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Zet395

Zet395

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Zet395
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  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2525437#Comment_2525437

    I don’t have fun going against survivor teams that slam pallets early and make it impossible to catch them. I don’t have fun playing on gigantic maps with gen spreads that are impossible to defend. I don’t have fun chasing at loops with no mind game. Why does that not matter?

    I haven't said that didn't matter. Your point is just as valid as mine. There's nothing wrong with having strong Killers, but having a Killer that isn't fun to play against is what they want to avoid. Not being able to think about the other side is bad and toxic for the community, which they have in mind. I play both sides, and I also found Spirit not enjoyable to go against. And if I had to guess, she probably causes the most DC's, because nobody wants to play against a Killer with no counterplay.

    I feel like reactions like these are a little unnecessary. This could just be temporary changes, while they find ways to make the Killers better, but also more bearable to go against. This game is meant to be played for both sides, not just Killer or Survivor mains, and that's what the devs focus on. They aren't really biased towards any side.

  • The thing is, the Devs have said multiple times that they balance the game towards fun. FUN. Not balance. Spirit and Deathslinger were not fun to play against, because their feedback was minimal, and their counterplay was minimal. They are changing the things that made those Killers not fun to play against. I do not think Deathslinger will "die" if he has to actually complete his aiming animation to shoot a fast moving projectile; Huntress has to do that same thing. FEEDBACK. I don't think Spirit's additional feedback will make her useless when she has high mobility. In short loops, or loops blocked by walls, her high speed might still give the Survivor little time to react to where she's coming from.

    The point I am making, is that these changes are not that major. They are trying to change the specific things about these two Killers that Survivors have been complaining about for a long time, because they aren't enjoyable to go against.

  • @Jasix said:

    It's alright - I use Alert though.

    Fair. Alert is fairly underrated for the information it can offer.

  • @Neamy said:

    One of my favorite killers is pig, I would gladly trade perks, remove spine chill, you can also have noed. Seems like a fair trade

    I love Pig. Though, I don't really use NOED. I run a wholesome Killer series on my streams, where I try to play in a way that's fun for both sides, and I know NOED isn't really fun to play against for most people, so I don't use it. Admittedly, I play too nice for what Killers have to put up with. lol

  • @ouroboros_world said:

    Spine chill is definitely strong, way too strong, you can’t even stalk as Myers or ghostface lol, I usually blast music on my headphones and play with spinechill. I still can win lol

    Lol. A true chad using perks.

  • @voiceofguns27 said:

    To nerf spine chill, they would need to expand it. If they reduce the radius, it would make it easier for survivors to know the killer is still very close and they need to move before they get caught. Expanding it would make it more difficult to know how far the killer is. But, they would have to remove at least the gen speed. Doors open fast enough as it is, but I would say remove that too because of the expansion. The only thing that would then matter is the vault speed, which, by then, the killer is already on you.

    It's a bit of a slippery slope, for sure. I feel like undetectable countering it would be the best change I've suggested. I don't think it would be unfair, or make the perk weaker. Spine Chill hurts stealth Killers a bit, but there's only really 3 of those in the game, and you don't see them much in high ranks, because they are pretty weak.

  • @danielmaster87 said:

    Underrated perk. Except when some killers say it's "OP" or something.

    I definitely wouldn't call it OP, but I do think some Killers suffer more from it than others. Mainly stealth Killers.

  • @BabyCameron10 said:

    Mindbreaker :D

    In all seriousness, it would sound weird to nerf Spine Chill. Maybe it can be turned down to 24m? I don’t think anybody would really run it it’s any lower. It would probably need a compensation for the loss of meters though, so I am not sure.

    If you think about it all stealth killers (except Wraith) need to be looked at anyways. They are mostly on the weaker side. Pig, Ghostface and Myers. Hopefully they get the buff they deserve in a future update.

    I hope they get looked at, too. I love Pig, in particular. However, I don't think it really needs compensation. As I mentioned in the post, Spine Chill dips into other perks' territories, with some of its benefits, which I think is unnecessary. For instance, Resilience already does everything Spine Chill does. I don't think Spine Chill needs the utility that it comes with, because other perks already does it. For one perk, I think Spine Chill is TOO useful.

  • @BabyCameron10 said:

    I used to think it was fairly strong but the more I played killer, I would rather have survivors use Spine Chill over any exhaustion perks or some other meta perk.

    I think it is fine atm. However, Myers should receive his old Tier 1 (Pre-Undetectable update). Where no perk would work on him, mainly spine chill (it now does), I think he suffers the most, being very slow. It was unique to him.

    He definitely needs something. Poor Myers. I hardly ever see him when I play Survivor, and it's not hard to see why. When a perk can counter him, and he's slow in tier one, and his stalking can take a while, it's a rough life with him. Ghostface can get away with a bit more, because his stalking goes much faster, but the early start a Survivor can get because of Spine Chill can hurt both of them, almost equally. That, and yes, I would prefer them using Spine Chill over exhaustion perks, but what happens when they use both? That is where I think the problems come in.

  • @BlackRabies said:

    I don't have the time read all that (at work) I think it's fine as it is. Really strong vs stealth killers fine imo. Overall I think it's a noobie perk that cause the player to lack off a bit when being aware of their surroundings. I used it a bit when I first started playing, but after I quit using it I my awareness to little things and watching out for the killer gotten way better.

    It's great for newbies, yeah. It's probably one of the best generic perks in the game. However, my issue with it is that it counters stealth Killers. That's probably what bothers me the most. Why, is because stealth Killers aren't all that strong, and a single perk completely counters one of their primary tools, which I find to be unfair.

  • @xEa said:

    I am not saying anything here. It will just get my favourite perk nerfed (for good reason ;-) )

    I seriously doubt anything posted here will get enough attention to be considered by the balance team, this is just a conversation on what everyone thinks of the perk. No worries. :)

  • Oh. lol. Apologies. Yeah, I do think Spine Chill is a bit strong for stealth Killers, but it is even stronger against the two that have to stalk.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2487603#Comment_2487603

    No, just turn to the side. It is great and acceptable counterplay as seen above.

    So, you can turn to the side when you are stalking?

  • @Trickstaaaaa said:

    No look sideways. Simple counter for killers. When I play a stealthy killers such as myers I usually test the waters to see if they have spine chill, which is pretty easy to tell if they have it or not. If you come behind a wall and they're hiding before you show yourself then it's pretty obvious they have the perk. Thus next time I walk side ways to where I know they are doing a gen.

    I do agree that it is counterable, but it is still unfavorable. For Killers like Pig and Wraith, it's not a big deal, but Killers that NEED to look at Survivors -- Myers and Ghostface -- they are not afforded that luxury.

  • @Freesham said:

    Sucks for killers who have to look at survivors to use their power.

    Very much so, yes. It is a hard counter for Myers and Ghostface.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382677#Comment_2382677

    Well there is definitely counterplay. If there wasn't every killer would be doing fire up and brutal. It would be meta lol. Fast pallet breaking is perfectly fine.

    I know. I'm just saying that the balancing team knows they have to be careful when considering buffs to Killers. I think the single strongest thing that any Killer can have is something to help them in chase. The common case is if, if they don't have anything, they tend to be significantly weaker than Killers that DO have something.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382665#Comment_2382665

    Well if you have faced a Myers running brutal and fire up (I have, and I've used it on him too) it definitely does not feel OP. It just makes him feel more dangerous in chase because you gotta up your looping game when the killer can eat through pallets quickly. Bubba can chew through pallets very fast with his chainsaw.

    Mikey deserves the same advantage in tier 3.

    Yeah. Killers like Bubba, Billy and Demo tend to be good in chase just because they can chew through pallets, which tends to be a Survivor's best defense. But I do think if a change like this were made, they'd need to balance a fine line between threatening and no counter play. Nobody liked playing against old Legion because there was no counter play. He wasn't strong, but there just wasn't counter play. It really bothers people.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382658#Comment_2382658

    The thing is though there is already perks that can do that for him anyway. If I run say fire up and brutal on him I could do that. I could also have bamboozle combined with his tier 3 vault speed so that he is practically sprinting over windows. But none of this makes him imbalanced or OP. It just makes him even more deadly.

    Honestly is should be base. Like how Wraith needed windstorm as base speed. What a quality of life change that was for him.

    Yeah, but I'm saying that if it WAS base, the perks would make him almost TOO strong. But I could be wrong. Perhaps I'm not looking at it from the right angle, because currently, he doesn't have a lot of power in a chase, aside from lunge distance and vaulting speed.

  • @Dwight_Fairfield said:

    I've been a Mikey main for about three and a half years. I do agree that he needs some buffs, but he is not as bad as some people claim. Especially people who label him the worst killer in the game. I think that's ludicrous. He's not even in the bottom five in my opinion. Mikey just needs a few tweaks to put him in a very comfortable spot.

    For a start I'd have him being a match with his tier 1 at 99%. That way he can still start in the oblivious effect and get the jump on unsuspecting survivors (I've grabbed many survivors off gens/totems/chests in tier 1), or he can just tap his stalk and get himself into tier 2 as soon as he spots a survivor.

    I think they need to remove the cap on his stalk. Or at the very least they should DRAMATICALLY increase it. Bubba and Billy are not limited on how often they can use their chainsaw. Oni is not limited on how much blood he can get from each survivor. Mikey should get the same treatment as the other insta down killers. Don't limit him. Plus let him have multi stalk back again. That should never have been removed. It was perfectly fine.

    In tier 3 I think he should fast pallet breaking speed. He already has the extended lunge and the fast vault speed. Make him a total beast and let him chew through pallets quickly too. Tier 3 is supposed to be Mikey at his most powerful.

    I completely agree with most of these. The limited power is offputting to me. I also agree that he's not nearly as weak as most people say. I definitely wouldn't call him the worst, but I'd probably call him mid-tier at least. WITH addons that is. I feel like the only reason they don't do the increased kicking speed though, is because that could be stacked with brutal strength to probably make pallets a joke. And though that would help him a LOT in chase, it might also make counterplay a bit offputting.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382607#Comment_2382607

    I'm still of the mind that he's NOT weak... but I also have plenty of practice at juggling a team. If your just running after 1 person until your able to down them rather than bouncing around, your not taking advantage of his lower TR as much as you could. Could always try using Ruin+ surveillance or something to let ya know which gens are being worked on, then using monitor to sneak up and score hits. I was using rabbit and mirror shard alot when running those. Rabbit helps lower TR further while mirror shard is basically a pocket "I'm all ears" you activate while someone is about to go around the corner. Helps in mindgaming loops and such. I actually found myself using my stalk alot of times for THAT rather than trying to build T3 alot of the times and would ACCIDENTLY have a T3 ready to go.

    Do you think that Myers is TOO addon reliant? One of the reasons I only play specific Killers, is because the Killers I play don't really need addons to be capable.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382590#Comment_2382590

    I'd say if you wanna try that kind of setup and playstyle... Try putting PWYF+Nemesis on Plague. Her power encourages getting as many ppl sick as you can, so that kind of swap mentality is really good. Her green puke also doesnt use up any PWYF stacks, so you'll be speeding around alot with those PWYF stacks. It's good practice for pressuring a survivor team as a whole rather than just focusing on 1 person at a time.

    Perhaps so. Thanks for the advice. Maybe I'll be able to try something refreshing for once as a Killer. I'll still keep hoping that he gets some kind of QoL, because I think he still needs something, even if it's a bit on the smaller side. I've been starving for something refreshing as a Killer, and the weak Killers aren't too fun to play most of the time.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382577#Comment_2382577

    Feel like you misunderstand something here... Yes, you are giving up what the game considers is a chase. Someone pallet stuns you, then runs off. While theyre running off... you stalk them for a crap ton until you get that PWYF token, then close distance again and restart chase unless theres someone else who's closer. Those tokens will let you clear pallets out hella fast since no one is gonna be able to get alot of loops out of a speedy killer. You're tomestone piece execution also doesnt use up a token, letting you speed up to someone...delete them...and speed away with 3 tokens still.

    Oh, yeah. I was thinking about videos I saw earlier today where somebody had to commonly go for other chases after being made the obsession. I don't remember the context, though. In your example, though, yes, that can definitely be strong. Perhaps I would need the extra practice with it. Sometimes, practicing different playstyles can be hard sometimes, though. Going from a Killer like Billy to a slow and tactical Killer like Myers and Ghostface can be difficult for me.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382569#Comment_2382569

    If I have that kind of sneaky setup...I can generally tell when someone has spinechill. If you stop healing for no apparent reason, I'm just gonna start looking off to the side while approaching. Myers is a killer I've logged way too many hours into, so I dont typically get too messed up.

    I always respect people that can use that tactic effectively. Even being red rank level in skill for most of the Killers I play, it never occurs to me when someone is using spine chill. I always just chalk it up to they start running when they hear my terror radius.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382554#Comment_2382554

    There are certain setups that ppl run PWYF on Myers anyway, so having Nemesis on him isnt a stretch. If your running his tomestone piece for example, can get those PWYF stacks off ANYONE using Nemesis while hitting T3 alot faster with the journal by making anyone you chase the obsession.

    I've seen a lot of cool builds with Nemesis included with Myers. I dunno, for some reason, I'm always afraid to use PWYF because I have to give up a chase, when that can very easily spell a loss, if you aren't able to capitalize on it fast enough.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382553#Comment_2382553

    Of course, but its aspects that definitely help and tend to go unsaid when ppl talk about him. Alot of ppl actually forget about the increased vaulting speed in T2 entirely. As for that 16 meter TR... That has put in ALOT of work for me. Shrinking that down further with Monitor and dead rabbit, then running Nurses... Its fun catching ppl off guard that is in the middle of a jungle gym and healing. Just poke around the corner and swing.

    I definitely think that one of the main reasons a lot of people like the play Myers is for the scares and small TR. It's fun! When it works, anyway. Of course, Survivors can always use spine chill or something, or even object of obsession (even after its nerf and it's used as much anymore) can ruin that kind of playstyle.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382534#Comment_2382534

    Theres 3 actually. Judith's journal, memorial flower and J Myers memorial. Judith's journal only works against the obsession, but if you combo it with the perk Nemesis, you can get some REALLY fast stalking speeds. Heres a video Tofu put out awhile ago.

    https://www.youtube.com/watch?v=68vK59boV8E

    Ah. I completely forgot about the third. I had a feeling I'd be wrong; it's been a while since I've played Myers. I can't remember all of his addons. Thanks for refreshing my memory. Though still, I never really got the really good charges.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/2382525#Comment_2382525

    Feel like alot of his strength that hasnt really been copied by anyone is his base stats. He has the smallest TR in the game in both his T1 and T2 states, while gaining increased vaulting speeds in his T2 and T3. Also add in the super lunge in his T3. This lets him score hits you wouldnt normally be able to score if you were just running around trying to just be a "normal M1 killer".

    While the longer lunge does have its uses, and CAN help -- along with his faster vaulting -- I feel like in the grand scheme of things, these do very little to help in chase. It can make some quicker, yes, but not all of them.

  • @Thrax said:

    Currently he seems to be the most fun alongside Trapper. SNAP AHHH is SOOOOO satisfying. Like old school football I play both sides so hopefully I see you scaring the bejeebers out us soon! Got to represent the licensed bros proper and play when you're warmed up!

    Satisfying Killers can be some of the best when it all works out. lol

  • @LordGlint said:

    While I'd say he could use afew tweeks here and there... overall, he's in pretty good spot. He has one of the best set of addons of any killer. By that, I mean most killers only have a handful of addons (3 or 4) that are worth using, but for Myers...I generally use about half of em. You're right though that some of em could be tweeked. Those movement speed while stalking addons are pretty useless since I'm pretty sure they only affect your speed when your holding down the stalk button, but dont ACTUALLY have someone infront of you being stalked.

    As far as his basekit goes... I agree his stalking COULD be touched up abit. Having survivors regain the amount of stalk you could get from them throughout the trial so your not left without a power at endgame could be nice, and I would also suggest being able to gain stalk faster if you are stalking multiple people. If I sneak up on 3 ppl group healing or something... lemme stalk em and fill the meter faster than if I was only stalking 1 person. Even if its not 3X the speed, give it SOME benefit.

    I'm glad we agree on something. Sometimes stalking takes too long, and to my knowledge, there's only 2(?) addons that help with that? And I NEVER get the green one in my bloodwebs. Maybe that's just my luck though.

  • @Thrax said:

    I find him to be all about the situational snowball. You charge up to 99 T2 and don't pop T3 until you think you can down at least a couple of them. I find the M&A on Mikey is essential the way I play. Get stalk early when I can but go for the sneaky hit and stalk some as they run until I get a couple on a gen on healing. Before this I would sometimes run out of stalkable prey if I offed someone I didn't fully deplete.

    I got into this game for Freddy and I'd like to add he loses mobility as gens complete but with fire it up there's compensation. Stalky boys and other one hitters are the only killers that can actually cause some fear instead of annoyance. I still love jump scare Myers on either end.

    Just my two cents and a wooden nickel

    I definitely think that was always a good strat with him. I feel like most of the reason I did that strat though was solely because he has limited stalk and because of that, it has to be utilized in strats like those.

  • @Kebek said:

    Yup, Myers have been overshadowed over the years of new killer releases in everything he does except how feaking cool the theme and execution of his power is. He could definetly use some tweaks to bring his power up to date so it competes better with killers that overshadow him in both snowball and stealth.

    Altough if changes were beiing made I'd hope that most of his addons stay the same and only the useless ones get updated and purple tombstone gets nerfed but otherwise, they are probably the best addons in the whole game, drastically changing Michael's playstyle depending on which addons he uses.

    Hopefully next midchapter will be completely focused on Halloween chapter, reworking Haddonfield ground up and bringing Myers up to 2021 standart too.

    That would be nice. Haddonfield is a pain to deal with, and the strength of Myers seems to be an issue. I think he just needs a good bit of love to bring him back up to standard nowadays.

  • @Tricksters_30thBlade said:

    We all know how trickster can be seen as weak and large buffs can make him too annoying.

    Main Event will now restore all knives after use ( must use main event for 4 seconds to restore knives).

    What do you think about this?

    I'm on the fence about this. On one hand, I hate having to reload with a Killer that's not only slow, but can't get downs nearly as fast as Huntress could. On the other hand, I think basically having no limit to his ammo would be kinda busted, because let's be honest; if you could get ammo back with Main Event, you'd do it every time.

  • @MMRSweatQTimeGunBLUL said:

    https://forum.deadbydaylight.com/en/discussion/comment/2264987#Comment_2264987

    They could just reduce the cost of some crap on the webs, presently, if they're still putting moris especially the pink ones on killers' webs they need more bp for that reason alone to offset sometimes being forced to waste bp on a now useless offering just to get to a perk they want beyond it or to refresh their pages.

    Exactly this. There's a lot of things they COULD do to reduce grind, but they won't. I guess it's just wishful thinking to want a shorter grind. Even if 20K a match was average, 3K BP for a common addon is excessive and just a waste. Not to mention that a LARGE portion of perks are useless and not used. It can sometimes take days just to get the perks you want for ONE Killer.

  • @Avilgus said:

    Killer 100% of the work.

    1 survivor 25% of the work.

    Still unfair ?

    I don't necessarily think it's about fairness, but more along the lines of a ridiculous grind. I think just getting more BP overall would be good for both sides, without HAVING to use perks to help with BP. Every Killer runs with BBQ, just to reduce the grind.

  • @KingFrost said:

    I had a game a while back as survivor where I earned less than 3000 BP! Why did I get less than 3000 BP? Because my team left me to die on first hook. Was the killer camping? I mean I guess if you can camp across the map chasing another survivor. (They had Kindred too!) I mean the killer did eventually come back to the hook, but they had taken so long anyway. After that, I hoped the killer would just straight up slaughter the rest of the team. I was glad when he did.

    Yeah, those games are always brutal. Makes me not want to play Survivor when games like those happen, but I always keep trying anyway. I want to get better, too.

  • @BananaBlooD95 said:

    I easily get between 15-20k BP without escaping a trial. Obviously there are some games I earn less but that's what I get most of the time. On the games I do escape I usually get between 20 and 25k BP & generally the killer will have somewhere between 25 & 32k BP. I mostly play swf with people on the official discord server who's skill vary a lot and most often than not I end up with a team of purple/green when I easily get to red ranks when I play a lot.

    That being said I do believe we should get more perks at the same time on the bloodweb to reduce the grind.

    Or at the very least decrease the amount of bloodpoints it takes to get things. Maybe decrease the cost for addons or offerings. SOMETHING to shorten the grind. Anything, really.

  • @KingFrost said:

    Both sides should get more BP overall. The grind is absolutely ridiculous. I feel really sad when people end a game with less than 10k BP. "Oh yay, I can buy three brown nodes.... great use of my time."

    Absolutely. This is exactly why I suggested an increase in bloodpoint gain. There's like over 30 Survivors and Killers, with 3 perks each, and getting that much will take an ETERNITY. Having something to help with the grind will not only keep veterans comfortable, but help newbies out as well.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263873#Comment_2263873

    As killer and survivor i always want to win, but.......

    As killer I will always go for fresh hooks and try to get as many as possible, no matter the killer.

    Trying to outsmart survivors and forcing them to play my game is what I like, sure not many would like that but then again everyone has their own minds on what they like and what not.

    As survivor I will always try to get chased, simply because that is what I love the most of that side.

    And I always try to challenge myself.

    I barely ever touch items, I have times I run without perks and even play with no mither (iron will not included).

    That is what I find funas survivor when I get challenged, whether it is by the killer or by my own hands.

    But i will always try to get every single person out, even if it means sacrificing myself to get the others to escape.

    Yeah. I know everybody has fun in their own way. That fact will never change. My point was, I can do whatever I want as Killer and still have fun. In technicality, I'm still learning Survivor, so I'm not fantastic in chase yet, but I am competent on some maps. Map knowledge is very important. As a Survivor, I can only play to win, because if I didn't, my team would suffer as well. So it puts a lot of stress on me to do the best I possibly can in order to win, which isn't always fun to me. But I agree with you. Living feels good. Getting everybody out feels good. I always run borrowed time and whatnot, and getting the last man out because of it feels great, even at the cost of my own life. It's just not always like that.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263845#Comment_2263845

    I know these games where you are being killed out of the game fast sucks.

    Trust me, I don't like these anymore as you do.

    But not every game is like that and there are way more better matches than that.

    And if more people would play killer that those survivor waiting times will go down a lot.

    But that shows how discouraging killer is being made at high ranks, as they are usually pretty stressful which many people don't like.

    And thus play survivor only and have some relaxing matches.

    I agree. Though I have a lot of fun playing as Killer, since I try to make it fun for both sides. I get that not everybody wants to play that way though. Some want to just win, because that's what is fun to them. Personally, I think the game is more enjoyable when you expect to lose, but just try to have fun in whatever way you can.


    Edit: Though, Killer is fun to me because I can play however I like. I can't do that as Survivor, because my team's enjoyment of the game can be ruined if I just fooled around and died. To ME, Survivor is much more stressful.

  • @Baby_Victor said:

    My brain always adds up all the survivor points together and compares them to my Killer BP. Survivors, collectively, are still earning a lot of points. Just it’s distributed unevenly based off each individuals performance among the ‘team’. I rarely feel like I earned a ton more BP then survivors, because I didn’t, I just suffered more so I could keep my BP and not split it among three others~

    I think that my thoughts were, it's not necessarily the team that contributes to your total, but their performance to keep the game going. If all the Survivors get downed within minutes, then of course, you end up coming out with nothing, because the game ended so fast. Games like that happen so wearily often.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263824#Comment_2263824

    I think you are over thinking stuff tbh.

    You're bp are more a show of your individual performance than team.

    Sure when you are in a chase and the others complete gens, break (hex) totems, you will get points for it as well.

    The rest is more an individual score, the better you do the more you get.

    Sure it really suck when your game ends quickly because the killer is camping you or something, but these things happens.

    Best is to forget about that one and move on to the next

    You're right, yeah. I guess I just feel that waiting a while for a lobby as a Survivor just to die and get no points from that game is really discouraging sometimes.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263782#Comment_2263782

    What I'm gonna say is not meant as toxic or anything.

    But once you get much better then you will get almost the same amount as the killer.

    I play both sides and I don't consider myself the best or anything whatsoever, but I rarely get scores below 20k as survivor without anything to boost it there.

    On a couple of occasions I even menaged to get 32k and almost 32k as a solo survivor.

    And if you ask me, I didn't even try hard for it either.

    Al I did was a lot of chases (which I enjoy the most), a few gens, unhook and healing, and on some occasions even taking protection hits for others.

    But again believe me when I say that you will get better and you will see the increase in BP for survivor

    Perhaps. But I feel like it would still not be very often. The amount of BP can still be affected by team performance. Maybe I am overthinking things, but they were thoughts I have been having a lot lately. I think, because Survivors can die quickly -- because making mistakes happens sometimes, and is inevitable eventually, not every game is going to be perfect on either side -- but all that I am thinking is that having those games that don't even last 5 minutes is more brutal on Survivors than it is Killer most of the time.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2263749#Comment_2263749

    Well honestly, the killers game can be cut short too very easily.

    It is possible to get out as a survivor in less than 5 minutes.

    Been in those situations as survivor myself as a solo survivor, and as killer almost.

    But that was more due to to survivors messing up with the last gen.

    And in all honesty, i score on a regular basis between 20 and 25k bp as a survivor.

    So i wouldn't say the amount is tragic.

    And these are just base numbers as I don't run and perks for extra bp.

    As I said a er has to work harder for these bp on his own to keep 4 survivors under controle.

    4 survivors (even as solos) can work together and still get almost as much as the killer, and not even escaping

    I'm not saying you're wrong, I'm just saying -- in my experience, after playing Survivor constantly lately, and remaining in rank 1 for a while -- the only way I ever get above 20K BP's as Survivor, I have to either use a perk that helps with BP's, or I have to max out multiple categories throughout the trial.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/256484/survivor-bloodpoints

    Don't get me wrong as I didn't read the whole life story 😬😉

    But why should a killer not get more than survivors?

    I mean it is a 1v4 so the killer has to work hard to get these bloodpoints.

    And once you get better at survivor (as you said you think you're not that great), then you will notice that survivors got reasonable easy compared to killer.

    So tbh i wouldn't even mind if the increase the amount of BP for killer imo

    It's fine. It was kind of a rant. But my point was that a Survivor's game can be cut short, and they'll earn a tragic amount of points for it, and it would just result in a gigantic waste of time. A Killer's game is not cut short, and they'll still get more every time, even if they make more mistakes than a Survivor would.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1622092#Comment_1622092

    Legion is still frustrating to go against, and I would say even more frustrating to play. I had a rework thread a while back that I posted, where I completely re-designed their power. You can check it out if you like. It is kinda similar to yours.

    I like seeing some other ideas, so I definitely will. I'm sure my idea wasn't the most original idea in the world, but playing Killer a lot lately in my streams, I can't help but think from time-to-time about changes I would make to weak Killers. I have NO clue how I would change Wraith, but I think he needs love, too.

  • @Pulsar said:

    I would be completely satisfied if the Devs merely did some QoL changes to Legion, then we could see where they were.

    For example,

    Reduce the fatigue time. There is no reason that Legion needs a longer cooldown than Nurse.

    Get rid of the power drain on basic attack. This is left over from his previous state.

    Remove the screen darkening on Fatigue, it is already difficult enough to catch Survivors and it gives me a headache.

    Allow Legion to see scratchmarks until he hits a Survivor with FF, it is incredibly easy to juke a Legion while he is in FF.

    Remove full cancel on miss, instead have it drain 50% of the bar, then have it cancel the power if you miss again.

    Fix Frank's Mixtape, you have to throw the game to make it work.

    Fix Stab Wound Study, it doesn't do anything.

    Rework the Killer Instinct add-ons, they do almost nothing and I haven't seen anyone run them.

    These would be nice changes, too. I made my idea because if their motive was to make a Killer specifically for map pressure, why not make him more competent in doing so? Your ideas work, too. I don't think there's anything wrong with having strong Killers. Counterplay is okay, but making them extremely weak to the point where they're useless? I don't think it's fun for anybody.

  • @ClickyClicky said:

    His purple add ons are bad too.

    The one that shows tormented survivor auras. It's very niche for an ultra rare. Couldn't it just show survivor auras for 4 seconds? maybe outside of 40m, that way it just acts as a BBQ. Not insane for an ultra rare.

    I feel like MOST of his higher rarity add-ons are pretty bad. I'm not sure why they made them so weak. Even though PH is pretty strong on his own, add-ons are supposed to be game-changers in different ways. His ultra rare add-ons are basically weaker than his common add-ons. It kinda goes against the ways add-ons are supposed to work, don't you think?

  • @Phox said:

    No Mither since it's basically just a meme perk in it's current state. You shouldn't start broken, the perk should activate after you become injured and ideally only you and your team would see the broken symbol. I would also buff like, all of Huntresses perks. I love her but her perks are hot garbage.

    I agree 100% I also feel like No Mither should offer some kind of reward for taking such a challenge. Like, more BP's in the Survival category or something. I am not sure how I would change the Huntress perks, because Lullaby is actually not that bad. Hex's just get destroyed too fast.

  • @krowzar said:

    Hope the next killer is a great, but again, could get nerfed upon release just like ghosty boi and demodog.

    I hope so too, but wasn't Ghostface BUFFED when he was released? I don't recall him getting nerfed.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/842634#Comment_842634

    That's the "estimated" start of the PTB for chapter 14th according to LBD. Hopefully they're correct.

    I hope so. Let's hope for no delays. lol

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