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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • "No going to the forums and crying, no seething reddit posts, just good ol fashioned online voice chat. "

    Yeah, then they will insult the other side before opening a Forum Thread.

    I mean, look at Postgame Chats now, you cannot be serious thinking that Voice Communication should be a thing.

  • @MasonOliver123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839326#Comment_1839326

    Exhaustion addons are not outdated at all, they're very useful to this day.

    They were created in a time where Exhaustion went down while running. This is not the case anymore, making Exhaustion Add Ons way stronger than before. You should not be able to negate entire Perks for just 3-5k BPs.

  • Exhaustion Add Ons are outdated and should be removed.

    @Phasmamain said:

    Clown doesn’t need it or the pinky finger. I main him and an exhaustion addon is not nessacary on a killer who already dominates chases.

    its not like it’s hard to gas survivors so having such a powerful status effect for little effort on the killers part is just not good for the game.

    if you were absolutely intent on keeping it it would have to be on direct bottles only and last max 10 seconds

    Direct Bottle Hits are not hard to get, especially not since Clown does not get any Slowdown after throwing anymore. And well, a maximum of 10 seconds would still mean that the Survivor is exhausted for the whole chase. It does not really matter if Exhaustion Add Ons make someone exhausted for 10 seconds or 10 minutes, since the Timer does not go down while being chased/running.

    And in regards to pinky Finger, yes. Since Clown does not slow down anymore after a throw, it is really easy to get direct Hits, so I think the only reason why not many people complained so far is because they dont see Clowns on a regular basis.

  • @IndianaDadGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1839022#Comment_1839022

    I didn't say anything about missing skill checks.. I said it shouldn't fail when you GET all the skill checks. Having to go to 3-4 spots to remove the trap only to die after NOT missing any skill checks is ridiculous. Even if it eventually comes off, that is a lot of wasted time not doing generators, because you can't just leave it on.

    But you know that hitting like the 3 Skill Checks you get is not really an achievement? I fail to see how this should mean that the Beartrap should be removed.

  • The fastest thing in this game is the Claudette running to the Corner of the Map to Self Care after I unhooked her with my We Will Make It.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838809#Comment_1838809

    Well there are 4 man coop games with a pretty nasty "ai" controlling the opposition so they have to work and wipe several times to win. The thing is in those games you know you have to fight the program instead of another human being so there is less "envy?" Maybe. (I don't know the the correct term right now)

    I don't know the game but a german group called rocket beans played it and (while they are no pro gamers) never managed to beat a level since the game was hard.

    I mean, hard games are fine. But in a Multiplayer-game, both sides should have the same chances to win. You cant expect DBD to be a slaughter-simulator.

    And when it comes to AI vs humans... IMO AIs are most of the time the harder opponents, when programmed in a way to be a challenge. E.g. in Dark Souls 3 you can either fight an NPC in one of the DLCs or an actual player. IMO one of the worst Boss fights in the entire franchise, because the NPC can be a pain in the butt while the player is laughable easy to beat. (At least this was the way in my playthroughs, of course you can get a really good player as well)

    Against AI, the only thing that can be changed is the own skill. Against other players, there are way more factors. And this is why I like multiplayer games, I can play 10 rounds with the same Killer and be the constant while the game still differ, because there are different Survivors.

  • "I thought that killers were to be unstoppable forces and would be 4k'ing every single game. I thought the weakest killers would also 4k every game just take longer."

    Sounds like a pretty bad concept for a Multiplayer Onlinegame. This would be a concept if the 4 Survivors would not be actual humans playing, but 4 Bots.

  • @RamblinRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838570#Comment_1838570

    Or match the sound for hooking and the skillcheck sound at the EXACT same time

    YES! This is happening at least once every two or three games for me.


    @Topic:

    The "Let go of a Gen and it explodes"-thing is in the game for months or even over a year. They fixed it at some point over a duration of like 3 weeks (or I just got very lucky).

    They should give the ability to do the Skill Check, similar to Overcharge. If it really needs to show up at this point, it should not be auto-failed at least.

  • Well, you need to buy DBD to play it. But you dont need the Krampus-Skin zu play it. It is entirely optional and so its fine if Cosmetics cost some money. And I prefer expensive Cosmetics over expensive DLCs.

  • Yeah, I got mixed up with the numbers, see my previous post. I knew that TIer 3 was not small at all, but it was 96 meters and not 64 meters.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838203#Comment_1838203

    According to the official Wiki and excluding The Game and Midwich due to their stacked nature, the realms areas vary between 8448m2 and 12032m2. I'll take Badham Preschool I, II and III which have a square shape and total area 9216m2 to make my calculations easier. A killer with a 64m radius notification will have coverage between total if close to the middle, but that is reduced to 3217m2 if patrolling the corners. For a perk that unconditionally provided you information, having your coverage area being potentially reduced to 35% of the map total area in a small map is atrocious. If bigger maps, the situation was even worse and all survivors had to do was leave 2 gens on opposite sides of the map.

    Yeah, 64m was small.

    I just checked it, 64m was wrong, it was 96m at Tier 3.

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1837917#Comment_1837917

    Compared to what it was before, it's very small. If the team avoid 3 gening in large maps, chances are that the killer be notified while patrolling gens and it becomes a matter of how they can disturb more survivors at once before the gates are available.

    64m is enough to cover the whole Map, except for probably Mothers Dwelling if you are really far away from the Gen. So saying it was "a very small range" is simpyl wrong.

  • I quote myself from a different topic:

    "When it comes to Nurse, you cannot nerf her to be on par with other Killers. Her Kit is designed to be broken, to bring her down, you would need to completely destroy her and alter her values in a way that she is weak.

    You could only achieve a somewhat similar power level by giving her a complete Rework. This means that you would need to buff her Movement Speed to at least 4.4 m/s (but probably 4.6 m/s would be needed) and remove her ability to blink through Objects. Meaning that a Nurse would still be able to use Blinks (if you want to keep this part of her Kit), but will not be possible to ignore Windows or Pallets and will not be possible to blink through Walls. So that she can use the Blinks to catch up, but not to ignore all the stuff in her way.

    And I dont think that this is something that should be done. It would probably be the healthiest thing to do because Nurse will always be a problem for Balance. And she is in fact a design failure which would not go into the game anymore, but 2016 a lot of things were possible.

    However, Nurse is in the game for so long and I feel it would be wrong to alter her Kit in such a significant way. The only thing that helps with her current kit is that she is

    a) hard to learn and

    b) not needed to win games

    Back then you basically had to be good with Nurse to have consistent wins, now you can do that with every Killer. And when you want to have a Killer on a somewhat similar Power Level, there is Spirit."


    The healthiest thing would be to remove her or rework her in a way that she does not need her Blinks to down Survivors by buffing her Speed and removing the ability to blink through Objects. However, I dont think that this would be the best move, since it would be a pretty severe rework of one of the most unique characters in the game.

  • @lagosta said:

    Discordance didn't have a range limit before the nerf, but it was also not worth leveling so you could get more frequent warnings. They addressed that while giving it a very small range 64m at first I think, than doubled that to make the perk worth using.

    64m is not "a very small range". But now its map-wide.

  • @Callmehandsome said:

    I wouldn't mind it at all if in exchange gens slowed down when you aren't camping and putting pressure on survivors

    This is already the case.

  • "At the moment, it feels like it was slapped on, just for the sake of theme, with no actual value in it."

    Considering that this Chapter introduced those effects, I can totally imagine that they just slapped them on without much intention.

    IMO they should increase the time a little bit and make him a little less noisy after coming out of a Portal.

  • Yes, I agree, I also think that Information and Chase Perks are more valuable than Regression Perks. Personally, I stopped using Ruin long ago, because I felt stressed because of the Totem. I simply did not want to defend it anymore, once it was seen, I always felt the need to check for it. Highlight was where the Ruin was broken before I even knew where it was (it was probably behind a Gen from my Spawn Point).

    I used PGTW then, but at some point I realized that I am mostly ignoring it.

    So the only Slowdown-Perk I run is Corrupt Intervention to shrink the Map at the start. Sometimes I also run Sloppy Butcher, like it works on Wraith. Or on Spirit, because I dont know what to play instead on her (Running Corrupt, BBQ and Nurses on her, and I dont want to run Stridor).

    In general, Whispers is an amazing Perk, it saves so much time to get into the first chase because you know where no Survivors are.

    And I also think it is more enjoyable to watch Streamers who use Builds which focus on Tracking and Chases (like you said, Umbra and OhTofu, or Scorpionz as well).

  • I dont care, it does not have any meaning anymore. Whenever I do it because the Killer is camping, they still come and crouch next to me (because maybe this Killer will go away after camping for 1 minute and 40 seconds!).

    And others are doing it while the Killer is not camping. Or sometimes when they are camping. It is not reliable anymore, so I do whatever I want.

  • @Zephinism said:

    I agree though maybe getting double pip with the 3 perks could be new achievements for both sides and ported over so that some people don't feel their killer adepts are made a whole lot easier.

    Achievements & Trophies are only optional content though so I wouldn't say it's a pressing matter to get them all.

    Double Pips on the Survivor Side are far more uncommon than on the Killers side. Because you need to do everything while not being downed once. I would rather make Killer Adepts easier than making Survivor Adepts a pain to do as well.


    @Topic:

    Should be 4 Sacrifices. But, from what I know, the problem are the consoles, because they dont like the change of achievements when they are still possible to be done.

    But I also hope that they change Killer Adepts at one point, I will not try them as long as they require me to have 4 Iridescent while using mediocre Perks.

  • First of all, I dont think that there is any issue with different power levels. Some Killers are weaker than others, but they are (most of the time) also easier to play. And there is nothing wrong with that, you can have simple Killers, but should not expect them to be really dominating. The only exception is Freddy who is the easiest to play while being far to strong for his level of difficulty.

    When it comes to Nurse, you cannot nerf her to be on par with other Killers. Her Kit is designed to be broken, to bring her down, you would need to completely destroy her and alter her values in a way that she is weak.

    You could only achieve a somewhat similar power level by giving her a complete Rework. This means that you would need to buff her Movement Speed to at least 4.4 m/s (but probably 4.6 m/s would be needed) and remove her ability to blink through Objects. Meaning that a Nurse would still be able to use Blinks (if you want to keep this part of her Kit), but will not be possible to ignore Windows or Pallets and will not be possible to blink through Walls. So that she can use the Blinks to catch up, but not to ignore all the stuff in her way.

    And I dont think that this is something that should be done. It would probably be the healthiest thing to do because Nurse will always be a problem for Balance. And she is in fact a design failure which would not go into the game anymore, but 2016 a lot of things were possible.

    However, Nurse is in the game for so long and I feel it would be wrong to alter her Kit in such a significant way. The only thing that helps with her current kit is that she is

    a) hard to learn and

    b) not needed to win games

    Back then you basically had to be good with Nurse to have consistent wins, now you can do that with every Killer. And when you want to have a Killer on a somewhat similar Power Level, there is Spirit.

  • All of them, currently getting all Perks on them again. Which is 5 Bloodwebs per Survivor...yay. From Dwight to Jane everyone is finished, will do the remaining until Elodie and then grind all Perks on Elodie.

    And then the next Survivor is almost there..

  • Flashlight Saves are one of the fun things on the Survivor side and one of the more skillful things to do.

    Removing those (or weakening those) would basically make Flashlights useless since Blinds on Pallets are not really good anyway. Let alone that against a somewhat decent Killer, a maximum of 1 Flashlight Save is possible. If someone gets blinded twice or more times while carrying a Survivor, thats up to them.

  • Grabs are bugged on both sides. You can start the grab animation as Killer and still dont get the Grab. But you can also stand up from a Gen/stop the Unhook as Survivor and still get grabbed.

  • @aGoodOldRub said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834652#Comment_1834652

    Then could you explain what is and would be a good counter play? At least you owe us that since you were so confident in saying guessing is not a counter play 😂

    Also spirit's counter play depending on how good killer's hearing is not one sided because there is literally no counter playe since she can hear which side of the pallet or window you are. Other guessing games aka mind games are not one sided and what makes dbd fun. Like loop mind games hiding glow or faking your moves and of course when facing twins, deathslinger, huntress etc there is very good guessing/mind games to make them miss their shots which means it is counter play and if you think it is not then you really gotta look up what counter play means dude.

    Deathslinger Counterplay, lol. You have to pray that he misses, thats it. If a Deathslinger misses you, it was not because you were playing well, it was because they were shooting poorly. At a certain distance, it is impossible to dodge a shot.

    Good counterplay would be to not have to guess when Spirit is phasing. E.g. an indication when she starts her Phasewalk. Even then she would be very strong, since she is still invisible and can locate the Survivors, because she gets a lot of feedback (Footsteps, grass moving, breathing, injured sounds) while the Survivor only gets her Footsteps, which are not really reliable (and I am still not sure if they got fixed).

    And well, if Spirit is currently standing at a Pallet, as a Survivor you dont know what she is doing. But she can easily react, if she is not phasing and sees that you are moving away, she can phase after you.

  • @aGoodOldRub said:

    I am confused by how you use "Her power needs to be looked at to allow for counter play." and "but on certain tiles it is literally just a guessing game" in the same phrase. Literally counter play is having a chance to counter killer's power aka guessing game. You want to counter a killer simply by doing nothing and all the time?

    A guessing game is no counterplay. Especially since it is one-sided, a Spirit with Stridor does not need to guess.


    @Topic:

    • Clown - Doesn't have a strong enough power

    Clown will get the next Rework (possibly next Mid-Chapter)

    • Plague - Has a power that often does not function well on the servers. I think she should receive the next big rework. Perhaps give her an action speed bonus with infected objects, spread shot vomit instead of corrupt purge, or some sort of teleport/ movement ability.

    IMO Plague should get more benefit from infected Survivors (Debuff, going down after X amount of time, etc.) and Nerfs to her Corrupt Purge (si that one person cleansing cannot kill the whole team). This is her biggest problem, sometimes she does not have access to her power, and when she does, this Power is super-strong. The Dedicated Server-Issues with her shold be solved as well, puke that hits and does no damage is as common as puke that does not hit and does damage.

    • Demogorgon - Doesn't have a strong enough power. His add-ons also don't feel great.

    Demos Power is really fine. He needs Rat Liver as Basekit and his Add Ons should be reworked. But he is a solid Killer at base. (Devs are also going over Demogorgon soonish)

    • Ghostface - Has an annoying, finicky power. I would make stalk an ability he can always use, and then night's shroud a passive gauge gained when not being looked at that empowers his stalking and stealth. Give him the ability to jump in a locker and teleport to a random location to gain full night's shroud.

    Ghostface should function correctly. Thats his biggest issue. This "Cannot be broken out in open field" or "Can be broken out behind walls" needs to end.

    • Shape - Remove the stalking limit or allow survivors to regenerate stalk. It makes for poor game play when sacrificing a survivor makes you loose points and an ability.

    Myers is a Killer who got powercreeped. Years ago when looking at Tier Lists, most people put him as a solid A-Tier Killer, now he gets a low B at best. IMO the biggest change should be to do something about his TIer 1, like a passive Build-Up like Oni to get faster out of Tier 1. Stalking limit should stay, because otherwise you can have one Potato on the team who feeds him all his Evil for a Tombstone Piece or Unlimited Evil or whatever.

    • Cannibal - I feel Cannibal is very strong. I would weaken him a bit

    Bubba got reworked quite recently and IMO his power level is fine. He still offers the same amount of counterplay as before, but is stronger at loops now and does not need to use his Chainsaw right at the back of Survivors all the time. So the counterplay basically is "Dont become greedy at Loops" and "Dont get caught in the open"; which was the same as before, but it is not like he is that oppressive at Loops.

    • Nightmare - Very Strong killer. needs some weakening.

    Is on the Devs list of changing, you can expect some Nerfs.

    • Pig - Her power is ok. It doesn't feel like you're doing much. She should get a power rework at some point for the sake of fun and game play.

    She does need that much work, more love to her Dash and Stealth. Also an Add On-Rework, but this should also focus more on the Dash and Stealth.

    • Hag - Don't let her place traps so close to the hook

    Otzdarva made a good idea that Traps should disappear around the Hook once the Survivor is unhooked. This is good IMO, because the Hag still gets value out of it (the Survivor has to crouch to unhook meaning they need more time), but it will also prevent the awkward situation where the Survivors either have to trigger the Traps or Hag has time to return because they both need to crouch to get away.

    • Blight - His POV needs to be a bit higher.

    Devs are working on it, will come rather sooner than later.

  • The really does not take much skill. She is no Freddy, but her skill cap is pretty low. If you have Stridor and a Headset you are basically good to go, you might not 4K every game as a potato, but you will have decent results.

    Especially compared to Nurse, you will not have that much worse results than with Nurse if you are playing Spirit more often, but you will not have to go through the learning process.

  • It would be impossible to have a timeframe when a Match should be cancelled if it initially started and someone DCed. Like, right after the start? Sure. 2 minutes in? Eh, not so much.

    The only thing that should change is that no player can depip if one or more players Disconnect during the Trial.

  • He is a strong Killer but does not feel oppressive in Chase. His strength is high mobility while giving counterplay in Chases. Like the opposite of Deathslinger and Blight was a refreshing change after Pyramid Head and Slinger.

    In general, mobility Killers are more fun to verse (and for me, fun to play as well).

  • @Warcrafter4 said:

    Turns out when you give a killer WAY TOO MUCH counter play in chases/Lack of an ability to reliably hook then they rely on camping/slugging to win.

    GEE I WOUNDER WHY!

    Thats just not true. Pyramid Heads were also camping when they were able to see Cages and this is a Killer which is really strong and has not that much Counterplay.

    Killers will camp if they have the opportunity. A Killer with built-in Insidious like Twins invites to do so.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1833993#Comment_1833993

    Killer has gotten easier since it's release but bear in mind. This game was a nightmare for killers when it came out. I remember the days of stacking exhaustion perks, BNP, insta flashlight and syringes, infinites, old MoM. Just because it's gotten better from being absolute ######### does not make it easy.

    As for "DBD is not a competitive game" that is a load of crap. Look up the definition of competitive game.

    "Competitive games are those in which players play against one another and where one player winning means another player loses. Two player games are often competitive, with a distinct win-or-lose outcome. ... Competitive games may involve multiple competing players or teams."

    It's certainly not Esports level but it is a competitive game. There is no denying it. This game fits the definition above. There are 2 sides and someone loses and someone wins. Even if it meets the devs idea of 2k and 2 escape. Someone still lost.

    I personally think that Killer is not hard. DBD is an easy game on both sides, Killer is harder than Survivor (which is expected, it would be laughable if the 1 would have the easier Job than the 4, because then one side would have more Rewards (aka BPs), more variety AND easier gameplay), but it is not difficult.

  • Yeah, this would be my guess as well. But I would say end of January is the most likely.

  • It will probably take a while until the PTB for the Midchapter-Patch (last time, it was mid-February), so it would be quite early for News.

  • Killer is the easiest it has ever been. Let alone that you are saying that DBD is a competitive game (it really isnt, it is a casual game, but some people seem to think it is next level e-sports) and are complaining that the most broken thing on the Killers side finally got nerfed.

  • I mean, thats why you are running Undying.

    There are really good Totem Spots and really bad Totem Spots. Its fine. But nobody ever opens a Forum Thread about the good Totem Spots.

  • @Chechia said:

    She feels different after the update. That's all I can really say.

    They changed the throw animation a little bit which might be the reason for it.

    I thought that this is a Bug. Because it looks like only the visual animation got changed but nothing else. The Hatchet did not rotate around the center anymore, but rotated around the end of the haft.

    But honestly, I also dont know if they fixed that by now (it got bugged with the Chapter-Release) since I have not played Huntress since then.

  • @The_Krapper said:

    Really? Normally it's the other way around and the generator sized hatchet hitboxes always prevail, I don't seem to have any problem and I've been playing the huntress more recently than usual , maybe just a bad connection to the server? That would be my guess

    Both is possible. You can either get hit by an AOE-Hatchet or the Hatchet hits the visual model, but does not do damage. The first one is way more common tho.

  • They just wanted to add new Offerings since a long time. And they are thematically fitting for the Chapter, since Felix is/was an architect.

    But, those should be disabled immediatly, because they are just useless Bloodweb-Junk which people dont really want. The Hatch Offerings have some use, but only because of Keys. Since we dont know what will happen to Keys, it could be possible that those become useless. If not, they should also be removed, since Keys should not be an easier escape by knowing where the Hatch is.

    The Basement Offerings should be Basekit for the Killer so that they know where the Basement is. This is enough for all strategic purposes. It does not really matter to the Survivor where the Basement is and if the Killer sees the Basement Hooks for 20 seconds at the start of the game, he has this information and thats it.

    So yeah, this stuff should be removed. Just some other useless Offerings.

  • An unused Perk which is in the Files. Can only be used when Hacking, so you should report this person and they will get banned.

  • No. The Tokens for Stake Out should be seen as a reward for being in a risky situation - being in the Killers Terror Radius while remaining unnoticed. Being slugged does not really deserve a reward, in fact, you failed by getting downed, so you should not get a reward for it.

  • @CashelP14 said:

    I'm surprised that there wasn't a ptb yesterday. It's been 3 weeks since the Twins released so it should've been announced by now what the ptb holds.

    I'm hoping that if they're not going to do the ptb on schedule then they should have more on it.

    Holidays. If they start a PTB on the 22th, they would most likely not work on it anymore.

    Last year the Deathslinger-Chapter also was released in March, meaning the PTB took place mid-February.

  • @nicnc82 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1833318#Comment_1833318

    Multiple Devs have said it IS banable and the teammates are actually not st fault. People need to stop defending this crappy behavior of killers

    I'm still in a game right now because a leather face blocked me in the killer shack while I was doing a totem. My teammates tried to help by getting him to chase them. They found a key and all went out the hatch. End game collapse did NOT start so we are just sitting here because bubba won't go ahead and kill me. So we all recorded video footage and are reporting him in game and all submitting tickets. He was in the wrong. Nothjng anyone says can change that. Devs have commented over and over KILLERS CANNOT bodyblock for a long period of time. It is grieving. Survivors bodyblocking killers is not reportable.

    I 100% agree to your post. And to add: "Survivors bodyblocking killers is not reportable."<---This probably only because the Killer can hit the Survivor. If this would not be possible and he would remain bodyblocked, you would see way more complaints about this by Killers.

    And I simply cannot get how Killer Players can be like "Yeah, the game can end". Blocking for an excessive amount of time is simply wrong. Saying that it is not "holding the game hostage" might be true, because even when blocked at 5 Gens, the game will end at some point, but it should not be possible to rob someone of a game like that. If Bodyblocking is listed as an non-reportable thing, this means short-time bodyblocks like taking a Hit for Teammates or blocking Windows (as Wraith, for example) or blocking Survivors into Corners to get a Hit in. But not to trap them for a full game.

    Just yesterday someone has wrote an idea that the Survivor blocked should lose collision once they get Crows. This would help against Killers AND Survivors bodyblocking them without any negative impact on gameplay.

  • They announced a bunch of Perk Changes not so long ago. However, the last time they changed some Perks it took around 6 months until those were changed, so I would not hope for Perk Changes in the next Midchapter-Patch.

  • Sound Cues are fine IMO, for the most Part.

    Demo-->Making a sound for everything he does is ok. I mean, look at this creature, you would expect this thing to do a lot of noise. It would be strange if he would be silent most of the time. Only thing that can change is him being more silent when coming out of a Portal.

    Clown-->Sound Cues for Clown are ok for the most part, the only thing that needs to go is the sound when he is vaulting a Window. I dont even know why he has it, he is the only Killer making such a sound. Yes, he is a fat man, but there is no need for that.

    Blight-->I dont think that his Cues are any problematic. Yeah, it can give the Survivors an Indiciation to run away, but thats not a problem for Blight.

    When it comes to Billys roar, he should roar the whole time he is using the Chainsaw and not just at the start. This would be the best change 2021 already.

  • If you down 3 Survivors in 60 seconds, you should not have a problem with getting hit by DS. You seem to do well in this game.

  • @oh_0k said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831807#Comment_1831807

    "I mean, those Nerfs were justified. For both Billy and Nurse. Fun is subjective, if someone thinks they are not fun anymore, they can play other Killers. Like, I am not going on the Forums and say "Hag is not fun to play, do something about it!", because I have plenty of options to choose from and I am not forced to play Hag."

    No those nerfs were not justified both nurse and hillbilly had perfectly fine base kits that didn't need nerfing

    "just play another killer" is stupid. Having characters that are completely boring and bring no enjoyment is unhealthy for the game and the fact that you don't want those characters fixed is just awful. And why should I be forced to play certain characters if I want to have fun. Also, you have to realize every killer is different and you can't just play a different one and get the same experience as another.

    "Nurse is still the strongest Killer and she is basically a design failure. She came into the game with so much busted stuff which is not in the game anymore, so why should the Devs get rid of stuff like Infinites, Double Pallets, but keep the Killer which ignores Survivor Defenses?"

    What's with people and just forgetting that nurse is the hardest killer to learn? It's almost like a killer that takes high skill should give high reward

    But everyone acts like you can just press m2 as nurse and all of the survivors instantly die

    "And Billy, its 2020, the game got so much easier for Killer. The Killer with insane Map Mobility, strong Add Ons and an easy to use One Hit-ability (with some practice) is not balanced anymore"

    First "the game is so much easier for killer" lol nice joke. Second How does everybody ignore the fact that the devs said that he was completely fine balance wise in the dev post about the hillbilly and lf changes

    Something survivors need to realize is that strong killers can't just press a button and instantly win, it takes skill and time to learn and get good with these killers and when people are very skillful with these killers. Of course thousand hour nurse mains are gonna be hard to beat, those players took the time to learn how to be skillful with her.

    "No those nerfs were not justified both nurse and hillbilly had perfectly fine base kits that didn't need nerfing"

    Their Base Kits were not fine. Nurse got created by the same people who put in Moris without hooking, BNPs which repair a full Gen, Infinites and many other stuff. This should show that the decision making during this period of time was not the best. Nurse is basically a design failure, which is still in the game because they cannot just remove her. And I am 100% sure that if she would not be in the game, she would never be created like this anymore.

    ""just play another killer" is stupid. Having characters that are completely boring and bring no enjoyment is unhealthy for the game and the fact that you don't want those characters fixed is just awful. And why should I be forced to play certain characters if I want to have fun. Also, you have to realize every killer is different and you can't just play a different one and get the same experience as another."

    Fun is 100% subjective. If you dont think certain Killers are fun, dont play them. You have many to choose from. Killers you dont like might be fun for others and Killers I dont like are a blast for other players. So "not fun" is not really an argument, since this is your opinion.

    "What's with people and just forgetting that nurse is the hardest killer to learn? It's almost like a killer that takes high skill should give high reward"

    You still get high reward, it is not like Nurse is weak. Also, being the hardest Killer to learn does not mean that you should keep her as a completely imbalanced design failure as she was without the Recharges and with her old Add Ons.

    "First "the game is so much easier for killer" lol nice joke."

    It is easier for Killers. Sorry if you still struggle to play Killer, this might just mean that you are not good enough.

  • @Felnex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831808#Comment_1831808

    Wrong, because you're looking at it only one way (Focusing on the weapon) rather than the big picture. w/e, it's obvious.

    What? Instead of buying at least 1 piece, they buy 0 pieces. 1 is bigger than 0.

  • @Tsulan said:

    Aaaand this explains his artificially high kill rate.

    Or that he is so insanely easy to play.

    I can probably teach my cat to play him. And once she got her first 4K, she decides to chase after her tail again, because Freddy was too boring for her to play with.

  • You cant do anything about it, except for trying to lose the Killer by breaking Chase. But this is not really possible, from my experience, the only time the Killer breaks Chase is when they are actually playing smart, but someone who has to reach at least Bloodlust 2 does not really fall into that category.

    But yeah, this Trapper is one of the prime examples why Bloodlust should not be a thing. That time got wasted is a thing, but honestly, it feels kinda cheap that he gets the Hit, just because he is too stubborn to break the Pallet (aka making a mistake) and you get downed despite playing well.

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