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Babz

Babz

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Babz
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  • I got hooked and camped here intentionally - the killer hooked me and then stood at the top of the stairs (out of AFC range) and there was literally nothing our team could do.

  • @Peanits said:

    On the chances of the maps appearing more often: This isn't actually the case. We can control how often certain maps appear. In cases like this, maps with multiple variations have lowered chances.

    For example, Suffocation Pit I or Suffocation Pit II have half the chance to appear as any other map on their own, but you're just as likely to be sent to one of the Suffocation Pit maps as any other map.

    Waittt maybe you could have something Suffocation Pit - Day and Suffocation Pit - Night I feel like that could be kinda cool

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527466#Comment_3527466

    With all due respect, when have you released a mechanic to "solve survivor's gameplay problems that already have a gameplay solution" that wasn't "hand holdy"? In fact, let's ask the killers reading this: How many times have you being denied of your end game 1K because the basekit BT protection prevented you to down anybody? And I doubt that I have to remember a member of the dev team what happened everytime you even tried to implement mechanics like this: Survivors abused it to get an advantage. How is all this no "hand holdy" when they allow survivor to win games they shouldn't? Because if a survivor should be dead and he isn't because a game mechanic prevents it, then it is hand holding him. And yes, thank god many of those thing wasn't released past the PTB (yet), but that doesn't change that you invested developing time in them.

    This would not be a problem if, again, there wasn't already gameplay solutions for things like this: Coordinating bodyblocks to go for the save, doing the gens in a way that don't let the killer have 3 close by gens at the end (something that has happened to me, while I never defended 3 gens since the start of the game, and I have being accused of "3genning" anyways), etc. But survivors refuse to adapt and learn how to counter those things, so they complain and Papa BHVR comes up with another mechanic to make their life easier while making SWF with voicecomms stronger and M1 killers even less viable. Again, this is like a soccer team complaining is so boring and hard playing against teams using defensive tactics and the FIFA saying "Well, nobody can use a 5-4-1 formation against this team anymore".

    And don't get me wrong, I'm the first one that hope you announce whatever you have in mind to solve 3genning and it is so fair and balanced you can shut my mouth up and make me swallow my words, but I'm just looking at the past facts, including the new "anti-camping" mechanic than even in paper already sounds abusable.

    And about the "loyalty to one side" and the "us vs them" situation: When was the last time a member of the dev team or even a moderator have come to this forum to say to the killer community "Don't worry guys, we hear you and we are working in solving it"? Because I don't remember seeing it a single time. I have seen devs saying something multiple times in post like this one and others about camping, tunneling, 3genning, slugging... never in a post about the "overly powerful or frustrating gameplay" killers face. Are there any QoL improvements for killers coming? Something about haste stacking to the point of survivors being faster than killers in the works? About the amount of Endurance perks you implemented that are allowing even a new bully strategy when paired with Power Struggle? About M1 killers not being able to compete? Anything? Or we have to just wait for you to decide to solve any of those things 2 years from now and be grateful of the pleasant surprise?

    Based on this, can we say that you are the ones only caring about the "fun and 'balance'" of survivors and not nearly enough about the experiences killers have playing the game? Because I think that I have addressed the problem in my other post: It's true that some killers can use those strategies so efficiently that makes it hard to counter them. So, nerf those killers. Rework Skull Merchant so she can't defend 3 gens at the start of the game and make it impossible to break it, change Bubba's power so he can't instadown someone with his chainsaw near a hook to prevent him from camping without allowing survivors to do a rescue. Refactor the map generator so it doesn't spawn 3 gens close by in an straight line.

    Whatever it takes to "balance the fun" (for both sides, if you don't mind). But for the love of The Entity, don't add another general killer nerf in form of a mechanic to the game for the sole reason of survivors wanting to just do gens without having to put any thought in it when it's their work to not let it happen. Because then, it would end being another hand holding advantage for them by design, and another reason to get frustrated as a killer as you aren't getting outsmarted by survivors playing good, you are being outsmarted by the mechanics of the game.

    'Denied of your endgame 1k' is not really a fair way to phrase it - firstly considering the fact that you're reached endgame with no kills in the first place and secondly because you cannot get a kill without tunnelling and camping one survivor out; since according to your logic the only way to get an endgame kill is through bypassing the 'basekit BT protection' to tunnel and kill one survivor. Just because you are a killer player this does not mean you deserve a kill and this mentality is exactly why the basekit BT was added in the first place; to actually give individual survivors a chance to escape killers to solely want to kill them and no one else.

    Perhaps survivors still have abusable mechanics in this game which need fixing, but to act like the devs have not already tried to fix potentially unfavourable mechanics that act against killer players is rather derogatory and rude. I will list some of the buffs killers have received:

    • Dead Hard nerf
    • Generator time increase to 90 seconds
    • Medkit nerfs
    • Hit recovery time decrease
    • Pallet/generator/wall destruction time decrease
    • Endurance non-stacking effect, removal with conspicuous actions
    • Decisive strike/Off the record removal in endgame
    • 2.5% instant damage when kicking generators

    Yes there are problems in this game, I agree. However, you must understand that if this game becomes anywhere near completely 'balanced', e.g. the removal of survivor strategies with perks (as you mentioned) or the concept all killers [m1 or not] having equal chances to win, this game would be so, so boring. Dead By Daylight is not built to be a balanced game, therefore this concept of being 'outsmarted by the mechanics of the game' has always applied to both killer and survivor and always probably will. Here are some examples of this in survivor:

    • Getting hit through a window when the hit doesn't appear to connect
    • Running into a dead zone that simply exists because of RNG
    • Simply no option to make a 4-man escape against a basement Bubba due to his ability to camp with no downside

    and for killer:

    • Unnecessarily large maps with generators almost impossible to patrol
    • Unplayable loop setups that make chasing feel arduous rather than fun

    & many more on both sides. The point is, Dead By Daylight is not, and was not created as a balanced game and therefore often the game itself can feel like it is against you.

    The devs are adding these mechanics (such as basekit BT etc) because they want to make Dead By Daylight into the game it is meant to be. Dead By Daylight is meant to be a thrilling game where the killer traverses the map hunting 4 survivors, not a game where a killer hunts and camps one particular survivor to get one kill. At this moment in time, I agree that the playstyle of NOT camping/tunnelling may be really punishing and you may feel forced to do so due to genrushing/too many pallets/overpowered loops etc... but until the devs remove the effortless nature of camping and tunnelling, they cannot nerf said genrushing/too many pallets/overpowered loops because that would simply make camping and tunnelling more powerful, oppressive and potentially drive most of the survivor playerbase away from the game.

    It is actually a concrete fact that killer has received more buffs over the past year than survivor, so I would appreciate if you possibly understood that yes these developers ARE listening to you and are trying!! But until they add/alter mechanics to sort out the large CURRENT problems in the survivor/killer experience right now, they cannot progress to an overall better game. Although some mechanics that the devs add may currently feel punishing and abusable, they are often added with consideration to a larger plan that hopes to change the macro-level gameplay experience that perfects the fine line of Dead By Daylight being 'party game' that still offers competitive intensity/payoff.

  • @KayTwoAyy said:

    Best of luck with content creation, should you to continue to follow that passion!

    I've a friend with over 200k subs on Youtube, continuing to upload Fortnite content, despite losing his passion for the game long ago.

    You're making the right call here. You'll be happier for it in the long run.

    I uninstalled the game this morning, so I'll be joining you in this leave.

    Cheers

    Thanks man, hope you enjoy it too <3

    @[Deleted User] said:

    I am a killer main with 6k hours in the game. I don't play much survivor but I do understand how toxic Dead by Dayligh is now.

    I even have a reply from someone that looks like:

    https://us.v-cdn.net/6030815/uploads/M3OIR4RVMJJA/image.png

    It's on both sides and it's really bad nowadays especially at the highest levels but not only. You may get mad quickly.

    I must mention that I also dislike the number of people trying to mock the main poster by saying stuff like "You don't have to announce your departure" "Thanks for the annoucement", it makes me think like you don't care about some people of this community and instead of showing empathy to people having a bad time you couldn't care less. Even though you may be joking, I don't believe the main poster takes it the same way and you are also not contributing with help.

    Anyhow brother, take it good, keep yourself cool and you are welcomed back. Remember DbD is a good game, don't let yourself stressed by the rest. Much love and take care

    This is really lovely, thanks for being so understanding. Even though I wrote this post with a bit of frustration, I agree that rather than posting snarky, unnecessary replies; actually contributing to the discussion is a lot more helpful. I subscribed to your YouTube <3

    @KajdanKi said:

    https://forum.deadbydaylight.com/en/discussion/347163/im-leaving

    Its funny how some Andy with some tik tok channel want to be felt important so he is making a good bye post. If you dont like it just go, or are you doing some pr crap to get more likes?

    It appears some people here struggle to read. I mentioned the TikTok as an example of how much time I had invested in this game and its content. 15k likes doesn't just come out of nowhere; it takes time and effort to build up content and quality.

    @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195844#Comment_3195844

    No, we both have a user history that is starkly different.

    Yours plays out like you live in a fantasy world. Surprisingly, that fantasy world clearly isn't DBD either.

    what

  • @LittleBigSunset said:

    I envy you for getting out at 2k hours. I've sunk more than 5k hours into DBD and can't seem to give it up, even when more than half the games I play leave a bitter taste in my mouth. I don't play it anywhere near as regularly as I used to though.

    I even made a post quite similar to yours around the drop of the mid-chapter update. Got the same kind of boring responses too (ok, bye, who cares lmao). Ignore them. You've got every right to express your opinion on the state of the game (on the DBD forum, no less) and highlighting that it's caused you to quit can help to bring attention to the problem. There's a reason why posts like these seem to get so much attention.

    Breaks always do me good when a game seems to burn me out. Give the game a try again when the next update drops or later. Maybe then it'll have the same spark that drew you into the game in the first place. Or you could give it up altogether and probably save yourself any future trouble. All the best anyway.

    I appreciate this, thank you and I wish you the best too :) If you struggle to leave the game, don't stress it and instead just try and make the game a better place when you do play.


    @sonata93 said:

    I fully sympathize with everything you're saying, but I think both sides feel this way.

    This game is currently stuck in a really vicious cycle. All it takes is for a killer to verse a really toxic SWF with toolboxes, spare parts, and map offerings to get frustrated and then take it out on other survivors. Conversely, all a survivor needs to do is play solo-queue and verse a really sweaty Nurse that slugs for them to feel disillusioned and take it out on the next killer. The issue is that whilst this isn't supposed to be a competitive game, most of the player base treats it as a competitive game. You only have to look at perk choices - despite the big 'meta shift' back in July, killers are still running gen regression/slow down meta, and survivors still favor second chance perks - this is because running these perks help them 'win'. I experience this a lot when playing solo-queue, I love to run fun, gimmicky builds but 9/10 times it gets me killed because the perks aren't powerful enough to verse the current killer meta, so I end up reverting back to the same old boring perks. Same with playing killer, you try and run some fun and underused perks, but you just get gen-rushed and teabagged at the exit gate. Both sides have glaring issues which I think stem down mostly to MMR.

    Sorry to see you go, anyway! Hopefully there will be some positive changes in the game which will make you want to return.

    This is really true; great point. I feel like toxic players cause a vicious cycle that aggravates both sides, and unfortunately ends up clashing with players who just want to chill and have fun.

    I can especially sympathise with killers here since being ganged up on by 4 toxic survivors feels really punishing.

  • @EvilSerje said:

    I absolutly understand what you are saying. Playing survivor is a complete hell. I don't know how long I could do this, because I feel burned out too, but I just want to finish that stupid survivor achievements (spoiler: didn't get any progress in a MONTH!)

    Would never want to play survivor deliberately. I still don't understand why make killer so easy and survivor so impossible (I'm 1300h myself). Of course on this form lots of explanation like "git gud useless clown", but I don't know how more good I could be as I don't learn anything from any match. 10-30 seconds chase, hook, 10-30 sec chase, hook (if killer don't tunnel camp).

    I still believe that all those idiots with insults never played survivor for obvious reasons, because if I am hopeless trash, it's unlikely that hundreds and hundreds of other people that matched with me are brain dead too. I cannot believe it.

    Honestly agree.

    I mainly don't understand why some reply to these complaints with things like 'ok?' that contribute nothing to the overall point we are trying to make. It's not us trying to make survivor an 'ez' experience, but more trying to understand why the majority of killers are tunnelling, slugging until bleed out, bming etc; trying to make the survivor experience as miserable as possible.

    Survivor is already hard enough without proper communication, and I have always played more solo Q than swf so it directly affects players like me. I understand that SWF groups have massive winstreaks; perhaps that is something that needs to be addressed as well. But solo Q players recently seem to be struggling to get any wins at all (neither have any fun); and that's the situation I am trying to bring light to, since it literally made me leave the game.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195255#Comment_3195255

    I learned a long time ago never come to the forums if frustrated with a string of bad games. It just leads to a rant.

    I’ve done it myself before.

    But it’s it only a game in the end, the decision to stop playing really isn’t a major lifestyle choice.

    Play something else for a bit and if they change dbd in a way you like then come back and play it some more. That’s all there is to it.

    After thousands of hours in game it’s not really a revelation to think “hey I’m tired of this let’s try something else.”

    ok thanks, no need to be sarcastic :)

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194025#Comment_3194025

    Stop right there buddy my fun is the responsibility of everyone else!

    It’s one thing to say I’m not a fan of X I’m taking a break but an essay of melodrama phew.

    Why do they always announce their hours played and/or followers as if it makes them important to the game?

    It’s almost a weird type of quitters narcissism.

    Apologies if it came off like this - the reason I said the followers etc was to make it clear how much effort and time I had spent on things involving this game. I did also write this post when I was quite stressed and tired with the state of the game, perhaps why it comes off as 'melodramatic'.

  • @Shroompy said:

    Hi leaving

    Im Shroompy :)

    hi :)

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193400#Comment_3193400

    What is there to discuss? Person goes on a rant flexing their 15k tiktok likes (😮), states that killers bm and 4k when you have 2-3 useless teammates, and complains about tunneling. All things/topics that have been obvious gameplay issues for years and recited many times.

    I'm not flexing, the point of saying that was to show my dedication to this game and the social media accounts I have created for it. You don't just earn 15k likes in one day; you have to post regularly etc etc. It sounds like you like to 'rant' a lot more than I do with this type of useless response.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174534#Comment_3174534

    The point he's making is its like a basekit spirit vs a MDR spirit. One you have plenty of time to hear he make the corner and move but if she has MDR boom she's there already.

    thanks for clearing that up <3

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174534#Comment_3174534

    MDR and alch ring need nerfs too. This goes both ways.

    Iri tape is fine for now only because sadako is bad. When they buff her (which they should) that addon could get a nerf as well.

    I understand that, but realistically this is looking at the game with a viewpoint that everything must be of perfect balance. DBD is not that type of game and will never be that way, so I don't understand these repetitive nerfs to survivor when killer is staying relatively in the same spot (or being buffed), especially when solo q is really hard these days. I don't often swf tbh so that's my point of view, but perhaps a person who swfs more often may view the matter differently.

  • I dont think toolboxes need a nerf - survivor feels extremely punishing (at least solo q) already. Maybe perks that affect gen speeds could be changed, but if killers have access to addons that can really buff their kit (mdr, alc ring, iri tape etc) why shouldn't survivors be able to bring something that helps them out?

  • @Midori_21 said:

    So apparently, after you reach a certain prestige level, lower rarity add-ons and offerings stop appearing. One of my friends just got pig to prestige 20, and the only addons he ever bothered using were combat straps and john's medical file. But now he's upset, because those add-ons are literally never appearing in his bloodwebs.

    At first when he told me this my response was "PepeLaugh you didn't know the lower rarities would stop appearing lol."

    But this makes me wonder, if this ends up being a problem that enough people talk about, will the devs do anything and what will they do? Often times some of the best killer add-ons are brown and yellow, and the higher rarity addons are either busted, or far weaker than the brown and yellows. So what happens if you run out of the addons you like to use, but you literally can't get any more of them because you've prestiged so many times, and the game refuses to put them in your bloodwebs?

    Yeah I think this is a problem, but I'd give the devs time since they just fixed the opposite problem (not enough rare addons appearing) which loads of people were complaining about. Ultimately this is a massive update for the game and not everything can be fixed immediately. Making a game takes a lot of effort and skill, and I don't think theyre ignoring us here, but just give them a bit of time because they are working through lots of other problems/fixes at the same time. For now just try stock up on loads of rares on killers that have good rares :)

  • @roundpitt said:

    Thanatophobia Rework

    Each injured, dying, or hooked Survivor will now provide a 1/1.5/2% action speed penalty. If all four Survivors are either injured, dying, or hooked, Thanatophobia grants an additional 12% penalty to Survivors’ action speeds.

    So after one survivor dies, the perk is nearly useless. In addition, you can only get good value with plague, legion and nurse.

    I think this will mostly only be used on plague and legion though. They are kind of homogenizing perks.

    Tbh I honestly dont mind it, with the killer buffs recently etc and perks like lethal, COB etc (that compliment different playstyles) I feel killer is still absolutely playable. The new thana just makes it fit more in line with being a perk to compliment a build rather than a perk to carry a killer (which is often the case)

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086757#Comment_3086757

    Oh I see my bad.

    Yeah I agree with your take on DCB. It’s my least favorite Spirit add on for a reason. I really want strong add ons to take a lot of skill to use and this idea for DCB is perfect for that. I’m glad to hear you like my idea!

    Ooh I just had an idea for a rare/uncommon:

    After using phase gain Undetectable and move silently for 5 seconds.

    This with Furin wouldn't be extremely strong but would be very fun

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086747#Comment_3086747

    Perhaps if MDR gets removed then DCB won’t be as big of a problem. Still not a fan of it though.

    I like the Wakazashi Saya and Mother’s Glasses changes though.

    No no I meant like I love your change for dcb

    Honestly as a long-time Spirit player I feel like dcb rn takes all required skill out of Spirit completely, it's just not good design at all.

    Also make Katana Tsuba increase phase speed by 20% if mdr goes, I feel some speed add-on would still be nice

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086483#Comment_3086483

    Juniper Bonsai: decrease Spirit’s movement speed by 10% and reduces her phase reappearance by 5%. Gives 100% extra bloodpoints in deviousness category. (I really want her to have a meme bloodpoint add on)

    Dried Cherry Blossom: Increases reappearance duration by 0.5 seconds and reappearance movement speed by 50% when Spirit uses her whole power duration. (This would be a hard add on to get value out of but using it correctly gives a big reward, I’d compare it to Blight’s Iri Blighted Tag a bit)

    I love the cherry blossom one sm tho

    Wakizashi Saya: Reduces the directional phasing sound radius by 8 metres.

    Mother's Glasses: Now has Wakizashi Saya previous effect and also has current effect at 4 metres instead of 2.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086465#Comment_3086465

    And her kit is so fun to go against and to play as. I will agree she does need changes to add ons. Mother-Daughter Ring and Dried Cherry Blossom need a complete rework, Juniper Bonsai just doesn’t have a good effect, Mother’s Glasses completely relies on Wakazashi Saya, and we need Father’s Glasses back.

    omg we should make the best spirit add-on pass ever

    Ill start with the iris:

    Father's Glasses RETURNS

    Mother Daughter Ring: Hitting a survivor with a successful post-phase attack instantly recharges 3 seconds of Yamaokas Haunting.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086454#Comment_3086454

    I couldn’t tell you how much I love her. I would go to the entity’s realm just to see her.

    well I'm gay honey but what I do love about her is that she has the most unique kit ever

    Passive invisibility, speed, awesome terror radius, amazing skins, LITERAL INVISIBILITY

    all she needs now is some add-on touchups

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086425#Comment_3086425

    I don’t use tik toks but I’ll certainly look that up!

    Thank you :) I honestly just think spirit is the best killer design in the game and that's why I love her sm

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086397#Comment_3086397

    Omg a new forum member that has the best ever pfp. Welcome my fellow Spirit enjoyer ☺️

    Babzthebarbttv on tiktok and I intend to make it a hub of spirit stans I love her

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086068#Comment_3086068

    I don't look at surivors names and I don't remember the last time I got a 1k with nurse soo...

    some people only remember their successes, partly why nurse mains struggle to accept loss so much. oh well have a good day

  • @MilManson said:

    oh, yawn one of the most boring killers in the game is back.

    Just equip nurses perk and you literally can't do anything to avoid her.

    Think I'll start spamming my game/macmillians offerings.

    aren't u the double range nurse that hit me on hook and nodded bc u got one kill

  • @Phasmamain said:

    Doubt we’ll get any changes besides maybe a few bug fixes. They’ll probably change some stuff up when the new chapter comes out I’d say

    Thank you :)

  • I honestly think it's great; they're really listening to feedback and trying to make improvements that please the ENTIRE playerbase (which carries a lot of pressure).

    However, I have a few suggestions/opinions:

    1) DS stun time increased to 5 seconds & deactivates when exit gates are opened (not powered). This deincentivizes tunnelling yet also removes those 'you can't pick up' situations for the killer during endgame. (Personally I think the Off The Record change is fine as is btw)

    2) 5 seconds after hooking a survivor, if the killer remains within 15 metres of the hooked survivor while survivors are not within 20 metres of the hooked survivor, the hook timer decreases regression rate by 20%. This desentivizes camping in a manner that is not abusable by survivors, and may encourage more use of perks like Kinship if killers still decide to camp.

    3) Tone down Eruption and increase Noed aura-reading range (base 24 metres) by 4 metres per every other Dull totem cleansed by survivors. This prevents Eruption being too effective to the point where survivors feel helpless & encourages 'doing bones' to counter Noed while still giving the power to the killer to make a final comeback.

    4) Mettle of Man should ignore the new Endurance mechanism and still avoid a Dying State hit, whether or not the survivor has to mend. Mettle of Man requires 3 health states to activate, in which the survivor must actively put themselves in risky situations. I feel this should be rewarded by a guaranteed safe hit and not feel like a gamble of whether it will have value or not.

    5) Hex Ruin regression rework: Generators regressing with Hex: Ruin begin to regress at 100% and gradually increase in rate to 200% over 40 seconds. Ruin currently feels worthless with the Overcharge/kicking gens buffs. Making it a more intense and instantly-activatable version of Overcharge will justify the perk being a Hex.

    6) Restore an old effect: Self-care increases medkit efficiency whilst self-healing by 20%. This would form a nice combo with the nerfed botany knowledge, and encourage survivors to run them together (which would also make survivors that self-care in the corner take a lot faster).

    7) A thanataphobia action debuff can only be activated (permanently) if a survivor has been hit with a basic attack; meaning any survivor that is injured yet has not been hit with a basic attack will not contribute a 5.5 action speed decrease. This would allow Thanataphobia to be more a slow-build perk that can later progress into a very strong form of slowdown.

    8) Increase the Haste status effect provided to an unhooked survivor to 12%. This will make the survivor much harder to catch up to, punishing the killer for actively trying to tunnel.

    Apart from that, amazing update!! Well done bhvr; honestly you continue to improve your communication with the playerbase every single update and I feel these changes are very well thought out, and will encourage a new variety of perks/combos to start being used.

  • @HeehoRacketeer said:

    I'm getting some serious Pinhead vibes from this dude, but I do feel that this could be a bit much without some finer details.

    -What is the range of Catharsis? Is it like a basic attack or like a Nemesis tentacle strike?

    -How long does the Maleficent status last?

    -Is there a teleport cooldown on successful Catharsis attacks?

    -Is there a max range for Expulsion?

    These questions really should be addressed because they hold a large weight on the balancing of this idea.

    a) Catharsis is the same range as a basic attack.

    b) Maleficent is a permanent status effect until removed by The Lurch.

    c) Yes, to prevent spamming the power. However, it is not too long; perhaps 8-10 seconds.

    d) My apologies, I forgot to specify that Expulsion only works within the terror radius. I have edited this now.

  • What I think is nice about Artist is that it shows the devs are still looking to create new & unique killers to appeal to a wider audience. The Artist is by far the first ranged-reconnaissance killer in the game and even if you don't like playing her you have to admit the devs are thinking outside the box

  • @INoLuv said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054138#Comment_3054138

    With bad survivors and without experience, yes, hold w is OP on her and on pyramid is even more

    Yeah true she is definitely more challenging against good survivors, but before the nerf it was quite easy to create scenarios for the survivors where they literally couldn't do anything without being injured which is not a vibe

  • a good artist can still destroy tho

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054107#Comment_3054107

    Running into a bird while you were swarmed did damage instead of resetting the timer. It really wasn't necessary or a big deal to lose

    yeah exactly isnt much of a deal imo

  • @INoLuv said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054087#Comment_3054087

    A moment of sadness, remembering how great artist was on the ptb

    Wasn't it just like one nerf tho

  • @LittleBigSunset said:

    Hi, average maybe slightly below average survivor main here. I've found that consistently when I verse Spirits I have no idea what I'm really doing and run around like a headless chicken whenever they pull out their vacuum cleaner and phase which leads to me being on the floor 90% of the time. The other 10% they're not actually phasing and I've just ran at them like I want to jump into their arms and be thrown on the hook.

    I don't run Iron Will, which I know is widely considered her strongest counter at the moment. With this perk soon being nerfed to hell and back I'm anticipating seeing more Spirits in matches. Any tips as to how I can play differently to how I would against a typical killer to last longer in chases against her? She's the biggest problem for me behind Nurse (but don't worry, I'm not going to rant about her).

    Honestly I was a Spirit main for my first 500 hours of playing so I hAvE loTS oF eXPeriENCE

    Basically, when you're not running Iron Will (even in nerfed form), you're in a lot more danger of a Spirit easily catching up to you in phase; especially with speed addons.

    My advice is try and be the most unpredictable person you can; manifest drunk vibes and run around weird objects like trees and rocks and just make your pathing as crazy as possible. Also, try and fake going towards loops, then going past them and running near other objects that the Spirit wouldn't expect you to; this definitely throws them off. Honestly it's all about mindgaming her and just trying to confuse and stress her out

    tldr be weird

  • @INoLuv said:

    Was unfortunate her nerf, overrated and dull killer with easy predropping and holding w counter, but with pyramid head is even worse and weaker

    i had a moment reading this

  • @dugman said:

    Hmm, off the top of my head just looking at the killer list a bit

    • Trapper: I'd revamp the Padded Jaws to be "Traps immobilize but do not cause injury. You can acquire a trap from any locker, if you do the oldest trap on the map is consumed by the Entity." Basically to replace the mostly useless bloodpoint bonus with something unusual.
    • Wraith: Revamp "The Beast - Soot" to read "The Terror radius of The Wraith is no longer suppressed while Cloaked. You remain translucent while Uncloaked". As above, it replaces the bloodpoint bonus with a unique effect, in this case the Wraith has a terror radius while cloaked but is never fully visible even while uncloaked (he would still have the red stain while Uncloaked but his physical body would be the translucent version he has when Cloaked.)
    • Hillbilly and Leatherface - Revamp Speed Limiters to read "Hits with your chainsaw do not automatically trigger the Dying state. You have no cooldown or tantrum from hitting objects". (Normally if you hit an object you suffer cooldown or tantrum. With this you can hit an object and, while the chainsaw turns off, it doesn't stun you.)
    • Nurse - A Red add-on that reads "Your base movement speed is 115%. You can not Blink to end within 5 meters of a survivor". So you can Blink almost normally, and chase as fast as a normal killer, but you can't actually Blink right next to a survivor to land an immediate hit, you have to Blink close to them and chase them."
    • Hag - A Red add-on that says "You can not teleport to your traps. Your traps are independent creatures that can chase and attack survivors following a 1 second delay after triggering and which last for 10 seconds." Basically this would be an add-on that can take advantage of the new bot code the devs are working on implementing this year, turning all the Hag traps into bots that briefly chase survivors around.
    • Doctor - Revamp the add-on that changes the shape of his Shock into a Ring to instead be that it Shocks both the normal Shock cone AND a ring around the Doctor. That way it's actually objectively an add-on that improves the ability.

    I think the Trapper one is really unique, maybe even increase the Trap amounts by 3 etc and make him into more of a killer that has multiple points of immobility dotted around the map.

    Also the wraith one is pretty cool, that just sparked an idea for a crazy idea lmao - imagine a wraith addon that no longer suppressed his terror radius but kept him completely invisible while cloaked, would never happen but would be v funny

    I like the Hillbilly & Leatherface ideas but maybe make it like 100% reduced stun duration? I think just zero stun would feel be a bit much for a bloodpoint addon as such.

    I'm not sure about the Nurse one, it honestly feels like it would just feel really clunky trying to blink around and getting an invisible 5m block from survivors.

    The Hag one is crazy cool but honestly would prefer a new killer that does a similar thing; requires set up that then offers support/chase ability around the map etc. We haven't had a set up in killer in agess

    The Doctor one is great as well but must admit dont really like playing against it so im not rooting for this one lmao

  • @Seraphor said:

    The only add-on I want is a Ghostface add-on:

    Marking survivors no longer Exposes them. When a survivor reveals you, they become Exposed for 40 seconds. Grants 100% Bonus Bloodpoints for stalking score events in the Deviousness category.

    Survivors would still become marked through stalking, and they'd get the red ring around their portrait to show it, but they wouldn't be exposed. Can still combine it with things like Victim's Detailed Routine or Driver's License for some point in stalking.

    this is acc a really cool idea love it

  • @Seraphor said:

    • "All TVs turn on immediately at the start of the trial." this could be too strong, even Dredge takes 8s minimum to use his teleport.

    I doubt it would be too strong, yet it would be powerful. I feel it fits well as a very rare, considering Blight and Nurse can both reach survivors equally/nearly as quickly with green/yellow addons.

  • @HagathaSimmons said:

    https://forum.deadbydaylight.com/en/discussion/333232/the-onyro-add-on-pass-ideas

    I like most of your ideas. The numbers on meters, etc can use a bit of tweaking for balancing reasons but they can figure that part out.

    As an iri idea i just thought of, what about when a survivor is fully condemned they become exposed! It's an iri and being fully condemned is sorta rare but it'll make the mechanic more rewarding. cough cough replace the iri remote with this idea.

    I like it!! Just honestly kinda feel like that should be basekit in a way really. Condemned is meant to be a threat, not a 'oops let me just go insert that tape', if it applied Exposed I feel like survivors would feel more inclined to acc retrieve/insert tapes and get rid of their condemned, making it a more effective form of slowdown.

  • 1) The Spirit

    DCB needs a rework, it takes most of the skill out of her, especially with the iron will nerf incoming, it could be used for something else.

    A lot of Spirit's addons are largely useless, including Mother's Glasses, Senko Hanabi, Rusty Flute, Wakazashi Saya etc. These addons have really unique concepts, yet some of the numbers/effects are way too minute to actually offer value during gameplay. May I also mention she also has MDR which is quite literally one of the top 3 iris in the game (down to opinion) and then Kintsugi Teacup which whilst sounding good in concept, ends up rarely giving much value.

    I think Spirit needs a bit of balancing, not a full on addon rework. Here are some ideas:

    Kintsugi Teacup

    • Instantly recharges Yamaoka's Haunting after damaging a generator, vaulting a window and breaking a pallet or breakable wall.
    • Reduces the duration of Yamaoka's Haunting by 0.5 seconds.

    Dried Cherry Blossom

    • Increases the volume of Survivors' breathing, grunts of pain and footsteps by 25% during Yamaoka's Haunting.
    • Scratch marks are no longer visible during Yamaoka's Haunting.

    Mother-Daughter Ring

    • Increases movement speed during Yamaoka's Haunting by 40%.
    • Increases The Spirit's terror radius and directional-phase cue radius by 8 metres.
    • Scratch marks are no longer visible during Yamaoka's Haunting.

    Wakizashi Saya

    • During Yamaoka's Haunting, press the Active Ability button to immediately return to the Husk.
    • Survivors within 8 metres of the Husk trigger killer instinct and suffer from the Hindered status effect.

    Mother's Glasses

    • Phasing within 16 metres of a generator triggers a difficult skill check for all survivors repairing the generator.
    • Failing the skill check results in an extra 1% regression to the normal failed skill check reduction.

    Senko Hanabi

    Successfully hitting a survivor in a post-phase attack calls on the Entity to block all pallets in a 16-metre radius for 15 seconds.

    Rusty Flute

    • Increases the recovery rate of Yamaoka's Haunting by 25%.
    • Survivors in the Spirit's terror radius are hindered by 2% and suffer from a 10% action speed penalty whilst Yamaoka's Haunting recharges.


    2) The Artist

    The Artist actually has some great addons, but again I think some tuning is needed. Here are some ideas:

    Matias' Baby Shoes

    The auras of Survivors within 7 metres of an idle Dire Crow are revealed to you for 4 seconds.

    Iridescent Feather

    Grants the Undetectable status effect when Birds of Torment is on cooldown.

    Garden of Rot

    • Survivors swarmed by Dire Crows suffer from the Incapacitated status effect.
    • Survivors who complete the Repel action suffer from the Exposed and Incapacitated status effect for 5 seconds.
    • Reduces the maximum amount of Dire Crows by 1.

    Severed Tongue

    • Reduces the duration of which The Artist requires to send Dire Crows into flight by 0.5 seconds.
    • Increases the flight speed of Dire Crows by 20%.

    Severed Hands

    • Any survivor within a 5 metre radius of a survivor which is swarmed will have their aura revealed for 8 seconds.
    • A survivor who performs a healing action or repairs a generator with a swarmed survivor will also be swarmed.


    3) The Onyro

    I feel a lot of The Onyro's addons don't actually feel worth bringing into the match, just because their effects seem so impractical. I actually love her design and kit and I feel some nice addon changes would really help her out.

    Mother's Comb and Ring Drawing become Base Kit effects.

    Cabin Sign

    Reduces the time it takes for a TV to turn on after Projection by 20 seconds.

    Old Newspaper

    • Increases the invisibility duration after Manifesting by 33%.
    • Manifestation is 5% faster.

    Yoichi's Fishing Net

    • Decreases the maximum amount of Condemned stacks by 1.
    • Increases the rate at which Condemned builds by 13% whilst holding a VHS tape.

    Well Stone

    • All TVs play the Projection effects after The Onyro projects to a TV.
    • Reduces the time it takes for a TV turned off by a survivor to turn on by 10 seconds.

    Sea-Soaked Cloth

    • Powered TVs play The Onyro's directional lullaby in an 8 metre radius.
    • Survivors within 8 metres of a Powered TV do not hear The Onyro's real directional lullaby.

    Reiko's Watch

    • Increases the invisibility duration after Manifesting by 50%.
    • Manifestation is 10% faster.

    Clump of Hair

    • Decreases the range at which The Onyro is visible while Demanifested by 12 metres.
    • Manifestation is silent.

    Rickety Pinwheel

    • Survivors within 8 metres of a powered TV suffer from the Oblivious and Blindness status effects.
    • These effects linger for 15 seconds after leaving the 8 metre radius or if the TV is turned off.

    Ring Drawing

    • A survivor on a generator with a Condemned survivor gains Condemnation at a 20% speed than the usual rate.
    • A survivor unhooked by a Condemned survivor will gain 1 stack of Condemnation.

    Mother's Comb

    Reduces the amount of Condemnation stacks reduced after inserting a tape by 1.

    Bloody Fingernails

    Increases the speed boost after Projection by 2 seconds, in which The Onyro is granted the Undetectable status effect.

    Well Water

    • Increases the duration of the Undetectable status effect after manifesting by any means by 2.5 seconds.
    • After using Projection, The Onyro's directional lullaby is silent for 20 seconds.

    VCR

    • Projection is silent for any survivors within 16 metres of a powered TV.
    • Projection is 25% faster.

    Telephone

    • Causing a survivor to witness manifestation from within 7 metres turns on all TVs that they have previously retrieved or inserted a tape into.
    • Survivors witnessing manifestation within 7 metres suffer from the Hindered status effect.

    Tape Editing Desk

    • Each survivor starts the Trial with a VHS tape in their possession, their target TV being the farthest from their location.
    • All TVs turn on immediately at the start of the trial.

    Distorted Photo

    After using Projection, all survivors within 16 metres of a powered TV have their auras revealed for 3 seconds.

    Remote Control

    Increases the range at which The Onyro inflicts Condemnation on survivors through nearby Projection by 8 metres.


    Let me know what you think :)

  • yeah i think its tuesday :)

    in PTB time Comment by Babz
  • @Maelstrom808 said:

    As a musician, I think a community contest for adding a new chase music would be pretty awesome. Give us the standards and format they need, obviously the main musical "DbD" theme has to be incorporated, etc., but I'd love to put something together for the game, as well as hear others takes on it as well.

    THIS

  • I definitely don't think all her add-ons need buffs; MDR is busted and DCB removes any skill out of the use of her power. These add-ons could use changes.

    However, Mother's Glasses is completely useless 99% of the time. Compare Mother's Glasses with Adrenaline Vial on Blight; both add-ons of the same rarity, but one is game-changing and the other has little to no use.

    There are other add-ons that have very minor effects e.g. Senko Hanabi etc.

    Also, Ghostface recently received an add-on named 'Olsen's Wallet' that immediately recharges Night Shroud after breaking a pallet or breakable wall, similar to the Kintsugi Teacup. However, Ghostface's add-on is of Rare rarity, whilst Spirit's is iridescent. I understand that Spirit's power is considerably stronger than Ghostface's, but it's strange because I would class DCB as better than the teacup anyway. I think some changes on add-on rarity for the Spirit would be welcome as well.

    My points are mainly that some of her add-ons of lower rarity or gimmicky add-ons (Wakizashi Saya, Senko Hanabi, Mother's Glasses etc.) are just not justifiable as useful add-ons and deserve a re-work; either with new effects or stronger potential.

  • @GoodBoyKaru said:

    The real question I'm asking is why wasn't MDR removed? Or Yakuyoke?

    So true. Father's glasses was a great add-on for those who didn't have headsets/struggled with hearing survivors; plus it wasn't that op anyway. If anything, MDR is the one that needs a change.