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Adjatha

Adjatha

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Adjatha
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  • RE4. The Red9 is the height of a good feeling, suitably strong gun. Plus, the Plagas and bosses are both freaky and fun. Wish we could get a Chief Mendez skin for Nemesis (with a plagas tendril instead of the normal tentacle)

  • Huge list of ideas

    "Oh, great, let's take a look."

    22 pages long

    Not a single mention of Pyramid Head in the entire list, despite PH having the worst, most useless Addons of any killer in the game

    Closes document.

    0/10, my friend. Zero out of Ten.

  • Spamming noise actions should put crows on survivors. If they want to be loud, let them enjoy some loud, annoying noise too.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736409#Comment_2736409

    I agree, I would just like to see a buff to Pig that helped her out with more than just new survivors. I think Pig needs more ability to down survivors or a way to better track survivors as RBTs are useless if you can't get a down to begin with.

    Well, that's a much taller order.

    They COULD make it so that her dash charges up while in chase and slowly fades when out of chase. When it's full, she can do a free dash without crouching. Survivors can counter play it by breaking chase with tall walls, pallets, and dropping LoS, but it make her far more capable against the Hold W crowd.

    Personally, I think it would be neat if they did a thing like the Nightmare where you use the AddOn to change her Reverse Beartraps into something else. Like the Finger Trap from the new movie Spiral. Amanda can set up Finger Traps on generators, like the Blast Mine survivor perk. Once the Gen hits a certain point (50 or 70 or something), the generator becomes blocked and anyone repairing it is trapped in place and has to do the RBT skill checks to free themselves. If they don't succeed enough checks in a certain period of time, they become injured and if they still don't succeed after a REALLY long time, they die. Counterplay would be to just hit the checks and unblock the gen.

    Wouldn't improve her chase, but it'd give gen slowdown, potentially coral survivors in for some hits/downs, and would give her RBT a use even against teams too slippery to down normally.

  • It would've taken so little effort to just put in a line like: "And don't worry about all these possible survivor buffs, killer players; as solo survivors get more tools, we're also looking at ways to help you deal with highly successful SWF groups as well."

  • Just make it so that once the flashlight is on, you can't turn it off for 3 seconds. No more clicking and provides a hard limit on how many times they can get flashlight stuns off.

  • Using OP perks isn't toxic, it's just being competitive. It's also boring and frustrating because the top perks never get nerfed enough and the crummy perks never get buffed enough.

    Sitting on generators and finishing them super quickly isn't toxic. It's optimal game play but it's also a great example of the game's fundamental weakness that is actively ignored by the balance team.

    Holding W to run away or looping the killer and evading hits isn't toxic. It's the (current) intended path for survivors to take. The fact that it's so absurdly effective is the fault of poor map design and worse designed killer powers, not the survivors.

    Disconnecting when you would be downed or hooked, surprisingly, isn't toxic. It's incredibly poor sportsmanship, harms your team, and makes you look like an 8-year old throwing a tantrum because you didn't get your way.


    Building your team for blinds/stuns/sabotage IS toxic. It is a team strategy that requires out of game tools to work (comms), is not viable for solo survivors, and focuses more on making the killer player miserable than actually winning the game.

    Refusing the leave the match until the killer walks over to watch you T-bag in total safety IS toxic. It's an obnoxious little gesture to lord your victory over the other player. It's poor sportsmanship, bad manners, and childish.


    Words get thrown around without regard for meaning or intensity, especially on the internet. But just because something is objectionable doesn't mean it's toxic. Toxicity is doing something for the sole, express purpose of making someone miserable, especially when your behavior spreads and infects others into behaving in a like manner.

  • There are 90 killer perks and 101 survivor perks.

    But there's only about 10 killer perks worth using, and (if end game screens are any indication), there's only 5 survivor perks anybody bothers to unlock.

  • You could kill Jason in the Friday the 13th game. But it was an extremely elaborate sequence of events that needed the whole team to work together on.

    Also, in that game, Jason could just straight-up kill players because there were seven of them. The maps were big, but his power set unlocked as the game went on, and he had teleports aplenty to deal with the traversal issue. Plus, the game had a wide variety of tasks and paths the survivors could take to win.

    It's really a shame the IP Lawsuits killed that game off. So many great asymmetrical concepts that are completely lacking in the rest of the field (lacking in DbD especially).

  • Moris got gutted a good 5-6 months before the hatch changed. I would not look for any boon perk nerfs until The Ring chapter AT EARLIEST.

    It's far more likely that survivors get to play with their toys for longer than killers in every case. Full stop.

  • When the game is 1v4 and killers get nerfed to be worse in 1v1 against an average skill survivor, the priorities of the game are not where they need to be. A majority of killers do not have 1v4 powers. They have 1v1 powers. Making them worse at that makes the fact that they're outnumbered compound worse and worse as average player skill level goes up.

    Is the game hard for brand new survivors? Absolutely. The tutorial, even the new one with the bots, does a very bad job explaining core game concepts like vault speeds, looping, tile strength, and evasive movement. The problem is that rather than demanding more from survivors, it is all too often the case that killers are brought lower to make them easier to deal with.

    The game is being balanced around the bottom and when you do that, it feels less rewarding, powerful, and fun to play as a killer.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736427#Comment_2736427

    the rat liver nerf definitely wasnt the only demo change

    https://us.v-cdn.net/6030815/uploads/8LE56VDN5X64/image.png

    this was every change on the ptb, more than just rat liver.

    though, you are correct that the movement speed while charging shred was only added on live

    https://us.v-cdn.net/6030815/uploads/QCUFON0IRW32/image.png

    if what you meant by your comment is that they only added the movement speed nerf after the ptb went to live, and not that the only change on the ptb was a rat liver nerf, then i apologise for misunderstanding.

    Yes, I was talking specifically about the Rat Liver, not the rest of his changes. It was the most-used addon by a wide margin because it made his core power useful, fun to use, and the rest of his addons were atrociously bad. They went about changing his other stuff, but just gutted his Rat Liver on the principle of "well it gets used the most so it must be nerfed," while completely missing the reason WHY it was being used.

    The outrage was sufficient that they went and baked 4.5% of the original 9% into his base power, and let you keep 3.5% on the addon (for a total of 8%, which was still an effective nerf, but far less of one).

    That's similar to the current issues, where addons are being nerfed not because the killer is any good or the addon is too good. Just because everyone uses it due to everything else being awful.

    It'd be like if they nerfed Pyramid Head's shockwave range addons. They're literally the only addons PH has that do ANYTHING at all, so they're used in virtually 100% of games. But, of course, nerfing those would involve the Devs looking at PH's addons, even slightly. Which they steadfastly have refused to do for the last 18 months (despite him having the worst addons of any killer in the game).

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736413#Comment_2736413

    Uh, are you sure?

    https://us.v-cdn.net/6030815/uploads/Y8AKG2JMFNMT/image.png

    https://us.v-cdn.net/6030815/uploads/Y4H1A7YFY56P/image.png

    Because they both happened in the same patch? And Rat Liver was nerfed because the base speed was increased, too, so even if it did end up as slightly slower it was now no longer a requirement.

    They happened in the same patch because the rat tail nerf was in the PTB by itself. They buffed his core power by the time the patch was finalized.

    That is, after all, the point of the PTB. To do a thing, get feedback, and make the appropriate changes.

  • @Fantasy said:

    What a dumb idea. So if someone tries to stop you from going second stage by unhooking next to a camping killer they get punished? Like what if you had DS?

    This isn't about camping killers, though. This is about survivors who just run at hooks, in direct view of the killer, and get the guy off the hook just in time for the killer to hit them. Every survivor has the ability to sneak without needing perks, items, or addons. Yet for some reason, the worst team mates will just run around at full speed, out in the open, and unhook you right in the killer's face so that they can down and re-hook you.

    It's called 'farming your teammates,' and it's a really scumbag move solo queue players run into all the time. And more often than not, it's not the killer's fault that the survivors don't give them the time to go find somebody else.


    If a killer is camping, you either finish all the gens completely unmolested and escape with an easy 3-out. Or you have 2+ survivors go for the hook. Or you have the guy with Borrowed Time go for the hook. Killers are no more entitled to a 4k than survivors are entitled to a 4-escape. If the killer wants to throw the game by camping the hook, just get three out and take your win.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736328#Comment_2736328

    because it made his power useable

    am i the only one remembering how they nerfed it at the same time as they buffed other add-ons + his base power as a whole or?

    They nerfed the Rat Tail first. It made him unplayably bad. The outrage was such that they went back and buffed his base kit power after the uproar.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736307#Comment_2736307

    Honestly, I don't think 8 RBT would do that much. To put them on, Pig would first have to down each survivor twice. In a close match, it could make a difference but as an M1 killer Pig can struggle. If there are only three downs all match it wouldn't help that much.

    In my opinion, the better argument against it is that it would only help Pig out a lot against newer survivors and wouldn't impact matches that match against mid-level and up survivors.

    Yeah, but virtually any killer buff is going to always disproportionately affect newer players over more experienced ones.

    Other than separate queues for SWF (which they won't do), the only thing you can do to buff killers against pro players without harming newer players is something like Bloodlust. If Bloodlust never dropped off, charged up faster, and eventually made you immune to stuns or whatever, THEN you might see M1 killers being able to catch high tier survivors (and new players get caught without ever hitting bloodlust 1, so solo queue would never even see the difference).

    But they were actively looking at removing Bloolust in its current, very weak iteration, so there's no chance of that.

  • People like to pretend that Spirit was a no-talent, super-op killer, but they've never actually played her. Her power requires a skill set that almost completely revolves around directional sound cues in a way that literally no other killer has to deal with. It's a very specialized skill set that is both difficult to learn and does not translate to improving your skill with any other killer (much like judging nurse blinks or Blight bounces). And yes, in the hands of a super good player, she was SUPER GOOD.

    But then, EVERY killer should be super good if a super good player is playing them. The fact that so much of the cast literally cannot win against an average team says more about how busted the game is than how busted the 'best killers' are.

    But, as is so very, very common; when a survivor encounters somebody who put in the work to get good with her, survivors would automatically begin complaining that she was just free wins. So Iron Will, a perk that was already really good, was buffed to trump striador and completely counter Spirit. But survivors were not satisfied with a meta perk being buffed and directly countering her, so she got the typical wild overreach of nerfs to make her so much worse.

    So now she's a killer who requires you to develop this whole unique skill set and all in service of a power that is completely over-telegraphed. Why would people take the time to get good when she's objectively worse and not worth the time you have to put in?

    If you have a super high skill floor, you have to have a high skill ceiling. When you lower the ceiling, you either have to lower the floor or people are just going to quit.

  • Really, they should just put a 10 second timer on the hook so survivors can't even auto-unhook you. That way, if somebody bombdives in, the killer chases them instead and one of the less braindead members of your team and SAFELY unhook you while the grognard gets slashed apart for their lack of game sense.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736232#Comment_2736232

    Isn't that what they did with Demopuppi's Rat Liver add-on as well?

    Yup. Everybody ran it because it made his power useable and they read the stats as "everybody uses this so it must be overpowered."

    Like... No. Just no. You applied bad numbers to the power to make the killer feel bad to play and keep the power from working so if there's an addon that fixes your bad math, everyone is going to use it.

    Nemesis can take just as long as Myers to tier up, but unlike Myers, he doesn't actually get a power spike from doing it. The tier us is JUST TO MAKE HIM PLAYABLE. Like, no duh everyone would run the thing that makes tiering up slightly faster.

  • @NOEDENJOYER said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736312#Comment_2736312

    my dude the Pig is trash because she's an M1 killer, giving her infinite RBT's wouldn't change a thing

    Well, it would slow down generator progress, which theoretically, would give her the time to actually close out the chases she can't deal with quickly. I guess that assumes you can actually catch and down survivors though. Which in this day and age, might well be too tall an order.

    Personally, I'd just like to see how close a survivor's trap is to popping. I think it's really dumb the survivors can see that but all the killer gets is a wildly unhelpful blinking light. Wouldn't actually make her any better of a character, it's just another case of "survivors get more information than killers about the killer's power"

  • I mean, technically it would be 9. But that last one wouldn't ever activate.

  • Alternately any of these:

    Give her another Reverse Bear Trap every time a generator is finished.

    Let her crouch and uncrouch at the speed of survivors (e.g. Instantly)

    Give her 8m survivor aura reading while crouched

    If a Reverse Bear Trap is removed on the first try, the generator with the most progress is blocked for 30-45 seconds

  • If the hooks were easier to control, or stayed just as hard but did more, or his box passively had a "you must be THIS close to see the aura" effect, or all his good addons hadn't been gutted... I'd agree with you.

    He has great animations, great skins, great voice lines (again), and one of the best Moris in the game. He's SO close to be amazing. If only they hadn't jumped the gun AGAIN and nerfed a killer before the player base had the time to learn how the power works.

  • I agree. Survivors who bomb-dive hooks right in the killer's face (especially when it's 3 seconds after they just finishing hooking) should be significantly punished and the person who had no control over their team mate's atrociously awful gameplay should not.

    The game has copious stealth and sneaking options specifically so that survivors can creep up carefully and rescue when the killer has moved away, but all the most-used perks are designed to just excuse bad players from playing badly, no matter how much they harm their team mates.

  • Balancing around high MMR means balancing the game around the existence of SWF. And they are explicitly NOT making the game any harder for any survivor player just because SWF makes the game easier. The (recently outlined) plan is to keep buffing solo survivors again and again until the low tier survivors get closer to the high tier ones.

    There are no stated plans to adjust the holistic killer experience in any positive way beyond sometimes slightly tweaking the worst perks/addons for specific killers, every so often.

  • @Gwinty said:

    How about we keep it hidden but add the mechanic of Hex: Plaything to it: Survivor can see the aura when within x meters from the boon. Something around 16m should be fine.

    NoeD in itself is not a problem but I get the lack of counterplay. Its hidden nature is not part of the problem, Killers deal with hidden nature perks all the time and they do fine.

    The Counter Play is

    1) don't get M1'd. You know, do that thing with the looping and windows and pallets that is done the whole game up to that point.

    2) just open the door and leave. The power boost only triggers when all 5 gens are done and in 99% of situations, survivors can just open the door and walk away. At worst, the killer catches one person, and gets one end-game kill. Noed only becomes a big problem when people are sticking around to try to save the one downed player and then the whole team gets taken out. Survivors are no more entitled to a 4-man escape than killers are to a 4-kill game. JUST LEAVE.

    and 3) You can just do bones. But you really don't have to because options 1 and 2 are still there and always have been.

  • @Ravenlord4711 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735806#Comment_2735806

    I really do appreciate you taking the time to respond to my reply. Yes I think you guys did a lot of work on the nurse to fix her and I really think its a great thing. Her low pick rate at lower levels wasn't IMO because of her bugs but more of because she has such a high skill cap and when you first start her you get your tail kicked repeatedly unless you start with her and even then its rough. It takes a very rare individual to push past losing over and over to develop the skill on a killer that has such potential vs just grabbing a killer like freddy or leatherface. Honestly balancing the game around high level of play IMO would be a better option simply because it will allow killers to not get frustrated when they are getting better and better but some how losing more and more. I am decent ( i was rank 1 killer a few times but took long breaks) and even where i got to i would get 1-2 kills a lot of the time. I knew i wasnt even going against the best survivors but i was getting stomped. but honestly the game punishes a play style of going for hooks instead of kills with the current meta. I can get 9/12 hooks and it still counts as a loss. due to gen speeds killers are pigeon holed into having so much gen defense you dont get a good variety of builds.For example my build on freddy is thrilling, bbq, pop, and discordance. I build mine for information to know where the survivors are but in todays meta my best option is to find a survivor and tunnel them out in order to "win" i dont like playing that way its not fun for anyone but if i play where i go after the unhooker and roam gens I will get penalized and then BM'd at the gates ( i wont go into how its encouraged to be a bad sport in this game) so it's logically better to go tunnel the first survivor i find get the 1 hook kill and move on.

    Back to the nurse update, yes it was really needed to have her bugs fixed and it is amazing you guys did it. we will still be hesitant until we really see it fixed because bugs have been around so long ( silent dying state bug) that it is a shock when its actually fixed.

    When it comes to boons the fix to boons would be easy. I and most of the killers ive talked to would be fine if boons had one of a couple changes. 1. tokens: dont change anything except add tokens once you use the 2 or so tokens that perk is gone. this way it is treated more like a hex's risk reward option. right now there is no risk to bringing a boon other than a fellow survivor breaking the totems because you can just replace it. or 2. reduction of heal self care is a perk that is literally useless right now because a boon just gives everyone super self care. why not just have the boon match self care speed that makes more sense. even then self care would never get used so now in the future self care will get buffed or reworked to be stronger and more viable. 3. give killers the option to destroy the totems 1 to cleanse the boon and again to destroy the totem. this would allow killers a way to actually counter the boon. because right now there is nothing a killer can do to have lasting effect on such aa strong perk.

    back to freddy, there wasnt small changes at first. his first changes were massive nerfs to his addons you went from 17% slowdown with 2 addons to 6% slowdown with 2 addons (both if the survivor is asleep) freddy now has no really good option for addons. his strongest ones give 20% cd reduction of teleport IF all 4 survivors are asleep. the rest of his addons are meh at the very very best. the only other one really worth mentioning is the black box which is only valid for 15 seconds for asleep survivors at the end of the match. meaning IF the survivor you are chasing to the exit gate is asleep and they open the 99'd gate it will come into effect.

    on a advice note. ( i know i dont have all the information) but as someone who plays the game I would feel better about changes you guys made if you made the info behind the change public such as the reason. Like why did you nerf the twins? or change the one thing that made a killer viable ( pinky) but if you said hey we are changing the pinky finger because without pinky finger kill rate is _____ at ranks _-__ and kill rate is ___ for ranks ___-____ but with pinky finger the kill rate is ____ at ranks ____-____ and ____ for ranks ____-____ so we pinky finger is performing too well. this would make sense and give us more transparency of why you guys are making the changes.

    like for example freddy for these ranks had a kill rate at 85% but at higher rate has this kill rate so we will change him to see what it goes to so we can balance further to make him more fair. ( i use freddy because hes the one i play that is the most contested so i have the most insight into him) I think this would have made the wraith change more accepted if you presented this info to why you made the change.

    AGAIN THANK YOU SO MUCH FOR REPLYING IN THE FIRST PLACE.

    Re: the point about Freddy -

    It's not JUST that he slows down to set snares, as was mentioned above (which, by the way, feels terrible from a player stand point, regardless of if they think it makes his power more balanced), and it's not JUST that they gutted his addons, as you mentioned.

    They ALSO reduced the number of snares and pallets he could have at once AND gave alarm clock wake ups a 60 second immunity to falling asleep (not just delaying the passive but also making you immune to his M1 sleep. That just straight up makes survivors immune to his entire power on top of gutting his addons, reducing the setting speed, and taking away 40% of his available snares.

    The only part of Freddy's kit that WASN'T nerfed was his 'teleport to a generator,' which was overwhelmingly the main part of his kit that survivors complained about. So not only did they make him worse in every way for killers to play, but didn't fix the thing that survivors didn't like. So now he's not fun to play as AND not fun to play against. The whole thing was a massive overreach of nerfs across the board for the sole sin of "a killer who is easy to play as."

    Designing killers to be a pain to use is not good game design and it's even worse as a 'balancing' mechanic.

  • "2: To think point of Circle of Healing, I just want to say that this is absolutely not something we're ignoring. We make a point out of letting things settle before making rash decisions these days."


    I'd just like to point out that Pinhead was released in September and his best addons were nerfed in November. A three month turn-around for a relatively innocuous set of addons that made his passive power stronger.

    Circle of Healing was released in October and has remained intact up to this mid-chapter point (and therefore probably intact until the next chapter in 2-3 more months).

    So, it's important to let things settle when it's a survivor perk used by at least one member of the team in an overwhelming majority of all games. But when it's limited use items for one killer in a small fraction of games that provides a noticeable improvement for their power? That's gotta be jumped on. Totally not a rash decision at all.


    I'm sure it feels crummy to announce things and have people jump down your throat about every little detail. But you have to remember: Parity. You've stated "SWF is objectively more successful than Solo, and we want to do something to help Solos." That's great. You've been doing that. Remember the hook counter? Remember the universal Obsession? Remember changing killer powers to announce across the whole map? There's been a lot of "give solos more info" already and here's another one on the docket.

    But if you're stating that SWF is objectively better than the default game type, and killers are balanced around the default game type, it seems - ah - let's say CONSPICUOUS that there isn't any mention of the "buff all killers later" half of the equation. It feels like that half isn't even on the radar. There's little, individual tweaks here and there, but nothing that universally improves the play experience for all killers.

    It feels like you haven't even started brainstorming about what you're going to do when solos and SWF are all performing with 2% of each other.

    As anybody with kids will tell you: if one kid gets a toy, the other one will not stop crying until they get a toy too. Even if it's just a promise of a toy. And let me tell you, one kid has been getting a whole lot more DbD toys than the other.

  • I really, really wanted to like Pinhead. I really wanted to get the Chatterer skin. But after trying him out, his use-power is just SO BAD. There is no good reason why they had to make it feel so bad to control, so obvious to survivors, so easy to evade, and so easy to abuse free breaks. The ONLY great part about him was using the 'blindness to the box' add on for plausibly useful Chain Hunts. But after the sweeping Addon nerf (instead of baking that addon into his base kit, like it should've been), he's just not fun. It feels a weaker Clown and that's saying something.

    The voice lines coming back is great. Hopefully his S T A T S reflect how poor a killer he is now and we can get some kind of fix at SOME point in his life cycle.

    His nerf, the Wraith nerf, and the Deathslinger nerf in rapid, back-to-back sequence, along with the lingering Boon problem and the doubled-up fake-hit validation bug are the reasons I quit. And even if they do fix the validation bug, all that other baggage is still momentum enough to stay away.

  • Out of curiosity, are you including the stats for the games with DCs? Because a single DC typically leads to a full survivor loss and is not indicative of killer performance.

  • You can use "Make Your Choice" with Rusty Shackles or Mint Rag to get mid-distance Exposed when people are rescuing off hook, which is pretty fun when it works. But that uses purple and iridescent addons, so you can't reasonably do too many of those games.

    Similarly, you can use Mint Rag or Rusty Shackles with Basement perks and set up an advance Warning trap system to guard a central basement pretty well. Doesn't work if the basement spawns on the edge of the map though, and again: addons dependent.

    Typically you just pick three to four generators that are in a good position, lay a circle of traps around them, and chase survivors out of that circle. If you manage to down somebody, you carry them into your web with Agitation or Iron Grasp. When people go for a save, you're in place to either chase them away or hook them in your web too.

    The down side is that normally she does super well by using teleport to get an early hit and drive people away, slowing down the game as she set and resets her traps. But that was when healing took 32 seconds. With boons, survivors heal in 4-8 seconds, so hit and runs super don't work anymore. She's VERY difficult to play with boons, and she's too slow to go out of her web to search for them and snuff them out (and it typically leaves you too far away to teleport back in to defend your 3-gen).

    So good luck. I liked playing her, but found she's nearly unplayable these days.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733934#Comment_2733934

    I wanted to track how many times a Boon was lit, but ultimately, there were way way way too many Boons to count that.

    Just off of my memory, around 90% of games had at least 1 Boon perk and I'd say Boons were lit 3-4 times per trial.

    But unfortunately, no, there was simply too much data too take down so I scrapped the idea.

    Ah, fair enough. But knowing that they're in the overwhelming majority of games, they typically are re-lit multiple times, and that killers more often than not have to go out of their way to extinguish them still provides a very interesting metric.

  • Oh, did you track how often a boon totem was actually SET each game? Or just if it was still up by the end? Or how many games had at least one survivor bringing a boon perk?

  • Survivors can get free items worth 3-7k bp every game. Killers cannot get free addons of any worth. Giving killers a chance to knock those items out of survivor hands and force them to waste time going back to get them (at the cost of a perk slot) seems fine to me.

  • Very interesting results. Thank you for your efforts.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733209#Comment_2733209

    So basically, they can’t do anything right at the moment. (Which I kinda agree with don’t get me wrong but I still don’t see the need to ignore the stuff they are doing right, even if it’s baby steps)

    "Oh no! The consequences of my actions! I never saw YOU coming!"

  • @Mooks said:

    Well. Turns out people didn’t actually want them to address technical debts after all. It was just an excuse to talk the devs down and there is always something those people will focus on to continue this.

    If they had spent the mid-chapter after Pinhead released doing this, it would've been fine. They got themselves into the sinking ship problem with Boon Totems and a series of wildly ill-advised, knee-jerk killer nerfs + survivor buffs.

    But, after all, bad decisions cascade. They released Resident Evil chapter broken and half finished, with the game crashing, the zombies not working, the T3 power patched to be lame and ineffectual, the stage broken and poorly designed, and so forth. They they had the whole NFT issue with Pinhead and his voice lines getting pulled on top of his main power being laughable. Then you got boons being released broken (literally, crashed the game) and way too powerful on top of nerfing the one thing killers had to counter them. Then a fresh slew of killer nerfs that cut down Pinhead's one useful play strategy, gutted Deathslinger, took back the good will built up from Wraith's buff, and so on. There was a comparative calm when they released the Artist with relatively few bugs, but then they leaked the next killer identity way too early, killing all the suspense of the lead-up. And, of course, a fun winter event that was neat for survivors and incredibly frustrating for killers.

    And now, months later, still nothing to address gameplay disparities beyond future plans to buff Solo Survivors (AGAIN) with not even a faint whiff of how they're going to help killers deal with all this noise. Take the time to address technical debts when your game is on an even keel, not when it's in the middle of a storm.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733124#Comment_2733124

    Was that really the reason though? I kinda think it might have had something to do with the effect being pretty strong as well.

    If "the ability is pretty strong" was a factor for perk nerfing, we would've seen NOED get chopped up by now.

    The stated reason for the Ruin rework was that it punished new players far more than experienced ones, which is true. And the Undying nerf was that it inordinately affected solo survivors over SWF, which is also true. Not that they were too powerful.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733159#Comment_2733159

    To be honest, the ######### Nemesis release really soured the game for me. I don't want that happening again.

    They would've been well advised to hold Nemesis back until they got the zombie code working. Until they got ALL the code working, in fact. That chapter had SO MANY BUGS. Like, delay release for a month and take the time! Maybe if they'd spent more time and manpower working on him, they could've gotten the "more than 2 zombies" code to actually work instead of crashing the game with memory leaks.

    How great would Nemesis be if they'd kept his implied original power: every time you T3, you spawn a new zombie and go back down to T2? SO GREAT

  • Taking the time to put out bug fix patches is good. Nurse has been in the game for literally 5 years with some of these bug never being addressed, so it's nice that they're finally getting around to fixing them. It's also nice that they're KIND OF trying to fix the false info validated hit bug (though it would've been a lot nicer if they had done that when it first appeared instead of putting the same broken code into Dead Hard).

    That being said, they chose a terrible time for it. With the most recent slew of changes, the game's a pretty poor state; from broken MMR, unfun killer gameplay, a slew of arbitrary killer nerfs, wildly overpowered survivor perks, and diminishing player counts... well it would've been a good idea to staunch the bleeding a little bit before spending all their time on the technical side of things.

    • New Cenobite voice lines? Great! No fix for his bad controlled power and gutted passive power? Awful!
    • Nurse bug fixes? Great! No fix for Nurse being the only viable top-end killer in the game? Awful!
    • Validation fx bug fixes? Great! No properly validated grab system? Awful!

    But hey, I'll say this much: There is ONE nice thing about the PTB -

    Haddonfield has been disabled.

    What a blessing. If only that were in the Patch Notes instead of the Known Bugs section.

  • Incorrect. The primary reason why Pop Goes The Weasel was nerfed was states as being that it was used too often, by too many killers. With a reduced kick timer, they hoped, less mobile killers would have to use a different perk for generator regression.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2732103#Comment_2732103

    Honestly the thing that worries me is if the do come through with those solo buffs(I'm all for them) it's going to take lime 6 months to start buffing killers.

    Pretty bold of you to assume they'll put anything in to buff every killer. The more likely course will be minor, targeted (but unasked for) buffs to niche use cases for SOME powers, often with built-in nerfs to other parts of the killer power (for BALANCE), while survivors get yet more free information/evasion/deception tools with no counter nerfs or built-in requirements.

    Killers will never get something like Universal Corrupt Intervention, but survivors MIGHT get universal Kindred (or at the very least, their proposed mini-kindred)

  • Your link doesn't seem to connect to anything

  • Where's the "I used to, until they nerfed all the killers I liked playing" option?

  • Possibly getting 5 hits slightly faster over the course a losing game? OUTRAGEOUS. Better 'buff' it up to 80% instead of the original 100%. Oh and also not give them an activation button to use it, like DH has. Because being able to activate a 5/game ability on demand? That would be absurd.

    Oh wait, they can just heal those damage states infinitely at double speed with Circle of Healing.

  • If you Issue a report against a player, why doesn't the game save a .txt file of the End Game Chat log and send it to the people in charge of those things?

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731222#Comment_2731222

    He actually does see competitive use because his alternative power completely ignores ds/bt which makes him very useful for tunneling people out early. His power also makes unhooks very dangerous

    If survivors are letting themselves get Tormented, they don't belong in Competitive. It is 100% in the hands of the survivors to evade the trails and no torment = no cage.

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729446#Comment_2729446

    And what do you do against nurse/wraith/blight? They can very easily force survivors off gens with little time wasted.

    If they force you off, it's because they're chasing you. The 45 seconds isn't going to matter unless two people were working on that generator. And if that's the case, then the perk is doing what it is supposed to do.

    The whole point is to slow down generator progress. Protesting that it might slow down generator progress is a pretty absurd complaint.

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