  • @Norelz said:

    Because survivors are just different skins and movement? I love kiiller mains

    Well first off, you can hide an item you're bringing with a last second switch. Put a key on Claudette, switch and load up in lobby as Bill with no item, switch to claudette at the end and she has the key entering the match. It's a tactic survivors have used before and can continue to use.

    To add to it, there's honestly a, minor, difference in gameplay between survivors. For example, Claudette is harder to see and has dark colors, Cheryl is easier to see and by default has bright colors, Bill makes more noise and is easier to hear, Ace makes less noise and is harder to hear, etc. It's not a huge difference except for some people who may have poor eyesight or hearing where it could affect them quite a bit. There's a reason why people talk about "Blendette" a lot.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1465172#Comment_1465172

    Ok... in that case... that is like... beyond broken. Imagine a Bubba with your Insidious and Play With Your Food. He can find the obsession, chase them for a while and get 0 terror radius and a couple stacks of PWYF. Then he goes off and cruises up to someone else and saws them down and they basically have no chance. Hard pass on that version of Insidious. Also... that version of Insidious steps on the toes of stealth killers even harder than just having it last a few seconds afterwards. You're basically giving out a version of Ghost Face's shroud (minus the stalking) that you charge up by chasing people.

    As for the losing tokens... that's literally the point. I'm invisioning Tokens that are risky to get, hard to keep, but make a big difference when used at the right time. Its exactly the sort of perk that a gambler like Ace should have. Press your luck, and if it pays off you reap great rewards. Your version on the other hand... has a few spots where it is straight up just feeding tokens for free. "Gain a token when your team finishes a Gen"? Nah. There's nothing at all risky about that. Its also not risky in the slightest if you keep the tokens no matter what.

    That's... the point though. The perk buffs are supposed to be strong and make them competitive with perks that are used all the time right now. Reminder that buffing one perk doesn't nerf another, it still has to compete with Pop, BBQ, Corrupt, Nurse's, Infectious Fright, Whispers, etc. Also making Insidious have this ability isn't suddenly going to remove things like Spine Chill and OoO which are inherent counters. Exhaustion perks, especially Sprint Burst, will still exist and be played basically the same they always have by letting the killer get as close as possible before you zoom off. There's still counter play. Now yes, it does step on the toes of stealth killers, but so does normal insidious. The only way not to is to completely rework it.

    The more I think about it, the more I agree with you on Ante Up. I think it would still be fine losing tokens to being hooked. Less so on getting hit or downed, unless he could gain multiple tokens for certain actions such as stunning the Killer. Hell, I'd honestly be fine pushing it really hard to risk vs reward, something like "Gain 2 tokens for a pallet stun, gain 3 tokens for a flashlight save, lose a token when taking a hit, lose half tokens when hooked, etc. The balance would be really tough to handle without it being full blown op or full blown useless though. But at least it would be fun.

  • @faff said:

    how is reworked insidious then different from a worse beast of prey?

    You keep your lowered terror radius when you break off a chase unlike Beast of Prey. I agree it's useless in a chase, hence why you keep the lowered TR until you injure a survivor or break a pallet.

  • @FFirebrandd said:

    There's already two perks that give stealth in chase. Beast of Prey and Furtive Chase which also need buffs. Insidious doesn't need to join them, because I'm pretty sure stealth in chase isn't very useful. Now what you could do with Insidious is have the undetectable last for a few seconds after the Killer starts moving again. That'd be an interesting buff.

    I sort of like the direction you have gone with up the Ante but to keep with the gambling theme... you should only be able to get tokens when within 16ish meters of the killer... but you also lose tokens when you get hit, downed, or hooked.

    Well the only things that reset your terror radius are injuring a survivor or breaking a pallet. You keep your lower terror radius until those actions. Meaning if you chase for a bit, you can end it and find someone else while you have little to no terror radius.

    The reason I didn't want to make it a stand still for lingering undetectable status is it kinda invalidates stealth killers if you give it too much duration and is otherwise useless if it lasts too short or takes too long to gain.

    As for losing tokens on stuff with Ace, I don't like it because it's a build up Perk that does nothing until you've gained tokens to cash in, losing the cash in would make it infinitely weaker. Although maybe forcing some actions to be in the terror radius would be fine, make it feel like more of a gamble.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461759#Comment_1461759

    Your posts and comments show astonishing arrogance and ignorance. You have obviously no clue about development, since you seem to demand the devs change perks on a daily basis. That's so outside of development reality, esp. with a rather small team like behaviour.

    You just pull some stupid effects out of you a** two times a day, totally ignoring game balance issues that would arise with this, and claiming you are so good for suggesting your junk, and bhvr is so lazy bc they did not update any perks in the mean time. Totally oblivious to the fact that patches need WEEKS to be implemented, tested and published.

    So add your suggestions as you like, maybe have a closer look at the balance, but for christ sake, remove this stupid disclaimer from your posts. It's just unrespectful, an invalid comparison and serves no purpose besides bragging like a douchebag.

    BHVR has over 600 employees listed, obviously not all work on DBD, but DBD is their cash cow and should be shown some favoritism.

    Other big multiplayer games DO have massive balance sweeps at least once a year, if not multiple times a year. BHVR made changes to a grand total of 31 perks in 2019, many of them winding up not being strong enough to compete with meta perks or being nerfs. There are over 150 perks and you're lucky to see 30 of them over the course of 100 games at red ranks.

    I have worked on game development before as QA and I know what needs to pass for compliance. This game as it is now has multiple class C level bugs that haven't been solved for months. It passes compliance at the same level that games like Skyrim do, sure it won't crash but you will see bugs every time you play. And you can't tell me you think the balance of this game is fine when maybe 30 total perks see the light of day in actual games, certain killers are straight trash compared to others and stand no chance vs good players, and some maps still have infinite loops such as possible house spawns at Lampkin and the house with the downstairs generator at Badham.

    I'm not talking out of my ass when I say BHVR could and should do more. They claim this game is casual so why the hell are they so unwilling to make big changes to try things out? The only reason is an unwillingness to do so, or a fundamental misunderstanding of the balance of the game and thinking things are perfect for some reason.

  • @BaschFonRonsenburg said:

    https://forum.deadbydaylight.com/en/discussion/173601/fixing-worthless-perks-day-4

    Man no wonder BHVR has changed 0 of 8 you proposed, every post like this you just make perks OP broken af.

    I guess you enjoy a very stagnant set of 10 perks on both sides that are usable while over a hundred sit around completely unused. Perk changes have to be strong to even have a chance at replacing anything meta.

    And BHVR not changing things has nothing to do with my or anyone else's suggestions. It's their own laziness. I'm just showing that a random person would be able to at least offer possibilities that don't exist in the game as it is now while BHVR sits with their thumbs up their asses.

    If you have nothing constructive to say then go take yourself to another thread, your comment is as worthless as 90% of the perks in this game.

  • @Thatgurl_again said:

    I feel like you made no mither basically unbreakable. The way you want to change it, It's like unbreakable ngl

    No Mither already has the ability to recover from the dying state on it and can be used infinitely. I changed it to a single use stronger version of it as being usable more than once isn't useful so giving it a fast use might make being injured all game actually worthwhile.

  • @APoipleTurtle said:

    Seem like relatively sound changes to me. Obviously the 50% wiggle boost on Slippery Meat has already come up (and would probably need to be lowered).

    However, I would drop the extra self-rescue attempts from Slippery Meat and move them somewhere else (ideally to Deliverance, as a consolation for when that perk's main effect could not be used). I think just giving it the improved wiggle speed and potential recovery increase from being dropped would be enough to give it better combo potential with things like Breakout, Flip Flop, Saboteur, along with various meta perks (DS, Unbreakable, and Iron Will in particular). Much more than that and its description will be getting pretty convoluted.

    For Mindbreaker, why give it a new status? Just have it cause Exhaustion in place of the new effect, but for a briefer time window (maybe like 20/25/30 seconds at a rate of 1 sec of Exhaustion per 2 sec of repairs). I think it overly complicates things to create a whole new status exclusive to one perk which is basically Exhaustion, but less detrimental. Maybe you feel otherwise, but I think survivors getting their Exhaustion perks back 15 or 30 seconds into a chase (because of the recovery-while-running with your new status) would be a great reason to continue NOT using Mindbreaker.

    The reason I didn't just make Mindbreaker straight exhaustion is because I think it would feel too oppressive if you gave it a duration that was actually useful. With the mind broken status effect it essentially puts a timer on the chase for the killer to down the survivor to avoid their exhaustion perk as opposed to basically completely removing it by giving them actual exhaustion. This gives it counter play for the survivor while still being strong for the killer. 45 Seconds should usually be enough for a killer to land at least 1 hit. At bare minimum it dissuades doing dangerous gens while injured.

    As for it being a new status effect, that's not really a big deal is it? It's not like they're hard to track, they show up on the hud with a unique symbol.

  • @JackFrostMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458828#Comment_1458828

    Breakout is 20% and reduces the wiggling time from 16 seconds to 13.33 seconds. 2.7 seconds off. 50% would probably be closer to 10 seconds or less, which seems way too short.

    Fair, I messed up a bit on that, 30% would be more in line with what I wanted for it then. I should've double checked those numbers to use as basis.

  • @JackFrostMan said:

    50% is far too much for Slippery Meat, imo. Breakout is the only perk I can think of that speeds up wiggling speed at all and that's only 20% with a restriction (only applies to the person being carried not you, only by 20%). The fact it also has Flip Flop and it's old effect still on it seems a bit much.

    Mindbreaker is alright. Probably wouldn't see too much use with that new buff (but a new status effect solely for that one perk seems weird imi)

    50% might be too much, but that should still be 12 seconds of time before they wiggle out (at least that's my intention, my number may be wrong here). Besides Iron Grasp exists as a helpful counter, and I will think of changes to that eventually too after I get through all the god awful perks.

    Mindbreaker is meant to counter exhaustion effects, so I wanted my changes to actually counter them. The only thing I'm questioning for it is the addition of the Oblivious status effect which may be too much, but it's a woefully rare status effect.

  • @Mozzie said:

    yeah the range needs to be nerfed a bit to balance out for the aura's forever duration. I'd probably also add that the effect doesn't work for hooks "in use". The problem then is it strong enough to compete with surveillance?

    I think letting it work on hooks in use is fine. If a killer wants to tunnel then they'll tunnel whether it does or not. There are already several survivor perks to counter tunneling and I honestly think it's not a huge issue at higher level play.

  • My friend if the devs were killer sided the game would never have launched with extremely survivor sided mechanics and swf wouldn't exist at all. They're likely trying to balance the game as best they can, but they're honestly bad at it and making decisions based more on low level play than high level play; hence the latest Billy changes that they called a "minor change" but is actually a huge nerf.

  • @Mozzie said:

    https://forum.deadbydaylight.com/en/discussion/173142/fixing-worthless-perks-day-2

    The problem with no mither isn't the perk itself but that similar perks are too powerful to consider it in comparison. While I think your proposal to Territorial Imperitive is interesting I tweaked it a bit:

    Killer Perk: Territorial Imperative - You are granted 3 tokens which may be used on any hooks using the active ability. The 16/20/24 meter radius around each affected hook and the basement becomes part of your territory, any survivor who enters it will have their aura's revealed. Affect does not work on sabotaged hooks.

    I really like having Sabotage work as counter play, that's a great suggestion. The reason I don't have full aura reveal while they're in the area and instead go for general area reveal with the hook lighting up is if the aura gets revealed while you're also in the territory then it would be too easy to catch survivors and would probably push it too far.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1456583#Comment_1456583

    Well in many high rank games they just stay injured and gen rush anyway, so being injured all game really isn't much of a big deal. As I was saying though, I think the perk is intended for people who want a challenge, not to be an actually strong perk. It's not supposed to be "worth" using. It's supposed to be more of a negative.

    Fair. But honestly I just want all the perks that are basically unusable to be buffed into usable status. Even if just the promise of 100% more bloodpoints would help for No Mither, I'd be fine with anything. Perk meta is way too stagnant because way too many of them suck, and a game is more fun when you feel strong rather than weak so I'd rather see buffs to weak stuff over nerfs to strong stuff.

  • @Blueberry said:

    No Mither is meant to be a hard mode perk, it's not supposed to be worth using so I don't see it as needing buffs. Also, your change would make it too good. Every single game you would have to play assuming they had No Mither. By the time you tell they picked themselves up (if you even witnessed it to be sure) they would've already got extreme value from it (Unbreakable basically).

    I actually kind of like the Territorial Imperative one though, kinda like a ranged Whispers. I could see it honestly even being too strong. Just seems like a better Whispers which is already decent. Maybe needs less tokens.

    Really you think that would make No Mither too good? It's a pretty instant tell that they have it if you don't use an instant down ability and they go down in one hit so you can start to play around it after that, or if they use a surprise Dead Hard while looking healthy. The instant pickup I wouldn't think makes up for being at 1 hit all game at just 1 use. Could just make it so you pick up much faster instead of instant though, I may be underestimating it. Honestly being injured all game is tough to even propose balance around without pushing too far in one direction or the other. I wish I could test stuff like this and play around with it.

  • This is why the Emblem system and matchmaking in general needs to be addressed. Many many survivors are boosted beyond their skill level because it's almost impossible to rank down and insanely easy to rank up as survivor. Red ranks are diluted by many players who are green rank skill at best.

    If they fixed these systems solo queue would be much more tolerable, data on kill rates would actually be worth anything, and maybe they could finally start balancing the game properly (they won't).

  • That's absolutely NOT how every multiplayer game works. Any game with a matchmaking system worth its salt keeps players of similar skill playing with each other as much as possible. A brand new player facing off against opponent(s) with hundreds or thousands of hours of experience isn't going to have fun or learn anything they'll just get completely destroyed and possibly uninstall the game after a few matches like that.

    Many multiplayer games nowadays have matchmaking to prevent exactly that from happening. DBD's matchmaking just happens to suck.

  • @Kemosabe69 said:

    It's a non competitive game. If you aren't having fun then don't play lol.

    People need to stop saying this. It's a pure pvp game, it is competitive by nature. Just because you don't see esports teams playing at Dreamhack doesn't mean it's not competitive.

  • Because Sprint Burst is better when you are coordinated. When you are in a swf team you know where the killer is so you don't have to crouch walk everywhere and can be very efficient with Sprint Burst.

    On top of that, if you're playing solo and don't have a designated person to loop the killer, Dead Hard is way better for looping as it lets you undo a mistake and reach an extra loop.

    Bottom line: Sprint Burst better in a team; Dead Hard better when solo.

  • @Zeus said:

    Almost every other exhaustion perks give you more distance than dead hard.

    But without the drawbacks of it automatically happening when you do a certain action. The advantage of choosing when to use it is huge and allows you to run any style of loop as efficiently as possible before using it to guarantee you reach another loop and start the process all over again.

    I think sprint burst is stronger when used with a coordinated team, but if you're the person trying to loop the killer Dead Hard is easily the best exhaustion perk because it's a free health state and a free extra loop cycle. Don't downplay it like that.

  • Legion legitimately has the WORST drawbacks to their power. Let's list them out shall we?

    1. Use your power? Scratch marks and bloodpools are invisible, tracking is harder.
    2. End your power? Go into a 4 second stun and lose most of your visibility.
    3. Miss an attack while using power? Immediately end your power and put it on full cooldown.
    4. Hit a survivor with Deep Wound? Immediately end your power and put it on full cooldown.
    5. Stunned while using your power? Immediately end your power and put it on full cooldown.
    6. Hit a survivor without your power active? Lose 50% of your power's charge.

    All those drawbacks and Legion's power can't even down anyone, all it does is apply a weak status effect. It's hilarious how badly Legion is punished. Even when using their power well they get punished just by the 4 second stun when ending it.

    There's a good reason why most people consider Legion low tier.

  • I think this kind of thing being a problem or not really depends on how safe the pallets are. If every pallet is incredibly unsafe to stay at to loop then it's fine to have a lot of them to try to make up for it.

  • @YaiPa said:

    "Hitting a great skill check while injured progresses your action by 3%.", no. Considering anti-heal is meta since 2018 and that they nerfed skill-checks progression to 1%, this perk would be too strong. I know, it might sound stupid, but no, please no.

    monstrous shrine is kinda meh, you always step in a gray-zone when messing with characters speed. That would be its only strong effect, been able to mori survivors after 6 hooks it's not good, it suffers from the same issue of dying light, it starts giving you some real bonus when you're already winning anyways.

    Whether something is too strong or not is debatable but the perks meta is infinitely too stagnant and numbers can be tweaked. Any changes would be good imo, even op ones. The effect is what really matters. The only reason I didn't individually go "1% movespeed increase, 5% vault speed increase, etc" on monstrous shrine is it would be messier and take a while to try to think of balanced numbers.

    The effect of having a literal shrine to the entity which buffs you for doing your job is the real proposal for Monstrous Shrine. And the effect of doing stuff better while injured is the proposal for This is Not Happening.

  • It's a waste of a perk slot 100% of the time, either pick up next to a wall or if you can't fake a pickup and do a quick area check for flashlight saviors. It's a helpful crutch for lower rank killers, but high rank killers should know better and prevent flashlight saves most of the time, making the perk a waste.

  • There's just two things I can think of for him. First of all, make it so survivors' stalk meter slowly lowers over time so survivors can't become entirely unstalkable. Sucks that you can basically entirely lose his power later game if you don't take out your first stalk target.

    Second, apply his tier 3 speed buffs to all actions like kicking gens/pallets, picking up survivors, etc. Doesn't have to be a big speed buff, just a little to make it worth doing anything aside from slugging (unless you're infinite tier 3 I guess).

  • @LetsPlayTogether said:

    Everything is in survivors favor and still the kill rates are around 70%. Makes sense.

    Any kill rate data right now, even purely from red ranks, is invalid due to the terrible emblem system and matchmaking that exists in the current state of the game. The skill range of red rank survivors goes from "extremely good top tier" players to "actually rank 10 boosted" players. It's nearly impossible to derank as survivor right now and many people who do not belong in red ranks are sitting in there. Likewise, while it's harder to rank up as Killer, there are red rank killers who don't necessarily belong there.

    I still see people miss skill checks and run away from a killer that's not heading their way at red ranks. I still see survivors waste full minutes of time crouching by a rock while a killer camps a hook at red ranks. I still see survivors that can't run a loop and get caught by a killer within 10 seconds vs a killer that I later on loop for a full minute at red ranks.

    These people dilute the pool and heavily skew the statistics. Until they fix the emblem system/matchmaking there will be no good data for solo survivor. SWF data however is easier to get due to the small community of competitive teams. It shows that, at least for good swf teams, the game is heavily in favor of survivor over killer. But this data is likewise not good as it only counts the best of the best survivor teams.

    Basically any data right now is worthless and BHVR has to fix their ######### before you can quote data as if it means anything.

  • Unfun for both sides, but with perks like DS and how fast gens can go it's sometimes absolutely necessary

  • It needs a small nerf, not a huge one. It needs to exist to dissuade tunneling, but it's too strong in its current form.

  • @NotOprah said:

    Can you name the 35 perks that are used the most

    Even nonmeta perks still get used quite frequently. Self-Care is still criminally overused.

    In 50 games as Killer these were the perks I saw survivors use: Borrowed Time, Iron Will, Decisive Strike, Kindred, Spine Chill, Unbreakable, Adrenaline, Sprint Burst, Dead Hard, Lithe, Resilience, Balanced LAnding, Prove Thyself, Object of Obsession, Self Care, Botany Knowledge, Soul Guard, Head On, Quick & Quiet, Urban Evasion.

    Unique Survivor Perks: 20 | Most seen perks: Decisive Strike, Unbreakable, Sprint Burst, Iron Will

    In 50 games as survivor these were the perks I saw killers use: BBQ and Chili, Pop goes the weasel, Corrupt Intervention, Discordance, A Nurse's Calling, Infectious Fright, Sloppy Butcher, Enduring, Spirit Fury, Brutal Strength, Hex: Ruin, Save the Best for Last, Monitor and Abuse, Whispers, Shadowborn.

    Unique Killer Perks: 15 | Most seen perks: BBQ and Chili, Pop goes the weasel, Save the Best for Last, Corrupt Intervention.

  • @TheMythicalCat said:

    Yeah, they should buff that many perks at once. That can't go wrong at all.

    They're taking their time. Be patient.

    In the past year a total of 20 perks were buffed or nerfed.

    You're telling me to wait 6 and a half years for them to touch all these unused perks? No, tell them to do their job.

  • @ClickyClicky said:

    Its not that the other perks are always awful its just that some perks are mandatory.

    As survivor you always suffer if you take off DS/BT, you basically just give killers an easy win.

    As killer you’re generally going to want to go with perks to slow the game down

    Yes that's true, but that doesn't mean there can't be other perks to do similar things instead of what they do now. Let's take Premonition, it's basically just a much worse version of Spine Chill that also has a cooldown. What purpose does this serve? Just as bait? It could be completely changed to something interesting and possibly useful.

    How about this as a possibility Premonition: Sensing imminent doom, you do everything in your power to prevent it: If the hatch has been closed by the killer this round, you may open it.

    Or for killer let's take Zanshin Tactics: You are mentally alert of key points on the battlefield and force them to your advantage. Reveal the auras of pallets, breakable walls, and vaults within 24 meters. Survivors have 1 less vault before the entity blocks their window. Pallets are now blocked after 3 vaults.

    Both of those would be usable without being too op. Or at least be much more viable than what they do now. You'd at least see either of those perks in a build now and again.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1447656#Comment_1447656

    From everything I’ve heard about the new changes it seems like they’re good. Billy has the best map pressure in the game second to one and the chick can teleport. Why should Billy be able to cross the map five times and back rev 4 survivors in a row and the only bit of thought it took was some mind gaming? I’d argue that Oni doesn’t have so much more control when his power is up sure, but Billy has more over the course of the whole game and immediately. Oni can be starved of his power by survivors forcing him to be an m1 killer if they can avoid hits long enough. A bit like how survivors starve Myers of stalk.

    I think overheating should be an after thought and not happen much and it looks like that’s what the devs are going for with the next set of changes. I don’t think he needed the added mechanic, but I can see why they did it and I’m not upset about it. That doesn’t make me easily controlled or manipulated.

    On the survivor meta never changing... That’s more of an overarching design problem with the game. Without innate ways for the game to prevent giving the killer easy wins through tunneling, camping, and slugging they had to introduce perks to counter them. Those perks are always going to be meta until they either nerf them or add more powerful ones and god I don’t want them to add more powerful ones. Nerfs would work, but if they nerfed them too little they would still be overused and if they did it too much they’d be useless. If all killers were exactly the same and just different skins you’d likely see a lot of the same exact build. You already do for some killers.

    *Why should Billy be able to cross the map five times and back rev 4 survivors in a row and the only bit of thought it took was some mind gaming?*

    Why should any killer be able to down someone quickly when all it takes is some mind gaming? Mind gaming is the main portion of this game that makes or breaks who wins. In the same vein that someone skilled with Huntress can down someone fast, it takes skill which balances how fast and how strong it can be. I'd even argue that out of any killer that can quickly down a survivor (Huntress, Billy, Oni, Deathslinger, Plague with corrupt, Bubba) Billy is possibly the one with the most counterplay to his power. Among high level swf players Billy is generally considered low on the high tier list (Scariest being a good nurse but you never see that).

    *Without innate ways for the game to prevent giving the killer easy wins through tunneling, camping, and slugging they had to introduce perks to counter them.*

    Yes this is true, they bandaided the situation and it could use more robust changes. But the more overarching problem with the meta being stale is that nearly every perk in the game is bad. They almost never make perk changes and their perk changes are often disappointing. Take the new changes, Franklin's is worthless, Knock Out is worthless, Lightborn is worthless (past low rank), Tinkerer has some potential. 1/4 changes is decent, not competitive, but decent and could work on a less serious build. So very many perks need buffs and if they did actually buff perks, not make a minor tweak but a good buff, then the meta would shake up and you'd see more builds.

    And at the end of everything, this is what really upsets me. EVERYONE says Billy is in a good spot and well balanced with no changes. EVERYONE says that 90% of perks are not well balanced and need changes. And what do they spend time and resources on? Changing the one top tier Killer that nobody was upset with. Continue to ignore large community outcry including big streamers from both killer and survivor sides saying Billy should stay the same. And make a few token perk changes just for killers that largely will change nothing of the perk meta.

    It's upsetting to see the devs fail to deliver what people can all agree on needs changes, and instead go on a tangent to change something the majority wants to stay the same, likely to appease low rank players while once more ignoring the high rank audience. It's equally upsetting to see people defending those decisions and pat them on the back for stubbornly ignoring the community and charging forward with a change that so very many people oppose.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1447467#Comment_1447467

    They changed the numbers. Anyone that was good with Billy still will be good and overheating will barely be a problem. They also implied on the forums that they were going to change his addons after the PTB went live.

    Even if he isn’t high tier, guess what? Meta changes. Play Oni and flick... Wait you have to build up Oni’s power. Why isn’t he at the bottom of the tier lists when he can’t sprint at you and instadowns you 100% of the time. It’s almost like it’s not going to ruin a killer to have a drawback to their amazing power.

    *Anyone that was good with Billy still will be good and overheating will barely be a problem*

    Anyone that was good with Billy showed that it is a massive problem. The new numbers might bandaid it a bit, but the problem is still there and that problem is turning Billy into mainly an M1 killer and making him less fun.

    *Even if he isn’t high tier, guess what? Meta changes*

    This would be a fine statement if they actually did big meta changes but they don't. The survivor meta has been the same for years and years now. Most killer perks have been the same for a while as well. If they ever did massive overhauls to the game's meta then I'd be fully on board for this statement, but they just don't. A change like this means Billy will remain trash for a good long time, and pray to god there aren't any bugs because Nurse has shown us they don't care to fix them.

    *Wait you have to build up Oni’s power. Why isn’t he at the bottom of the tier lists when he can’t sprint at you and instadowns you 100% of the time.*

    Oni's power has far far far more control than Billys, doesn't bump into walls, can flick, and in the late game after hitting enough people is functionally infinite due to large amounts of blood orbs. Since oni's power has SO MUCH more control to it, it's fine to be temporary because you can chase MUCH easier.

    *It’s almost like it’s not going to ruin a killer to have a drawback to their amazing power.*

    What they're doing is effectively removing Billy's amazing power and giving him a teleport. The only time it can be used to down is for a back rev as it is now. The changes might help a little, but it will likely be largely the same because BHVR sucks at this stuff.

  • Buff solo, give them comms, balance around the game with comms in it and give appropriate changes for it. It's the ONLY thing that could make it remotely fair.

    Either they treat it like it exists or it will always remain op nonsense

  • @Kolonite said:

    Yeah, the community that cries everyday on the forums about the same thing for months straight is “easily controlled” because they can find a middle ground on one thing for one killer who’s still going to be high tier. Especially with changes on the time for overheating.

    Yeah billy will surely be "high tier" as they turn him into an M1 killer that occasionally gets a back saw in a dead zone. With a skill that's essentially a loud Demo teleport on slightly shorter cooldown. Even very good Billy mains couldn't make curving and flicking work with how ######### overheat is. And the changes to the overheat are minor at best so the problem will still persist. In addition they nerfed the add-ons that were problems harshly, to less than 50% their effectiveness they used to have and then gave him some trash new add-ons.

    I can't believe anyone can look at this butchering and think he'll be high tier. People who tried him and found any success only used the saw purely for transport and a backsaw in a dead zone. They turned Billy into what is essentially a basic M1 killer and that's a middle ground to you?

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1446894#Comment_1446894

    That’s why it was overused. Because people can’t constantly hit greats and it overly effected new players. It single handily slowed down the whole game with no issue or work from the killer. It still does. Ruin is still a good perk and can be downright nasty in combination with some other perks. Surveillance specifically. It’s not like they gutted it. They just made it not skill check based which is fine.

    Oh okay, I misunderstood what you were going for. Yeah Ruin is fine as is and it was a warranted change imo. I personally really hate hex perks cause it sure is fun having them spawn next to survivors sometimes, but if lucky in spawn location it does work. Would love to see a slight rework on hex perks so that can't happen, along with a totem counter for survivors so they have an idea of what's going on with them.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1446179#Comment_1446179

    They didn’t nerf ruin because it was overused. They nerfed it because of WHY it was overused.

    Nah man, they nerfed it because newer players couldn't hit a great skill check so they literally couldn't play the game. IF they nerfed it for WHY it was overused, there would've been more large sweeping gen changes. It was to make sure new players would have a shot at playing.

  • @FootMan2893 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1446858#Comment_1446858

    I'm starting to get the feeling that DS hate is slowly building to an all time high. People are making more vocal and widespread opinions on nerfing it and reworking it to a proper anti tunnel only perk. Streamers are constantly mentioning it's problems, youtubers are making a video about it, community managers are discussing it to an extent, and people are in some form all coming up with the same idea for a nerf that disables it if survivors perform any actions. I believe It's not entirely impossible it could actually happen in the near future, and if it does I'm gonna be interested in seeing how hard survivors flood the forums with posts right after they told us we deserved this billy nerf.

    Personally, if DS gets all of it's offensive capabilities gutted I'll settle with the billy gutting.

    Well DS has earned its hate due to abuse of mechanics, but gutting it won't be a good tradeoff to making Billy suck to play and removing his fun. DS needs some changes, but I hope it stays useful because an anti-tunnel perk is needed in the game. I think deactivating it upon repairing a gen, fully healing, or another survivor being hooked are all reasonable as that shows you're not in danger of being tunneled. Keep locker DS, because that can be used against legit tunneling. Just make it so they can't use it after spending 30 seconds repairing a gen.

    Anyway, the main reason people don't want Billy gutted is because he's fun, for both sides. Pure M2 Billy is high skill on either side with tons of mind games and potential for outplay. The Billy changes (even with these tweaks) are going to turn him into an M1 killer with an ability that can move across the map fast and that can back rev if a survivor goes to a dead zone. He becomes extremely 1 dimensional and removes the fun out of him. We have plenty of M1 killers, we don't need another one with basically a worse demo teleport. The survivors who don't have fun vs Billy or say he's no skill are the same ones who run to a dead zone and get back revved and say "wow what an op killer, he hit me once in this area with no windows or pallets."

  • @FootMan2893 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1446805#Comment_1446805

    Might've just been because I've mainly been on the billy threads, but definitely for sure there were more anti nerf posts than pro nerf posts. But you're definitely correct that one of the top first comments will always be someone against whatever the thread is.

    Oh there was a big influx of anti nerf pro billy posts but that's because the changes are ludicrous. Literally everyone that isn't a pure survivor main on a hate train doesn't want these changes. Even Otzdarva, the most lenient towards the devs guy I can think of, says they're bad changes and that man will give infinite benefits of the doubt.

    If a new update came out and said "Survivors now have a point buy system for perks, each survivor has 20 points to work with. Btw DS, DH, BT, and Unbreakable are 10 points each" then almost every topic would be about that. And I'm sure that everyone would be against it, except the one of two extremely biased pure killer mains. The same way that Billy's changes are being treated.

    But this forum is far from biased, people just see what they like to see to confirm their own bias.

  • @Pryzm said:

    Unfortunately, many people on this forum are killers, most are killers. They are in an echo chamber when it comes to opinions and ideas. Just because this forum thinks something is good or bad does not mean they are right. It likely means the opposite. Less than 30% of the player base uses the forums. Most of them are killers. How do you expect the developers to take the feedback of that type of sample? That would be horrible for the game.

    I find this hard to believe when, checking my front page for topics right now, there are 12 clearly survivor sided topics and 11 clearly killer sided topics posted (including this one). Even in the wake of the big billy changes, which to be fair has slowed down a bit. This may be circumstantial evidence, but I'd hardly call this place an echo chamber.

    Hell, look at any topic posted by a killer or survivor, one of the most upvoted comments will ALWAYS be from the opposite side saying basically "nuh uh you're wrong."

    You're showing quite the bias by saying this is a killer echo chamber

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