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Archimedes5000

Archimedes5000

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Archimedes5000
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  • Makes sense

    As for numbers, I would propose:

    -11/13/15% repair speed

    +6/8/10% regression on failed skillcheck (base is 10%, so its going to be 16/18/20% total)

  • @TheBean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006910#Comment_1006910

    So you did what you were supposed to do... slug the 3rd and went after the 4th. That is how you play that if you really want a good "chance" to get the 4K.

    Or you take another chance, go hook the survivor and then go after the 4th, risking they escape.

    Depends how you play it if you want it to be exciting or not. If you don't like to slug take the more riskier route. Be more satisfied at the end knowing they had a chance... and still lost.

    --

    What is being asked for is basically a free 4K at the end, without having to put forth the risk or effort of getting it. Just like not wanting to give a free escape for the survivor.

    It is up to the killer on how they wish to play it out... Do they try and secure the 4K taking a less riskier route, or go all honor and glory and give the little rabbit a chance, but still crushing them.

    I understand what you mean, but its often is not a race to find it, but rather survivior either having a headstart or RNG giving a win to 1 of the sides immediately...

    I don't want a free kill, I would like a fair competition. Something needs to chsnge about the way hatch spawns

  • It is, the question is how many and hiw often. The Game and Autohaven are a joke sometimes...

  • Killers get punished enough for hard camping (or almost enough).

    I think what we need is rewarding survivior for being on hook for multiple phases, because it means he is "abandoned" and gives his time to do objectives. Buying time for your team is rewarded in chases, so It should also be when hooked.

    In my opinion it could be someting like that:

    10 points for the Benevolent emblem for every Sacrifice phase increase while killer is less than 16 meters away. (Max 20 points)

    Additional points added in a similiar way being in chase contributes towards Lightbringer emblem, but instead it works while the killer is close to hook. (Cant propose exact numbers because its complicated)

  • This sounds like a good idea

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006886#Comment_1006886

    I have to disagree there. I mean, I don't want maps to have no safe pallets at all. A few are definitely needed. But I personally want more mindgameable ones and only a few safe ones. Because having less pallets but more safe ones will just end in matches to be about how fast a killer can get rid of all the good pallets, at which point survivors have no real counterplay at all. The game would partially be about resource management, where a killer just wants to try and get rid of all the pallets as fast as possible, and it would make the game boring and less skill based in my opinion.

    It's up to the devs to make sure that mutliple nearby pallets can't be used to create more safe loops together. On the other hand, if pallets are that close to each other and are able to create new kind of loops that can still be counterplayed by both survivor and killer, that would be awesome since it would shake up the gameplay even more.

    I did already think about whether having multiple pallets at one loop could actually work in a balanced way to create more unique pallet loops. Right now it's always just one pallet and a loop around that pallet. If the loop has a fitting size, it can be mindgamed by both killer and survivor. Many pallet loops of the Badham maps are a good example. If they are too big, they have no counterplay to killer. Pallet loops of the original maps are a great example of this. If they are too small, those pallets end up being pretty useless for survivor unless they can stun the killer, like some of the pallet loops in the hallways of Hawkins map.

    I wonder if the devs could be able to create balanced loops with more than one pallet to create more unique loops as well. Would be nice if they could.

    Ok, it makes sense. Having mindgame pallets that can't be chained would be the best solution, but there should be a few safe pallets in key points of the map. The most important things is that pallets should not be spammable, moderate amount of mindgame pallets, with and addition of few waste pallets and few safe pallets would be the best solution.

  • @Waffleyumboy said:

    There are phantom hits at times but I'm pretty sure there is no aim or hit assist in dbd.

    There is aim assist on consoles, 1000%.

    And seeing how devs treat PC port I'm sure it's the same.

  • @TheBean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006828#Comment_1006828

    Why would you reward the killer for not killing the last survivor? The killer blew it.

    If they choose to go all sweaty and slug the 3rd survivor... and hunt for the 4th, why would they get rewarded for the slugged bleeding out and not catching the 4th survivor. They didn't take a chance.

    --

    Then in the high ranks... Why should the last survivor be punished because they were good enough to hide for the hatch and not get caught like the others on the team?

    Why? Because it forces toxic plays. I remember when I tried to get my first 4k. I played Wraith, rank 16 or so. EVERY time I had 3 rank 17-16, and a one rank 10-8. I got 2 kills, 3-4 gens done, I hook the 3rd person.... aaand the last guy leaves. He went for the hatch immediately after he saw me catch the 3rd guy. What I had to do to get the 4k, was get NOED, slug the 3rd person and proxy camp the slug and gates until the last guy appears. Wow, so exciting.

    Some thing happens at 5 gens too, but in this case killer gets less points for chases and such, because game ends too quickly.

    I dont think getting 3k or 4k should depend purely on hatch RNG, forcing killers to slug and drag out the game. And dont forget that unbreakable exists to counter slugging too. Having the slug bleed out because of iron will or sound bug is not fair either.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1006861#Comment_1006861

    I think he meant 60-70% safe pallets of safe pallets we have now in maps generally. Or maybe he does mean 60-70% pallets should be safe. Though in that case, I feel like having more pallets but less safe ones is the ideal way to balance a map. This way killer players will almost always have counterplay in chases, which I personally think is good. Having to run through pallets without actually having counterplay is not too fun as killer.

    The point is that having many bad pallets is not good on small maps. Even a bad pallet can stun the killer, and having a lot of them in a small area (like on The Game map) makes it very easy for a survivior go from pallet to pallet making chases very long.

    I think what is a right solution is having less but better pallets. It makes them more valuable, and not so easy to drop. Pallet slows down the killer just by existing, especially a safe one. These pallets should only be dropped when its worth it, for example to save someone from being hooked or in late game chases.

    Save the Best for Last basically

  • @SquidFacedMan said:

    What do you think the devs should do? The grind is a bit annoying, and I imagine it feels insurmountable if you play very casually but that's just the way things are unfortunately. Does the Xbox One version have the weekly shrine?

    I don't think it's particularly hard to unlock new killer perks. Oni was level 50 within a week of casual play, same with Plague when she came out. Survivors feels a bit more daunting to get the perks you want, but there are plenty of guides online that will tell you the best way forward in unlocking perks. You say you don't want to look them up but you went to the effort of typing this out.

    Add an option to buy Bloodpoints/levels for Auric Cells, for example

  • @honestlybaffled said:

    Honestly I just disagree with the rest of the post too, so I'd rather not upset by actually stating it but oh well here we are...

    You say "the game would benefit" but we know you mean "the killers would benefit" from smaller maps. There already are big and small maps. and all the rest just sounds like you're one side biased.

    He just said that 60-70% should be safe pallets.

    Smaller map + less pallets + higher percentage of safe pallets + encouraging no slowdown builds

    Smaller maps - killer sided

    Slowdown nerf - survivior sided

    Less pallets - killer sided

    Increased safety of pallets - survivior sided

    If thats sounds "one side biased" then I don't know anymore

  • @Peanits said:

    It's more or less there out of necessity. It did not spawn with zero generators completed before. The problem was, the survivors would then have to power 4/5 generators alone while the killer patrolled them. Since the killer could patrol them faster than a survivor could power them- and touching a generator tells the killer that someone was working on it- the only conceivable way a survivor could win was by waiting until the killer got bored and gave up, then do a generator. As a result, it became a very, very long game of hide and seek, and it wasn't fun for anyone involved.

    These days, the hatch spawns. If the survivor gets there first, the game ends and you still win with three kills. If the killer gets it first, they close it and the EGC starts (odds are they'll get that last kill). Either way, the killer still wins and the game ends, you can move on to the next match.

    I would much rather have the game end and move on, personally. If anything, I would just prefer if the emblems were more lenient when there was a hatch escape (since you basically had it in the bag).

    What about granting points towards Devout emblem for every hatch escape? 2 points at 5 generators remaining, 1 at 4 generators remaining. (It doesn't have to be the exact numbers) This way survivior gets points for escape and keeps items normally, but killer is not punished so hard for it.

    Keep in mind that the last survivior often runs away as soon as it sees its last teammate get caught, so it can hide from the killer before the killer hooks and kills the 3rd person, giving him more time to find hatch.

    Another problem are higher rank surviviors in games with weak teammates. Once the strongest survivior notices that they are about to lose, it leaves his teammates to die, and quickly finds the hatch to immediately escape as soon as it opens. Situations like these are bad not only for the killer, but also for the abandoned surviviors.

  • @johnmwarner said:

    We all know the 4 man SWF death squads, which contests to popular belief are quite rare in my experience even at red ranks.

    But the bad 4 man toxic SWF that are trying to emulate their favorite toxic streamers, some of those teams have been my most fun games. You can tell what they’re TRYING to do but they are so bad it actually hurts them in the long run.

    Flashlight attempts with no angle, chasing you around and doing a body block when you’re literally 1 meter from the hook so you make it anyways...

    what have been some things you’ve seen from either aide that make you go “yeah I know what you were trying to do mate, no go.”

    T-bagging and flashlight clicking is always hilarious to go against.

    You just look at them wasting time/battery for no reason, and then leave the chase lol.

  • @Poweas said:

    Can you please give me a good rework idea for it then? Since they both counter 'toxic' (although most effective in my eyes) playstyles. DS counters Tunnelling, and NOED counters Genrushing.

    I see way too many people complaining about them, but instead of complaining, try to offer up a good rework idea. This isn't a rant, I genuinely want to see what people have in mind for a nerf/rework.

    NOED is a bad perk. No need to rework it.

    I'll take Devour Hope anytime. Proxy camping the totem at a 3 gen is wayyy more deadly than NOED that works only after the gates are powered...

    The problem with Decisive Strike is not that it counters tunneling, it's that it punishes killer for downing multiple people in a quick succesion, gives survivior 60 second invicibility no matter the circumstances and, in tandem with Unbreakable, is a free "get out of jail card" that can't be countered by anything besides toxic camping.

    The simplest solution is:

    • -100% of the timer for all active DS timers when killer hooks a person
    • -50% of the timer for all active DS timers when killer downs a person.
    • Can work multiple times, (no problem for me as long as it works as its supposed to be)

    This way Decisive Strike will deactivate immediately as soon as another person is hooked or multiple people are downed. DS remains "anti tunneling" perk, but it doesn't lead to absurd situations like killer "tunneling" 4 people at once.

  • @Fibijean said:

    Not necessarily. Matchmaking would play a part, since there is no hard limit what ranks a grey-ranked player can be matched with if options are scarce, but there's also the likelihood that a lot of people may not play killer that much. There are a lot of survivor mains out there who only play killer for dailies or challenges, but still keep their killers decently levelled up for when they do play them. Such people would be a very low killer rank, but could still have high-tier DLC perks unlocked on their characters. The same would apply even to people who play both roles and just choose to invest all their bloodpoints into killer. There are also veteran players who come back to the game after having deranked to grey or yellow due to not playing in a few months.

    Basically, although it's probably not as common a perk at low as at high ranks, there are a lot of reasons why grey or yellow-ranked killers might have access to Ruin, so unfortunately fixing matchmaking, while important, isn't going to completely resolve the issue here.

    This is why rank reset is another problem.

    Not only matchmaking doesn't work, but even if it works, you can meet a veteran player who hasn't played for 2 months. Great

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1005454#Comment_1005454

    That's why trapper is bad. You cannot be creative with traps against good players unless you are running the tar bottle. And you basically need a trapper bag at all times to stay competitive, and if you are running a trapper bag and tar bottles, then people are liable to get out of your traps within 5 seconds with some bad RNG.

    You are limited to putting them in bushes without a tar bottle.

    Not true. If you know surviviors habits well, you can put them in places where it will be impossible to see it until you almost step on it (corners, stairs, etc.) Even if they are very good, they will not be able to dodge them while in a chase

  • @Snow_Lep said:

    https://us.v-cdn.net/6030815/uploads/784/UXDH519JBU94.png

    Here is my personal tier list.

    S - Nurse. Even post rework she can be used at godlike abilities and end games in seconds. Just takes a lot more practice to get her ability to godly levels.

    A - Spirit: Even with her changes, she still holds a lot of power for mindgames and closing distances fast with her phase.

    Billy: He will continue to sit at A tier for a long time. The one hit down chainsaw combined with the usefulness of the mobility makes him a great killer with the practice of hitting those chainsaws.

    B - Legion: Practically a standard M1 killer who can fast vault and close distances with the Frenzy. Not top tier, but if played right can even take strong swf to their knees.

    Ghostface: A stealthy M1 killer. If you play his power right, the mindgames without a red stain and crouch ability become your strongest allies. Combine that with the possibility of an instadown makes him not too shabby.

    Huntress: B for Busted here. Hitboxes are borked but that just makes her go up a tier as the hitboxes make misses turn into hits with her hatchets. Just throw, the hitbox might work for you.

    Plag: Yes the Plag is B tier. The options are playing with No Mither where Iron Will doesn't even work, or to cleanse and give the chace for a good Plag to double-tap you with the vomit. Yes. That is still busted and possible.

    Clown: Could have been an A for annoying. But he is really just another M1 master who has a chance for an instadown and smoke that just gets downright annoying since a visual update made the smoke almost impossible to see through.

    Oni: Yeah, a B tier. Played right, he will force healing which stops gen progress at the risk of giving him better mobility than Billy (as he doesn't even get peanalized for bumping into things) and the chance of being one-shot.

    C - Hag: she has a lot of potential with specific builds, but addon specific power determines the difference between C and B tier for me. Not bad, but a flashlight revokes her power.

    Michael: Another addon reliant strength. Perma tier 3, tier 3 tombstone, spooky myers. They are great and fun, but at his base on his own, he just lacks true power without his addons.

    Wraith: Addon reliancy again. Windstorm and uncloak, sneaky Wraith, they each have their advantages, but on his own, he is just lackluster.

    Freddy: Could be a D tier since the nerf to his slowdown addons, but still a C as his gen teleportation allows for quick and easy finding of another survivor when using BBQ. Fake pallets are easily outplayed, and the puddles are a little broken as you can trigger them and only get one slow down unlike the clown's smoke when active.

    Trapper: Bloody Coil and Iri Stone make him fun, but the lack of map pressure as you have to take time to collect and place traps hinder him. He needs a rework next, he needs some love.

    Pig: Since EGC came around, her traps took a nerf. Stealthy but slow, but paired very well with her wallhack addon. Addon reliancy determines tier to me, sorry.

    D - Demogorgon: You have the chance to be good. But the lack of being able to recycle your portals and a lunge that is easy to dodge take you down the ranks. You do have a nice way to break pallets, but you lack the ability to mindgame it as well as Billy

    Doctor: I hate to put him here, but unless you have distressing and unnerving presence you won't be doing too much damage. Tier 3 is busted in that you can still open gates, and I can only hope the rework treats him well.

    F - Bubba: Insidious camping is fun, but he is a 4.6 movement speed, M1 killer who has the potential to get instadowns if lucky. The charge time and ease of rage (his hitbox for him bumping off of items is a little broken) make you go down to the bottom. You lack the ability to fake your saw at pallets as you suffer a major cooldown, and your saw's charge time paired with the slowdown of charging it make you easy to avoid.

    This is my opinion with the most fair assesment I can give the killers and their powers. And yes, it is perfectly balanced as all things should be.

    You say The Shape is bad without addons, but then say that Clown is good because of his addons...

    Make up your mind already lol

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1005231#Comment_1005231

    How is legion in F tier? You are basically the same as plague, only needing a single M1 hit to get a down. You can slap spirit fury or bamboozle on him/her and shut down any loops if you can't mindgame or don't want to deal with god windows.

    Plague is insane against SWF since you can camp with impunity if people don't cleanse, for the same reasons as legion. You can't save against a camp if you are injured.

    Clown is also beastly if built correctly and using some good add-ons. It is almost impossible to do anything except feed pallets to a bleach clown who can land his bottles. I would not take him against a SWF, but against solo Q he is more than sufficient.

    "Legion is same as Plague"

    I think you forgot that Plague also has CORRUPT PURGE that can DOWN PEOPLE unlike Legion

  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003025#Comment_1003025

    If you read that post it's 90% people pointing out how the reasoning peanits gave is utter nonsense, and since it's an older it doesn't say how they're feeling about it NOW after the backlash

    I'm talking about Peanits comments from like 2-3 days ago, not PTB patch notes...

    He said that they are removing ruin so they can examine gen speeds.

    They cant say that they are nerfing it 1000% right now no matter the tests, or we will have the same thing we had with ruin nerf, this time with survivior mains

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003521#Comment_1003521

    I mean they could just collect data on all the games that were played without ruin already. 55% of games across all ranks didn't include ruin. So maybe im stupid but i dont see why they need to change the perk to see why they need to change it

    So you could say "those were killers that don't need ruin, facecampers, baby killers, people doing archievements/rift/rituals, very good players, bleh bleh bleh, you dont care about normal players, this is bullshit, I see ruin in every match, not only 55%, bleh ble bleh" ?

    Let them collect data they need/want, its all good as long as they do something about gen speeds

  • @EZ5k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1003036#Comment_1003036

    And they're going to get rammed through with lies like "we need it gone to truly examine gen times". It takes all of five seconds to reach out to a rank 1 player, and have him bring in a SWF against a Dev to illustrate the problem

    They want statistics of how it works normally, not in a one game.

    And they are going to do something about gen speeds, probably reduce speed slightly and nerf toolboxes

  • @Unicorn said:

    It’d be pretty cool if BHVR had some type of chill server where we can just gather with a bunch of other Survivors and Killers while we waited for a game.

    Any ideas on what BHVR can implement to keep us busy during the long wait times?

    Mobile app that gives you a notification when you find a lobby lol

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002992#Comment_1002992

    Your first mistake was thinking a ruin question would have been one of the hand picked questions answered.

    How many times do they have to answer fo you to be satisfied? Every time someone asks about ruin? Lol

  • @Eye66 said:

    Indeed, it's apparently NEXT Week because I was stupid enough to think they'd have the guts to look at the questions before ramming ths ruin nerf down our throats. My mistake

    Looks like you are also stupid enough to not know that the ruin nerf also goes live next week.

    And it also seems that you are so stupid that you didn't even bother to look around threads and see that Peanits already explained the ruin nerf.

  • @Nutty_Professor said:

    https://forum.deadbydaylight.com/en/discussion/comment/997892#Comment_997892

    SWF can no longer manipulate matchmaking, as matchmaking bases it around the highest rank survivor in the group rather then the average. If a rank 1 survivor is bringing a rank 20 into the game, they are bringing that rank 20 into a red game. The rank 20 is more harmful to his own team then they are to the killer (unless the rank 20 is a smurf).

    Matchmaking doesnt work at all. Not only swf, it just doesnt

  • "Would you rather nerf toolboxes or decrease gen speeds" I think that was the name of the thread.

    They had to change ruin because it was used in like 80% of the matches and you couldnt even see how gens work without ruin. And reduced gen times WITH old ruin would be op, so they have to do one at a time.

  • @Weederick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000958#Comment_1000958

    Most players dont enjoy a camping based playstyle. Tastes differ, but if hag couldnt trap hooks, i'd play her a lot more, she is a very interesting character. Ruined by her hard-to-counter camping powers. And her natural strength vs solos compared to getting hardcountered vs swfs. Such an oddball, but her playstyle of trapping the map and turning it into her swamp and territory is really cool. But teleporting and protecting hooks ruins it for me. Its too devastating against solos

    But well, how many times can you fall for the hook trap? Run around, trigger, hide, then unhook

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1001672#Comment_1001672

    If that was true, they could just disable ruin temporarily. Completely changing it says they're changing it.

    If it turns out gens ARE the culprit, you think they're going to revert the ruin changes? LOL.

    Yes, they are completly changing it. Then they will look at the state of the game and decide how much do they have to nerf toolboxes and gen speeds.

    Thats what they said.

    They are not going to revert ruin changes. Gens are the culprit, so they will change gens, not ruin.

  • I have no idea why new players cant use all 4 perk slots instead of 1. Like ######### is the point of that, you have 3 perks by default, why can't you use them all.

  • Whats the point of this ######### wall of text. Please enlighten me.


    Devs removed ruin so that they can have a look at the gens and see if its really true that they are going too fast.

    Nurse is still the 2nd strongest killer, Spirit is still the strongest killer. Oni flick is getting fixed to be 90° instead of 360° or 0°. Doctor rework is actually a buff, despite the bullshit in the patchnotes, you can't counter him by going to lockers, because you don't know when he will use the ability (this is not BBQ). All delays and cooldowns are getting fixed too.

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000285#Comment_1000285

    I also said if they can only answer one I'd under stand. I did ask the devs, posts still get removed. I don't think this is a glitch anymore. I asked about ruin like everyone and then the next killers who is getting "reworked."

    They changed ruin so that they can have a look at gen speeds, no point asking about ruin changes. How many ruin questions did you want them to aswer anyway

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/999405#Comment_999405

    Lol this. Everytime I get matched with rank 16s/rank 17s I notice all of them use GF, and sadly they all camp hooks. He seems to be the go-to killer for new players

    That must be extremely frustrating for new players.

    Hopefully the matchmaking fix comes sooner rather than later

    I have seen ghostface once as a new player, we got destroyed in 30 seconds because it was The Gsme, and then he let us farm.

    Ghostface is a licensed killer, and ingame he is called "hard" so no way he is killer for new players. And there has been a rank reset just now...

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/998937#Comment_998937

    But at the moment looking does nothing, and again on many maps jungle gyms etc he is guarenteed a free hit because you can not see him coming. Many safe gens have line of sight blockers.

    Only on an unsafe gen could you have a chance at seeing him coming, but you need to 360 degree rotate on some as he could come from anywhere. Fail to spot and reveal him within a very short space of time and you're exposed which is a HUGE penalty.

    Again I just think he feels cheap.

    But thats the point of this killer. If you can spot him faster, you block his power, if you cant you get downed. And its not like he gets his power immediately, you have time to notice him. You say you can't look around while doing a gen, but thats basically the only other thing you can do while doing a gen.

    Reveal mechanic is bugged and needs to be fixed but thats all.

  • @ClickyClicky said:

    I completely agree. He is the one killer that really makes me hate playing survivor. I say this as someone who has never had an issue with Spirit, and could tolerate old Nurse too. I don't like Legion either but GF is on a whole other level. What I'm trying to stress is that everyone will have killers they like and dislike but to me GF is so bad he ruins the game.

    I'll try to give an in-depth post here to try and put my points across. It's not that Ghostface is overwhelmingly OP, although he is really strong I feel a few killers still have an edge on him however the problem with Ghostface is that he feels "cheap".

    So to start with - Old Freddy. Despite people complaining he was weak a lot of people did enjoy playing as old Freddy, myself included. What made him fun? he was completely invisible for a start, survivors never knew exactly where you where. Likewise he had wallhacks basically with the aura reading meaning you could track survivors throughout most of the game. On the survivor side however this is what made him so awful to play against. He wasn't overpowered but he felt cheap. You never got that thrill or rewarding feeling of losing him in a chase because as soon as you stepped outside of terror radius he would see your aura before you even had a chance to wake yourself up. He was a cheap and unfair feeling killer. So although I liked playing AS him, I hated playing AGAINST him and I agree he needed to be reworked.

    Ghostface provokes those same feelings. I'll try to break it down into the main points...

    • Lets start with the reveal mechanic. This is so spotty and seems to have a mind of its own. Sometimes it will work from a mile out without you trying, other times you can be right in front of him and nothing is happening. It doesn't even start to reveal him. More often than not it works in Ghostfaces favour and the survivor has to mess about and spend so long trying to get it to work that by that time Ghostface is either close enough to get a hit because the survivor has run a poor route due to having to stare to hard, or GF has exposed them. I know people say it feels the opposite when playing GF and yes there are some circumstances where you get revealed when behind objects but I've also had situations where I was behind a survivor, they were staring at me and I was staring at them, I'm running after them while stalking, I expose them and they didn't even start to reveal me. I've also had survivors stare at me across pallets and nothing happens. The reveal mechanic is completely busted and is a major source of frustration with Ghostface among players.
    • His power. Wraith sneaks up well but then gives a short ding-dong allowing survivors a brief time to react. Likewise The Pig either roars or has to uncrouch giving survivors some time to react. Ghostface gives none. Not only does he give no warning but he isn't slowed down in any way. He's still fast enough to get hits. Why is he so much more powerful than the other two? well he was designed with the 16m audio warning of his cloak, however that got changed and now there's absolutely zero warning if you don't have line of sight. He is guaranteed that hit. Apparently from the last patch notes he is meant to have an 8m noise but with sounds being so broken I can honestly say I've barely heard any sounds from him in months. In addition to this if you don't notice him in time then you get exposed and instadowned. It seems a little bit powerful for someone who has such strong stealth. That's normally how games start with him. Everyone is on a gen, you notice the exposed status appear on one survivor icon then they're downed. Being picked off and instadowned at the start of the game feels very unfair and very cheap and it's not surprising that most survivors disconnect against him.
    • In chases. The game was designed around the killer having a red stain and terror radius. Good killers learned that part of being a good player was to hide that red stain and mindgame. Ghostface doesn't have to do any of this. You just tap M2 mid chase at a jungle gym and the survivor has absolutely no warning of where you are or where you're looking. There's no skill involved and it's often just a free hit for Ghostface.

    However is Ghostface fun to play? yes he is. His stealth is second to none. Survivors never see you coming. Combine that with Nurse's calling and you can pick survivors off when they're trying to heal. Likewise you get to stalk them and they either can't do anything to stop you, or to stop his stalk they have to try so hard that they end up running into walls and you get a free hit anyway. So like my point about old Freddy, it's the exploitative nature of Ghostface that makes him fun to use but it's also what makes him unbearable to play against.

    From his initial launch I do agree he was too easy to reveal and I do agree his 16m audio warning was a little too loud however now they have gone too far in the other direction. I see people instadowned out of nowhere or even yanked off gens all the times. It feels cheap as there is no warning or anything.

    So what would I change?

    Well bring back the noise for a start. It doesn't need to be as loud as before but it certainly needs to be louder than it is now, if it's even playing a noise at all. Who can tell with all the sound issues? also 8m is far too short. If you feel 16m was too large an area then at least try 12m.

    The reveal area needs to be bigger. The center of the screen isn't always what it appears to be. I've noticed some people looking too low for what the game considers the centre even though Ghostface does indeed appear to be central in their screen. Basically it's not intuitive for players where the game wants you to aim.

    Also GF shouldn't be able to stalk a second - hide behind a rock, breaking the survivors reveal progress but keeping his own stalk progress. This just feels like an exploit.

    I also think his stalk progress should be reset on that specific survivor if that specific survivor reveals him. As it stands now he can stalk a few seconds, you reveal him. Later he will stalk again and you reveal him. On the third time however since he already has progress he is guaranteed to expose you. This feels unfair. If I remember correctly originally revealing him did indeed reset stalk progress? but I think one survivor revealing him reset it for everyone. I'd just make it so that the survivor revealing him gets their progress only reset. That way a good survivor has counterplay to him.

    Once again I can not stress how much this killer sucks the fun out of the game for me. I thought Legion was dull but GF is on another level. At least Legion is just dull as well, not cheap and exploitative like Ghostface feels.

    Ghostface is not invisible. Stealth but not invisible. All you have to do is start looking instead of hearing, like with other killers.

    2 of the main issues you mentioned are bugs. This means he needs a bugfix, not a rework.

    If reveal and sounds worked, you could just look at him from faraway range, and hear if he tries to attack. I disagree with the chase part. His power is supposed to down surviviors quickly if they let you stalk them, just like Shapes super lunge, and ghostface has his stealth. His power depletes quite quickly, so once you notice him you should just loop him.

  • @Bigbootiejudy666 said:

    https://forum.deadbydaylight.com/en/discussion/comment/998760#Comment_998760

    That was your mistake, You always have to keep replacing your traps. You´re not trapper and don´t have to pick up your traps and reset them.

    The map was swamp lol

    They triggered the traps out of range

  • @Bigbootiejudy666 said:

    https://forum.deadbydaylight.com/en/discussion/comment/997981#Comment_997981

    She gets destroy by teams with flashlights?

    I had 4 man team with all flashlights and I still won. The Flashlights are barely a problem for Hag.

    I said if they know what they are doing.

    At least thats my experience with her. Once I was playing against a good team, and they sweeped at least 50% of my traps with flashlights, or by activating them on purpose. At the end of the game I had to open the exit gate myself cause we had a standstill on a 1% gate lmao. They cleared the traps so fast I couldnt keep up with resetting, defending the gate and hitting them at the same time.

  • I'm not a nurse main, but from what I've seen and played, she is very powerful now. No one plays her because she is the hardest killer, but at the same time at least 2nd strongest. Blink can be broken, sometimes even uncounterable, if used through cellings or multiple walls.

    Just ######### GIT GUD. Nurse is not a legion with a built in "anti kill mechanic", Pig with an RNG slowdown and stealth with a warning or a Clown with a power that does almost nothing. If you blink precisely and hit EVERY time, fatigue, pallets, loops or even walls cant do ######### to you.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/998452#Comment_998452

    We are talking about power level, not how often they are played.

    People can say whatever, but if nobody plays her, it proves otherwise. And she is not even behind auric cell paywall

  • @Shaai1 said:

    I don´t actually think ruin changes will go live.

    That would remove the only "temporary aid" for gen speed that they have.

    Ruin changes will go live, because devs cant nerf toolboxes/adjust gen speed/adjust early game balance without seeing the statistics without old ruin. Thats what they said

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/998384#Comment_998384

    Massive scale? Let's not kid ourselves.

    Besides that, most people in PTB arent actually testing new changes out as much as using high end addons and perks to try and break the game/######### around with no consequence.

    Even 1000 people is a massive scale compared to 10... Especially for bugfixing. People go to PTB to see new changes or to abuse the game. Both are fine. First get information, second find bugs.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/998284#Comment_998284

    He’s not fine now, and before you tell me I don’t know how to reveal him... I Tried in KYF and literally stood and stared at him while he stared at me from opposite ends of shack.

    He marked me AND then walked to me and downed him without ever being revealed... fine? No way

    Which part of "Ghostface needs a bugfix" you don't understand

  • Because it explained the changes to players that payed any attention and it let the devs playtest on that massive scale. Doctor rework turned out to be fine despite the bad explanation in the patch notes.

  • @skoopydoo said:

    Hopefully this will make the game more even and bring kill rates closer to the 50s rather than 70.

    You cant pip with 2 kills 4 head

    Unles survs were potatoes, you farmed them and then let 2 escape lol

  • Sick of the posts complaining about complaining.

    Like ######### nobody cares, at least people complaining about the game complain about something, not about other people complaining.

  • Ghostface needs a bugfix, not nerf, he is completly fine now. Killer standard is not Legion, Clown or Pig, you know?

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