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Adjatha

Adjatha

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Adjatha
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  • 18 months and no addon rework. He remains the killer with the worst, most useless addons in the game. And he'll never receive the full addon refresh he needs because he's completely over-hyped. A firm B-tier killer that everybody likes to pretend is S-tier (despite the fact that you never see anybody play him in casual or competitive and that he has more power-limitations and survivor alerts than any other killer in the game).

    All this because he has the possibility of stopping survivors from using Decisive Strike and Borrowed Time. The HORROR! The unforgivable sin! Potentially turning off two of the most overused, biggest crutches in the game. For this crime, he must forever be overhyped and ignored (except perhaps for another round of nerfs on top of the load he already got).

  • Disappointed.

    Not surprised.

  • @lauraa said:

    PHeads only good addons are his range ones, they are just as essential as Marvin's Blood so I think we ought to nerf those and buff his worthless garbage addons to be...still worthless garbage.

    Those Nemesis buffs are a joke, honestly. What are they going to do? Nothing.

    Zombies are fun, but a failed mechanic. If I want a killer power that requires me to pray to God, I think I'd rather play Bodyblock Pig.

    Marvin's Blood at least encouraged us to go ham with our tentacle. Now we have even less agency over our power. Great.

    I can tolerate the lack of Boon nerfs but this is insulting.

    I literally made a forum account here just to call for PH addon reworks. His addons are complete garbage, top to bottom. The range ones are the only ones that ever get used to any effect whatsoever. And despite all of his perks being reworked and his powers getting nerfed multiple times, his addons have NEVER been touched. 18 months and nothing.

    His cages are wildly over-hyped, his torment trails are stupid bad, and his shockwave is throttled by more limits than any other 'range' killer (well, except for the freshly nerfed Deathslinger). But sure, let's keep him effectively the only killer with no useful Addons. Sounds GREAT.

    As for the Nemesis change: "People use this addon too often" is such a joke. I see a ton of toolboxes, should toolboxes get nerfed? 50% fewer charges on all toolboxes. There you go, that'll really make the game way more fun for everyone involved!

  • If you pretend SWF doesn't exist, and that all games are played by killers and survivors who have just started playing the game, everything makes perfect sense.

    At zero hours experience, Survivor is incredibly difficult and needs copious buffs with no nerfs. Some easy-to-use killers like Clown or Deathslinger seem to be incredibly powerful, and have to be nerfed. Some hard-to-use killers like Blight or Nurse seem incredibly weak, and either need buffs or just get ignored.

    The game is being balanced around new players, with zero experience or game knowledge.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2730237#Comment_2730237

    Can we stop with the prophets of the apocalypse a bit? Geez...

    If somebody had proposed a perk that gives all survivors Self-Care at 4x normal Self-Care speed, while ALSO giving them 8 second team heals and 4 second Med-Kit heals, they would've been laughed out of the forum.

    Never underestimate what Power Creep can lead a design team to make.

  • Blight is extremely hard to play. If you're getting bodied by Blight, you're playing against some of the best players in the game.

  • The Killer Buff this mid-chapter is that they held off on the Artist Nerf that they most likely had primed and ready to go. If only they'd shown that kind of restraint with Pyramid Head, instead of nerfing him over and over again in the first month of release.

    So hey: no Killer Power Nerf! That's something worth celebrating, considering how rare it is these days.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2730192#Comment_2730192

    I think they already said that a reverse ruin as a boon was out of the question. They might have already talked about it and thought it was a very bad idea. But i ain't 100% sure.

    They also said killer-specific MMR was going to be there to let players buy new characters and try out their powers without getting stomped by good players. Then, when MMR came out, 0h characters got set to the level of your best killer, meaning you're getting stomped continually.

    So, sometimes "Plans Change."

  • It's funny how killers can't just get buffs. If there are going to be killer buffs, there HAS to be SOME killer nerfs too. Like, "this addon is used too often, so let's nerf that." Weird how addons that get used all the time for survivor items don't get nerfed to make up for survivor buffs.

    Like, "oh Circle of Healing is good, let's nerf the Med-Kit needle in compensation." Doesn't happen. But "we're making one of Nemesis's 'never used' addons better, so let's make his 'often used' addons worse" kind stuff happens all the time.

    No parity at all.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2730134#Comment_2730134

    Oh god, don't say 'have the generators repair themselves'; you might give the devs the idea for a Boon perk that is the opposite of Ruin.

    And because it's a Boon, it will totally counter Ruin just by existing, and can be replaced infinitely. 😁

    Boons already give better versions of 2 existing perks to all survivors in a radius that covers 20-75% of the map (depending on the stage), and be re-lit forever, and not only tell the survivors where the safe zone is with a cross-map totem aura, but also a status icon and a ui overlay. They're such a wild Power Creep over every other perk design that anything new is going to have to be even BETTER.

    "Gens Repair Themselves" is a lot closer to being a real thing than one might suspect.

  • Played killer to enjoy using my favorite horror icons and played survivor to play with friends.

    All my survivor friends quit because the survivor game was so repetitive, easy, and boring.

    Quit playing killer after this newest wave of killer nerfs, ignoring hit bugs, and the endless stream of survivor buffs.

    The latest Developers Notes did nothing to assure me that anything was going to be changing, so I'm still firmly checked out.

  • Killers get nerfed specifically to give survivors stronger 1v1 performance, despite the base game being 1v4. So why not? Just make the whole game 1v1 and have the generators repair themselves. That's basically what most games turn into anyway.

  • Balancing is done entirely around Stats.

    Killers who are hard for most people to play, like Nurse or Blight do not get nerfed. Once you DO know how to play them, they are unstoppable, but most players don't know how and the killers have very low average stats (despite absurd high end performance).

    Killers who are easy for most people to play, like Freddy or Clown, do get nerfed. Most people can pick up the killer, use their power reasonably well, and do passably at low levels. At high levels, these killers get destroyed, but the good low performance means median stats.

    The game is being balanced around the worst possible performance survivors can possibly generate, and high end games are completely ignored.

  • You know what? Let's ignore all the killers in need of help and all the absurdly over-the-top Survivor tools for a second.

    Where is the fix to the "I didn't hit you because of validation but the game tells me I did with the scream and blood."

    This is just a straight up bug that, instead of being fixed at pallets, got doubled when they applied the same broken code to Dead Hard.

    FIX YOUR GAME.

  • @MrCalac123 said:

    They claim to care about hate but allow clicking and tbagging which exist purely to make the Killer feel bad.

    Bullshit, BHVR.

    And the solution to both is super simple: put a timer on crouching and using flashlights like Pig's crouch animation. Can't hyper click if it takes 1.3 seconds to turn your flashlight off.

  • Having one perk that gives the benefits of 2 perks to the whole team and covers anywhere from 20-75% of the map: Perfect balance

    Deathslinger getting 52% kill rate instead of 50%: NERF HIM TO THE GROUND

    • Somebody gets downed. All survivors are alerted. The downed survivor gets picked up. All survivors can see the aura.
    • Survivors on gens stop repairing for 3 seconds
    • The killer hooks the survivor. All survivors are alerted.
    • Crows are sent out at likely generators, making an auditory warning for all survivors.
    • All the survivors are standing a short distance away, making the crows hit nothing.
    • The survivors continue working on gens, having lost 5 seconds of progress instead of 45
    • The bad perk has been successfully Counter Played.

    Ta Da!

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729346#Comment_2729346

    I just think BHVR knows what they're doing. They created a game that became 4x more popular than when it started and they just wouldn't let the game die. They know how to balance it for the most part and they know what they're doing, I wouldn't worry about the game dying anytime soon.

    I think it became 4x more popular because they got so many famous Intellectual Property names attached to it, not through any fault of their own. But hey, since they're making no changes to SBMM at the moment, we'll see if the downward trend continues into January and go from there.

  • So, to be clear:

    "Buff Solo Survivors to compete with SWF, then we can balance killers around the higher level of opposition."

    Part 1 - These are some buffs we're looking at for solo survivors, to help compete with SWF

    Part 2 - Here are slight tweaks to a handful of bad addons and perks. There are no buffs to the killers themselves.

    Funny how that "Do X then we can do Y" always seems to skip the Y part.

  • I think it's hilarious that they'll put in a decaying MMR rating for not playing for awhile, but they're keeping the "new killers start at your highest rating" in direct counter to the stated reason for having separate ratings for each killer.

    So, if I'm a little rusty, my ratings go down, but if I bought a new killer that I've never tried before, I get games exactly as hard as the ones I'm facing with my most-played killer? BRILLIANT

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729243#Comment_2729243

    There are more players to lose now. The game is substantially bigger than it was in 2017 and with a bigger population means bigger exodus sometimes. MMR could have something slightly to do with it but I'm sure it's not much.

    It's true that larger numbers may mean more volatility, but that's all the more reason to pay closer attention to the state of your game. Considering the next killer isn't for another 3 months, their identity has already been revealed, the most recent 'things we're working on' announcement made no mention of reworking mmr, and the anniversary isn't for another 6 months, you're not looking at a lot of reasons for people who hate the current MMR system to come back.

    The population is 4x larger than when the game first came out. They need to be more responsive than ever.

  • Oh man. More killer addon changes, yet Pyramid Head, the killer with the worst set of addons in the entire game, goes for another year with zero changes to his whole terrible assortment of garbage.

    FANTASTIC

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729114#Comment_2729114

    That's because of Halloween. Every year the same thing happens during that time. Average/casual players want to play a spooky game with their friends around Halloween and then stop playing it.

    @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729114#Comment_2729114

    Compare those same 4 months for the life of the game and you see a pretty clear pattern there. Much like with horror movies, this game gets a lot more popular every year around the spooky season.

    Okay, sure:

    2017: September +2128, October +392, November -526, December -751

    Big gain early on, small gain during Spooky Season, small losses after halloween

    2018: September +2363, October +606, November -3971, December +1196

    Big gain early on, small gain during spooky season, big loss after halloween, but big gain in Christmas time

    2019: September +4205, October -3074, November +3079, December +479

    Big gain early on, Big loss during spooky season, big gain after halloween that kept going into Christmas time

    2020: September -249, October -6425, November +2810, December -651

    Losses early on followed by the biggest monthly loss up until that point despite it being Spooky Season, a gain in November and a small loss in December

    So, to be clear: the game has ups and downs but by no means is Halloween a big up that always has a precipitous drop immediately after it. And, for that matter, in every other year, those Steam numbers have been going up in at least 2 of the 4 months listed. 2021 saw Steam numbers going down in 3 of the four, and (if you look a little further back), August of 2021 had the biggest loss of all time for DbD: -11,359.

    So month after month of progressive losses in the face of that huge loss ain't great! In the last 6 months, DbD has lost nearly 30% of its Steam users.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2729100#Comment_2729100

    No there are more players on Steam.

    December 2020 - average players = 35,632

    December 2021 - average players = 44,639

    You're using year to year. If you look month to month (as in, when SBMM came into the game), the picture is less good:

    September 2021 51,390.7

    October 2021 50,161.5

    November 2021 44,958.7

    December 2021 44,639.5

    That's a 6,751 player loss since SBMM, which is a 13% loss of players. And all that happened during a time where players were getting log-in bonuses, lots of free BP codes, a custom seasonal event, a brand new killer and survivor, and earnable cosmetics.

  • @gendoss said:

    I don't see how SBMM is killing the game when it's more popular than ever. It has much more players right now than it did the same month last year.

    That would be due to them making the game free on Epic Game Store.

    You get more players when you give your game away for free to people. I don't think that has anything to do with matchmaking.

  • @Aurelle said:

    Genuine question.

    It seems like if I don't get one of the main 3 realms (Coldwind, Autohaven, McMillan) then I end up getting one of the 5 Badham maps. It doesn't help that Badham is really unbalanced. There really isn't any need for 5 variations of this awful map.

    Each 'realm' is its own selection from the random map queue. So a realm with 1 map (haddonfield) is as likely as one with 5 maps (badham).

    That being said, there IS no reason for the 5 maps. They're all almost identical. It's pretty dumb.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728355#Comment_2728355

    First off I was totally joking about the hex they are a joke and out of the 4 times I've used BF I got 6 uses out of it.

    I didn't say DH I definitely use DH I'm not a great looper and it helps me out alot and when I play with someone who doesn't have it I can definitely feel it. I can't really argue with you there I would say I see it 60% on my "teammate"

    I normally run CoH,DH,WGLF,kindred.

    Yeah, fair enough. The point remains: it sucks for the game to be optimally played in a certain way, then not have any access to the answer to that playstyle. Or, as community people are so fond of saying: C O U N T E R P L A Y

    Killers get nerfed because 'there's no easy counterplay to their powers," but killers sure don't get buffed because they have no counterplay to the default survivor strategies.

  • To be clear, they've made plenty of changes:

    • All survivors can see the obsession
    • There is an obsession every game (even if nobody brings Decisive Strike)
    • A large number of killers have been changed to provide loud, auditory cues that they're using their power across the map, to alert all players.
    • A hook counter that shows how close to dead all survivors are, that all survivors can see (but killers only get a total hooks count).
    • For that matter, a large number of killers have been explicitly nerfed BECAUSE they did well against solo queue, even if they were extremely weak against SWF groups (Pinhead, Pyramid Head, Deathslinger, Legion, Freddy, etc).
    • Borrowed Time buffed to work against all killers, even Stealth Killers who previously ignored it.
    • Boons: One player can buff all players so solos don't need to coordinate team perk loadouts. Additionally, all players can see the boon totem aura, get a ui overlay when they're affected, and get a status icon when they're affected.

    And that's to say nothing of the Quality of Life changes, like hooks going to skill checks instead of button mashing (and the upcoming wiggle change).

    But, and I'm wracking my brain here, the only All Killers change they've been looking at was REMOVING bloodlust. I can't think of one single non-perk thing that has been introduced to the core game and that affects all killers in a positive way, to help killers keep up with SWF groups. Please feel free to let me know if they adjusted some stats or introduced some core gameplay shift that helped keep up with all the solo buffs.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2728342#Comment_2728342

    Thats not true there's hex blood favor.

    Also when I play survivor I never use ds or bt and do just fine.

    Hexes were a joke before and they're hilariously nothing in the age of Boons. A better come-back might've been "Eduring/Spirit Fury" for pallets and Bamboozle for windows. The problem with those perks is that they don't actually shut down loops or speed up downs.

    And while YOU might not use Borrowed Time, Decisive Strike, or Dead Hard, I bet you dollars to donuts that more than half of the other people in your team are using all three of them.

  • Playing a killer with no answer to looping is like playing a survivor with no access to Borrowed Time or Decisive Strike.

    You can still win, but more often than not you're fighting a tremendously uphill battle because of core game design. But unlike those survivors, there's no magic Anti-Loop Perk that killers can take to patch their weaknesses.

  • I mean, you could also just reference how they said the Killer-specific MMR was to help players try new killers without getting steamrolled just because they've played a lot of a different character with a different moveset. Then, MMR comes out and surprise surprise, new characters are set at the level of your highest character instead of a low, starter level.

    That was a straight-up lie. The transparency thing is just "we're going to announce some things we're looking at but aren't putting into the game yet." It's a way of placating players with the ongoing poor state of the game by saying "hey, we hear your complains. But we haven't actually been working on that as a priority. But don't worry, we might look at it in the future."

  • Almost all of OP's posts are hilariously absurd complaints and demands, but I will agree that we need more Fog. Even if it's a killer nerf, the fog makes the game feel more atmospheric. Removing the fog and installing flood lights (or the straight-up sun) on every reworked level has really shredded every last vestige of "a spooky hide and go seek" mood.

    But that should come as no surprise. The current Dev team has decided the game would be better as a game of Tag instead, with any possibility of stealth replaced by just running all the time because most killers can't punish survivors for buzzing around like flies on a corpse.

  • As mentioned above, Cages prevent gaining any benefit from hook-based perks. That also includes all killer hook perks, like BBQ and Pop Goes The Weasel.

    It's also worth remembering that Pyramid Head cannot send you to a cage if you are not Tormented. And he cannot inflict Torment on you by himself. All survivors can completely avoid Torment for the entire game by not walking through the trails or - if you really need to walk through one - to crouch-walk for the half second it takes to go from one side to the other.

    Trails take a very long time to set, cannot be set near any survivor-relevant spots (gens, hooks, doors, stairs), last for 60 seconds before vanishing on their own, and have a limit on how many trail spots can be set at once. They're super, super, SUPER weak. Just don't loop in the area PH wasted time setting the trails for the 60 seconds it takes for them to go away and you never have to deal with cages.

    I find that most people who buy into the "PH is super strong" hype don't actually know how many layers of restrictions and weaknesses have been built into his whole kit.

  • All skill checks need to scale with the individual player's MMR. Make them all slower and easier for newbie players, and way faster and harder for top tier players.

  • Basekit Kindred and Basekit Corrupt Intervention / Pop Goes The Weasel

  • Old Ruin made things disproportionately difficult for newer survivors.

    What WAS nerfed due to common use was Pop Goes The Weasel. The Devs straight up said: we see this too often and we want more things to be viable, so we're nerfing it. Now you have to go out of your way early to get any value out of it, instead of being able to continue chases and kick when it is convenient.

    As for the OP's question: Never. Killer stuff gets nerfed immediately after buffs (look at Wraith), but Survivor stuff stays strong for years and years and year before it sees any attention (look at The Game getting gutted but Haddonfield remaining untouched. Or Moris getting trashed while keys stayed just as strong for a full year before they got the nerf bat).

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675263#Comment_2675263

    Pinhead wasn’t gutted. I played a match against him and that change where the chains don’t interrupt you while solving was bullshit I was harassed by chains while trying to solve but I thought they did that? Also the addons were completely fine. Pinhead is exactly the same. Stop saying he was gutted

    Pinhea'ds controlled chains suck and you're deluding yourself if you think otherwise. It's as hard to hit as attacks that do damage but all it gives you is an unreliable slowdown actually worse than Clown's bottles. His passive was the only good part about him, and what they did was to gut the addons that made that passive a semi-reliable game feature you could count on for occasional game slowdown. Stop saying he's fine.

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721586#Comment_2721586

    7 nurses in a row is nightmare unless you play SWF is guaranteed 7 loses. so no, solo q is harder than killer BY A MILE, and solos are the most in this game... so i can use the same argument there. also they will always bring the most dumb addons in her wich are double recharge or recharge + distance. u talking like the killers are the victims when literally they always bring the strongest pile of ... they can bring every single game aswell, and unless survivors are playing SWF is gonna be a walk on the park for the killer. swf at least makes the game interesting, instead of the easiest 4k in their lives, but killers want that, win with 4ks without any difficulty.

    To be clear, you're saying you 4 escaped 6 times in a row against the single strongest killer in the game and only didn't make all 4 out on the one where your 4-man SWF was broken into a 3-man SWF?

    You know the game devs claim that they want the balance to be 2 escapes and 2 kills on average, right? So, either that means the killer should be getting two of you each game, or the killer should be 4k'ing you every other game. It sounds to me like your games were a very good example of extremely poor game balance.

    Maybe you'd see more variety of killers if the whole roster weren't continually nerfed to let even the most green of survivors stand a chance against them. But since that's the world we live in with this current balancing team, I guess enjoy your 'interesting' SWF games where you win every time.

  • Deathslinger's nerf was indeed far too much. I'd just bought him, played him a couple times, got destroyed mostly but had fun using his power, then whoops! Here's a massive, system nerf that guts his whole deal, despite him being far, FAR away from S or even A tier.

    It was an arbitrary, spiteful thing and also the last straw. I quit playing and haven't been back. With the folks in charge of the game currently, you're just going to keep seeing more and more of these kinds of "out of left field and for no good justification" nerfs, all in the name of some nebulous, arbitrary "counterplay" or "oppressive" buzzword-laden 'New Balancing Initiative.'

    Because it's on the killer to perform perfectly, but they ALSO have to be throttled under layers of poor controls and nerfs to give survivors ample opportunity to negate the killer's whole deal. That 1v4 power role doesn't feel very powerful when their character feels like he's moving in wet concrete.

  • Killers aren't allowed to see individual hook states, but survivors are allowed to play the same survivor with the same outfit and just make chases into a game of 3 Card Monte.

  • There's no good reason why they do it, other than to be #########. But it happens All The Time and any time mention of "we should really do something to stop this kind of behavior" comes up, you would not believe the number of people who rush to the defense.

    It's like playing a board game and any time the other guy wins, they stand up and start thrusting their hips in your face. Does it do any actual harm? No. Can you just ignore it? Sure. Do I want to keep playing a game that fosters that kind of mindset and defenses those kinds of people? Hell no.

    • All 2 story houses should have their upper floor windows removed on Haddonfield and Badham.
    • Badham main building needs hooks inside the building and needs its copious number of safe, long, abusable loops gutted.
    • RCPD needs to be split into two maps (either east and west and ground floor and upper floors)
    • Swamp needs a bunch of trees pulled out so the killer fat-shame exploits are no more.
    • The Game needs all of its god pallets pulled out.
    • Haddonfield needs at least a third of its fence vaults either removed or turned to 'breakable fencing' so the killer can shut down those loops.
    • Cowshed needs the main loop cut down by like 30% to be far, far less abusable.
    • Mother's Dwelling needs a Swamp Map treatment and have its size reduced by 25% in ever direction.


  • The 2 Escape design philosophy means that the Devs WANT all five gens to be finished every single game. Which means that killers are not supposed to get a kill until at least most of the gens are finished, then maybe the second kill in the end game mad dash for the gates.

    So: 1 survivor death over the course of 5 gens and 1 right at the very end.

    That sounds like an atrocious goal to have, but it sure explains why gen speeds are as fast as they are, and why the proliferation of second chance perks has gone on for so long.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721197#Comment_2721197

    Agitation is bad when people want Scourge Hooks and Starstruck exists? STBFL is bad on M1 killers that it benefits the most? You okay?

    Sorry, I wrote "Agitation" for Doctor when I meant "Distressing." Agitation is only useful for basement builds and possibly scourge hooks. If a survivor team is planning on getting in your way when you have Starstruck, you either don't need Agitation to hit them because they're just body blocking, or they're dancing nearby to try to lure you into a losing chase and you won't catch them even with agitation.

    You may not have used STBFL very much or properly, but let me break it down: Save The Best For Last gains stacks from M1 hitting the non-obsession targets. But you lose a bunch of the tokens if you hit the obsession. If you're an M1 killer, you have no recourse with the Obsession but to either refuse to hit them or lose all the tokens you've been building up. If you're playing someone like Demogorgon, however, you can M1 all the non-obsession targets and use his pounce on the obsession without fear of losing tokens. That way you can get to max and stay at max all game long. It's pretty good on a handful of killers (demo, pig), but pretty useless on M1 guys, or killers that rely on their power for virtually all their hits (huntress).

  • Hoarder USED to reduce the rarity level of items that survivors found in chests. You know, to have SOME kind of anti-survivor aspect to it. Now, it just gives survivors more chests and tells you if somebody nearby picks up an item. It is hilariously useless in 99% of games. It's ONLY value is on Pinhead. But by all means, let's nerf it further. How about it spawns 20 more chests and doesn't alert the killer. But keep it as a killer perk. That seems like a fair and balanced compromise.

    It's perfectly fine for some perks to be good on some killers. Agitation is good on Doctor because it extends the range of his shocks. Useless or actually harmful on every other killer. Pop Goes the Weasle is a mostly good perk on most killers, but after its nerf, it can be hard to find the right gen before its shorter duration wears off. But on Freddy, who can teleport to gens, it's actually pretty strong. Save The Best For Last is completely useless on any killer who only has an M1, but on killers with alternate hit options, like Demogorgon, it's snowballs pretty well. Stridor is a terrible perk, but it was actually useful on Spirit, who depends on sounds. You know, until Iron Will got buffed to override it completely.

    Stop trying to kick Pinhead even further. He's got a terrible power, a gutted AddOns list, and he's not even allowed to talk any more. The poor fellow has endured so much already. Just let him chill at the bottom of C-tier and move on with your life.

  • @ElusivePukka said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720193#Comment_2720193

    I like option 2. Option 1 just reads as salt from someone denying the reality that SWF is the heart of the game.

    If it were the heart of the game, it would be balanced around SWF. They are constantly adding new features, perks, balances changes, and killer nerfs based on solo performance.

    It's like I said: you cannot successfully balance Solo and SWF in the same breath. The Devs refuse to make a buff to solos that SWF does not benefit from. So every attempt to bring solo up just makes SWF even better, widening the gap. The CORRECT answer would be separate queues, but they don't want to slow down queue times. Hence: bot killers for SWF. Killer players would be able to queue for either, but if SWF gets bot killers that scale in difficulty based on MMR, you can split the queues without affecting wait times.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720193#Comment_2720193

    I like this but think of newer players playing with good/great players, unless I misread, wouldn't that be harder for them? Since they are new?

    That is something I also really liked, but the thing is by balancing a 4v1 game they would need to work (which is something bhvr rarely does), I'm not trying to sound rude I know they work but there are so many things that can get a tweak but they refuse to, like the main problem imo is map variety and offerings.

    Example, red forest, if it takes me half a gen to get from gen A to gen E then the map is in serious need of a rework.

    Individual skill check difficulty based on individual MMR. So if a new player SWF with a seasoned pro, the new player gets easy checks while the pro gets super hard ones.

  • Sometimes, they'll hang back to try to bait you into swinging and when they inevitably Dead Hard to deny the final hit, they'll veer into the corner of the room instead, where you can down them.

  • The game needs to be easier for new players and harder for pro players. There are two solutions:

    • Flesh out killer bots and make SWF a Bot-only format, where numbers can be tweaked up or down according to the team's average MMR. Then, the core game of 4 solo vs 1 killer can be balanced correctly and MMR will stop being such a wild swing back and forth.
    • Make each survivor's skill checks easier or harder based on their MMR. If you're a new player, it should be easy to get Great skill checks. If you're a pro player, it should be difficult to even just get Good skill checks. This way, newbie survivors finish gens faster and don't give away their location to the killer by botching checks. And pro players actually DO risk botching checks constantly, slowing down the gen rush with passive regression.
  • I don't think they made boons to go out of their way to make the game worse. I think they do not actually understand the mathematics of boons and how a single boon totem covers anywhere from 20-75% of a map with a better version of two existing survivor perks.

    What they ARE going out of their way to do, is to make killers less enjoyable to play. Pyramid Head is doing well? Let's put a gigantic cool down on his power! Freddy's doing well? Let's cut 40% of his snares and make his slow down to place them! Wraith's doing well? Let's increase his reappearance movement speed penalty and cut down his appearance dash! Twins are doing well? Let's nearly double their self-stun after a SUCCESSFUL hit! Spirit makes a ton of noise, Deathslinger's got an absurd start-up penalty to his gun, Pin Head lost his best addons without improving his awful active power, Artist lost her idle crow damage, and on and on.

    Then, when it comes time to actually try to improve bad killers, you get nonsense 'buffs,' like Clown's embarassing speed-boost bottles that consume his power, potentially buff survivors, and have such a convoluted deployment that you have to go out of your way to try to get it to work in the first place!

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