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Adjatha

Adjatha

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Adjatha
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  • There is nothing you can do to 'buff solo Q experience' that will not also buff SWF an equal or greater amount.

    They explicitly stated that they are not interested in different game modes, which means that SWF will never get its own queue. They've specifically said that any buff to solo that does not also buff SWF will be seen as a SWF nerf and will not be done.

    The game, as it stands currently, will ALWAYS be harder for survivors who do not form groups before queuing up. If you want SoloQ to improve, you have to push for a change to the game's core design dogma - not wishlist for some new buff that may help solo but will ultimately only make SWF an even more trivial experience than it already is.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670577#Comment_2670577

    We already seen this with Plague where allowing the killer's power to be controlled by survivors is a bad idea. That's unfortunately the problem with Pinhead. He becomes a glorified 1v1 killer with weak anti-loop capabilities once survivors control the box.

    Honestly, a lot of the weaker killers deserve buffs to parts of their kits that feel clunky or weak. If bhvr decided to move away from the Hold W Meta, we could get some stronger killers.

    Honestly, EVERY killer needs some kind of 1v4 mechanic. Something to make survivors do anything other than sit on gens when one of their friends is being chased.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671384#Comment_2671384

    The box has a predictable spawn pattern that isn't random. As far as I can see, The Thing that will separate merely competent Pinhead players from actually great ones is how well they can track down the box to get themselves a chain hunt, and then use that pressure to get some downs.

    Of course, nothing about Pinhead changes the fact that if an iridescent is that strong, it deserves a downside to balance it, ideally one that informs the way you play while you have that addon equipped. If you think Pinhead really needed to use old Engineer's Fang to stand a shadow of a chance in a match, that is the problem, and that is what should be changed- bad addon design doesn't get a pass because the killer its associated with is weak, Clown still needs his fixed.

    You know what? I agree with you. At his core, he's got a bad design. His active power is too difficult to execute, too easy for survivors to dodge, and too punishing for missing, for how little advantage it actually gives you on a hit. And his passive is too survivor-sided to be reliable without addons (which now have been nuked.

    At its baseline, every chain should take 1.25 or 1.5 seconds to remove, and the lament configuration should ALWAYS be invisible until a survivor is within 24 m until the chain hunt starts.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671330#Comment_2671330

    Worse Legion? The ability to injure at range, through walls, without the punishing cooldowns and penalty for using M1 attacks afterwards? No, I'm not buying that.

    What it does is shift him to a Huntress that can't down but doesn't have to care about LoS, if we're going to draw weird and slightly awkward comparisons to extant killers.

    You're right: you don't use your M2 on injured survivors with the Engineer's Fang on, because the addon changes his power to have strength elsewhere. Something as strong as a ranged injure through walls warrants some kind of downside, and this is as good a change as any; this makes him more of a one-shot looper and encourages him to use his Chain Hunts more.

    He's worse than Legion in that he can't injure a whole team in one go.

    His chains are pitifully easy to dodge and have such a long recovery time that you've pretty much gotten away if you're paying any attention to the game at all. It's also far less distance than Huntress and though it can go through walls, it can't round corners, so again: worse legion. The only time it's good is if the survivors are mindlessly M1 on a generator and you're either undetectable or they're just ignoring the huge, throbbing heartbeat warning them to move slightly.

    As for "encourages him to use his Chain Hunts more," you may have forgotten that all the addons that MADE his Chainhunt usable got supremely nerfed in the same pass as Engineer's Fang.

    It takes 45 seconds for the box to respawn and 90 seconds for a Chain Hunt to begin. That's 135 seconds. Additionally, the chain hunt immediately stops the moment a survivor picks up the box. and cannot begin again until the box is solved or dropped. At absolute best, that's over 2 minutes to get any chain hunt value, which is 1.7 finished generators (per survivor).

    Please, by all means, tell me how you are supposed to "Use Chain Hunts More." Is there some hidden mechanic that the killer can do to make the box appear on his screen like it does for Survivors? Some way to make it respawn faster? Or a way to stop one survivor from just picking it up and staying hidden for the bulk of the game, leaving you as - one last time - a worse Legion

  • The ability of survivors to 'fake out' hook rescues. You're locked into nearly every other animation in the game, but for some reason, that one lets healthy survivors just keep dribbling their friends, abusing the hit-stun and rewarding them for dive-bombing hooks instead of needing to be stealthy.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670540#Comment_2670540

    Let's crack into that, shall we?

    The flaw in your logic here is that you're working from the premise that the only thing this addon does is reduce chains. You're also putting far too much weight into the possessed chains as his "main" power, but you're not technically wrong with your phrasing there so I'll let it slide.

    What the Engineer's Fang actually does is injure someone at range, through walls. The tradeoff for this ability is that the possessed chains are less effective on already injured targets, meaning that by using it, you are changing the way you play Pinhead to put more weight into regular looping with a one-shot down and the Chain Hunts, which are completely unaffected by this nerf. It's still very strong if you know how to use it, all they've done is make it something with a downside instead of just objectively making his power ten times stronger at no cost.

    People who are mad about this nerf may understand maths, but the people who aren't mad about it understand game design.

    (Though I won't argue with the other commenter who pointed out Clown's oneshot bottle, that addon is busted)

    You perhaps skimmed over the math there, so let me tl;dr it for you:

    The nerf to Engineer's Fang means that the power itself is fundamentally changed. Like Freddy going from dream snares to dream pallets.

    Engineer's Fang changes Pinhead's ability from "hit them and slow them down," to "you can damage healthy survivors."

    Two chains do not off-set the built-in delay of using the power, even if you hit somebody with it. There is zero reason to use it if the target is injured. The sole purpose of his base power is to injury healthy survivors, at a close-to-medium range. In essence, it turns Pinhead from a worse Clown to a worse Legion.

  • @Kaitsja said:

    The reason we have weaker killers being released isn't because bhvr is afraid of making a strong killer or because of whining survivors; it's because we keep getting killers whose powers focus on the 1v1 rather than the 1v4.

    Well, Pinhead's chain hunt was, legitimately, a 4-player slowdown power and all the addons that actually made it function got nerfed. But you're right: we DO keep getting weaker killers whose powers focus on on 1v1. But then those powers also get nerfed anyway (Freddy, Wraith, Spirit, Pyramid Head, Deathslinger, Twins, and even Trickster's totally worthless Main Event).

    The only new killers that haven't been nerfed are Blight (who is basically running Nurse: strong but extremely hard to play at first, so most killers just get a bunch of 0ks and give up, keeping the Stats low) and Nemesis (whose 1v4 power is a buggy AI mess and whose 1v1 power gives survivors a third health state and effectively reduces his downs-per-gen).

  • There's no good reason why Coup de Grace isn't a manual activation

  • For those not aware of the numbers involved, let's be clear:

    • It takes a survivor 1 second per chain to shake off their chains
    • It takes .75 seconds for Pinhead to engage the first person view of the chain after setting the portal
    • It takes 1.5 seconds for Pinhead to recover from using his chains and being able to move again.
    • Two chains reduce survivor movement to 1.69, one chain to 2.26

    So: If a survivor is running forward at the standard 4 m/s, pinhead stops for .75 seconds to go into the chain, takes a variable amount of time to land a hit with it, but let's say 0.25 seconds. The killer then recovers in 1.5 seconds and the survivor breaks free in 2 seconds, giving Pinhead a grand total of 0.87m advantage to catch up over the 0.5 seconds his power is actually slowing the survivor while he can move.

    That's roughly 1/2 the bonus Clown gets for hitting you with a bottle, to say nothing of the gas sticking around, hitting multiple survivors, being easier to aim, and not being arbitrarily disabled by random spawn locations.

    So, Pinhead's main power at -1 chain is a worse, harder to use, more punishing, single-target CLOWN.

    If anyone tells you that the new Engineer's Fang nerf isn't that bad, well they simply don't understand math.

  • I don't play hillbilly, but I appreciate your enthusiasm. Everybody I know who used to play Hillbilly quit after the overheat. It feels bad to have your whole thing get reworked just to make it bad. Too many killer powers get 'balanced' in such a way that actually using the power feels bad and messes with you more than it actually helps.

    The punishment for using your power should never outweigh the benefits.

  • Survivors need different things to do. Either you're good at looping and that's your job, or you sit on a gen for 3-6 minutes. And that's the game.

    Board up several existing vault spots and let survivors tear them down to open the loop up for later in the game. Reduce the number of gens you need to 4 but make them each take way longer and let survivors scavenge up some fuel or parts to make repair speed boosts. Let survivors undertake a multi-character task to 'board up the basement', locking it down for a couple of minutes in exchange for two survivors not being on gens for 30-some seconds. Limit boons to one-use like hexes but let survivors gather materials to recharge their boon. Put runes around the board that survivors can interact with to significantly increase the dark mist in a stacking effect (to the point where it actually HAS some impact).

    Literally anything. Survivors need other things to do to make the game more interesting.

  • @asirirsprime said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649949#Comment_2649949

    In every single game you can mute it. Check Valorant, for example. I don't do voice and you lack info and lose most likely.

    And yes, some build up very good punishing system for greefing and bad behavior.

    I mean, they barely have a DC penalty, the report system is vestigial, and they can't even stop straight-up hackers. What makes you think thei game could manage all the hazards that come with full voice chat?

  • It takes way more skill to play Spirit than 90% of survivors realize. It's a totally different skill set to judge distances based on sound (and inconsistent scratch marks). But survivors complained that she's "no skill, ez hit, no counterplay" so much (without ever actually trying to use her), that now she's even harder than before.

    I wouldn't bother buying her unless you plan on putting in Nurse-levels of "Get Good" time. She's hard to play and only getting harder as time goes on.

  • @asirirsprime said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649931#Comment_2649931

    The only actual solution is rebalancing the whole game by INCLUDING in game voice chat for survivors and rebuilding whole balance along the idea people can communicate. And I hardly doubt they ever making it, as it actually requires to do some job

    I would NEVER play survivor if I had to listen to a squad of randos every game. It's both more thematic and a better play experience for everyone to be alone and silent.

    Have you actually listened to random people on the internet talking? They're awful.

  • His controlled chain needs to 1) start accelerating way slower to make it easier to hit, And/Or 2) take WAY longer to break out of the chains.

    It's outrageous that something so difficult to control has such a minor impact on the game.

  • The game's not balanced around comms and never has been. DbD should just disable your mic. Though, then you'd have people using their phones for comms instead of discord.

    The only solution is putting SWF in their own lobbies and just make AI killers who flat-out cheat to keep up (because no human player is willingly going to subject themselves to all-SWF)

  • "Counter-play" is a bit of a meme at this point. You have two different sides playing two different games. Killers are playing FPS games and survivors are playing QTE games. The problem is that both of them have to feel like there is some possibility for success. And almost every time that means that the Player Game gets to be more responsive than the Killer one.

    Killer powers have long wind-ups, precise aiming requirements, hang-time delays, range restrictions, no actual crosshair, sometimes limited ammo, throttled movement/aiming, erratically moving targets, inconsistently blocking terrain, and severe penalties on missing. No one would ever willingly play an FPS game with those kinds of horrible controls.

    Consider, for a moment, everything Pyramid Head has to deal with:

    • His power makes a tremendous noise on activating it, giving survivors an audible warning
    • His power takes a long time to start up, giving survivors ample opportunity to strafe left or right
    • His power slows him way down and throttles his turning to almost nill, making him unable to correct his aim once he's put it down
    • His power projects a red column of warning light, telling the survivor exactly where the shockwave is going and where they need to get out of.
    • His power makes ANOTHER audible warning sound when he activates it.
    • His power has a sequential hit sequence, giving survivors on the end of it even MORE time to strafe slightly to the right or left.
    • HIs power is surprisingly narrow and short, making the ability to actually clip anybody very rare indeed.
    • His power uses a slowly-refilling meter, preventing him from doing it multiple times in a row (even if you wanted to)
    • Recovering from his power, even if he misses, takes longer than a missed normal attack, punishing the player for even attempting to use it.
    • AND his power was nerfed so that putting it away locks you out of normal attacks as well.

    All those restrictions on a move that, at its core, is supposed to be a skill shot - something that rewards the player for hitting a precise target. Is it any wonder that the only time his power can actually be used is at pallets and windows, where survivors are stuck in animations and CAN'T shift slightly to one side despite the loads of warnings?

    The easier the QTE becomes, the worse the FPS plays.

  • Every buff to soloQ is ALSO a buff to SWF. Trying to 'buff solo to compensate for SWF advantages' just drives the disparity further.

  • It doesn't help that they keep nerfing killer powers to be less fun, weaker, or both. If you only enjoy playing a couple of guys and they get gutted, where's the desire to keep playing? I don't like nurse and am not interested in getting good at her. I enjoyed playing Freddy, Pyramid Head, and Deathslinger. They've all been stomped down. I don't play Spirit but I'm sure not going to give her a chance now. I briefly gave Wraith a try, post-buff, but oh look, he got a nerf immediately afterwards.

    It's exhausting and the more it happens, the fewer people are going to be in queue for survivors to match up against.

  • Balancing around M1 is missing the point. Powers being skill shots or 1v1 counters is boring. Every killer should warp the core game in some way unique to them.

    A good example of this is Doctor, who puts madness on survivors that can be reduced but never actually removed. It's a low level effect, but it makes skill checks every so slightly harder for the whole game. Plague forces players to use fountains instead of normal healing and doing so makes her power stronger, so it's a give-and-take. Survivors fall asleep against Freddy and have to wake up or be vulnerable to his powers (though he's been thoroughly nerfed so that's far less of a thing). Pinhead forces survivors to go out and solve the lament configuration at the risk of becoming the next chase themselves.

    EVERY killer should warp the core game like that. Survivors should see random shimmers in the air when playing against Wraith, to keep them always on their toes. Pig should never run out of traps so that survivors are always messing with boxes. Trapper's traps should automatically set themselves so survivors can't just disable the 3 he actually has time to set. Huntress should move faster around female survivors but female survivors get a longer hook timer (since she's trying to rescue girls but accidentally ends up killing them). Hag should spawn a ton of extra 'fake' hex totems around the map to hide her black magic. Survivors infected by Nemesis should transmit the infection to other survivors if they get too close to one another. And so forth.

    Basically, the game should play differently in some meaningful way beyond just how chases are run. Killers shouldn't just be "this guy has a knife but this guy has an axe." Make the stage itself reflect the killer occupying it and give every match a different feel than the one previous.

  • I had a game months and months ago where I had to get mori kills for some challenge. This was prior to the Mori nerf. I used Doctor and managed to get all four. Afterwards, the survivors weren't bitter about getting mori'd, they actually complimented me on the gameplay and said they really enjoyed the game and how cool the mori animation was. They understood I was doing it for the challenge but said they thought I could've got a 4k even without the mori.

    It was nice for survivors to not be bitter or resentful and to just enjoy playing the game, no matter the outcome. A candle of good sportsmanship amid the eternal night of salty johns.

  • All of my friends quit playing because survivor gameplay was way too boring. Bringing new players in is important, but keeping them for more than 4 weeks is more important. And that means reworking some fundamental assumptions about DbD

  • Doctor's pretty good for BP. His power gets you big Deviousness points (which a ton of killers struggle to earn) and easily locates the survivors so you can get into chases faster (and keep them going) without a ton of downtime checking for sneaks. It's still up to you (and mmr) to get the hits and sacrifices, but at least you're getting half your max points pretty much every game, no matter how poorly you do.

  • How about:

    Gift boxes spawn all around the map and survivors can interact with them to gain a 'Gift' debuff (Hindered for, say, 5% ). If you escape with a Gift debuff, you get a random rare-quality item. If you die with a Gift debuff, you get a random number of bonus BP. Killers, meanwhile, gain a special buff that automatically treats them as having burned an Ebony Mori, but only for survivors with a Gift debuff. So, they can skip the third hook and see their special kill on greedy survivors who want to get that little extra.

    And maybe getting a gift (or Mori'ing a survivor with a gift debuff) can get you a Christmas cosmetic piece. I dunno.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646563#Comment_2646563

    I mean, I think part of their aesthetic is being bland and somewhat stealthy, but victor would be cooler with some shades, for sure.

    maybe some skins related to fire? burned charlotte could be terrifying.

    "Bland" is a horrible aesthetic for a horror antagonist. They need to be distinctive. Not always frightening or disgusting or even scary, but they need to stand out enough that somebody can point at it and say "that's rad." Twins is anything bust. Regardless on how you feel about their gameplay, Twins is, by a wide margin, the worst graphic (and lore) design DbD has ever done.

  • Every killer "over performs" in the first month of their release. Survivors don't understand their power and don't do the very obvious, easy thing needed to completely stop it. Then, the stats come back and the killer gets a nerf (or, in some cases, several nerfs) and by the time most survivors understand the killer, they've been gutted so hard they're not fun to play anymore.

    And repeat.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646555#Comment_2646555

    maybe victor could be a spider or something?

    wait, no, that'd be dumb.

    I mean, making them sad French peasants who don't want to kill people, barely do, and lack anything particularly supernatural or spooky until the Entity just gives them powers is pretty dumb too. Anything would be better.

    Or hey, how about just covering up their eyes with dark voids? That's as small of an input as you can get and it goes a long ways towards making them look less pathetic.

  • A skin that totally redoes their whole character models into something cool, grotesque, spooky, or literally anything.

  • Infinite T3 Myers. It just never stops. All the little games and teabagging and body blocking and unhook fake-outs all get thrown away for the rest of the match. If survivors do not fear Myers, they get obliterated.

    It's the one power in the game that makes a killer feel frightening and demands the survivors play respectfully.

  • The core gameplay loop is as simple as they come. Hold M1 on generators, hold W when the killer finds you.

    The nitty gritty of the game is absurdly opaque, and is never actually explained, even with the updated tutorial. For example:

    • There is an incredibly narrow window of time where if you put your flashlight in the exact right place when a killer is bending down to pick up a downed survivor, it is a 100% flashlight blind every time. If you miss that window by even a little bit, the blind fails every time. Players have no info on how to do it anywhere in-game.
    • There is a "Correct" direction for killers to chase survivors around certain walls. If you go in the opposite direction, the survivor will never be caught.
    • And, possibly the most egregious: when a killer kicks a generator, damaging it and making it explode, this does not actually do DAMAGE to the generator. It does start the regression, but regression happens at 1/4th the speed of a survivor working on it. Despite visual, audio, and logical indicators that kicking a generator is a useful thing to do, it is anything but.


  • Monstrous Shrine: Throw out all the existing text. Change to: "Survivors in the basement or within 16 meters of the killer shack become Exposed." That way, the killer shack stops being the strongest, survivor-sided tile in nearly every map and is, instead, dangerous to play in. Survivors counter it by just keeping their distance from the shack once they see the exposed pop up.

    Zenshin Tactics: Add "Survivors who attempt to vault a pallet or window affected by this perk perform a Slow Vault instead." That way, the perk actually has some in-game use. If the survivor is vaulting near you (but not in your line of sight), they go at 1.5 speed instead of 0.5

    Bloodhound: Add "Increases the time to remove Deep Wound status effect by 100%". It wouldn't make the perk any better for Wraith, but it would have use on Legion and Deathslinger, as well as survivors who abuse Borrowed Time (which is every survivor).

    Overcharge: Just change it to work as intended. The second a survivor touches a gen, the check pops up. If they tap a gen, that check auto-fails and the gen explodes.

    Furtive Chase: Double the radius to 8m per hook, and remove the reset-on-death mechanic.

    Gearhead: Change it to Once on ANY attack and make it 60 seconds.

    Dead Man's Switch: Change it to "While a survivor is hooked, if another survivor stops repairing a generator, it become blocked for 35-45 seconds and appears in a white aura."

  • Rapid flashlight clicking shouldn't be a thing. There's no good reason why turning your flashlight off doesn't come with a cooldown like every single killer power. Or, at the very least, have turning it on consume a bunch of charges up-front, but doesn't consume any for a couple of seconds while it's on. So if you're just clicking for attention, you drain the battery super quickly.

    Tea Bagging would be less irritating if survivors hadn't successfully whined to get the Devs to remove the updated smooth-movement animations out of the game. Survivors actively made the game look worse just to preserve their obnoxious two-frame dips.

    The thing that annoys me the most, though, is when all survivors have made it to the exit gate, they're all full health, and they refuse to leave until the killer walks over so they can teabag to their heart's content. The Exit Gate area really needs to be more like a revolving door, where only one survivor can go in at a time. That way, if they want to waste the killer's time to taunt by not just leaving, there's actually SOME danger.

  • It is reasonably likely, from the fragments of info we have, that his infection mechanic was originally supposed to spawn more zombies when it hit T3. This is why the benefit of T2 is way, way better than the current T3 one, why his daily quest was to hit T3 four times in a match, why survivors got a huge speed boost (so he couldn't farm infection points), why they tested multiple zombies beyond just the two, why so many of his addons effect zombies despite there only being two, why he's so weak at the start of the game (so that he could snowball in late game), and why survivors even have the vaccines to remove the infection in the first place.


    The DBD code being what it is, they couldn't get more than 2 zombies to work without crashing the game (and it had tons of issues at launch with only just the 2 anyway), so they had to scrap the "zombie horde" mechanic. Trying to fix the two zombies you DO get would be a great start.

  • Pyramid Head:

    • Your Torment Trails do not decay over time. If you have placed too many, the oldest ones will vanish as you place new ones.
    • Your Punishment of the Damned applies a long Torment Trail on the ground if it does not hit a survivor.
    • Heathy Survivors who run over your Torment Trails become injured and trigger a very long Killer Instinct. Torment Trails no long inflict Torment on survivors who walk through them.
    • While you are not in a chase, your Rites of Judgement no longer slows or limits your movement.
    • When a survivor becomes Tormented, Pyramid Head gains Undetectable and his Rites of Judgement makes no sound for (15-30) seconds.
    • Tormented Survivors suffer a 20% penalty to healing and repairing speeds. Pyramid Head can no longer pick up Tormented survivors (they must be caged).
    • Punishment of the Damned's recovery speed is increased by (30-40%) if it does not hit a survivor. Your Punishment of the Damned costs 50% of your Rites of Judgement charges (up from 20%)
    • Healthy, Tormented survivors who free a survivor from a Cage of Atonement become Injured when their Torment status is removed.
    • Every (60-90) seconds, a random survivor becomes Tormented. Your Torment Trails no longer display a Killer Instinct alert.
  • Any tall wall completely shuts him down. Some stages have a lot more of them than others, making him an extremely unreliable killer.

  • Pyramid Head has the worst AddOns in the game. Even if you buy into the wild overhype for his super limited shockwave, his hilariously over-restricted torment trails, or embarrassingly over-nerfed cages; even then, you can't deny that his addons are completely useless. Even the "good" ones that extend the range of your shockwave are, in fact, bad because they train you to think his power goes further than it does, so you end up botching your shots any time you're not running a full compliment.

  • They recently nerfed the timer window you have before it runs out for... reasons? They're certainly not going to give it a gigantic buff like no timer at all.

  • You're likely to be targeted first if:

    • You're playing a survivor with a reputation for hiding (like claudette) because if they've found you, they want to get you now so you don't have a chance to hide.
    • You're playing with an obnoxious, bright, "look at me" cosmetic (though the designated team-looper often wears one of these, so that cuts both ways)
    • You're playing the survivor from the killer's IP, so they want to be thematic. PH or Nemesis, especially.
    • You're playing with far more skilled team mates. If a killer chases a survivor for 30 seconds and gets no closer to catching them, there's a pretty obvious skill gap and they're typically better off finding somebody new.
    • and finally: it could just be that you're the weak link on the team. 1v4 is a herculean task and if the killer can get that down to 1v3, they stand a way better chance. That means locating the team's weakest link as quickly as possible. If you're really bad at hiding, looping, and dropping chases, they're probably going to stumble upon you sooner or later.
  • @GoshJosh said:

    BHVR, help me understand this one. For years there's been request after request to buff solo queue, so it will be closer to par with SWF. If you do this, you can better balance the game and make a more pleasant experience for solo survivors. We're talking about real simple changes: seeing each other's perks in the lobby, items, add-ons, indication of when various perks are in play in the game, any of these.

    Instead, you've made boon totems: extremely strong perks that only one survivor needs to bring to benefit an entire team. One blessed totem brings all the benefits of every boon perk - two, about to be three. Solo survivors don't have the coordination to tell others to not cleanse totems, so they can be blessed instead. And soon if they cleanse totems, they will run the risk of being hit with Hex: Pentimento.

    Can someone please clarify for me?

    Just a quick list for ya:

    • They changed it so that one Survivor is always the obsession. This prevents the killer from knowing if the team has no Decisive Strikes. This change was made for Solo Q
    • They changed the UI just to give survivors a hook count so all survivors could see how many hooks each of them had taken and who was safe to go on rescues/bodyblocks. This change was made for Solo Q
    • They changed Borrowed Time to work at any distance, against stealth killers, and against lullaby killers so you could just freely unhook without any exterior knowledge of placement. This change was made for Solo Q
    • They added extremely loud sound cues to killers including Hillbilly, Pyramid Head, Demogorgon, and Spirit, so that all survivors would know when they're using their powers at nearly any distance. This was for Solo Q
    • They've nerfed a number of potent killer addons for killers like Pig and Pinhead which, though largely useless against SWF, were potent against solo Q

    And so forth.

    They keep buffing survivors and nerfing killers, but guess what? Every survivor buff and killer nerf ALSO HELPS SWF. Solo Q survivors are getting a leg up all the time, but SWF will never not be stronger than Solo Q. They flat out will not, no matter how many additional advantages survivors gain. The game was not built for comms and it is not balanced for comms. And even if they put proximity voice chat in the game, SWF would STILL be stronger than Solo Q, because their communication goes everywhere at once.

    Literally, the only solution to the problem is to make SWF go to their own queue and they've said a million times that they're not going to do that. Using out-of-game programs to gain a significant in-game advantage is something that the Devs know about and are not only complicit with, they actively encourage. That's just the nature of this beast.

    Things will never be balanced and SWF will ALWAYS have a stronger, better time than Solo Q because they refuse to nerf SWF or buff ONLY Solo Q (which they perceive as somehow nerfing SWF). Even something as trivial as "Solo should get more points while swf get what they are currently getting" is seen as a SWF Nerf. It's a hell of a thing.

  • @BabuDweet said:

    It's working as intended now and all of a sudden there's more outrage about it.

    So survivors aren't laying on the ground exhausted like 80% of the time and now killers are just outraged.

    'How dare you make a perk work as intended'

    I'm not denying it's stronger, but I also don't care. This is coming from someone who loves playing both sides.

    The outrage is, at least partially, because they havne't fixed the "killers see themselves getting a hit at a pallet but the survivor walks away unharmed" problem. Then, they fix this perk, which creates yet another case of the exact same problem.

    Basically, they're 'fixing' (read: buffing) core survivor gameplay elements, while making the killer experience feel worse and worse. If they'd fixed the pallet-fake-hit problem FIRST, they could've buffed Dead Hard WITHOUT duplicating the pallet problem. If the game says I hit somebody, then it's like "lol jk lmao," that's just flat-out a problem. I don't care if it doesn't slow you down longer or whatever. The game is giving killers fake information and that needs to be fixed before more survivor mechanics get upgraded.

  • I'm fine with adding mechanics to stop face camping just as long as they lock survivors into the rescue animation so they can actually be grabbed if they're trying to unhook directly in the killer's face.

    Survivors should not feel so impervious to a killer that they will just fake-out rescues over and over again. It's an abuse of a bad mechanic and it promotes abusive, counter-intuitive gameplay.

  • If something worked one way, every time, and was changed to work a different and better way, every time, that's a buff. It doesn't matter if that was how they 'intended' it to work or not. It works better now, so it has been buffed.

    Let me give you an example: The perk "Overcharged" was made to stop survivors from tapping gens by forcing a punishing skill check the next time that gen is touched. How it currently works, if a player touches and releases immediately (which is to say, 'tapping') the skill check does not appear, no damage is done to the gen, and regressing stops. The only time the check actually comes up is if the survivor actually holds on the gen long enough. The perk DOES NOT do what it was intended to do, but it DOES do something every time. If it was changed to do what it was intended to, and gave a gen an instant explosion if it was tapped, that would be a buff. It would ALSO be making the perk work as intended, but it's still buffing its power.

  • Why is every map lit up like it's the 4th of July now? Indoor maps have lighting everywhere, outdoor maps either have huge flood lights or straight-up are set at noon. And that's to say nothing of the black mist completely vanishing from everywhere (and the offerings doing exactly nothing)

    It's already daylight and nobody's dead. The game feels like it's losing its identity for the sake of players being able to admire all the hard work map artists are doing. Kills the stealth strategy for survivors and stealth killers alike. Not to mention that scratch marks are basically invisible because the orange look was make expressly for when every map was dark and color graded away from yellows and oranges.

  • @Chilli_man2400 said:

    idk remember when pyramid head was in PTB everyone said he would be nerfed he wasn’t even touched and he had the most game breaking power of his ranged attack and being able to kill without hooks

    You're kidding, right? Pyramid Head went through four different waves of nerfs, one after another, in rapid succession.

    Pyramid Head is the most over-hyped killer in the game. His power straight up, flat-out sucks. It is only usable against completely new players or when survivors are lock in animation. It has more slow down and warning alerts for survivors to evade it than any other move in the game. The cages are a complete joke.

    That being said: there is a 100% chance this new killer will be nerfed. This is just the state of the current development team. If killers aren't "fun" for survivors (whatever that means), they automatically become "oppressive." Because heaven forbid anybody learn any juking or use teamwork or do anything other than run loop de loop for 10 minutes. Clearly, they want 1 survivor to be able to go toe to toe with a killer, despite the fact that there are 4 survivors on a team.

  • Pinhead's controlled chains are control terribly, slow him way down, deliver incredibly limited value even if you DO hit, and can be completely negated by bad RNG spawns. They're simply awful. His real power was the chain hunt. By nerfing the majority of addons that make his chain hunt actually have a chance of going off at least once in a match, they have effectively nerfed him quite a bit.

    Not a fan.

  • When the penalty is disabled, survivors quit like you wouldn't believe. The first time they're downed: instant DC.

  • Baking nerfs into killer perks just means they'll never ever get used. No one will play with a perk that is designed to be difficult to get value out of. Killer perks aren't Survivor Perks. Killers don't have the luxury of chilling for 40-60 seconds for their perk to reset. They're always on and need perks that are providing an appreciable impact.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621010#Comment_2621010

    I think PH is a different case because his perks can be fun and strong, but there are better alternatives. I think his are a little like the Twins' perks, unique, fun, and not terrific.

    I can KIND of see some use for Trail of Torment, maybe, sorta, on SOME killer out there, but definitely not PH himself. His passive walking and power use is one of the loudest, noisiest sound profiles in the game, and he's the only killer whose power has a giant "don't stand here" warning light for survivors to see. He gets zero use out of stealth anything. The other two are just awful across the board. Forced Penance needs to do something like hinder for a chase trade-off, or long-term aura reveal, or prevent them from working on gens or something. And Deathbound needs to apply Oblivious to BOTH survivors, not just the one.


    PH is Pyramid Head. Ph is Pinhead. Also, PH's perks got buffed (but they're still bad), while Ph's just came out and haven't been touched.

  • Well, The Game was the most killer-sided map, and that got reworked into an unfun nightmare. Haddonfield is the most survivor-sided map. If we use the time between when Moris were made useless and when keys were made useless, I'd say maybe they'll look at Haddonfield around February of next year? But that's me being optimistic.

  • PH's perks are all pretty bad, and that's AFTER they were all buffed.

    But OP's probably right. Deathslinger's perks are dogfood. So many requirements, restrictions, limits, and all in service of some extremely minor, very short-term aura reading (which is useless to Deathslinger, now that he's been nerfed out of being able to actually sneak up on survivors).

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