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Altarf

Altarf

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  • Silent bell is fine. Not too oppressive, useful, and has an effect worthy of an ultra rare.

    If we're talking about All-Seeing Blood, then it should probably get a downside. Like, slightly reduced cloaked movement speed, or Wraith's cloak is no longer invisible for survivors within its aura reading range.

    All-Seeing Spirit though is fine for the same reasons silent bell is. Honestly, it's really slept on. You don't need a tracking perk with this add-on, as it is arguably the best tracking tool in the entire game.

  • Hm.

    I'm tempted to say Demo. Not too strong, not too weak, slap bang in the middle of B tier. Maybe Doctor, too.

  • I honestly don't mind. Nemmy is easy to win against, plays very similarly to Huntress who I'm not a fan of, and lags my game out even worse than usual.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/263201/all-killers-needs-map-mobility

    huntress dosent have map mobility and she does fine, clown does fine now (if you choose to actually use the yellow bottles, most dont) i think it would be fine if some killer dont have great gen pressure/map mobility but are stronger in other areas to compisate

    Like Deathslinger, then?

  • Haha killer go stab and run fast

  • If you look at the Dev quotes from the Anniversary event, it seems like a decent portion of them like Spirit.

    Feels a little like Huntress syndrome - the Dev team play the killer a lot so they don't get any basekit changes. With Huntress that's a good idea, Spirit... less so.

  • @Lord_Tony said:

    I'm wondering why he was already given some pretty heavy nerfs to "compensate" especially considering he already has a 40m lullaby

    In terms of Laceration going away faster, that's because his knives are more dangerous now. If old Laceration decay time was kept, it would be kinda ridiculous because of how easily he could fill the gauge up.

    I'm fine with it, personally.

  • @Rivyn said:

    I still don't understand why you can't activate Main Event on your own time. Most of the time when it's ready to use, I've already either A) downed the survivor or B) there is no chance of it being used properly.

    You can now! Admittedly, a 30 second window isn't too long in the grand scheme of things, but it should be enough to get up close. Plus, now with 6 knives to damage and Main Event's high fire rate, it should be much more dangerous.

  • @Power_Guy said:

    Why does Laceration decay faster when running? Running from Killers is what Survivors do!

    Once again, the devs show promise, then stumble in the end zone. The decay meter was perfectly fine; not too slow, not too fast.

    Now? 10 bloody seconds, and even faster if the Survivors aren't stupid, since RUNNING IS WHAT YOU DO AS A SURVIVOR.

    Here's an idea in the same vein; Deep Wounds now Mends if Survivors run. We think this will really balance Legion! 🤦‍♂️

    Sorry to get so frustrated, but the buffs seemed fine, and then they spike Legion 3 inches from a touchdown. That decay nerf is unneeded, unwarranted, and so completely over the top.

    It's like they just CANNOT buff a Killer without panicking and giving them some sledgehammer nerf to 'compensate'.

    Sorry, that was unclear. The time for Laceration to START decaying is 10 seconds, this will not change. Running just makes the individual charges deplete faster. They also buffed the same for walking, if I read it correctly.

  • @[Deleted User] said:

    Feel like they missed the mark with main event a bit. One of the main problems with it is that you're still really slow and you cant mindgame people at loops since you're constantly making noise from throwing the knives into walls and stuff. I think main event needs to increase move speed a bit for it to actually work as a kind of clutch ability.

    Honestly, I just wish Main Event was reverted to how it was on the PTB. Back then, it didn't auto-fire and you could choose when to throw or not. Just make him faster in Main Event when not throwing, imo.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/263000/trickster-buffs-are-interesting

    The first point is confusing...

    Do they mean 6 to simply INJURE a survivor, and 8 to down them?

    Or will it be 6, and 6 to down a survivors?

    The only thing I don't think is good is the 30 knife requirement for main event to work. Everything else seem alright.

    6 knives, period. By "down" I meant the number has gone down.

  • @Laluzi said:

    The Trickster buffs actually look good except for the laceration decay - that's going to hurt him a lot and really rewards survivors for bringing him to shack or other tricky high wall setups. Basically, I think they magnified his existing attributes - they made him stronger out in the open, where he already excelled at, but weaker against strong loops.

    His Main Event buff is good in that it really answers the biggest complaints people had with it - too-long loading time and inability to save it for any length of time. Unsure how the 30-knife requirement will land, though. (Does it require you have 30 knives, or require you to land 30 knives?)

    As an aside, I'm loving what they did to No Way Out. It might actually become a viable endgame perk like people originally thought it would be now that it applies when survivors first attempt to open a gate.

    You need to have 30 knives on you currently to use Main Event. Normally, this would be awful, but 30 seconds of Main Event holding time should be enough to find a locker and reload.

  • Calling it; Trickster's buffs are solely to Main Event, and are something very small like less recoil during Main Event or something.

  • No, you're not imagining things. The Game was changed from the most killer-sided map in DBD to one of the most survivor-sided maps in the graphics update. This is because there are 24 pallets if I remember correctly, and all but a couple of them are incredibly safe.

    It's not fun. If you're a killer who can avoid/break pallets easy, like Bubba or Nurse or Nemesis, then you have a much better time. For anyone else though, it's a living hell.

  • Trickster has the worst mobility and time efficiency in the game, rivaled only by Slinger. He also has no map pressure and a lullaby that prevents stealth. What does he get for these hefty flaws? A below average chase power which can't be used to spread damage, isn't worth using at range, and that is virtually useless at a majority of loops. One with random recoil, knife spread, needs to be reloaded at lockers, and has enough windup and winddown time to limit the times you can actually hit people around corners and the like.

    Oh, yeah, and Main Event, which takes ages to build up, can't be held and often pops in bad scenarios, and in almost every situation is worse than just continuing to throw knives normally. And gives you a fatigue.

    Any 4.4m/s killer that is better off NOT using their power in most situations is a fundamental design failure. He is quite literally just Huntress but infinitely worse. Easily the worst designed killer in this game, from a conceptual and arguably gameplay standpoint. At least Spirit has an interesting power concept.

  • Could be console killers crashing.

    It's common enough for me at least that I'm not playing until console is fixed. It's next to unplayable.

  • Same, honestly. Removes such a massive component of their skill cap if they just become an M1 killer with a stronger, single zombie.

  • Hag is a 4.4m/s killer with no active chase power. She needs to set up her web and to get survivors to go into it, hence why the trap next to the hook is allowed.

    However, I do think traps within a short range of the hook should be destroyed when a survivor is unhooked. This means they have to crouch in to unhook, rewarding survivors for their knowledge while still allowing the Hag to get value from her trap, but doesn't allow for her to effortlessly camp because after unhooking the trap will be destroyed.

  • If Twins get a map in the future, I hope it's the first two-story outdoor map. That being a French village and sewer system underneath, as in their lore.

    Could be tricky to implement but it'd be so cool.

  • @ManWithALemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2325825#Comment_2325825

    The reason Twins has a high kill rate is because the few people who play them play them like they're practicing for a comp tournament. They play Twins incredibly basic but since, like you said, people don't understand how to counter Twins and don't like going against sweats, those people just give up.

    Also I'm just throwing it out there, Dowsey sucks at Twins. Seriously. He has terrible positioning with Charlotte, over-relies on Victor, sucks at mapwide pressure, and misses pounces frequently. He plays Twins like a clunkier hit-and-run Wraith and as a Twins main it physically hurts to watch.

    I'd disagree, personally. Twins have more than one playstyle, and his method of applying as much map pressure as possible is much more fun for both sides than just getting everybody injured with Sloppy Butcher as Charlotte before mass slugging with Victor. Plus, mass slugging doesn't work that well if survivors have a brain and group up in pairs, or kick Victor after he downs someone.

    I don't know. I like playing Twins as a macro, big brain thinking killer rather than "injury woman and nae nae baby". Again, though, much like Plague they have multiple playstyles. I'll admit I slug if I have to, but I never go for anything higher than 3 man slugs unless the team has really annoyed me.

  • My, mostly unsubstantiated, guess is that Twins have a very high kill rate statistically, and the balance team is desperately doing random nerfs because they don't understand why the kill rate is so high.

    Said kill rate being high is because:

    1. They probably have the lowest pickrate of all killers by a long shot, and are very difficult to learn and play, and so most Twins players will be people who have stuck with the Twins and as such are good at them. Such as Dowsey. I'd be genuinely willing to bet that his winstreak matches alone have made up at least a quarter of all Twins games.

    2. Twins are difficult to play against for solos, like Hag and Freddy. They do have counterplay, but very few people actually know and use it. Not only that, but since nobody plays the Twins, survivors have not developed experience in playing against them. Remember when Bubba got reworked and nobody knew how to play against him, and people said he was an S tier killer? The same is happening for Twins, except they are played much, much less than Bubba.

    This is why they do things like run away from a Victor who missed a pounce or downed somebody, and run in towards hooks without crouching to check if Victor is there.

    3. Twins are very good at camping and slugging, and this often overwhelms solo players. Plus, people tend to suicide against Twins a lot, pretty much winning the game for them.

    The only nerfs the Twins need is to increase Victor's respawn time by about 4 seconds, and to make it so that Victor gets destroyed if he's in very close proximity to a hook with a survivor on it. Aside from that, they could use some buffs, honestly. Mainly to their tag-team aspect - they are strong killers, but could be so much better for the game with some tweaks to let Victor do anything other than slugging. Using him as a sentry is a bit of waste considering survivors can just crouch up and kick him, and he's not applying any pressure during this.

  • I'm pretty sure Nemesis' tentacle can't go over gaps. Part of the Punishment of the Damned code they forgot to remove, I guess.

  • No. This is because if the hatch closing by any means triggered EGC, then in a match with 3 survivors left and 1 gen left somebody could just escape instantly with a key, and then the other two would also be handed at least one easy escape because EGC with 2 survivors is incredibly easy for survivors.

    Keys don't need to be even stronger than they are now.

  • Jacket from Hotline Miami as a legendary for Trickster. It would literally be a perfect fit in every way. You could even have the game's combo meter go up in the HUD with each blade hit.

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2313093#Comment_2313093

    You could park victor near the hook before hooking the survivor. This is EXTREMLY efficent since you will see when a survivor goes for the unhook, so you can instantly switch to him and down one or even more of them.

    True, but as I said, smart survivors will just crouch for a little bit when approaching where Victor's shriek radius should be around a hook (12 meters, if I'm right) and crouch up and kick him regardless. Doesn't matter how close he is, as you can't place him directly under a hook.

    Pre-placing Victor near a hook is stupid, though, and hopefully gets removed whenever the devs revisit Twins. Ideally if Victor is within 6-8m of a hook, and a survivor is hooked there, he's instantly crushed and returned to Charlotte. That is quite literally the only nerf the Twins need.

  • Christ.

    1. It does not start him off at tier 2.

    2. It increases the amount he needs to stalk to get to tier 3 by such a ludicrous amount that if you don't have most if not all of the gens finished at that point, that's entirely on you.

    3. The Judith's Tombstone add-on makes him considerably slower, and he can only Mori you if he's within touching range.

    These add-ons combined are balanced by the downsides above. If you suspect it's an infinite tier 3 Myers, avoid being stalked, focus gens and jump in a locker if being chased in tier 3 to avoid being moried.

    I hate to say this, but you might need more practice.

  • Parking Charlotte next to the hook doesn't work for camping because of the minimum distance required and the long wake up time. Parking Victor next to the hook is often unavoidable, since you down somebody with him and typically there's a hook within his shriek range, and you can't pick Victor up as Charlotte.

    The success of parking Victor next to the hook *wholly* depends on whether or not the survivor knows how the Twins' power works. If they don't, then great; they will run in without a care in the world, you switch to Victor and get a latch or a down. If they do, then they will simply crouch to Victor and kick him, like a Hag trap with a longer range.

    However, the greatest strength the Twins have is that literally nobody knows how to play against them, or wants to learn how to play against them. Thus, "camping" with Victor is significantly stronger than it would be if survivor knew how their power worked. Like if nobody crouched over Hag traps at hooks.

  • I just love the Twins' terror radius theme. It's brilliant - really sets a terrifying atmosphere, especially with the baby crying hidden inside it.

  • @[Deleted User] said:

    They definitely need to penalize him for readying/unreadying his gun all the time. Then they can either make his TR normal or give him a lullaby a-la Huntress/Trickster. They already have the aiming stinger so maybe they could just use that.

    I don't know how they can do the first bit without making him clunky feeling though.

    If you gave Slinger a lullaby or increased TR it would destroy him. The Redeemer has a limited range and he is 4.4m/s, so survivors would just run early and he'd never be able to spear anyone without wasting exorbitant amounts of time.

  • @Shroompy said:

    His Lullaby is very hard to hear when in a game and its actually at its loudest when youre around 30m away and fades away when he gets closer, this actually makes Monitor still work on him.

    They've changed this in the 5.0.0. patch. The lullaby now extends to 40 meters.

    Because, you know, Trickster was too powerful.

  • @Mooks said:

    Wait, is this something new?

    as far as I know, if both are standing on the hatch the Surv doesn’t have a chance to escape - and I experienced that from both sides multiple times. (Not since the last update though that’s why I ask if this is new)

    Yes, this is something new. Since the chapter released, I think.

  • Getting skillshots with PH, Deathslinger and Plague. Never get tired of it.

  • Firstly, that isn't what the data said. The average killrate was roughly 60%, the only killers with 70% were Freddy and Bubba because of how easy they are to play, how easily they destroy newer players, and how strong they were. You're just cherry picking to make your point look better. Nurse, Demo and Blight had the lowest killrates, which says enough about the accuracy of those stats.

    Secondly, the data is inherently flawed because it didn't take into account any of the extra factors which decide match outcomes. It didn't take into account DCs, moris, maps, add-ons, matchmaking, SWF, people killing themselves on hook, perks, etc. The stats are not something to use in terms of a balance discussion because they intrinsically do not reflect the state of the game. If these stats were correct, then we would have seen heavy nerfs to Doctor, Freddy and Bubba, and buffs to Nurse and Blight.

  • Not sure what you mean by layout, but I'll assume it means balance.

    I prefer the old version immensely in terms of balance. The old version, however, was one of the few truly killer sided maps in DBD, along with the pre-rework Shelter Woods and pre-rework Lery's.

    The new Game is extremely survivor sided and frankly just boring to play on. There's no interesting gameplay, it's just 37 completely safe pallets. It sucks. At least the old Game had mindgameable pallets.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291600#Comment_2291600

    And if you take more than two seconds you'll find various theories out there that support it.

    Alternate versions, as in alternate realities, where in one, Meg/Suzie was brought up by her father instead of her mother, fell into the 'wrong crowd' and was taken by the entity earlier, etc.

    That just seems like grasping at straws to me. There's literally no evidence for this in the slightest - less than no evidence, actually. Why would her name and face change when being taken in by her father? Not to mention the fact that if this theory is to be believed, then Julie is an allegory for Claudette, which just does not fit.

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2291622#Comment_2291622

    You can acces the sensitivity menu and view it, but you cant change it for some reason.

    I tried it.

    (I tried it on KYF tho, maybe its different there for some reason)

    I've been able to change it fine in my matches. Is something up with your controller? Not sure why it wouldn't be working.

  • To be honest, I wish it had been a part of the whole Vaccine mechanic. When all four Supply Crates are used up, a Weapon Crate materialises somewhere in the map, and Nemmy can see its aura. The rocket launcher is inside. It has 4 shots, and each shot restores 1 Vaccine to a Supply Crate.

    The rocket launcher would have a lengthy pull up and put down mechanic, and would have a laser tracker to help the survivors see where he's aiming. The rocket would move very quickly, and would instadown survivors it hits within 1 metre of, and deal a health state to survivors within 3 meters (or so) of the blast radius who are not behind cover.

  • You can. They've just unnecessarily updated the pause menu again for the ten thousandth time. Press R1 a couple times until you get to the controls section.

    Also keep in mind that they've probably messed with the sensitivity values. (at least the killer ones) I was playing Twins and PH and my normal sensitivities (65% and 60%) now felt as though they were 5-10%~ higher than they should be. They've done this before during the Binding of Kin update, and I curse their name for it.

  • Unfortunately, NOED is very unlikely to be nerfed. This is due to three main reasons.

    1. Statistically, NOED probably isn't a very strong perk. Killers that use NOED aren't usually that good at the game, hence why they're using it. In games where NOED activates, it generally guarantees one kill on the poor sucker the NOED user was in a chase with, and if the rest of the team is smart, they'll just leave. Sometimes 2K, if they can't get the gates open in time. Any further kills are purely due to survivor greed. As such, when the balance team look at the statistics on NOED games, they'll probably see a large majority of 1k - 2k games. Given how BHVR balance things, this obviously means NOED must be a bad perk compared to others with high winrates, like Corrupt Intervention and other game delay perks used by higher skilled players, and so might be potentially in need of buffs.

    2. The dev team has time and again expressed support for NOED's current state. Whenever anybody brings up NOED, the typical response is "do bones". This has a blatant contradiction with higher level DBD, where the game speed is so fast that doing bones is a complete waste of time, especially five of them. Normally, even if you neglect the gens and purely do bones and unhooks, all the gens will be done before you cleanse all the bones. This is works fine in SWF, but solo queues barely have enough coordination to rescue a survivor before second stage on a hook, let alone cleanse all 5 totems. Not to mention how you NEED to cleanse all 5 totems, 4 won't do. NOED is also the sole reason to cleanse dull totems, besides decent bloodpoints in the easiest bloodpoint category to max. I expect the devs want to keep it in so the bones aren't ignored even more than they already are.

    3. And lastly, you have to keep in mind that the devs largely do not play DBD at a higher level. Some do, and those devs usually do not use NOED, but as seen from matches with developers in them they usually hang out at yellow ranks to green ranks. As such, and this may sound rude, they might see NOED as a healthy perk due to some of their potential inexperience with higher level killer gameplay. This is the least likely reason, but the devs have not shown to be above bias - just look at the Billy nerf when a certain lead developer stated that Billy was his least favourite killer, and compare that to the Huntress add-on pass with the majority of the dev team being Huntress players.

    All of these reasons combined mean that I will be very surprised if NOED ever gets nerfed. I think the best we can hope for is telling the survivors they're exposed when the gates are powered, rather than "ha, get instadowned, lol".

  • Huntress.

    He plays almost identically to Huntress at a pallet or window. You have to guess whether they're going to pull up the hatchet/tentacle or just run through it, and keep running / drop the pallet accordingly. He slows himself down when cancelling his power, just like Huntress.

    The only real differences at most tiles is that Nemmy is faster and doesn't need to fully charge his tentacle, but in exchange it has a very limited range, small hitbox, requires 3 hits to down and can break pallets at higher tiers.

    If Huntress is fun to play against, then Nemmy is. They are extremely similar in a chase. Comparisons to Punishment of the Damned aren't really accurate.

  • I'd like it if when you're in tier 3, using Tentacle Strike on a zombie doesn't kill it, instead infecting it with a parasite, turning it into an NE-A zombie.

    NEAlpha_Zombie.jpg

    Said zombies would move faster, have a better detection range, and would grab onto healthy survivors instead of attacking. Or whatever other buffs you like. When grabbed, the survivor gets contaminated and takes a health state of damage, and if already contaminated, gets instantly downed. However, they can still be destroyed same as any other zombie, and the respawned zombie will not retain the parasite.

  • For killer, it's a 3K or more.

    For survivor, it's either escaping or causing the killer to lose the game, even if I die. So, for example, being tunneled and buying enough time for 3+ gens to be done before I get killed. Surviving is less dependent on your skill and more dependent on your teammates and the killer player.

  • Well, clearly the counterplay to Pig was intended to be drop pallets every five seconds.

  • NOED: Needs a full rework, honestly. Or at least tell survivors they're exposed when the gates are powered.

    Tinkerer: I love it but it can be oppressive with certain builds. It should probably only trigger once per individual generator.

    I don't think any others need to be nerfed. BBQ is completely fine and not even the strongest tracking perk, Ruin is a totem and requires the killer to apply a lot of gen pressure to get value, Pop rewards the killer's skill and can be countered through a variety of perks, and not gentapping when the killer is about to get Pop ready. There aren't really any others.

  • For PH, if you're running towards a pallet and he's dragging his knife and is close enough that he will get you if he cancels his power, run into the pallet and wait for him to get to where you are, lingering around at the edge of the pallet. Make sure you have the drop pallet prompt, and have a little bit of room to dodge a punishment if he goes for it.

    Once you two are very close to each other, and PH is in the pallet stun zone, he will either cancel the power or shoot. If he shoots you can just dodge due to the small hitbox, poor turning and telegraphed attack, and if he cancels you have enough time to run in and drop the pallet, stunning him. Keep in mind your positioning needs to be on point to stop him from blocking the pallet, and your timing also needs to be good in order to stun him in the 1.5~ second window where he can't attack. Too early and you might not catch him in the stun, too late and you might get hit through the pallet.

    Windows are harder, but the basic principle still applies. Wait near the window until he cancels the power, then IMMEDIATELY vault. You normally have enough time to make it before he can hit, especially if you get a fast vault. Be careful for shots though, but again, those are pretty simple to dodge. Windows are much less safe against PH though, especially a patient PH, so I'd rely on these less.

    These aren't foolproof, no counterplay really is, but these tactics really help in the so-called "lose-lose" situation. Helps me, anyway - PH is my favourite killer to verse.

    Of course, this doesn't really work in choke points and tight corridors, but you weren't going to be dodging it anyway in these cases. Same with hatchets and every other type of special attack.

  • Map: The Game

    Chapter: All-Kill

    Perk: Hex: No One Escapes Death

    Mechanic: The ability for four survivors to go and split up on separate gens without the killer being able to do anything about it, and then split up on 3 more gens and win the game with little player interaction.

  • Massive framedrops and constant freezing. Crashed once on it. Like, this update's very bad for consoles, but RPD is unplayable for consoles.

  • Laurie Stride's map, Haddonfield, is almost inarguably the strongest map for survivors in the game. It does not have "no strong loops", it actually has many god loops and borderline infinites depending on RNG like in the main building and garage house. The only competitors are The Game, and maybe Fractured Cowshed if the RNG sucks.

    But that aside, no, Bubba is fine. His power is completely countered by windows, pallets give you breathing room, if he hits a wall (which you can cause by tightly running around an object) you basically get a free escape. Plus, he has a charge system - if Bubba chainsaws for a long time, about 6 seconds, then any chainsaw he tries to do next won't last any time at all. You can also stun him during his chainsaw which if timed right won't even break the pallet.

    In my opinion, he is the perfect example of a killer who is balanced, strong, has counterplay and is fun to play as and against. (assuming the survivor is good) The only issue with him is that he can camp hooks very well, but there isn't really a way to solve that without ruining his kit.

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