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Zoldyar

Zoldyar

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Zoldyar
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  • @Rizzo said:

    The mori change was easier to make, since it's basically just a change of a condition. I believe nerfing the keys requires animation changes and/or addon changes, that require much more time.

    I understand that argument, but what about removing the chances of getting a key from a chest? They should have been as easy to remove as the changes for mori.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794407#Comment_1794407

    dude if nothing changes about detection wraith would get free hits galore combine it with hit and running and uncloaking when the survivor is occupied he would get down after down.

    don't underestimate free hits combined with mobility, the true invisibility alone is enough to make him viable.

    What about players that uses spine chill, sprint burst, dead hard, balanced landing and lithe?

    However let’s say they don’t use any of those perks. Wraith has loud footstep sounds, allowing players to be able to react and make distance before he comes close. Wraith also goes through a slowdown affect when leaving his cloak form, allowing players to once again be able to react and make it to a pallet. In addition to his cloak noise being able to heard everywhere in the map, allows the individual to once again be able to run to a near by pallet. If there is no pallet nearby then the player is out position and deserves to get down.

    I am not underestimating wraith which is why I went back on to my notes and remove certain aspect. I also make sure to make it clear with the walk through ability being a red add on because it was my fault not making that clearer earlier.

    Bone clapper is there to actually help survivors be adjusted to wraith being completely invisible. So instead of them having to use their eyes, they should use sound to locate him. I think it’s cooler and established a clear different to ghostface.

    I don’t see much a problem with what I put down for wraith currently and I think this would allow him to be balanced.

  • @AChaoticKiller said:

    "wraith walks through objects" "bone clapper permanent" "Higher speed"

    No. i can tell this is kinda a joke topic with throwaway ideas but the fact that some think that blindly buffing a weakish killer with a lot of over the top effects is scary.

    making him completely invisible is a good enough buff on it's own and would make him get a free hit nearly every time unless a exhaustion perk comes into play or if they are already at a pallet. think about how implementations effect gameplay people.

    I forgot to add that the walkthrough ability doesn't have to be base. It's just there if players want to switch wraith’s gameplay or think after the PTB he is still too weak. It can be a red add on to make wraith’s gameplay more fun as diverse or be the default if he is still weak in the PTB. Also, I don't see wraith with all the buff I listed being anywhere near better than Nurse, spirit, hag, oni, Freddy, hibilly, Doctor and pymarid head. I think he would be more in a balanced category or low A.

  • @DoritoHead said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794362#Comment_1794362

    I agree. I think OP only intended for it to be a choice of those 4, not all 4.

    Each one is just a highlight of what wraith needs. If the devs could add all of them (then I wouldn't mind). The only things that were a meme in the list I added was the bottom one which was just an example of something interesting or cool they could add to the wraith.

    Also to answer your question, If I wanted all 4 is a no. At best I expect to see two which are increase movement speed in wraith form and making him completely invisible. Bone clapper is just there in case new players might find being completely invisible op.

  • @AChaoticKiller said:

    "wraith walks through objects" "bone clapper permanent" "Higher speed"

    No. i can tell this is kinda a joke topic with throwaway ideas but the fact that some think that blindly buffing a weakish killer with a lot of over the top effects is scary.

    making him completely invisible is a good enough buff on it's own and would make him get a free hit nearly every time unless a exhaustion perk comes into play or if they are already at a pallet. think about how implementations effect gameplay people.

    Bone clapper would act upon giving all survivors a warning that wraith might be nearby, to make up for them not knowing where he is at all times(even though his whole point is to be a stealth killer, I am suggesting to add this to make it easier for new players).This would make up for him being completely invisible because new players will understand that the killer might be nearby. It will also push forward the horror aspect of the game and make wraith slightly more fun to play.

    As for high-level survivors, it would balance it out because good survivors will be alerted when he is in and out of his wraith mode. This would allow survivors to prepare such as using sprint burst to get to a nearby pallet. It would also help high-level killers because now they don't have to worry about having map disadvantages(open maps). Currently, open maps completely ruin wraith because he is a tall killer, making him very hard not to notice. He also can't crouch so he can't use small objects to his advantage. Hence, ruining his whole aspect of being a stealth killer which just leads to him having no powers and being an m1 killer.


    As for the increase in speed, if you played wraith you would understand how slow his the base kit is. His base kit movement speed in wraith form needs a buff and I don't think that's up for debate.

    Furthermore, the walkthrough objects is a suggestion to make wraith gameplay more fun because currently wraith is one of the most boring killers to play in dbd. Also even after the buff I suggested, at best he would be low A tier considering all survivors have to do is drop pallets.

  • @Golden_spider said:

    -Make him completely invincible

    Wraith has decided Stuns don't exist.

    Lmao, I didn't clock it until I reread the post.

  • @AhoyWolf said:

    Legion does have terrible stats without addons, and I think there is a big room for improvements, so here are some Legion buffs and QoL changes that will help Legion get better. (I will not count addons into these changes tho)

    Feral Frenzy

    Base-Kit

    • Removed the cool-down penalty when hitting a Survivor while not in Feral Frenzy. (Was 50%)

    This "feature" that only Legion has is now outdated, due to the amount of changes the Legion got, I think this penalty isn't necessary anymore.

    Cool-down

    • Feral Frenzy cool-down starts recharging at the beginning of the fatigue, not after. (Like Nurse's cool-down)

    I think the 20 second cool-down is fine for Feral Frenzy, the problem is that the cool-down isn't actually 20 seconds, it's 24 seconds, due to the long fatigue, with this change the cool-down would be 20 seconds, like it's suppose to be.

    Fatigue

    • Decreased Feral Frenzy fatigue duration to 3 seconds from 4 seconds.
    • Reduced the amount of "tunnel vision" while in the fatigue.

    Legion currently loses a lot of distance due to the 4 second fatigue, decreasing the duration and reducing the "tunnel vision" should help Legion close the distance they lost while in the fatigue and keep track of the Survivor.

    The "tunnel vision" before the patch 2.7.0 and now.

    https://us.v-cdn.net/6030815/uploads/493/KBFCV40KQTXY.png

    @Peanits @Almo please change it back like it was before the 2.7.0 update.

    Power gauge

    • Stabbing a Survivor while in Feral Frenzy that already has Deep Wounds will end Feral Frenzy, but it will not deplete your entire power gauge.
    • Picking up a Survivor while Feral Frenzy is active will no longer deplete the entire power gauge.
    • Missing an attack while in Feral Frenzy will no longer end Feral Frenzy, instead you will suffer the standart missed attack cool-down.

    I never understood why is the Legion's power gauge so inconsistent, this should fix some inconsistency.

    Deep Wounds

    • Reduced the bleed-out timer to 15 seconds from 30 seconds.

    With this change the Survivors will be actually forced to mend, instead of just fooling around and doing Generators until their timer hits the last 2 seconds.

    If I missed something just let me know! :)

    I also want to add on this list by saying that his red add on that allows legion to vault and break pallet should be his default kit considering it doesn’t even down the survivor.

  • @ToxicMyers said:

    WE cannot wait for them to act, so again we rise up. Let's create another super thread about their incompetence in optimizing console. Talk about your experiences, talk about the good and bad times with this game on console. Let this thread be the one to reach the legacy of that other super thread. They won't listen until we either leave or become loud enough. But we cannot fall like our predecessors. NO DEV BASHING. Or The mods WILL close this.

    The FPS drop with aim dressing is started to annoy me the most about the game.

  • @ArthurDent said:

    Who are your top five killers you want added to dbd?

    for me

    pinhead

    jason vorheeves

    predator

    jeepers creepers

    candy man

    Nurarihyon from Gantz x5

    15D39A78-816C-40F3-8153-24480E6394CF.jpeg


  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/comment/1615909#Comment_1615909

    Yes, I definitely cannot agree with you. You basically say: "Faking his attack to get a guaranteed hit is fine, but guessing where the survivor might be behind a wall is just as good". Especially when we think of his 3 second cooldown for every missed attempt AND the fact that his POTD is not an instant hit and can be easily dodged, this makes no sense imo. I'm sorry, but I'm pretty sure you don't play PH at all. At least not in red ranks.

    I’m saying that the devs making a cooldown longer won’t put him anywhere below B. He still keeps his anti loop and the ability to put someone in death hook instantly which will keep him in A.

    Firstly, it’s easy to dodge depending on where the killer lines his attack up and if that person has dead hard. If it was so easy then no would would get hit by it in the first place by it. So calling it easy to dodge simply is bs because what’s the point running all ears if it easy to dodge?

    Secondly, the person missing isn’t on the killer, but the player so we need to get that straight because how good the killer perform is on the player. A person missing their attack frequently shouldn’t mean the killer is bad. So when we talk about a good pyramid head they hardly to ever misses because the killer has no reason to miss his attack. At best 4 times in one match and once again it’s on the player(unless the person has dead hard).

    I don’t understand why people use the argument of what if you miss because many people who play nurse miss their attack, but do we see her low in the tier list often?

    If you are talking about pyramid head in red ranks then you should have a good understanding as to why he should have a longer cooldown when leaving his m2.

  • @OniWantsUrLocation said:

    According to the Q&A stream Devs are monitoring PH. Most likely PH will get "minor changes" (still getting nurse flashbacks)...

    Let us remember what so many people have complained about.  I personally can only remember two specific things:

    1. Canceling Rites of Judgment (switching from M2 to M1) has a cooldown of 0.5 seconds. According to many people here this is much too low, because PH can simply fake his M2 without any punishment (0.5 seconds is not really noticeable). The legendary "get hit or get hit"-Situation was born.
    2. PH can negate a lot of perks because of his cages. Especially DS and BT users are NOT happy about that.

    So what could they change to make people happy again? Increase the cooldown from 0.5 to 1 second? 1.5 second? 2 seconds? Yeah.. I don't know what they're planning, but a higher cooldown most likely means that he can no longer fake his ability. Since this is his TRUE STRENGTH, such a change would make him drop from tier A to tier C in no time (since I am not a friend of tiers this is only to illustrate that he would lose much of his viability).

    So if the cooldown should be increased, then he should get something in return. I don't know what that could be, but just increasing the cooldown alone would kill PH. I don't even want to talk about the scond point. He has a unique ability and that is a good thing imo. But that alone doesn't make a good killer and I really hope that they don't mess him up.

    What do you think about it? Will I soon be a sad PH main or will they find a good solution without ruining it completely? 


    The devs changing his cool down won’t affect his tier list but actually make him require more skill. He still keeps his power to hit through wall, he still has his cages(which is his true strength and I don’t think anyone can argue against that), he still keeps his movement speed. The only difference is that you as the killer will now have to predict the survivor’s movement which is what pyramid head was all about. Otherwise what’s the point having a killer that can hit through walls? The fact he can neglect ds, allowing him to have the power to put anyone in stage 2 instantly, doesn’t sound strong? He still has his anti lose with a fast kill rate, but that isn’t enough for you? In that logic, people can put Huntress in c tier as well because she also has a cool down when putting her hatchet back. However people still rank her high in the tier list, so pyramid head having an increase cooldown won’t affect him, he will just take more skill. You can still play him the same, this tome you would just have to make a good decision.

    Putting him in c tier just because they increase his cooldown? First off that doesn’t affect his true strength at all because a good pyramid head would be able to read the survivor’s movement and still get a hit. It makes no sense to use a killer that can hit through walls if you can’t read people’s movement. Secondly, his actual strength is what you said below which is that he can neglect ds. If you play killer you know that if a team doesn’t have ds, the best option is tunnelling because you get a person in death hook instantly with no punishment. With this and his fast chases is the reason why he is A tier. His get hit or get hit is just a bonus to that and lowers his skill cap.

  • @Zaitsev said:

    Now, I dont usually make killer or survivor requests, but I think SCP fits the lore of this game just fine.

    SCP is a super recognizable "franchise". It would not only attract those who played Containment Breach or Secret Laboratory, it would also bring in general fans of the lore.

    Of course, BHVR could simply just add their own SCP to the website, and then add that to the game, but what is stopping BHVR from using a recognizable face like 049?

    I would like to see scp 076 as a killer.

  • I hope they add SCP 076 on to the game, but I think the chances of a scp being added is very unlikely.

  • @Darkslayer32 said:

    Im a purple rank killer and red rank survivor(mostly play killer though) and my favorite killer is easily legion. I hear endless talk both on these forums and from friends that legion somehow is the worst killer in the game when I honestly believe they are in a pretty good spot. They aren't spirit level in power but they are pretty good. Hear me out

    People say that injuring a survivor and then leaving them is pointless. Not true at all. You leave survivors in a weak state where they can be picked off later AND they will be easier to find do to blood and injured noises. They will either stay injured or waste time healing each other. At the very least, frenzy is basically a free first hit on any survivor.

    People say that deep wound is pointless since it is cleansed so quickly. That is the point of deep wound. Wasting your time. If you play killer and ever rely on deep wound to down someone, your doing something wrong. Its entire purpose is meant to make survivors waste extra time healing and legion can spread deep wound faster than covid.

    Now for the big one. People have told me legion sucks cause his power cant down people(yes this has actually happened). Really? A killers power cant down you and suddenly its worthless? Most Killers cant just instantly down you with their power, but rather they set the survivor up or weaken them first. How is legion any different?

    Im not saying legion is perfect. I just dont get these arguments. Can anyone explain it to me?

    The reason legion is weak is because he can be loop forever. Every killer has something they can use In a 1vs1, but legion doesn’t. So looping legion is easy because he has nothing to slow the survivor’s movement or support in chases. Even thought legion has a strong 4 vs 1 which is the only reason he is ranked higher than clown, his 1 vs 1 is what drags him down. Thats why people consider him “worthless” because when people talk about rankings for killer, they compare them to the top tier level survivor team.

  • @Gravewalker200 said:

    I just want to hear guesses and if they announced it and I didn’t know then sorry

    The werewolf

  • @gunslingers_potatoe said:

    all i want is at the end of the match to be able to see the POV of the others players during that match. Mainly because there are so many perks like Red Herring, Mindbreaker, Blood Echo that indirectly effect the game, and being able to see if they were effective even in the slightest could maybe make some of them a bit more viable? Anyway, a replay system is a good thing in itself that can't harm anyone, so I'm totally down for it.

    @Roobnus said:

    Nice to analyze the matches! Maybe even let the match play from different player perspectives.

    It would also help when reporting players, which to me is the main reason why we need it.

    The current "report feature" is an actual imposition, having to video-record a cheater, upload the video and then send the link to the devs, what the ######### is this? I think it's fair to say this is the worst report feature I've ever seen in a modern multiplayer game.

    Facts

  • @OGlilSPOOK20 said:

    Since cross-play is a thing in Dbd now, why not add text chat for console's so they can see/message pc players back.

    I agree because it’s kind of pointless to add pc players if you can’t interact with them (especially if you don’t have headphones).

  • @Ivaldi said:

    Every single match today I keep getting paired with Green and Yellow ranks as a Red Rank surv

    probably a swf team

  • Exactly. I have been hearing a lot of my friends complain about killer being too hard. So I always wanted to see their gameplay so that I can have a better perspective as to what they have been doing wrong.

  • @SoulKey said:

    Queues are bad already with one mode, this game can't take two separate queues; Both will end up #########.

    That’s why with crossplay, the queue time will become a lot faster.

  • @xillucide said:

    Are you tired of looping the killer at the same 3 tiles for thousands of hours??? Look no further, for I have created new tile concepts!

    https://us.v-cdn.net/6030815/uploads/II1LXH0Y01TG/untitled33-20200801154040.png

    I think we really should get some new tiles though. The exotic tiles on certain maps aren't what I mean as they're confusing and not actual tiles since they're map specific.

    I support this idea


    @Peanits please ask the game designers to add this or some new loop titles, rather than keeping the old loops where all you do is walk in circles.

  • @CampMeToDeath said:

    I know everyone is probably tired of MMR posts but.. What they did to matchmaking very unfair for when I solo queue or playing with 1 friend. I don't even attempt killer anymore since all my matches are red ranks, when I'm rank 9. (seems fair, but when I don't play as top tier killers, it's annoying and unfun.)

    But I figured why not to post my experiences, cause even though these posts are overly made, maybe the devs will listen and try and fix it.

    But these are the matches that I had since Friday:

    https://us.v-cdn.net/6030815/uploads/2E7FGGT15WA7/collagemaker-20200809-184123435.jpg

    Not fair to the Spirit, the only reason why the one person died is because nobody did bones but me, though it was hard since she chased me until 1 Gen was left.

    https://us.v-cdn.net/6030815/uploads/ZFKXK278MLK6/collagemaker-20200809-182729755.jpg

    I don't even remember this match tbh.

    https://us.v-cdn.net/6030815/uploads/FVRLVH4DGHBS/collagemaker-20200809-182634679.jpg

    I wrote on this picture for how I felt, and I honestly felt bad for him.

    https://us.v-cdn.net/6030815/uploads/G691N0LSJGQI/collagemaker-20200809-182427610.jpg

    I wrote on this picture too of my complaint. I only killed myself to see my team and killers ranked.

    Point is: I feel bad for new killers/suriviors. The game is not balanced and unfun. I won't be playing until MMR gets fixed. So thank goodness I didn't buy the rift pass.

    4769153A-1AA8-4AC2-B9E2-CFA01066FFE9.jpeg

    They should change it so that new players don’t instantly be put up against red rank players. That should improve the mmr system by a lot because I have seen a lot of yellow ranks doing better than red ranks as killer and survivor. The only time I experienced a questionable pair up in ranks is when the system puts new players in red ranks. After my 10 placements, my ranks consist of purple and red ranks. Sometimes yellow ranks but it usually ends up in a draw.

    User: "B7A1F071-DB5D-4D69-B60C-34DE5CE8B23D.jpeg" B7A1F071-DB5D-4D69-B60C-34DE5CE8B23D.jpeg
  • @Peanits said:

    Just to make one thing clear, we already have zero tolerance for extreme insults (e.g. racism, homophobic slurs, telling people to kill themselves, etc.). These people do not get warnings, they are banned without any hesitation. We have always acted on these sorts of reports. The issue is more so that there is no feedback on the reporter's side when action is taken: You don't get a message in-game letting you know that someone you've reported was banned.

    Odds are if you've reported someone for that sort of thing, they were most likely banned shortly after.

    Could we at least get some indication to know that the person we report got banned? I think that’s mainly the reason people don’t use the in game report because we get no information if that person has been banned or not. By allowing us to know that our report means something would be helpful and probably encourage more people to do so. Many games have send messages back to the user that the person they report got banned. For example, R6, Valorant and Xbox themselves.

  • @DudelPumaAce said:

    its would be realy nice, when sometime the Replay-System comes, then we can look killers view and survivers view...

    I like the sound of this

  • @ohheyitsbobcat said:

    I'm not talking anything too huge or balance changes but just simple things they could change or add that would make all the difference for you. I have a few personally.

    1. Hook Struggle Mechanic Change

    Probably the thing I want most in this game at the moment. Not much to really say about it but just something I'd love to see happen. I've been killed so many times because of the hook struggle mechanic and any kind of change would be so nice.

    2. Loadout Slots

    Having a couple loadout slots for perks/Outfits would be a fantastic addition to the game. I always forget it's a thing I want when thinking about this stuff but it's one of those things that if they did add it, I'd probably wonder how I went so long without it.

    3. Bots (mainly for KYF)

    This one is definitely a bigger change but once again I would adore bots, mainly for KYF so you could practice different killers you've never played, various builds and addons without actually having to go into a game or get a party setup.

    4. Customizable Start Screen

    A really simple one but I'd enjoy being able to change the intro screen to have various past backgrounds and have the survivors of my choice around the fire. Right now they switch randomly (I think) but I'd enjoy being able to choose my own 4 survivors that sit at the fire and different backgrounds to go with it. Heck, if they did ever add bots then the survivor bots could be wearing whatever outfits you had on. I think that'd be neat as well.

    What about you? What are the biggest QoL changes you want to see.

    @ohheyitsbobcat said:

    I'm not talking anything too huge or balance changes but just simple things they could change or add that would make all the difference for you. I have a few personally.

    1. Hook Struggle Mechanic Change

    Probably the thing I want most in this game at the moment. Not much to really say about it but just something I'd love to see happen. I've been killed so many times because of the hook struggle mechanic and any kind of change would be so nice.

    2. Loadout Slots

    Having a couple loadout slots for perks/Outfits would be a fantastic addition to the game. I always forget it's a thing I want when thinking about this stuff but it's one of those things that if they did add it, I'd probably wonder how I went so long without it.

    3. Bots (mainly for KYF)

    This one is definitely a bigger change but once again I would adore bots, mainly for KYF so you could practice different killers you've never played, various builds and addons without actually having to go into a game or get a party setup.

    4. Customizable Start Screen

    A really simple one but I'd enjoy being able to change the intro screen to have various past backgrounds and have the survivors of my choice around the fire. Right now they switch randomly (I think) but I'd enjoy being able to choose my own 4 survivors that sit at the fire and different backgrounds to go with it. Heck, if they did ever add bots then the survivor bots could be wearing whatever outfits you had on. I think that'd be neat as well.

    What about you? What are the biggest QoL changes you want to see.

    No more holding down m1 and actually allowing survivors to do other things that requires more skill than doing one thing.

    No more rng because you can get maps with infinite loop titles for survivors to loop killers around.

    Fix match making and actually make it be based off skill.

  • @TheHentity said:

    kinda weird to be a main of something you seem to hate

    Legion is fine tbh, cant easily be very oppressive and I dont run add ons ever on anyone

    Legion is fine? Clown has a better chase time than legion. He is the only killer that has nothing to support him in chases which is what makes him so weak.

  • @slim0b said:

    They didn't remove curving from his base-kit, they just made it impossible in loops. Let me show you what I mean

    Below are multiple demonstrations/highlights of curving in loops, what do you notice?

    https://youtu.be/AueGkVXMlGc?t=5

    https://youtu.be/VxbLxLZJS5E?t=17

    Yes, all of them involve revving, tons of revving so you can get that curve timing exactly right and capitalize on distance gain through backrevving and mindgames.

    You can already tell it will be impossible to pull off anything shown above with the overheat, but oh well, more "skill ceiling" now as if those curves didn't take any skill.

    This will still be possible because in the video you shown, the player was able to do the curve in 4-6 seconds. The reason why some part of the video took longer was because he was trying to force the survivor to go to the angle he wanted to ensure the curve hits. To be realistic it will be possible, but slightly more harder because it won’t be able to push survivors to the correctly angle. However, he is still able to curve on to survivors who play recklessly around loops.

    If you watch the video it takes the overheat without any add ons 6.5 seconds to 7 seconds at best. The guy who made the video shown to do that in less time. The update from the looks of it, doesn’t seem to punish people who are already good at Hibilly just like nurse mains. However, it is there to punish people who 99% their chainsaw to hook camp people. This now ensure counter play to hook campers. In addition to that, it allows Hibilly to have a higher skill because now people won’t spam his chainsaw recklessly and be more smarter while using it. But I guess we will have to wait for the ptb to see who is right.

  • @Komodo16 said:

    Ok I wanna hear from every rank 1 killer, do you camp and tunnel as a playstyle or did you earn it with working as gard as you can. Me, I could have hit rank 1 but I wanted to practice huntress and do some meme builds so yeah, but what I've noticed is red ranks are so mixed on skill levels you get god survivors or trash ones and what I've learned is camping and tunneling is needed to some degree. Like endgame if you got gen rushed, against toxic survivors or if you really need to ensure kills and points which im guilty of all of the above. But I've tried my best all my hours to never tunnel or camp as a playstyle I hate it as a survivor and I hate it as a killer its a no skill easy win, and frankly I dont respect anyone who does that as a gameplay style. And I just died to a pyramid head to camped and tunneled half the match with only 1 gen done and then tried tunneling the caged person but then went back to hook to tunnel the unhooked person. And then even slugged for the 4k with enough points to pip or black pip at rank 1 now I understand people want to guarantee points but ge literally played like trash the whole game and benefits for it and called us easy. Now before someone says "its a tactic" we all know that but it's so scummy and unfair and unfun and I know that you can play fair and win. So anyways I digress rank 1 killers out there what is your on honest opinion on tunneling and camping as a playstyle and did you earn your rank 1 through that or did you earn it the hard way?

    Just like every game. Rank means nothing in a game that involve around teamwork. Unless you are a killer then your rank does say a lot about you.

  • @LapisInfernalis said:

    Hey guys and girls,

    what do you think of a buff for our Mikey Boi?

    I don't think he's a weak killer or that he needs a rework etc. I only noticed that he is a bit power crept by most of the newer killers and reworks. He can snowball quite well, but experienced Survivors will split up and deny your EWII as long as possible.

    So these are my ideas:

    Although quite similar, Ghost Face's stalking is so much better. GF can stalk through gaps in walls (like the shak) and he can just tiny little bits of Survivors, whereas the Shape can't. This alone makes it more difficult for Myers to stalk Survivors behind rubble (like on Autoheaven). Myers has also a really slow start. He moves only at 105%, gets no Bloodlust, has a baby lunge and (since the Undetectable Effect was applied to him) is detected by Premonition and Spine Chill. The only Buff he got was 0m TR in EWI, but at what cost. GF in comparison moves always at 115% (except crouching) and can stay undetected as long no one sees him.

    I don't ask for a change of Myers' three phases since it is what he is, but maybe make it a bit easier to cross the map with buffing his MS to 110% in EWI (and give him normal lunge) but no Bloodlust. For Scratched Mirror let everything as it is, but give him the old detection immunity back (for the real Jumpscare Myers).

    What do you think? Is Myers OK or do you think he needs some love?

    Remove evil within 1 and only add it as a add on to gain more bloodpoints. At the start of the game, you will probably get tier 2 when two or 3 gens are done. That’s what makes him stupidly weak because he is helpless in tier 1. That’s all really.

  • @MusicNerd_TC said:

    Hello, I am a console player. I have been playing dbd since late 2017. I took a 4 month hiatus and came back a month ago. After rank reset, I climbed up to rank 8. I have found that I am stuck at this rank because of the gen rush, DS, deliverance, 99% exit gates and borrowed time. Do you find rank 8 to represent me as a bad killer? I have been getting very stressed about this recently

    I would say you are slightly above the average killers at the game. So no you are not a bad killer, it is probably that you are still inexperienced at the game. I think the problem you have is that you don’t get fast down and lack attention of the gens around the map.

    As a killer it is simply impossible for you to control all the gens around the map. However, you can force the survivor team to do gens far away, so that they can 3 gen themselves. Every map has a layout on how far/close gens will be. So by knowing the gens that are the furthest away, you should allow the survivors to do. Otherwise you will be stuck in a situation where you will have no control over the gens.

    Playing as killer is very stressful mainly because you are playing against 4 people by yourself. If you find yourself stuck at the rank you might need to either improve on your gameplay such as trying new builds, other killers or watching gameplay of people like Otz.

  • My list would go like this:

    S tier: Nurse

    A tier: Hibilly, Spirit, Oni, Huntress, Doctor, legion, Freddy and Hag

    B tier: Demo, Deathslinger, Ghostface, Plague, Trapper, Pig and Myers

    C tier: Wraith, Clown

    D tier: Leatherface

  • @SpookyMeerkat said:

    This is something I don't think I have seen anyone mention. Why don't the devs just add a chat for all survivors, so anyone who lobbies together can talk? Then once they do that, they can make better balance changes assuming SWF at all times.

    Yes this will make it harder for killer until changes are made. However, it seems most people agree that the capability of a team completely changes solo vs SWF. The things that are put in place to help a solo essentially stand on their own can be very abused by SWF teams. If we can give every team the full tools of a SWF, you are only balancing for one type of team (coordinated) instead of putting in "what ifs" for solo teams (uncoordinated).

    I also see potential for this reducing the effectiveness of some information parks like kindred, etc. But not making them obsolete. Tbh, this game isn't super easy for callouts anyway, but seeing auras still gives you moment to moment info that verbal communication may not provide. Plus, these perks could be tweaked.

    I know this would realistically be a massive undertaking for the dev team. Potential server upgrades for the voice comms, adding the interface for the comms, bug fixes for adding new features are usually a pain, and of course the actual balancing is a lot of work. However, I could see it both reducing the work behind future balancing efforts as well as making the game feel more consistent between matches.(Consistency is kind of overlooked sometimes but very important for player experience.)

    The only other main argument against it is that it doesn't fit the aesthetic of a "horror" game. Imo this is not a horror game, but a multiplayer game with horror aesthetics. If you can queue up with other people, you have to assume they are talking to each other. And if the communication between survivors makes as big of a difference as the community feels, then making sure all the teams have the same basic tools should only help you in terms of balancing and consistency.

    Sorry for the very long post, I just wanted to hit as many points as I could. What are your opinions? Is there anything I missed with this? I'd also love to hear some counter opinions :)

    What about those without a mic?

  • @Mushwin said:

    For fun!

    https://www.duomediaproductions.com/whats-your-apocalypse-survivor-name/

    I am Jezebel Ranger ^^ well lol!

    and Mr Mushwins is Jag Ranger - we make a good team out there lol.

    Travis Raider

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/1203765#Comment_1203765

    What do you mean?

    I said your logic doesn't make sense. I don't see how it could make any more sense than that.

    Sure, I could explain what I mean more in dept, but it won't make more sense, the message is still that your logic didn't make sense.

    Now I see where you are coming from. Let me put it like this:

    Legion's frenzy has no counter that a surivior can perform against him(it is also part of the reason why legion was hated in the community when he first came out and still is now).

    He also regains his power each time he hits a surivior. Thus allowing him to go up around putting everyone in mending.

    So if he had a quick recovery time (the devs removing him losing his power when hitting a surivior out of his frenzy), on addtion to that use his add ons to speed up the recovery, has no counter when using his ability and regain his power when he hits a surivior. No one in the right mind would find playing against a legion fun (we still dont).

    The gameplay will quickly become repetitive because every 20 seconds a surivior has to mend and hold m1 for pretty much the whole game. I'm pretty sure I don't need to go into much detail why this isn't fun and why the community went on a rant about legion.

    Now do you understand why people made videos or post explaining that legion can't become balanced and should be deleted?

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198652#Comment_1198652

    But that is actually his power. Spread damage. It is non lethal. So why the need to nerf this power by basekit?

    Once again, his frenzy has no counter that a surivior can perform against him. He also regains his power each time he hits a surivior. So if he had a quick recovery, has no counter when using his ability and regain his power when he hits a surivior, no one would be playing the game. The gameplay will become repetitive because every 20 seconds a surivior has to mend. It's the reason why people say legion should get deleted because he doesn't help the game at all.

  • @Predator3174PL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1198652#Comment_1198652

    well it's kinda his job. Keep you in injure and make you mend. His power isn't lethal, so besides annoyance, it won't matter if he will activate FF after hitting you normally, in most cases, you'd be saved by this, because normally Legion players are going after other survivors to chain attacks.

    https://forum.deadbydaylight.com/en/discussion/comment/1198665#Comment_1198665

    I think you missed the point. At least what I understand, you compare this to Spirit using her power first, then damaging survivor with it and then downing him immediately after switching off the power. OP is talking about Legion losing his power gauge after hitting survivor with basic M1 attack, leaving them powerless. Yes, this was made so people wouldn't abuse bleeding mechanic, but now when it's long gone in the past, this is utterly useless and drags Legion down in term of his potential.

    As for OP, yeah I ask myself with that question too. Spirit and Hillbilly have so far more powerful abilities than Legion, and yet here we are… I guess survivors would just cry about being forced to mend after just being hit normally… HOW SHOCKING that killer, who's job is to slow your progress down and be any kind of threat, IS DOING THEIR JOB!

    However, how people would cry about it, devs wont change it, and even if, they would just reduce it to maybe 30-25% of power gauge loss, with the new changes to gen speed and map design. Tbh, if they removed this feature from them, I would stop crying about 4 sec fatigue after canceling power, damn, I would even accept 5 sec fatigue, just let me use my power more often.

    "well it's kinda his job. Keep you in injure and make you mend. His power isn't lethal, so besides annoyance, it won't matter if he will activate FF after hitting you normally, in most cases, you'd be saved by this, because normally Legion players are going after other survivors to chain attacks."

    Just because it's his power, doesn't mean it should come without any disadvantages or limitations.

    Also, it isn't just the constant mending that makes legion hard to deal with. it's also because of how his frenzy has no counter. I thought we already established as a community, legion wasn't healthy for the game at all because there is nothing the surivior can do when he is in his frenzy.

    They chain attacks because it restores his power, allowing him to attack more survivors. So imagine if he was capable of not only doing that, but also getting his power back quickly with add ons. You understand why he lose his power when he hits a surivior out of his frenzy now?

  • @Speshul_Kitten said:

    But Spirit doesn’t. If Legion hits a survivor with a basic attack, he loses some of his power gauge and is unable to use it until it’s filled back up.

    Spirit is already stronger than Legion, but for some reason Legion gets a cooldown for doing his job...

    It’s because he would be able to constantly injure survivors. Thus making the gameplay for survivors boring and annoying because they would constantly have to mend. By the devs adding this feature it makes it less frequent of a survivor having to mend all the time.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1111414#Comment_1111414

    Only if not a single one is doing gens your leaving that out, also a survivor can just easily wait for the pickup or as the killer heads toward them..then run breakout and they will likely fail the hook attempt

    Why can’t the killer get them before picking up the survivor? There are perks designed to alert the killer if survivors are near by. A survivor not doing a gen for even 10 seconds, he is benefiting the killer.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1107558#Comment_1107558

    Time..killer is a relay race rn and if sabo makes you lose a hook slug or not your losing invaluable time, and the difference is flashlight saves require good timing..sano does not require any skill whatsoever..and some maps like the game and swamps have horrendous hook distribution at times

    Survivors not doing gens is pausing your time because they are spending it trying to sabo hooks. Also, what’s stopping the killer from downing a survivor then looking around their surroundings to check if it is safe to hook? Sabo requires team work and knowledge of where you are going to sabo. For example, if you sabo one hook, what’s stopping the killer from moving to another? The survivor must have knowledge of knowing where all the hooks are to see which one is worth sabotaging and which isn’t.

    Also, some maps benefit survivors, some benefit killers. No map is fair to both sides, especially with the pallets and hook rng.

  • @Mandy said:

    I think NOED is completely fair as it is, it's easy to remove from the game by getting all the totems and if the killer is camping one person then there's plenty of time to do that.

    Survivors don’t get indication how many totems or left or if their team mates done all the totems. So as a solo survivor that isn’t really a valid point unless one of the survivor brings a map with them. That being said the killer would see the map of the survivor and either change perks or just tunnel him.

    if a killer is camping they would probably bring insidious with them and put the survivor down in the basement. Thus giving the survivor zero knowledge if the killer is there or not and would just give the killer a easy 2k or more. That’s why we have memes of leather face basement.

  • @PigMainClaudette said:

    THIS IS NOT A HILLBILLY HATE OR HIT-PIECE

    Since nobody is properly reading this, here's a small sunmary for you so you can stop with bad criticism to shut down discussion:

    - I'm not calling for changes or nerfs, besides insta-saw

    - I'm not saying Hillbilly is OP

    - I'm looking at his skill floor, not celing. Don't mention curves or flicks.

    - I do not believe Hillbilly to be this "gold standard of balance".

    So, with recent events, it seems that Hillbilly is now in the spotlight for everyone's hate. It was Nurse, then she got re-worked. It was Spirit, then Prayer Beads and Phasing body-blocking was removed.

    While both Nurse and Spirit had actual problems, and I know that I personally hate on Hillbilly all the time, but I have a very serious issue to bring up that really is a genuine cause for concern. And that is that for the very little mechanical skill that Hillbilly does actually require, he's WAY to strong. And potentially the single STRONGEST killer in Dead by Daylight.

    Hillbilly is a very straight forward killer, you have a chainsaw dash that will destroy pallets in (roughly) a 5th of the time it takes to break them normally, you have an incredibly fast dash ability (faster than a Survivor "Haste" effect) that can be sustained across an entire map and it's all tied to an instant-down ability, that only requires you to hold an activation button. With base killer statistics. And the coolest camera animation for movement.

    Nurse is literally slower than Survivors, but her blink ability is very good at shortening a chase and can bypass the map. A small price to pay. She does also have the shortest lunge attack range, and that is actually a problem right now for, what I can assume, is a lot of people.

    And yes, I play her. On console no less, but at lower ranks for now as my main account, a low green is getting paired with nothing but high purples. Super frustrating for a stealth killer main.

    Spirit has the smaller killer stats, and a fantastic chase power. Being able to traverse the map with great speed and being almost undetectable is quite good, but you have a trade-off of you can't actually see anyone. Only their scratch marks.

    Both of these fine ladies who ruled the top ranks are both "M1" killers, and I hate that term since it's only a PC thing. Myers, Oni and Ghostface all have an instant down, but require some sort of interaction and a build up. They sacrifice time chasing or damaging generators in order to get their instant down. Otherwise they're just a basic attacking killer.

    Now, a lot of people are going to cry "JUNGLE GYMS!" or "INFINITE LOOPS!", but we can't always use them. Not every Survivor is a running god with map knowledge over every variation of the maps. Some are more easy to mind game out of their hiding spots, or cut off loops.

    There is also a concern of the player base for Hillbilly. With that amount of mobility, it's easy to exploit perks like Kindred and Borrowed Time so that they don't proc, while still camping and tunnelling. Nor the concerns of those who actively body-block with the chainsaw revved in order to score a cheap and easy down.

    I am NOT saying at all that Hillbilly should be put on the level of Legion or Old Freddy, and I'm NOT saying that we should make killers even worse, but for such a killer who has one of the lower mechanical skills, and is so rewarding compared to Spirit, Nurse or Huntress, there is just no denying that there is a legitimate problem here. We should be rewarding those who are playing higher skill required killers.

    Hillbilly is rated "Difficulty: Easy" on his character profile and after playing him for a while now, I believe it.

    Make difficult killers great again.

    I wouldn’t say hibilly’s skill requirement is low by any means. You can tel from a good or bad hi billy just from how the play. For example, do they know when to use their chainsaw at the correct spot? Do they rely on m1 to get most of their kills? Can they go around the every map without collision first try (with no add ons). Hibilly does require skill to play. Comparing hibilly’s skill level to be lower than spirit who just requires good headphone, is a joke.

    If there was one thing they would nerf about him is that he can’t just constantly use his power after 3 second cool down. Like it wouldn’t matter if you dodge him once because he would just be right back on you in less than 10 seconds.

  • @immortalls96 said:

    2.5 seconds, that's all you need to do in order to break a hook..that is easily done during the pickup animation so theres no resistance , I can already see builds that could end up making this new sabo into an issue, now I'm wanting to stay optimistic this time as so far this seems like a pretty sweet patch..however with a swf group say 1 guy is doing gens and two are saving for the chaser, this new sabo could just become a much less countable flashlight save and that especially in the current meta could end up a big problem..I do hope they will be watching very closely this time around..because sabo is already at its core very unhealthy amd risky to have around the meta..so it must be handled with care or itll blow up in the devs faces

    So why can’t the killer just check his surrounding and prevent any near by survivors from sabotaging?

    A killer can lose the survivor during pick up animation if a surivior point a flash light at the killer’s eyes. So does that make flash lights too strong?

    By survivors sabotaging that means that aren’t doing gens. So you as a killer would have more time to chase after other survivors because you aren’t losing anything. If you down one survivor and see someone trying to sabotage, go after that other person. Then the other team mate would have to stop what he is doing to go for the down person.

  • @Science_Guy said:

    Wow, it's that time already. According to the dev stream (thanks for the summary @Fibijean), the PTB will be here as soon as next week, which means we only have one weekend to guess... who is next?

    The "rules" are simple; guess the new killer's "The" name before they're officially announced and win bragging rights until the next season. Feel free to choose the same guess as someone else, or pick multiple names, but just don't go through half the dictionary.

    Now a quick nod to our previous winners, which was a lot of people last time around!

    👑 NoShinyPony

    🏆️ MedicSpirit7

    🏆️ Cussock

    🏆️🏆️ PhantomMask20763

    🏆️ Science_Guy

    🏆️ MegaWaffle

    🏆️ Okapi

    🏆️ SpookyJeff

    🏆️ TheLastGreatStar

    🏆️ UsagiDoll

    🏆️ Karltastisk

    🏆️ Andreyu44

    🏆️ BBQnDemogorgon

    🏆️ Mc_Harty

    🏆️ Mikeadatrix

    We don't have too much to go on for this chapter. Who knows, maybe there's also an obscure hint hidden in a corner of the game no one will ever check. But otherwise, we just have the teaser trailer this time:

    https://www.youtube.com/watch?v=7dwcxxgMMhM

    The chain

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101364#Comment_1101364

    Firstly, I would make Vile Purge do something drastically different than just making people broken and forcing constant sick noises. I would reduce the rates at which Survivors make sick sounds and remove the green smoke that rises from their body when fully infected. I would also make sick Survivors able to heal. In exchange, I would make it so that being sick gradually increases the risk of stumbling a little bit, so that beelining towards a vault or something isn't as braindead easy and makes getting away harder. I would also make skill checks much more frequent and much more difficult, with peak difficulty and no possibility for great skill checks when fully sick. I would say reduce repair speed, but I think the solution to gen times is adding a second mandatory objective, because let's be real: doing gens is bloody boring. There are also ways to maybe inflict actual delirium and mental degradation from severe sickness on Survivors, such as the vomit VFX obstructing your vision more and making chases more cumbersome, or muddying the Plague's Terror Radius at certain distances to confuse the Survivor unless they keep an eye out for the Killer. As for Corrupt, I still want it to be strong, but not nearly as easy as right now. I'd say that increasing the amount of time you need to hold it would be a good change so you can't just hold M2 for a fraction of a second and hit a Survivor from a distance away immediately.

    After reading that, I completely agree with you and know that you understand what you are saying. From first reading it I thought of it being a nerf, but you balance it making it fun and fair for both sides. Obviously making it look like you aren't a rank 20000 survivor.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101153#Comment_1101153

    "Or maybe everyone i've ever faced with plague from the past few days and before the reset were trash."

    Considering it is a known fact that rank is absolutely, positively, not indicative of skill, I'd say that yeah, that's entirely likely. Do you know how many Survivors I go against at red ranks who camp pallets against a Frenzying Legion AFTER THEY'VE BEEN GIVEN DEEP WOUND? Because believe it or not, I think I've seen more of those people in red ranks than green ranks.

    Most DBD players kind of suck at the game, Survivors and Killers alike. And rank does little to separate the wheat from the chaff.

    I couldn't agree more with what you said about Plague. My question is that how would you solve the problems with her to make her fun for both sides? Obviously, it's easy to complain about something rather than giving an answer on how to solve it. You did speak of a few changes but it comes off as a nerf. So I just want to know how you would charge it with a bit more detail and if it would be considered as a nerf or buff (maybe neither). Just so most people won't get the idea of you being a "crybaby survivor main".

    When reading your sentence, even though you said you are not calling her op and all. It still comes across as you saying she is broken or should be nerf.

    Just want to make sure you know that.

  • @underlord99 said:

    This game Is unbearable at the moment, playing as killer is horrible because gens can get done in less than 5 minutes which sucks.

    Then when playing survivor a lot of killers have started to camp which is so fun to go against (not )(especially when they camp you on your first hook )

    I'm not saying camping isnt a valid tactic its just a snore fest going against a killer that does it.

    If this was a usual outcome of games going quickly, the devs would have picked up on it because they make a graph of how long games usually last. So if games do end quickly with all killers doing poorly, they would have said so. By then not saying anything means this isn’t a usual thing of games lasting quickly. They also said in their live Q&A that they have been keeping taps on it and still are. So by them changing the ruin most mean that games were not lasting anywhere remotely close to what killers are saying.

    Also, camping would always be a thing regardless of gen speed.

  • @SteelDragon said:

    we all know that no hex perk will last to late game, not sure why BHVR listed that as a PRO of this "new and better ruin". devs are so survivor biased it is not even funny. so tell me, how has new ruin treated you? I used it 1 game and it did next to nothing

    New ruin is more worth running for me because I use killers such as Myers which pretty much forced survivors off gens, otherwise I will tier up becomes more useful. Also because of how long it can be to tier up as Myers, I would usually be in the same place for while allowing the gen to regress. I used to suffer issues where I would have to damage the gens, which would just give survivors more distance between me. So I personally prefer new ruin and think the game should focus more on adding new objective, but so far gen speeds are okay for me. If a survivor decides to gen rush, they usually won’t pip, if I slug for a 4K quickly I usually won’t pip. I think it’s fair for both sides.

  • @sorrowen said:

    Ruin's nerf is basically the devs telling survivors they can't git gud so they must baby them at all costs. And no one cares about the gate keeper emblem lol really the ranking is so (bad word) up that they don't matter much.

    New ruin is better than old ruin because what’s the point using it if you are up against a team that can hit great skill checks? Skill checks are also rng so it isn’t consistent about the number of skill checks you can have. So in other words, they buff ruin.

  • Due to gen speed being quick in red ranks, are you planning on adjusting the timer? If so, from the statistics shown by killers performing better than survivors in red ranks with the current gen speed, do you have any ideas of how to balance it out for killer’s and survivors?

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