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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • blood echo, infectious fright, pop, thano.

    use pop and thano to slow gens, doesn't matter if they cleanse since CP is strong.

    Blood echo makes it so you don't have to deal with exhaustion perks after hooking someone and it encourages cleansing.

    Infectious allows you to snowball easier in CP.

    If you ever come across a corrupted fountain in your path use it, if ones near after hooking someone use it. Only do this if they are cleansing otherwise save your default fountains when you think you can get a good snowball.

  • @musstang62 said:

    Playing Demo can feel a lot like playing Clown. You FEEL like you're having a great game, making hardly any mistakes and making some really solid plays, but for some reason, the gens seem to get absolutely slammed in the background. He sounds like he would be great on paper, but it just never seems to work out that way. I think part of the reason is his fat feet clip clomping around and all his global noise sounds (just like Clown in chase). Demo gives away so many sounds that as survivor, you can usually feel pretty safe slamming gens because you very frequently know he's far away

    He's probably in the bottom 1/3 of the killer roster, unfortunately. Most tier lists put him in C or D tier, which I'd agree with. You can do well with him in the same way you can do well with other weaker killers if you're really really good at the game (and run rat liver every game). But he's never going to compete with better killers in his current state. And he'll get absolutely stomped by competent survivors. It's a shame too because he's otherwise a lot of fun to play

    At least with demo he can shred pallets to quickly create deadzones, when i play him it's either you get hit, you use the pallet and get hit, or i shred the pallet and you better be at the next loop. An issue with clown is pallets just stop whatever he is trying to do most of the time while with demo he breaks them faster then most killers and in terms of catching up i would rate him highly but not as high as say blight, nurse, or spirit.

    Also unlike clown he has solid gen defense that functions as info/stalling/ and mobility, i never mind survivors destroying portals since they are so quick to replace. In early game you use them mainly as mobility then when 3-4 gens are left you just smack them on gens and play defensively. I wouldn't really use the portals to catch survivors by surprise hopefully that gets changed to do so but as said they are pretty decent for mobile/info.

    Lastly so many people underrate his shred, yes it's mediocre if you don't recognize/know when you can use it but if you can it's pretty good and it also makes T L walls and shack in favor of him since he can run it the survivors way and just hold shred and react to whatever they do. An important thing to learn as demo is recognizing spots in the open that makes shred unavoidable as well as the max distance you can shred to fully utilize those spots.

    Is he competitive? of course not only like 4 maybe 5 killers are but against good teams not insane ones he can still compete if you are good with his shred.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025016#Comment_2025016

    Your list is not exactly accurate in my opinion. Pig can mitigate the first half of that with Crouch and line of sight blockers. Myers can as well with being undetectable in Tier 1 and only a 16m terror radius in Tier 2 which can be pushed lower with perks and addons; the 2nd half of the chase he can mitigate because nobody runs away in a straight line vs Myers cause that's a good way to feed him Stalk. Freddy is invisible to awake Survivors past 32m and inconsistently visible outside 16m so that could end up making it not work and I've had Freddy teleport to a gen in front of me when I've tried to hold W on him.

    In addition to that, every killer has Perk options to help with either side of it. M&A, Trail of Torment, Tinkerer, and Dark Devotion for the first half. Save the Best for Last and maybe Play With Your Food for the second half.

    ok but can you tell me every killer you listed will close the distance each time?

    no if they are spotted early they can be ran and 16m is a good distance to do that against freddy/myers

    also im not taking perks into consideration

  • I didn't see a focus on balancing so i would say better rewards.

    i don't see a new mode coming to the game so i just chose the more realistic option.

  • it does exactly the opposite of what you should do when that close to an injured survivor which is take the heat from them to waste the killers time.

    Because of that the perk for high level play will be F tier since there isn't a need to hide in fact you want to do the opposite.

  • he can unless that got changed.

    the only thing wraith can't do is attack any other interaction he can and should be able to do.

  • I don't think the perk needs a buff it's pretty good as it is

    Once you are hooked or activate it you always have at least one survivor linked and it's not hard to get more than that.

  • it wasn't just haunted grounds, if ruin stayed up/ got saved 5 times it was pretty OP.

    Because of the chance of a strong hex lasting too long it got nerfed, i still think they went a bit overboard with it tho by making its aura reading nearly useless.

  • @RhysTheDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025215#Comment_2025215

    Good suggestion, if they actually gave the perk better totem defense and awareness like TOTH then there wouldn't be as much of a problem besides awful totem spawns, i feel totem perks will always be inconsistent until they fix totem spawns

    I wasn't talking about the alert that TOTH has just the stalling bit, in my eyes the reworks would be like this.

    Hex: Undying: When another hex totem is cleansed it replaces this totem and keeps all of its tokens. For each totem in the trial cleansing speed is reduced by 5/10/15 %. (21s)

    Hex: Thrill Of The Hunt: While this hex is active when a survivor is within 5 meters of any totem their aura is revealed for 2/4/6 seconds. When a survivor cleanses any totem their aura is revealed once more for 10 seconds. As long as this Hex persists gain 50% more bloodpoints in the hunter category.

    Undying should simply be for keeping your totem alive as long as possible but i don't think it needs to alert the killer when it is being cleansed, i actually don't like that aspect of TOTH so i think replacing it with pure aura reading even for hexs would make this perk worth running and better at defending totem/finding survivors.

  • Undying was good even if it protected your totem once, it was OP if that protection lasted 5 times.

    The only thing they messed up was not replacing the aura reading with something useful/better as that part of the perk is almost useless.

    i honestly think they need to switch TOTH and undyings effects and rework TOTH to be a tracking perk much like old undying was and undying as a stalling perk so it has an effect at least related to what it does.

  • @Yumyumtasty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025088#Comment_2025088

    Break LOS against a good nurse on Maps like Ormond, good luck tell me how it went.

    Why the heck defend a killer that nobody plays in the first place and the few that do play this game professionally.

    And yeah if it's so easy to run her go play against Zubat or any player who's competent with her, all of her power is in her Hands, she's a dream scenario for killers like the trickster who's completely the opposite. This is a mario-party style game where the issue of genrushing has been swept under the rug exactly because of that, a MAJORITY people usually do not play this way.

    Every killer has maps that are good or bad for them that's just how the game is, Hag on Midwhich is nearly unbeatable if they are good since a trap in the hallway results in free hits and survivors have to use the hallways, at least i haven't lost any games on that map as her.

    When playing against nurse you are not playing DBD you're playing the nurse game, pallets and vaults and standard chase procedures are replaced by using LOS objects, being unpredictable, and juking around corners and just in the open as well as using the map to try to mess nurse up such as running around shack with the basement in it or around an object to get her to mess up a blink or hit that object.

    Nurse is defended because it takes a lot of skill and time to learn her and it turns the game upside down in terms of how you play against her. Also as i said before with the current state of the game why shouldn't a single killer be very strong when survivors can get a good group together and destroy almost every killer in the game.

  • Holding w is only effective against 7ish killers, any killer that has mobility, a ranged attack, reliable insta down, also if the survivor was injured/exposed already this isn't effective.

    Sure it is an issue for those killers but that's just how the game is i honestly see no way to fix this not that it needs to be fixed in the first place.

    For those killers the most effective this is against is Freddy :0, trapper, doctor, and PH since his power isn't good in the open.

    For killers it works against just slightly less for reasons it's Pig, ghostface, myers, and plague. Maybe leatherface but it's risky.

  • @DeliciousFood said:

    I'd put Hag in A tier. She's a solo destroyer but only Hags of Michi's level can really compete with SWF's, and they won't beat tournament guys in serious settings. When a killer is exceptionally good vs solos but falls flat against organized teams, the power is probably badly designed and need fixing. Still, very strong with lots of skill, but not S tier IMO.

    Blight is a very difficult subject. I do believe an optimal blight with DPI abuse is superior to Spirit, as he can pretty much hit you anywhere at anytime with little you can do about it. The difference is that Spirit pretty much cheats her way through strong teams with her stand still bullcrap while Blight can still be predicted (but once again, DPI abuse + absurdly high skill can make EVERYWHERE unsafe).

    I would not put Clown over Plague. She may lack chase strength, but she makes up for it with massive snowball potential. Similar to Oni in a sense but less efficient. Still, I do think Clown earns a spot in bottom B simply due to how good he can be in 1 v 1. But Plague deserves more. She can crap on loops with her corrupt purge which is given to he for free now.

    IMO Slinger is superior to Huntress in higher levels. Slinger may even be deserving of bottom A but that's just me.

    Freddy should probably replace Hag in bottom S. While he may not be ass good vs strong teams, he's still GOOD no matter what. Hell he's good against EVERYTHING that isn't some ridiculously sweaty SWF when played by the most average of players.

    Switch Billy and Pyramid, Billy just isn't that threatening in loops, even if they're curve Gods. His mobility is very nice but his chase potential is very MEH since his addons got reworked. Pyramid, while lacking map pressure, makes up for it with cages and meta perk countering, which is CONSIDERABLE if you want to win against stronger teams (he'll still fail against the top, but so will Billy).

    Oni's fine where he is, although his position in A can vary. All it takes is a safe pallet looping team and he may as well be D tier.

    Myers ... Yeah, D tier. Pig is D tier, the only time she's a threat is when there's this tampered timer + box/removal time abuse. Which is just RNG crap, and RNG is what makes this game suck. Pig sucks. I still love her.

    Ghostface bottom C. Inconsistent power, basically an M1 killer that has a gimmick and that gimmick is extremely unreliable. No killer with such inconsistency should be taken seriously.

    Solid list, most of my answers are tweaks more than anything.

    I would put Hag in the same position as the 3rd best killer but i also don't think she is S tier still the 3rd best imo.

    Freddy is strong but you can just hold w against him and waste 40 or so seconds at least of his time good teams do this to him and he just losses because of this he isn't S tier or top of A tier. Hag doesn't care and just downs people with her power without leaving her area not even destroying a good hags web is enough to seriously hinder her and you more then likely didn't disable that many traps, she also has insane snowball potential which matters a lot in higher level play.

    Slinger isn't better than huntress simply because huntress has such good snowball potential/crowd control and that matters more than ending chases 10-20 seconds faster. Also good huntresses land some insanely cheeky shots over objects.

    As for the others you mentioned yeah i kinda agree.

  • I would put blight in A tier and PTB wraith in B tier

    A good blight is very deadly in a chase and has map pressure, PTB wraith gets a lot of cloak hits and also has good map pressure.

    Twins can't be higher than C i don't care what you rate them either because they are only good against uncoordinated teams that don't know how to play against them. If you face a team that is coordinated and knows how to verse twins by abusing lockers to make her never mass slug then she is on the same level if not worse then D tier.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025053#Comment_2025053

    I don’t think killers should be notified that a hatch is being opened, they already get enough free information. You may as well alert them if an exit gate is being opened.

    Also in that idea combined with the short time it takes to open hatch the killer would be split on defending it and the gens unless they chase the key holder.

    It's not like it would be impossible to escape by either means in fact i would argue it gives the survivors a better chance of escaping but not like the free escapes keys are now.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2025053#Comment_2025053

    I don’t think killers should be notified that a hatch is being opened, they already get enough free information. You may as well alert them if an exit gate is being opened.

    I think it is needed but not something as simple as a notification bubble the second it starts

    In my previous post i posted my idea for it and i think that if the hatch had a seal of some sort that once broken alerts all players of its location and then allows it to be opened with keys that would allow the killer to add it to the list of things to defend.

    Then after that simply adding a directional audio of say 20 or so meters when opening the hatch would be a very fair way to alert the killer. The reason this is fair is because the time it would take to open hatch is kinda short, in my idea i think it should take 12 seconds and if the killer isn't near or is in a chase that seems like a good time to try to open hatch.

    I don't think opening the hatch should be easy, making it so the killer can reasonably defend it is the best way to balance it.

  • I think something like this is exactly what hatch needs

    @AChaoticKiller said:

    The problem with the current way keys open the hatch

    The reason hatch is so unfair when it does get opened are the following;

    1. It is instant, the second you get to hatch with a key especially if you're not injured you won.
    2. There is no interaction with the killer that allows you to stop survivors from opening the hatch
    3. Once hatch is found by survivors as a solo you have trouble getting your team to follow you and as a swf you just get there and all escape.

    How to fix this?

    What hatch needs is a way for all players to find hatch and it needs interaction time to open. This will allow the killer to stop the hatch from being opened and the killer can go after the key holder to at least temporarily stop survivors from escaping this way assuming only one key is brought into the trial.

    The basics on how opening the hatch will now work

    Before reading ahead know that numbers are subject to change if a value doesn't set right with you it can be changed.

    • Hatch will now take at base 12 seconds to open
    • Progress on opening the hatch does not save
    • The killer can grab you in this interaction
    • You no longer immediately jump into the hatch
    • If no one has escaped the trial when it is opened with a key the EGC timer doesn't start.

    This allows the killer to stop the hatch without the time being too short or too long for either side, hatch should not be something you can open in a chase or in just a few seconds near the killer. To make this a little more fair and something that can be changed is survivors not immediately escaping this allows them to help other survivors however this also runs the risk of the killer simply closing the hatch and to make this fair EGC will NOT start if no one escaped as that is basically survivors skipping having to do gens as the killer had to close the hatch. So how do we fairly alert the killer?

    Idea 1: directonal audio

    The first one and the one that out of the two idea's I will suggest is probably the better one and more realistic is directional audio. Depending of if the second idea to alert the killer is implemented the values will be as follows:

    • All players can hear the directional audio of hatch being opened at 20 meters
    • The audio is almost constant during the whole 12 second interaction
    • If the second idea is not implemented the audio should instead have a range of 40 meters.

    idea 2: the seal

    This idea is pretty basic basically the hatch will have a seal of some sort this can be in the form of bars, magic, the entity whatever the point is you can't open the hatch until this is broken. once it is broken by an interaction it will alert all players by a noise bubble much like a hex totem being cleansed.

    • interaction time to break the seal 6 seconds
    • once broken all players are alerted to it's location
    • If the seal is not broken and only one survivor is left in the trial the seal will "dissolve" and hatch will still open. This does NOT alert the players of the hatches location.

    What does this all do?

    This provides a way for all players to find hatch mainly the killer and with hatch taking time to open and telling players a survivor is opening it allows survivors to try to help and the killer can try to stop it. I think that both of these idea's should be implemented but if one of the two would be implemented it should be the directional audio. This would make keys fair with how hatch currently spawns as well as how and when you open hatch and provides more interesting gameplay.


  • I think the idea of multiple survivors escaping by hatch is fine, it's the implementation that's the problem.

    Hatch is completely BS in the way that it is opened, in order for that aspect to be balanced it needs to take time, alert the killer in a fair way, and not save progress so you can't set it up beforehand.

    With those implemented instant escapes won't be a thing and the killer can stop hatch from being opened if they are near enough to be alerted. It would add interaction with the killer which is what opening hatch needs to be balanced.

  • Haddonfield obviously, after that it is The Game and Midwhich since the game is pallet hell and Midwhich is hold w hell.

    Besides those god awful maps i think both swamp maps are just extremely annoying to play on as either side i just hate that map, I honestly would rather play on any indoor map than a swamp map.

  • This is only valid against certain killers that don't have any form of a ranged attack or mobility, also this isn't that valid if the survivor is already injured/exposed.

    So pig, trapper, doctor, myers (EW3 not ready), freddy, ghostface (if spotted early), Oni (without power), and PH (his power doesn't have enough range and is too slow), plague (at base the survivor is injured and you don't have a chase power).

    So if this was used in every chase only 7 killers suffer from this so it's not as big of an issue as true makes it to be. Still against this killers it is very effective and makes them a lot weaker.

    This also ignores that they don't go to a loop when the killer is almost too close so PH has a slight advantage over everyone else but for the others this tactic will cost them the game if all survivors use it.

  • @Dizzy1096 said:

    If you dont like him why buy it at all? Its not like the perks are any good

    No his perks are pretty good

    His expose perk is pretty good on certain killers like nurse or hag both of which i main.

    His window blocker perk is also pretty good so i might run that on m1 killers and if i ever feel like playing twins which i never do that perk is probably the best for her so vaults don't screw victor as much.

    His perk that blocks the exit gate switches is the only bad perk but since it's 42 seconds which is a long time it might be good on certain builds on certain killers, best i can think of is upcomming wraith with noed+that and then some slowdown.

  • Yeah im not giving them a cent for the character, I really don't like how bright he is either and was going to buy a skin but im honestly so disappointed with the announced changes that i'll settle with a cheap recolor of him that makes him darker.

    In his current state i just refuse to spend money on him at all.

  • @Sluzzy said:

    "MANY post saying he is weak, MANY videos saying he is weak, MANY saying ricochet should be base kit"

    I never saw a Trickster lose on the PTB. You can't buff an already strong killer. This is killers only playing him for a few hours. Wait until people main this killer, they'll be no escaping.

    Truetalent went against some reallllly good survivors and got destroyed until he went onto the servers to go against randoms.

    I doubt any game that was on the ptb server could represent balance since there it just pairs up players with anyone regardless of rank or skill, but as said when true went against some really good survivors he got demolished since trickster just can't deal with that kind of pressure.

  • @Yumyumtasty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2024803#Comment_2024803

    Who does this killer exist for? The 50 people who play this game like a tournament? She needs a rework badly, League had a Champ like this and even tho like less than 0.1% of the playerbase could play him he got nerfed because he ruined every game that he was in.

    She exists for the people who are willing to put time into learning a strong but difficult killer, I have been learning her on console and it took me weeks to get to a point where i can accurately blink without thinking about it too much but even with that there are bugs, LOS, and perks that make it harder to track/accurately blink onto survivors.

    In an earlier post you said nurse is easy in green ranks, well in those ranks people don't know how to verse a nurse and are predictable as hell try saying she is easy again after playing a few games against red ranked survivors. I bet survivors are not doubling back, juking, and just being super hard to predict even in the open oh and there is a ton of dead hards which is the best perk against nurse besides iron will.

    She may need changes but as the game is nurse is low on the priority list mainly because the survivor role is just so strong that a good team is only beatable with like the top 5 killers. Until the game is in a better state nurse is fine as she is.

  • The upcoming DS nerf fixes everything unfair about it.

    The only thing that i think needs changing is removing healing from the list that deactivates it. The argument is "If you performing healing your not getting tunneled" but you can bypass this with perks or another survivor healing you yet you can't heal yourself with a medkit or selfcare. Also no matter what if you get healed in any way you were not getting tunneled so why not just let healing be a thing so you don't hurt your team by not healing them and so you can use a medkit in case your unhooker just doesn't heal you.

  • I went against 3 different pigs in a row, it's been weird lately.

  • @Blueberry said:

    Yeah anything greater than 20+ seconds of chase is a survivor win.

    Too many people think of a win as literally escaping the chase. That's how we end up with so many wild balance issues.

    If you never manage to snowball or get back into another chase quickly yeah a good team might win from that... might.

    It is pretty unlikely most of your chases will be like that unless you play certain killers.

  • I think 40 seconds is the most you should ever chase a survivor if it goes longer than that you lost to them.

    A good chase is about 20 seconds that is a complete win for the killer and honestly most of the time it is be the survivors fault if the chase lasted that short.

  • I think mmr is being tested out if you were demolishing your past games it probably rated you high and you got them.

    If it's not on then what can i say the matchmaking in this game has always been completely trash.

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2023972#Comment_2023972

    It's because his 1v1 is so good he's bottom A tier. You can beat just about defeat any and every killer (but the S tier killers) by just splitting up and working on gens.

    I mean A tier means they can do ok against good teams, he simply can't so i don't think he belongs in it at all, top of B tier sure but he can't compete especially since he can't snowball. Sure you can beat nearly all killers by splitting gens but there is an aspect to that which is how easy is it to do that to the killer and how often are opportunities presented where you can capitalize on survivors and snowball.

    Deathslinger since he is only good at 1v1's just doesn't belong, every other killer in A tier has good snowball potential expect PH who has a very strong tunnel ability which is the fastest way to kill survivors while still being really good at ending chases.

  • Deathslinger isn't A tier imo, he can't beat good teams since he is literally only good for 1v1's.

    He can't beat any good team since they will just split gens and finish the game from there. He also lacks a good way to snowball which is often needed to win games against good teams.

  • If you don't miss shred and can get a ton of cheeky shred hits then he is actually decent to good.

    problem is you have to be really good at shred in loops and recognizing when you can land shred hits in the open is what separates good and bad demos.

    If you don't shred enough and miss too many then it makes him kinda bad.

  • I mean at the least if he doesn't receive any buffs they could just make it so once we have Main Event we can use it whenever we want instead of having like 10 seconds to activate it.

    That's my main problem with him this ability is just so inconvenient to use. The next problem is how it takes too many knives to injure a survivor on top of the laceration going away over time. Either reduce the amount of knives needed to injure a survivor or remove the decay of laceration.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2023516#Comment_2023516

    Deathslinger doesn't shut down Looping as effectively for me. But I'm not here to argue with any of you. I'm just stating the simple, honest truth; I didn't find him weak, nor do I think he will be at the bottom.

    I mean considering that deathslinger isn't that competitive and trickster as said is basically the same as him but easier he wont be strong or at least he isn't viable.

    You can play whoever you want but it's painfully obvious that this killer just isn't that good in his current state.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2023473#Comment_2023473

    He shuts down loopers. Since I am not the strongest Looper myself, and thus not the best at countering them, I found Trickster's power to be extremely effective FOR ME. I'm good at mind games. I'm good at finding people. I have a knack for situational awareness. These are all reasons I'm good at Spooky Myers. My inadequate Looping ability (which I work on constantly) is why I'm terrible at some other Killers. Trickster covers MY greatest weakness, and thus for me he was extremely potent. People who are already good at looping and shutting those things down probably wanted more out of the power as far as damage output.

    I mean if you can aim why not just play deathslinger he literally does what trickster does but better.

    That isn't a joke, trickster is just a deathslinger that is slower at ending chases but can deal with body blocking.

  • @Ramxenoc445 said:

    I think it'd ruin all mind game potential for her, but I don't play her and don't like playing against her too much so if she gets any nerf I'm happy because she'll be used less.

    There would still be mindgame potential you just have to be in your power.

    I honestly think the standing still mindgame is stupid and it can be accomplished in the same way if you use your power and stand still.

  • Is there any other name than Daddy?

  • @swager21 said:

    man ######### the rework. the only reason i use this perk is cuz of campers and itll still do a good job at protecting me from them. a bit pissed about the fact that unhooking deactivates it

    Yeah unhooking and healing feel unneeded especially when you can heal yourself by other means so all it does is hurt your team.

    The reasoning for it deactivating when you do the healing is also BS since if your getting healed your also not getting tunneled so...

  • Still a good perk, tunneling dramatically increases the speed survivors die it's literally the fastest way to kill someone.

    The ability to greatly hinder that with even just the existence of an obsession makes this perk still worth running, at least i know i will still run it.

  • @AChaoticKiller said:

    The problem with the current way keys open the hatch

    The reason hatch is so unfair when it does get opened are the following;

    1. It is instant, the second you get to hatch with a key especially if you're not injured you won.
    2. There is no interaction with the killer that allows you to stop survivors from opening the hatch
    3. Once hatch is found by survivors as a solo you have trouble getting your team to follow you and as a swf you just get there and all escape.

    How to fix this?

    What hatch needs is a way for all players to find hatch and it needs interaction time to open. This will allow the killer to stop the hatch from being opened and the killer can go after the key holder to at least temporarily stop survivors from escaping this way assuming only one key is brought into the trial.

    The basics on how opening the hatch will now work

    Before reading ahead know that numbers are subject to change if a value doesn't set right with you it can be changed.

    • Hatch will now take at base 12 seconds to open
    • Progress on opening the hatch does not save
    • The killer can grab you in this interaction
    • You no longer immediately jump into the hatch
    • If no one has escaped the trial when it is opened with a key the EGC timer doesn't start.

    This allows the killer to stop the hatch without the time being too short or too long for either side, hatch should not be something you can open in a chase or in just a few seconds near the killer. To make this a little more fair and something that can be changed is survivors not immediately escaping this allows them to help other survivors however this also runs the risk of the killer simply closing the hatch and to make this fair EGC will NOT start if no one escaped as that is basically survivors skipping having to do gens as the killer had to close the hatch. So how do we fairly alert the killer?

    Idea 1: directonal audio

    The first one and the one that out of the two idea's I will suggest is probably the better one and more realistic is directional audio. Depending of if the second idea to alert the killer is implemented the values will be as follows:

    • All players can hear the directional audio of hatch being opened at 20 meters
    • The audio is almost constant during the whole 12 second interaction
    • If the second idea is not implemented the audio should instead have a range of 40 meters.

    idea 2: the seal

    This idea is pretty basic basically the hatch will have a seal of some sort this can be in the form of bars, magic, the entity whatever the point is you can't open the hatch until this is broken. once it is broken by an interaction it will alert all players by a noise bubble much like a hex totem being cleansed.

    • interaction time to break the seal 6 seconds
    • once broken all players are alerted to it's location
    • If the seal is not broken and only one survivor is left in the trial the seal will "dissolve" and hatch will still open. This does NOT alert the players of the hatches location.

    What does this all do?

    This provides a way for all players to find hatch mainly the killer and with hatch taking time to open and telling players a survivor is opening it allows survivors to try to help and the killer can try to stop it. I think that both of these idea's should be implemented but if one of the two would be implemented it should be the directional audio. This would make keys fair with how hatch currently spawns as well as how and when you open hatch and provides more interesting gameplay.

    This is my in-depth rework for it, it needs more than just time to open hatch it needs a fair way to alert the killer.

  • chase perks and regression, you can also run TR perks if you really want and the only aura reading i would ever run is nurses calling.

    Im currently using stbfl, surge, MYC, and pop.

    There is one perk that is iffy on Hag which is corrupt intervention, using it makes it so it's harder to secure a 3-4 gen later in the game but can help get chases started faster but that also might mess up your set up. It does stall the match but as said makes it harder to win later on.

  • I think it should be 5% which is 4 seconds, we could also buff overcharge to make it regress gens an additional 5% and the skill check regress by 5% to make it apply the same regression just more reliable (10% for kicking a gen, 15% if they fail the skill check)

  • yeah no the perk is extremely good, you just can't tell due to a lack of experience with it i assume.

    The distance you save with it at 8 stacks is tremendous to the point where Demo can almost shred again right away when otherwise he couldn't, your right that not all killers are like this but the point is the distance you save with it as any killer is a lot, you shouldn't be able to get to 8 stacks any quicker than we currently due.

    Also if a survivor messes up you can easily hit them nearly right away. At vaults when you hit them they barely get any distance since they lost the speed boost from being in an animation and you recovered almost 2x as fast.

    The perk is very strong and it doesn't need a change to make it better on killers that can't capitalize on it like demo can when it's already good on literally any killer in fact on killers that have barely anything like trapper and pig the perk is commonly used.

  • @aEONoHM said:

    Console survivors have been a continual disappointment since cross play was enabled. I used to say this more as a joke than anything else, but it has proven to be true. There are definitely console bros out there but they’re the exception, not the rule.

    Console killers impress me though. I’ve witnessed a godlike curvin and swervin billy, top tier huntresses, mind game master ghost faces, etc on console. The only two pc killers that typically eclipse their console counterparts are nurses and blights.

    I have actually gotten very good at nurse on console she if you can put the time into is on par or better than spirit on console.

    As for blight since PC can literally turn better than us and there is a way to do 180* turns using macro's and ######### no console player can be better than a good blight on PC.

  • Yeah even now we have fps drops that happen kinda often, most of the time for me it's when an exhaustion perk activates near me as a killer. I can't get hits from baiting out dead hard or reacting to other exhaustion perks because my screen literally freezes for half a second which is a lot.

    I 100% agree with the messages thing, PC can easily ignore all comments but we communicated with the console message system which is easily spammable to annoy people with the high tone alert you get that also covers a part of your screen.

    Also for those idiots that say "well console does X thing" no that is a person doing X thing and it's not limited to console. Do you know how many matches i have gotten with brain dead PC players? I literally just had a game on a swamp map where a meg had a full key build and literally did nothing all game and escaped by hatch and yes she was on PC.

    edit: btw on console we can do just as good if not better than most PC players when it comes to all killers but blight, Oni i think, and ranged killers. However there are some people out there that can do amazing with ranged killers with a controller but they are rare and for nurse we can't be the best but we can easily be better than most nurses if we put the time into her.

  • His ability is actually pretty fun it's frustrating because it doesn't effect the match enough/isn't strong enough.

    The legion doesn't need a full rework imo all they need is a reward system for getting frenzy hits and any rework that involves switching between members wont work that well and feels like a copy of the twinss, also your idea is waaaaaay too complex and their is also the issue of cosmetics.

    edit: as for a reward system this is what i came up with.

    For each hit in frenzy you gain a token. Tokens are consumed when frenzy ends.

    1. Nothing
    2. Reduced feral frenzy fatigue
    3. Reduced feral frenzy fatigue and all survivors affected by deep wounds are revealed by killer instinct for 5 seconds after frenzy ends.
    4. When feral frenzy ends you go into a fatal frenzy, your movement speed is drastically reduced for 2 seconds before moving at 5.2 m/s it then lasts for 8 seconds during which your attacks injure and down survivors, hitting survivors in this state adds 4 seconds to it’s duration. Survivors affected by deep wounds in your terror radius are revealed by killer instinct during this time.


  • @[Deleted User] said:

    I hate this about Ghost Face. I think it's fine that he can 99% the meter, then approach and finish the stalk. I just don't like that accumulated stalk points persist indefinitely, even after multiple reveals. Here's how I'd change him to address this and other issues I have with him:

    Nerfs:

    • Allow Ghost Face to be revealed within his full 40m stalking range.
    • Remove the radial indicator when Ghost Face is being revealed (but keep the audio cue).
    • Remove the 20% body visibility requirement to reveal Ghost Face. If he can stalk he should be able to be revealed.
    • Reduce the time reduction from all Night Shroud recovery time add ons.
    • Make stalk points start decaying after a certain amount of time (-1.67 SP/s starting 60s after the last stalk, for example; can be tweaked for balance).
    • Add a short amount of persistence for survivor reveal progress (5s, for example; can be tweaked for balance).

    Buffs:

    • Substantially reduce the base recovery time of Night Shroud (30s -> 20s, for example; can be tweaked for balance).
    • Remove survivors' ability to reveal Ghost Face over obstacles and around corners. If he can't stalk he should not be able to be revealed.
    • Add a few seconds of killer instinct on any survivor that successfully reveals Ghost Face (5s, for example; can be tweaked for balance).

    Neutral:

    • Remove and replace his Driver's License and Ghost Face Caught On Tape add ons.

    My goal is not to affect his balance much on the whole, but hopefully to reduce some inconsistency and frustration for both sides. Feedback welcome.

    ----

    I didn't play the PTB so I have no thoughts on Trickster's power lol

    the body reveal being 20% is so he doesn't get revealed through walls, i believe in the ptb it was even less than that or it was just any part of him and he was constantly getting revealed through walls.

    I do think nightshroud needs a buff to it's cooldown as it is wayyy too long.

  • @Phasmamain said:

    I guess because Ghostface has to actually hit you as an m1 killer

    True but i mean... you have to be close to that distance as trickster anyway and land your 7 knifes after using like 20.

    Oh and they have to be injured.

  • I really hate this map as either side, too many dead ends and pallets.

    even the breakable walls are questionable.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2018231#Comment_2018231

    I am admittedly getting confused now who in the thread things it's a good idea to genrush against pig and who doesn't. I'm just glad this isn't tumblr, because I dread what random, scary scientific and/or historical facts I might have learned by now.

    For the record this is about the tempered timer + extra box not her default RBT's.

    my whole point is that addon combo needs to be addressed.

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